Showing Posts For tarcheg.4872:

UPDATE: King of the (custom arena) Beta

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Posted by: tarcheg.4872

tarcheg.4872

idk…
there are mim, idle, tp, boon in the lower bracket against only pish in the upper. How did you come up with this? Did pish just got lucky?
Other teams please don’t get offended – imho these are just the favs (at least when going from the ladder (yeah ik ladder /= skill but anyway))…

not really fair

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Posted by: tarcheg.4872

tarcheg.4872

For once, you can get cc’d in endure pain/stone signet but not while being in mist form or elixir s…

100 NADES Never Died

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Posted by: tarcheg.4872

tarcheg.4872

/Offtopic

Mug hits for 4-5k every 45s (can be reduced) if it crits as glass cannon, tier one trait. Thief is now in melee range.

Mug does NOT crit anymore – max dmg: ~3k on other glass cannons.

Thieves Shorbow Autoattack = Broken now

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Posted by: tarcheg.4872

tarcheg.4872

Welcome to the world of the scepter guardians.

Rangers - New fotm

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Posted by: tarcheg.4872

tarcheg.4872

So a slight buff to pets have made ranger god’s? Beastmaster and Trappers have always been good but no better then a lot of other classes/builds.

+many other classes got nerfed – like ele.

April SotG CliffNotes

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Posted by: tarcheg.4872

tarcheg.4872

I said: “as long as the point doesn’t decap while using bf (=blurred frenzy) […]”

Because the buff when you use blurred frenzy is called “blur” and not distortion.

But IF bf does decap the point, the nerf would be hard BUT legit, since no one else can cap a point while being invul.

People should lose rank for inactivity

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Posted by: tarcheg.4872

tarcheg.4872

Most of them are not inactive but just play a 2nd acc…
this makes climbing the ladder even more difficulty since you are matched against lower mmr accs and losing against them drops your rating even more (and winning increases not as much…).

(edited by tarcheg.4872)

April SotG CliffNotes

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Posted by: tarcheg.4872

tarcheg.4872

New Meta: BM-Ranger as close-point holder, because of buffs and distortion-nerf of mesmers.

The devs said it only affects the f4 and I think that as long as the point doesn’t decap while using bf, the nerf is not that big. You still can have a full 4s distortion without letting the point fully decap.
But nevertheless rangers are already deffing close quite often.

What if....

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Posted by: tarcheg.4872

tarcheg.4872

It was in general mean. Actually I prefer short points instead of textwalls of meaningless content though I stopped reading them if I don’t know the player.

In general I absolutely agree with you.

(edited by tarcheg.4872)

What if....

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Posted by: tarcheg.4872

tarcheg.4872

What if ppl would stop comparing skill with rank / leaderboard-ranking?
Oh wait . . .

Then read his posts and tell me that you srsly think this guy knows what he is talking about.
Having 130 tournaments played since recorded for rating and being where he is, I just don’t think it’s the ideal position to make ~50posts in ~3days all about the same topic -> ele nerfs and how unplayable ele will be post patch.
Everyone is entitled to his opinion but there is no need to bring it back up in every second thread + making even more threads about the same.

I don’t usually do those comparisons but when I do they’re accurate.

edit: Just ready his post ele vs war above – I guarantee everyone a good laugh.

(edited by tarcheg.4872)

What if....

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Posted by: tarcheg.4872

tarcheg.4872

What if you take 99% of your time whining on this forum and put it playing ig trying to improve since, when I look at your rating, that should be your first priority:

45% Stealth.9324 Kaane Moka 62 70 46.97% Fort Aspenwood

Just saying – I think pretty much everyone here is sick of your ele qq…

Yet another SotG w/o any mention of Brawn

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Posted by: tarcheg.4872

tarcheg.4872

It never was +30% dmg at any point – it was just a display bug which got fixed to the actually value of 3%.
Nevertheless, by far the most useless “skill line stat” there is.

April SotG CliffNotes

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Posted by: tarcheg.4872

tarcheg.4872

SotG notes in text form for those too lazy to watch the full video!

Elementalist

-Signet of Restoration: Passive heal slightly reduced

They only removed “the buggy stuff”, which are multiply heals from doing one action and the healing proc from dodge rolls etc.

Team looking for an Elementalist

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Posted by: tarcheg.4872

tarcheg.4872

As the title says, we are looking for an Elementalist to add to our team of Guardian, Mesmer, Ranger and Thief.
We are looking for an experienced, ambitious Elementalist who will be able to use teamspeak. You should also be a level-headed team player with good command of the English language.
We play on a daily basis usually starting at 7 PM CET (Central European Time – GMT +1). You are expected to be there most days and tell us if you can’t make it a day in advance at least.
If you’re interested, contact me here on the forums or in-game.

anyone taking leaderboard srs?

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Posted by: tarcheg.4872

tarcheg.4872

I use an alternate account because I dont go around shouting “EVERYONE LOOK AT MY LEADERBOARD kitten -Assandiftl 2013” like you. I know I am good. You know I am good.

And you’re sure that the reason you have a 2nd acc is not so that you can solo q without losing your ranking?
I’m just asking cause it seems to be a quite popular method to play solo q and still be high ranked.

(edited by tarcheg.4872)

New vid up eSports Gaming w/ Davinci

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Posted by: tarcheg.4872

tarcheg.4872

Silven already explained to you that there are diminishing returns on armor values over 2.9k…

which is not true at all…

Developer's stance on target priority?

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Posted by: tarcheg.4872

tarcheg.4872

Randomness is bad. I want less of it.

qft
some dev please reply – just wanna know your thoughts on this topic.

Developer's stance on target priority?

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Posted by: tarcheg.4872

tarcheg.4872

+1
This should have been in the game right when they patched target priority for interactions in the game!
I’m tired of so much luck based actions. It’s not like the ranger moves his pet to some place so he can body block the CC…

Add a 2v2 Tourny's!!!!!

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Posted by: tarcheg.4872

tarcheg.4872

Everybody wants 1v1 or 2v2… But I want 16v16. Or a big pvp game. In GW1 they started 8v8, then in the 1st or 2nd expansion they had 16v16 or something bigger than 8v8 and it was a lot more fun. Heck what about 5v5v5. GW1 had it they had up to 4 maybe 6 teams going at each other, halls of heroes!

If theres anything I remember the most about GW1 its agony in pve and halls of heroes in pvp and whoever had the hoh had the underworld.

Someone is big into zerging…

Quickness Discussion [merged]

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Posted by: tarcheg.4872

tarcheg.4872

I just had my own poll with 469 participants:
400 answered: this thread and your poll completely made up BS.
69 – duh

State of the Patch (March 2013)

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Posted by: tarcheg.4872

tarcheg.4872

PS.: I don’t know why people think Kick is bad. Kick was hard to use, because it’d root you, now with the change it definitely isn’t.

In fact Kick can be borderline OP, as it does in fact have a knock down effect (yeah, it’s no updraft, I get it), it’s an interrupt that will hit for up to 2k on a 16s CD (frontal cone knockdown to up to 3 people that deals 2k damage…how much lower do you want the CD to be honestly) and it can be useful for many different builds.

From this post I can deduce a few things:

a) you don’t know what you’re talking about

b) you are the kind of person who reports people’s posts who disagree with you

c) you likely play at a very low skill level

d) I’ll stop there since you’ll just report again

trolls are gonna troll… and yes I’m obviously talking about you xiv.

Say NO to the Haste nerf...

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Posted by: tarcheg.4872

tarcheg.4872

Haste needed a nerf from the beginning. But it should have come with “bunker nerfs” at the same time…

Stacking Sigils and Energy Sigils

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Posted by: tarcheg.4872

tarcheg.4872

What exactly are your weapon sets and which sigils do you have slotted?

Cause all sigils share the same icd, so when you use e.g. the flame blast sigil on your other weapon set (or any other proc sigil) and you proc it 2s before you swap to your energy weapon, you still have the sigil icd from flame blast and no other sigil effets (procs AND weapon swap ones) are going to be applied —> no energy proc.

(edited by tarcheg.4872)

Invisible rating

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Posted by: tarcheg.4872

tarcheg.4872

Only advantage of an invisible rating system:
Anet doesn’t have to show and admit that their rating system atm sux and it will probably still take 1-2 months until it is 100% finished and then they will hopefully make it visible.^^

AOE vs single target dmg: Design Principle #1

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Posted by: tarcheg.4872

tarcheg.4872

Then why not make every melee-attack single targeted as 100b for example? I’ll tell you why, because then every1 with under 15k hp would get a free-ress…

Which role do the max HP of player play in getting rezzed?
Rezzing is percentaged from downed players max HP just for your information…

AOE vs single target dmg: Design Principle #1

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Posted by: tarcheg.4872

tarcheg.4872

OP is absolutely right – and I never played a thief.
But wanna hear something good? The devs already announced that they’re the same opinion and that they’re planing on nerfing AoE. The only question is when this nerf is coming (as always)…

State of the Game EP3 - Show Discussion

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Posted by: tarcheg.4872

tarcheg.4872

Why completely remake the game when there is nothing wrong with downed state?

Are you serious with that statement? So in your opinion all the down states are balanced? There is nothing wrong with ele down state? Or a phantasmal rogue hitting for 6+k (a pet from down state!!!)
I’m not saying it’s best to get completely rid of down state, but yes, it does need some serious work and balancing… probably even more than the “non-ds-skills”

State of the Game EP3 - Show Discussion

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Posted by: tarcheg.4872

tarcheg.4872

Q: Are you not in the least concerned with the impact of Time Warp but also quickness in general?
Specifically Time Warp almost certainly decides group fights in favor of the side using it. Quickness, however, seems to be a problem in general as reaction times are virtually a constant, while abilities under quickness are sped up by 100%.

I’ll give an example in order to explain what I am trying to say with above statement:
Assume you are getting targeted by 3 devastating attacks with an animation time of .5 seconds under the influence of quickness. For clarity I will also assume reaction for the targeted player (he might be busy handling a situation) to be .8 seconds. Under normal circumstances, this player would get hit by the first attack and be able to evade attack #2 and #3. Due to quickness, however, he would get hit by all 3 of these attacks, which amount to .75 seconds of execution time, since his reaction time remains constant at .8 seconds.

Analyzing the situation, the targeted player just took 3 times the burst, just because of quickness cutting execution time in half. I think we can agree on the fact that many, if not any, classes out there, will be dishing out devastating, lethal in fact, amounts of damage, if they are able to apply 3x times their regular burst for whatever reason.

Q: Assuming you follow the current meta in the EU, you may have noticed that when both sides utilize a heavy burst thief (regardless of whether players deem this to be balanced or not), there’s a high chance that the thief coming out of stealth and actively participating in the fight first, is going to put his team at a disadvantage, as he’s most certainly being taken out instantly by the opposing thief.

As a result these two thieves usually play their own 1v1 match within the match itself. I honestly believe that this is not the way matches should be played or decided (4v5 on the map for 20+ seconds usually means you lose the team fights or small skirmishes on a node).
On the other hand, many thieves seem to be of the opinion, that they need to be as glassy as they are (and thus being easy preys for the opposing thieves), simply because there’s no other way to neutralize certain bunker builds on the enemy team in any timely fashion. These bunker builds, being as strong as they are, will undoubtedly cost you the match, if they manage to stall your team on a node.

Are there any plans for reducing burst damage and survivability and bring both ends of the spectrum down a little, in order to address the inherent issues? If so, what specifically are your goals in this regard?

You may be aware that while burst is simply based on chaining devastating attacks in the least amount of time possible, survivability comes in different flavors. While usually survivability equals high sustain through healing, there are professions/builds that become as survivable as they are by means of excessive damage evasion and/or damage negation, so that any changes would have to be targeting all of these capabilities.

qft!
These two questions need to be answered. Especially the one about quickness, because it’s not just a 100% dmg increase. People need a certain minimum time to react (no matter how good of a “pro gamer” you claim to be) but with quickness you do not have that minimum time and that’s why quickness often makes the differences between burst evading and getting hit by the full combo – and this difference is much more than just 100% more damage.
So quickness just shouldn’t be in the game like this at all and time warp is showing that the most by winning every fight.

And also the thief question is good since every thief is just waiting for the other thief to get visible first and until then they’re not any part of the fight at all – I can’t imagine that this is what Anet had in mind with this class…

No more weapon swapping during game?

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Posted by: tarcheg.4872

tarcheg.4872

I guess the fact that you can still switch out skills 6-10 is probably not working as intended – is there a statement from Anet to this?

What do you hope for with the Dec. 14 patch?

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Posted by: tarcheg.4872

tarcheg.4872

1. Nerf AoE (most important atm)
2. Nerf any kind of skill rezzes (9/10 high lvl teams abuse them right now)
3. Nerf & adjust Downstate (that’s just something I hope for every patch)

edit: there are ofc a few other unbalanced things in this game like the heal of a bunker ele, time warp (which I count as an AE and those needs to be nerfed across the board anyway) etc… but again seeing streams of engis (and other classes as well) killing people with AE while having targeted themselves is just kind of stupid imho.

Amirite?

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Posted by: tarcheg.4872

tarcheg.4872

Dueling in the mists would be nice but I don’t see as the most important feature to implement atm.^^

(edited by tarcheg.4872)

Down state Ele boost ?

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Posted by: tarcheg.4872

tarcheg.4872

100% agree.
Down state is atm too strong. Too much cc and dmg. They should weaken everyones ds instead of buffing ele.

Thanks for the Retal nerf

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Posted by: tarcheg.4872

tarcheg.4872

Reta just needs an icd just like confusion.

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

Ranger is actually pretty good since he has an AoE daze on his 2nd which interrupts everyone at least the first time.

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

@Smackjack:
Reading a thread does not belong to one of your strongest traits I guess?!
The 23 hits were from illusionary unload which were taken during the fight. And the rogue + downed mesmer aa killed the OP in the next 5s – do you really think you, you can kill a rogue (who goes invis after attacking) with your downed auto attack in that time??
edit: down state is not supposed to be as strong as it is atm and needs to be nerfed across the board.

(edited by tarcheg.4872)

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

They should tone down every down state to ele niveau so fighting when alive decides who wins and not whoever goes first into a too strong down state.

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

There are no phantasm after shattering though.

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

Why not just remove all abilities from Downstate and give us 2 buttons. Heal and Release to respawn. Downed state is suppose to be a time where teamwork prevails, so make teamwork mandatory to survive.

I would really like that change tbh.
Downed people can still be rezzed but players will be less of a danger once they’re downed.

(edited by tarcheg.4872)

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

@tOss:
are you actually believing what you’re writing? It’s absolute normal for you to get downed by someone downed when having 7k hp left?
And are you serious about attacking the rogue? Not only does he goes into stealth after using smoke bomb but the other mesmer will kill you much faster with his rogue than you can kill the rogue with your auto attack.
And please stop saying he should have attacked the downed mesmer – he had time to aa maybe 1-2 times before he ueses his teleport. I don’t know how much knowledge you have about targets which teleport away and are invis for a couple of seconds but good luck with attacking such a target without any AoE.

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

Please read the thread before posting something which was already answered several times…
Phantasms were shattered and on cd. Almost no time for attacks cause the 2nd skill is instant ready to teleport – after that it took a while to locate the real mesmer cause of the position he luckily teleported. After finding the real one he summoned the rogue for a 6k+ attack and gg…

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

Sure with 6k hp left while stomping in a spvp match with 7 other randoms running around the OP should waste 5 more seconds for a already DOWNED player just not to die himself?
Wasting 5 seconds in tpvp match (for 1 illusion) can change everything and 6k+ hp should ALWAYS be enough when you want to finish someone – that’s at least my point of view and I seriously don’t understand how someone can defend the dmg and power of down states.
And btw – What do you think would have happened after he had killed the rogue???? Yes, the mesmer would have had his teleport back up after that his rogue…. I’m sorry but something is broken…

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

1. It’s not about what he could have done different, it’s about a too strong down state.

2. Just to argue with you about what he could have done:
-OP killed him with shatter burst so there were no more phantasm doing dmg for him.
-downed mesmer used teleport (2nd skill) and teleported luckily behind a rock, so there was almost no time to attack him in between to finish him with dmg
-when he was finally visible again and OP found him, the downed mesmer summoned the rogue which instantly killed the OP
Yes I watched that 1on1 from a far and safe distance.

This thread is about the fact that the mesmer going first in down state had an advantage over the other one because he could summon his rogue first. It doesn’t matter how often this will happen – fact is, it did happen. And there are many more of those examples. Downed state was meant as a last chance kind of thing but not to win a fight which was already 100% lost…

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

This is not just an issue of unbalanced down states between the classes (which they are) but much more an unbalance between being alive and being downed. Down state is in general just much too strong.
As I said – sometimes it takes much more time to stomp someone than to bring him in down state. This is imo a much greater issue…

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

I think it’s funny that he totally neglected the fact to show that what really killed him was the unload form the thief that just ran over his corpse.

23 hits from unload.

In other words….mesmer wisely used his abilities to prolong his life for his teammates to show up.

Teammates showed up and kindly finished off his buddies.

Yup, sounds like its working as intended.

The skill on the top was ILLUSIONARY unload. The OP said it was a 1on1 til the end. But thanks for bringing in your clueless input…

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

@milo
To leave the balancing only to the devs is never a good idea.
The devs stated themselves and most gamers know that the players are the ones that find the real issues. Things the devs have never thought about but since the gamer are playing the game on a much higher level they find ways how to “exploit” certain game mechanic/skills etc.
A game with no player feedback will never even come near to being balanced.

(edited by tarcheg.4872)

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

I still don’t think that this is what Anet was having in mind – just keep attacking the downed person. Otherwise there wouldn’t be the need of a finishing animation.
And you do see the rogue in OP screen hitting for 6k+ do you? Tell me again how many skills do you have when not downed that summon a pet attacking for 6k+ dmg?

What you’re saying are ways to work around the problem with downed state but it doesn’t change the fact that downed state is broken at the moment and needs to be changed.

Why you have to adjust down state (screen inside)

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Posted by: tarcheg.4872

tarcheg.4872

yes downed state is fine but that #3 needs polishing

Actually it’s not fine. The OP showed just one of many examples why it’s not.
Think about a glass cannon thief. Now think about how long you need to kill him (best case scenario). It takes about 3-5s with many classes. Just ONE good burst (backstab, PW, 100b, shatter, dragon tooth + fire grab combo etc…).
But now think about how long you need to finish him sometimes. He ports somewhere you don’t see him right away (behind a stone, down a cliff etc). When you finally reach him again he stealths, then ports again. This can take up to 10-15s.
So time to down: 3-5s
and time to stomp: 10-15s (in this scenario)
Is that what a fight should be like? I really don’t think so.

That’s a second example why downed state is broken.
In allot of fights it seems like the main dmg and the majority of the time you’re fighting in or against downed state… I thought down state is just your last chance in a close battle but not when someone downs you with 1/3 of his hp left.

Down state is a broken mechanic and needs allot of work. I see the point of people saying it’s a part of the fight but do you want it to be the main part of the fight or should the part when you’re both alive and have all your skills available decide who is gonna lose and wins?

(edited by tarcheg.4872)

Phantasmal Warlock still 18s CD

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Posted by: tarcheg.4872

tarcheg.4872

Even after the patch 10.07:

“Phantasmal Warlock: Increased recharge to 20 seconds.”

Remove the " finish them " option in PvP

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Posted by: tarcheg.4872

tarcheg.4872

In this game the ttk is like that.
The time you need to down someone: 3-10s
The time you need to stomp certain classes: 15s

It should be like 20s+ fight and 3s to finish (every class not just ele).

It’s ridiculous that you can kill people with one combo but to finish them you need forever – every game designer will sooner or later see that it’s just wrong as it is atm…

edit: And I mean both is stupid – how fast you can down someone AND how long you need to stomp.

(edited by tarcheg.4872)

You said eSport.

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Posted by: tarcheg.4872

tarcheg.4872

No, actually we don’t.
Check out the sticky topics – “Quick update:”…