Showing Posts For shaolin.9716:

Too Much Condition Removal?

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Posted by: shaolin.9716

shaolin.9716

Warrior condition builds consist of two conditions what do you expect?

I’d expect condition removal to apply only to CC. Damage should only be negated by a healing skill. If someone manages to land condition damage on you, it should cost you a healing skill to counter it, the same as if you received the damage straight up.

Too Much Condition Removal?

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Posted by: shaolin.9716

shaolin.9716

I’ve been trying a warrior build which relies a little more on condition damage, a 1h sword build. I had never really tried to use condition damage before. What I noticed is that it’s pretty insane how most of the time your condition damage gets removed before it can do it’s full damage. Shouldn’t condition removal abilities remove CC conditions like root, snares, etc. rather than damage? I can’t imagine playing a profession which primarily depends on condition damage, some builds don’t seem to even need to think as they always have a condition removal available to them. I find the 1h sword more fun to play as a warrior because I don’t one shot half my opponents and it makes for more interesting fights, but it’s a little hard to justify when the 1h axe burst guarantees your damage to be applied while the sword damage is removed most of the time. The sword burst skill is actually much harder to land than the axe burst, and it’s less rewarding when you manage to land it.

The Mes/Thief non-problem

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Posted by: shaolin.9716

shaolin.9716

The problem with thieves and mesmers is their damage is way too high for professions which are built on escape mechanisms. These professions have the greatest strength in game while not having the greatest weaknesses. It’s actually pretty ridiculous logic. When you play these professions, if you wanna know if your skilled, you cannot judge your skill by your ability to kill anything other than another thief or mesmer. And when you play something else, never take it as you lacking skill when these profession kill you, it doesn’t reflect poorly on you, but on the balance of this game.

Custom PvP servers

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Posted by: shaolin.9716

shaolin.9716

How far will we be able to customize a custom PvP server? Any intention to let us restrict access to certain professions? I’d love to see custom servers which only allow the more balanced professions in, since the overpowered professions never get fixed.

1v1 Balancing is all that matters

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Posted by: shaolin.9716

shaolin.9716

People pushing for team balance and developers having this mindset is a pretty good reason why the interest in this game is nowhere where it should be. Losing to facerolling builds in 1v1 situations just makes you wanna log off and play something else. 1v1 balance can never be perfect but it should come reasonably close if this game is ever to be taken seriously.

My buddy only plays 3 classes

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Posted by: shaolin.9716

shaolin.9716

At least when you get a kill, you deserved it. Not so much for your friend.

What is the Point of this? sPvP & Duel'o rama

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Posted by: shaolin.9716

shaolin.9716

Can’t really wonder why PvP in this game is so unpopular when duels wont be implemented. The engine of this game is pretty amazing but the game design decisions are pretty poor when it comes to PvP.

Ever wonder why so many thieves

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Posted by: shaolin.9716

shaolin.9716

There will always be complaints and people leaving the game when the 1v1 balance is as bad as it is now. It is understandable that nothing can ever be perfectly balanced in an MMO game but it should at least be close enough that a good player doesn’t have difficulty beating a mediocre player playing an overpowered profession in a 1v1 scenario because 1v1 do happen in games. Also, the popularity of people wanting to duel just shows how important 1v1 really is to the success of a PvP game.

Ever wonder why so many thieves

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Posted by: shaolin.9716

shaolin.9716

Some people seem to imply that things are different in hot joins or tPvP when people will actually complain about balance because of what they observe in 1v1 fights, where thieves, mesmers, and elementalists are pretty much in a league of their own with all other professions below them.

Why do you leave a sPvP game?

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Posted by: shaolin.9716

shaolin.9716

I leave games with too many thieves or mesmers, or too many PvE entities cluttering the game. It’s actually pretty hard to find a good game but it happens once in a while. Joining and quitting is how you browse for a good game.

Ever wonder why so many thieves

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Posted by: shaolin.9716

shaolin.9716

As a warrior’s point of view the game feels like it has worsened a lot the last few months. Thieves… If they’re not nearly always stealthed they’re constantly on evade and untouchable. Same with mesmers. It’s impossible to pin down any half decent thief or mesmer for a burst and burst is the only thing a warrior can hope to land to maybe get a kill. Sad state of balance.

My "reward" for solo winning was...

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Posted by: shaolin.9716

shaolin.9716

I agree with OP. I tried a few games last week and guess I was just lucky that I had 10 or so good games. I actually though it was fixed. Then the premades started polluting my fun once again and had to go back to hotjoin.

Give us the ladder...

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Posted by: shaolin.9716

shaolin.9716

Why a ladder? As if it will mean anything with the current state of profession balance. Balance is a more important priority.

Can we stop talking about balance...

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Posted by: shaolin.9716

shaolin.9716

The bad balance drives too many people away from sPvP. It should be a priority. The current balance only favors people who like to play some specific professions. People who like the less fortunate professions tend to just give up on sPvP.

[SOTG] Questions Poll

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Posted by: shaolin.9716

shaolin.9716

1.) Will we have duels any time soon?
2.) What about arenas?
3.) Is the warrior ever gonna be fixed to be more than a PvP punching bag?

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Warriors can work exceptionally well in a high lvl tpvp environment. It just actually takes skill and communication to make it work, its not like faceroll ele “I tank every single cleave and then just heal up”. One thing people here dont seem to understand, more than anything Warriors rely on good team support and when they get it they can kill the entire enemy team within seconds. If you think you can tank everything just remove all condis and do great dps then play ele. You wanna be the hotjoin king play a build that is made for this crap, there are actually some even without GS 100B. Making Warriors work is hard. Period. Buffing Warriors will only make them OP and making them easy to play is a complete different task then just buffing them. If you are frustrated with Warrior reroll to something even my dead grandmother can play like tripple Cantrips ele.
Btw Warrior mobility is actually very good, Warriors are fast. And yeah melee fighters are susceptible to immobilizes and stuff like that, big kittening surprise. Thats in the nature of design, thats how melee works, thats why melee does more dmg than range attacks.

I guess from your post that warrior should not be playable. It would probably fit better as some other profession’s pet since it can’t do anything on its own. And is your solution really to roll something else? Let’s get the warrior fixed, not abandon it. Even if warrior got buffed near being OP, it really can’t be as bad as all the months we’ve been enduring mesmers and thieves. I doubt it’s even possible to buff the warrior beyond what some thief and mesmer builds can do right now.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Just add a trait like “Cleansing Dodge” or whatever that removes chill and cripple when you dodge and give it an inner cd somewhere between 5-10s and it should be fine. – Remember warhorn cleanses all snares btw. Besides that warrior has the best mobility in game in the long run if you use GS, S/W. Don’t think the problem lies in mobility but more in healing/condition removal in general.

But how would you deal with the fact that the AOE snare will be reapplied immediately after cleansing it? And it’s not even much of an option to just avoid it since you need to be in melee range to do your damage, the longer you delay your offense the longer you get demolished by range attacks.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Well it might be a perspective issue then. I find 1v1 balance important and it is extremely lacking for the warrior. God forbid the warrior gets into a 1v1 fight for a node in a game. He’s doomed from the start if his opponent is not another warrior.

This is utter bs. The warrior 100b build is a very strong 1v1 build. Its large team fights where it is more lacking.

Doesn’t sound like you duel much. That build is only strong against new players. Any half decent player mitigates that burst easily.

Yeh and a decent warrior will play it effectively to mean they cant mitigate your burst. And besides even if they dodge or u miss a whole frenzy/100b/whirlwind then you still have alot of damage with just the attacks and you can immobialise on both the axe/shield and the greatsword with leg specialist.

No, other professions can put more pressure on the warrior than the warrior can put on them. Other professions can easily save their mitigation and escapes for when the warrior decides to burst. The warrior is forced into making the first move most of the time. You say warrior deals a lot of damage which is only half correct since the damage is only dealt when in melee range, but over the course of a fight a warrior is not in melee range long enough for his total damage over the fight to qualify as high.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Well it might be a perspective issue then. I find 1v1 balance important and it is extremely lacking for the warrior. God forbid the warrior gets into a 1v1 fight for a node in a game. He’s doomed from the start if his opponent is not another warrior.

This is utter bs. The warrior 100b build is a very strong 1v1 build. Its large team fights where it is more lacking.

Doesn’t sound like you duel much. That build is only strong against new players. Any half decent player mitigates that burst easily.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Well it might be a perspective issue then. I find 1v1 balance important and it is extremely lacking for the warrior. God forbid the warrior gets into a 1v1 fight for a node in a game. He’s doomed from the start if his opponent is not another warrior.

Frenzy/Haste Bug?

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Posted by: shaolin.9716

shaolin.9716

Sorry but I’m not into comparing ranks. Nevertheless, my observation is still the same. At rank 40, whether it’s higher or lower than yours, doesn’t matter. It just means that I finished off players thousands of times before and this bug never happened until recently.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Warrior sword 2 is leap. Warrior GS 5 is quite long charge. GS 3 can be used for mobility. I’d disagree with the mobility here…

And while I agree and disagree with you. People just don’t understand that in GW2 if you play glass cannon warrior you can’t play THE WARRIOR PLAYSTYLE. In your face hitting like a truck while paladin is spamming dispel and throwing random freedoms till somthing dies. Oh that insane dispel / pillar hug skill needed…

THIS IS IMPORTANT

IF YOURE GLASS IT DOESN’T MATTER THAT BEING A WARRIOR YOU SHOULD DO LOTS OF DMG WHIL BEING ABLE TO ABSORB IT ALL. IF YOU WANNA SUCCEED WITH GLASS WARRIOR YOU NEED TO ADJUST YOUR PLAYSTYLE ACCORDING TO IT. HIT AND RUN! ABUSE MOVEMENT SKILLS YES MOVEMENT SKILLS WHICH WARRIOR HAS. DISENGAGE. COME BACK HIT LIKE TRUCK. HIT TILL YOUR NOT FOCUSED. TURTLE AS LONG AS U CAN IF FOCUSED RUN AWAY COME BACK AGAIN.

First of all, I wasn’t arguing that warriors lack mobility abilities. I was arguing that warriors are way too weak against AOE snares and the fact that this affects the range of all their mobility abilities.

Second, I don’t play glass. I run with 30 points in defense line traits while the rest of my stats are for offense so I’d consider my current build balanced. I’ve tried many other builds based on better survivability but I always come to the same conclusion: the best defense for a warrior is being able to catch your opponent in a lucky burst combo, otherwise you just don’t have many tools to compete against what other professions have. Half the professions out there will easily kite and condition damage you to death while the other half will outheal your damage all day long so you must build offensive enough to burst 75%+ of their life in one HB + eviscerate combo at just the right time.

Frenzy/Haste Bug?

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Posted by: shaolin.9716

shaolin.9716

either you started a finisher before you had quickness or quickness faded before you completed finishing

I did the same thing that I did a thousand times before. It never bugged before and now it does. Something changed somewhere, unless it has to do with the Tiger finisher that I just recently got.

Frenzy/Haste Bug?

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Posted by: shaolin.9716

shaolin.9716

I’m starting to wonder if it may have something to do with the Tiger finisher. I usually always have my rank finisher when I play. It may have started only since I hit rank 40. Will need to test a bit I guess.

Frenzy/Haste Bug?

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Posted by: shaolin.9716

shaolin.9716

That can’t be it since I usually just stand there telling myself WTF, so if it was slow it would complete because I’m not mashing buttons and interrupting it. Also, frenzied finishers never bugged before. I’m rank 40 so I did enough finishers in my playtime to notice that this bug only appeared recently.

Frenzy/Haste Bug?

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Posted by: shaolin.9716

shaolin.9716

Has anyone else noticed that finishing someone while frenzied often doesn’t work when done too fast? The finishing move completes successfully but nothing happens. I ignored it the first few times but it’s starting to annoy me. Never had this problem before so I guess it came with one of the latest patches.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Forums are good feedback. Numbers don’t tell the whole picture. Without feedback, devs cannot know why x or y profession has lower representation. It might be because it lacks damage or maybe it lack survivability? No way to know the real problems without user feedback and I find that the devs have made several changes based on feedback from forums, so I guess they listen to the community to some extent, even if not to the extent that we would hope.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

This fits hand in hand with the main issue of condi removal that warriors face.

The fact that 90% of their bajillion weapon combinations are kittenty doesn’t help either.

The problem is that I most often have a condition removal available to remove a snare but it’s pointless if the snare is ground AOE because if I remove it, it gets immediately reapplied. Removing an auto-applied condition should provide some short term immunity against the same exact condition being reapplied. By auto-applied I mean something like ground AOE which doesn’t cost the opponent a button pressed ability to reapply it. Or even better, if you cleanse a condition from an AOE effect you can’t be affected by this same AOE instance since you chose to spend one of your abilities to counter it. The opponent would then have to drop a new AOE instance to re-affect you.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

Some people have used 1h sword for mobility forever, its just taken some people a bit longer to catch on.

More viable builds would be nice however.

Whatever the weapon you choose for mobility doesn’t change the fact that this mobility is affected by snares, and practically makes you a free kill to any half decent player using AOE snares.

Warrior Mobility Issues

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Posted by: shaolin.9716

shaolin.9716

The lack of diminishing returns on snares is ruining warrior playstyle. Half the professions out there just drop AOE snares all over the place forcing the warrior to fight in it or get demolished by range attacks. The warrior affected by such snares can’t even remove the condition without having it immediately reapplied. On the other hand, the snares that the warrior can apply to opponents are single target and easily removable. The problem wouldn’t be as bad if the snares didn’t shorten the range of the warrior’s mobility abilities while remaining snared. The warrior has been in a bad spot for a while and I hope this profession gets improved in the near future.

"We balance the game for 5v5"

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Posted by: shaolin.9716

shaolin.9716

Although perfect 1v1 balance can never exist in a game where classes have different abilities, if you keep tweaking and eventually get it near 50% chance in 1v1, then the skill of the player can overcome a minor imbalance of 1-5%.

Capture the Flag?

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Posted by: shaolin.9716

shaolin.9716

Capture the flag is my favorite type of objective based game. Would love to see it in GW2.

Getting one shot... okay?

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Posted by: shaolin.9716

shaolin.9716

A warrior who builds to one shot people will spend more time at the graveyard than the people he attempts to one shot. Contrary to thieves, a glass canon warrior is wide open (no stealth) to get obliterated.

Builds that I think need to be looked into.

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Posted by: shaolin.9716

shaolin.9716

With a build like that you likely die at least as much as you kill. Atrocious survivability. I love warrior Greatsword/Axe but I roll defensively with 20, 0, 30, 0, 20 and often have 300+ points hot join games with no death. I could never pull that off when I played glass canon.

Finally, team colours are GONE

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Posted by: shaolin.9716

shaolin.9716

When can we expect the option to recolor? It’s not really enjoyable to play hot-join now. Anyone who says to just remember your flag color at start clearly doesn’t play enough hot-join games. Games are short, and with auto balance you’re never one specific color for much time, so keeping track of this is extremely annoying, especially for people who care about objectives.

Bring on the monthly fee

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Posted by: shaolin.9716

shaolin.9716

The combat in this game is great, but I definitely wouldn’t pay for the kind of PvP experience we have here. Sad to say this, but WoW PvP back when I played was a lot more balanced and entertaining than PvP in GW2, so that’s probably where I’d throw $15/month if I had to.

Hundred Blades is not okay.

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Posted by: shaolin.9716

shaolin.9716

Compared to other classes, warrior glasscannon is all cannon no glass. Over 2k armor and over 21k hp as glass?

Pffft…

And, compared to other classes, when warriors are kited they’re not hitting their target, so warriors need the burst when they actually manage to pin down their target, which is not so easy considering the high amount of passive CC protection in this game.

A 22k, not full defense, warrior is too glassy in my experience. You spend too much time at the graveyard, you can get killed by AOE or pets alone if not careful, and in 1v1, if you miss your burst you’re too weak to survive an extended fight in most cases.

Thiefs ruining balance again ? [Merged]

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Posted by: shaolin.9716

shaolin.9716

We don’t really know enough about the fight the OP was in. Maybe he really was more skilled than those other 2 players and perhaps deserved to win. I’m not sure if anyone could pull it off against 3 though even if no thief was involved, it’s probably best to flee a 3v1 with no incoming support.

However, thieves do have damage that is too high and too easy to land. When I tried one I was dropping people like flies before I even knew what half my abilities did and used absolutely no utility skill. Building a glass canon thief and unloading your initiative on someone you tunnel vision is enough to drop him.

Hundred Blades is not okay.

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Posted by: shaolin.9716

shaolin.9716

In my experience if you build your warrior to be able to global someone in a single HB then it means you built your warrior fully glass canon and he’ll be extremely fragile, and always in the open so you end up being globaled more than you global others. It’s a noob build for killing other noobs but you spend half your match rezzing. Otherwise HB feels pretty well balanced in a balanced greatsword warrior build.

Just got Svanir down to 1%...

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Posted by: shaolin.9716

shaolin.9716

I don’t enjoy this mechanic. It feels way too RNG. When both parties fight for a mob it will usually end up to one team randomly rather than requiring skill to get it (assuming both parties attempt to finish him with a burst ability). It is also a quite imbalanced mechanic considering not every profession has the same burst capability (once again an example of balanced builds being less effective at something).

I’d prefer if it went to the team with the most damage so that if you get to the mob and see that the opponents have brought him down to less than 50% life you know you have to defend the mob, finish off the opponents who have registered damage on him, and only then you can proceed with the kill and win the buff/points.

Does anyone actually enjoy Conquest?

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Posted by: shaolin.9716

shaolin.9716

I wish there was a capture the flag map.

Easy way to fix PvP (Get rid of tournaments)

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Posted by: shaolin.9716

shaolin.9716

Everything is good as is except for the matching of pugs vs premades in free tournaments. This is the most important fix they should do next.

Every single game...

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Posted by: shaolin.9716

shaolin.9716

What is needed is tPvP for solo players (no premades) so that we can play a serious and fair match. That would be where you go when you want to play seriously. Uneven teams in sPvP are not really a problem because it’s not about winning in there and probably never will. Hot join is all about testing stuff or burning time while you wait for something else.

gs versus a/a warriors

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Posted by: shaolin.9716

shaolin.9716

Every time I try something different than Greatsword + Axe/Shield I feel like I’m missing a lot.

I love Greatsword because the mobility prevents me from being rooted (I use movement skills break immobilize trait), helps evade attacks, allows me to run away when in trouble so I rarely die. When games are not too zergy I don’t usually die at all, as I escape to cap another point when my life is low and my heal on cooldown.

I love Axe/Shield because of great reactive mitigation, a stun, and is the most effective adrenaline dump. So I load my adrenaline bar with Greatsword and dump it with Axe burst.

Deathmatch PvP for solo-queue players

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Posted by: shaolin.9716

shaolin.9716

That doesnt really make sense. Certain abilities do damage in aoe, or provide healing or buffs in aoe. The stats would be totally screwed up if people start playing in bigger formats if you balance around 1v1. Balancing around bigger formats also keeps the classes different as it allows you to give them clear weaknesses and strengths which would probably suck in a 1v1 game. (example: bunker vs bunker argument above). Not to mention combo fields, we’ll probably see these used to much greater effect in competitive deathmatches and the whole system is obviously also balanced around teamfights.

The AOE stuff doesn’t matter as professions would be balanced as individual entities first and only afterwards their AOE skills would be balanced for teamplay. It sounds like you enjoy the fact that MMOs are the typical rock, paper, scissors where one class doesn’t require as much skill to kill another. I don’t. That’s why I’d like to see better 1v1 focus in MMOs. Duels are an extremely popular feature that should be leveraged by MMOs.

As for bunker vs bunker… Bunkers are boring and don’t even fit with the original GW2 philosophy of offensive combat. Correcting this would go a long way to allow interesting fights between any builds.

Separate premades and randoms in tPvP

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Posted by: shaolin.9716

shaolin.9716

Your screenshot is one of what seems like a very boring game for both the pug and premade. However, it is less frustrating than losing 500 to 400+ to a bad premade who would definitely have lost in a fair match environment, without the advantage of communication and planning team composition. A pug losing to a premade with 400+ points definitely has more skilled players than the premade.

Deathmatch PvP for solo-queue players

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Posted by: shaolin.9716

shaolin.9716

1v1 with matchmaking would be the best way for players to get better, and developers to balance the game. Developers could gather basic statistics such as win/loss ratios between 1v1 profession fights, but also much deeper stats such as which abilities were the most used and how much they contributed to total damage, making it a lot easier to cross-balance. Also, imagine if the game was known for providing near 50/50 win ratio, you would know that any player that beats you actually really outplayed you rather than carried by his chosen profession.

Except this game isn’t balanced around 1v1’s, as its a team game and a large number of abilities are team-based.

What happens when a guardian bunker and staff ele get matched up in the 1v1? Fun times.

If competitive 1v1 was implemented, you could use statistics to cross balance professions and builds. I actually can’t think of a more reliable way to build an almost perfectly balanced game. If you have stats and could continuously tweak stuff based on stats rather than experience and/or feedback, you would end up with a game balanced on numbers and you cannot discredit numbers. Also, if all players are of equal value then when you scale this up into a team, there would be far less variables to balance. Balance should always be attained on the smallest entity possible before scaling up, because you want to stabilize the variables you have before integrating new ones.

Playing Hotjoin in a nutshell:

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Posted by: shaolin.9716

shaolin.9716

This issue could indeed use some improvements. When you’re browsing for a game, make sure you just refreshed. If you take too long and try to join a game with 1 spot open left, it will often fail. I never use the play now button because it would always put me in a game with 1 or 2 other players instead of a populated game.

Balance changes make no sense!

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Posted by: shaolin.9716

shaolin.9716

Warriors would need a serious buff elsewhere is they lost quickness. A well timed quickness burst is the only way to kill some professions. Also, too many professions are nearly uncatchable for a pure melee warrior because they seem to never be out of an escape or kiting cooldown.

Tpvp and Pugs

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Posted by: shaolin.9716

shaolin.9716

See post above yours.

I doubt it would work because the intent of players is flawed from the start in hot join. People go there to try builds and tunnel vision their opponents. We need the players serious about winning like those who queue for free tournaments but offer fair matches to these people instead of feeding them to premades.