Showing Posts For vorpal.1497:

Objective Skyhammer Feedback Goes Here

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Posted by: vorpal.1497

vorpal.1497

Maybe it was mentioned before, but, instead of removing the breakable tiles (which I kinda like) why not add a second level underneath that catches you and forces you to run back up to the main level through stairs or whatnot. The focus would be to make it a time sink for the player(s) capturing the node or preventing their own death. Perhaps a second function would be that that lower area would be a refuge from the currently (OP?) skyhammer. Just some thoughts as I do like the map, but, I do see how in a tournament setting it may not be the right fit, yet.

Exactly this. The map is potentially very good as it is, and this is the most important change it needs to reach that potential.

Also is it just me and my bad connection, or if you stand on the stone next to a crystal floor are you getting sucked in the hole when it triggers?

Objective Skyhammer Feedback Goes Here

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Posted by: vorpal.1497

vorpal.1497

I don’t know how to “fix” Skyhammer so that non-CC troll builds would be useful, but one suggestion on the disappearing crystal platforms: maybe they should all just drop you down to the basement tunnel/trench system, which should require a bit of a jog to get out of. And then the only way to instantly die from CC would be to get knocked off the sides of the map.

The crystal platforms in the Skyhammer cannon room need to stay though, but the area that you spawn in at should have a bit more room. Right now a defender can essentially knock you into oblivion as soon as they see you enter.

Should Skyhammer Be A Tourny Map?

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Posted by: vorpal.1497

vorpal.1497

It’s a fun concept map, but in practice it favors a select few builds with the knock-off mechanic, and how most of the encounters are ultra-close range making ranged builds (i.e. 90% of previous builds) much weaker.

You have seen the jump ledges on point B right?

Guess not…

Yeah you’re in about 400 range of whatever is going on at point B while on the ledge, and the cannon has infinite vertical range so you’re going to be eating that too.

Should Skyhammer Be A Tourny Map?

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Posted by: vorpal.1497

vorpal.1497

It’s a fun concept map, but in practice it favors a select few builds with the knock-off mechanic, and how most of the encounters are ultra-close range making ranged builds (i.e. 90% of previous builds) much weaker.

(edited by vorpal.1497)

Warriors fight for your class

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Posted by: vorpal.1497

vorpal.1497

The lure for many people initially with GS is hundred blades shiny damage numbers. But the real use of GS is primarily the movement provided by Rush, and the evade + movement of whirl. Hundred blades is something you capitalize on if you notice someone making a mistake, and not something you can/should use every time it’s off cooldown.

What does warrior do best (sPvP)?

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Posted by: vorpal.1497

vorpal.1497

You would be correct ;-P

Warrior, Necro, Mesmer, Thief, Ranger I’ve spent considerable time with.

What does warrior do best (sPvP)?

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Posted by: vorpal.1497

vorpal.1497

Actually I dont think warriors are good in sPvP in a general sense. But this one aspect of heavily punishing enemies trying to rez, and getting your own members up, is something my warrior outperforms any of the other classes I’ve played so far.

So what I am suggesting is a sort of philosophy of how to play in the current state of things of; go to the main teamfight, play conservatively with regards to cooldowns/keep your distance (like a thief basically, dont brawl), then when someone goes down bring the pain like an angry bull.

What does warrior do best (sPvP)?

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Posted by: vorpal.1497

vorpal.1497

I’ve only played half the classes so far, but the ones I’ve played I have put quite a bit of time into. Still, most of that is into warrior, mostly because it’s the underdog and the fun of trying to make a broken thing work.

During discussions where people are like, “X class is the best roamer, if you want burst bring Y, for home/mid defense pick two of Z class” and warrior is never in these lists and rightly so (well warrior is a good roamer, but it requires an amazing effort from a good warrior to wrest that side-point-defender who is probably themselves just casually mashing their abilities, and may themselves be average to below average at their class).

Anyway, this isn’t about what is wrong with warrior, but something I’ve noticed that it does better than any of the other classes I’ve played… a lot better. And that is the despised mechanic of Downed State. I dont mean warrior’s Downed State itself, but the dynamic of Downed State in the context of team fights. Warrior has a particular knack for controlling the flow of who gets rezzed and who doesn’t, IMO. If a warrior can hold onto some clutch abilities until someone goes down, he can swing the direction of the team fight in his favor.

Think of downed enemies as a sort of bait… keep your eye on them, and when someone goes in for the rez, pop your stability and start cleaving the hell out of them with greatsword, axe, or to a lesser extent sword. All of our stances are useful in this situation, but I just rely on stability stance personally. If you’re a longbow devotee, then this is even better with your cleaves hitting both targets and the fire field going. Stomp, as of this patch, is also really awesome in this role now – if your fire field is going, the physical damage ticks will count towards removing blind, making Stomp that much more likely to launch those kittens in different directions/off the node. So often you can turn one downed player into two or even three killed players if you can hold onto your abilities until the right moment, with this philosophy of controlling Downed State. And there are more ability/weapon combos that facilitate this “role”, like hard CC type stuff.. but I find those weapons personally to be too buggy/clunky at the moment.

The same abilities and weapons that are good at baiting and punishing enemies, are good at getting friendlies up. If you suspect a thief is stomping invis, or someone is stability stomping, just fire field > cleave the area around your buddy, then pop one or more stances/CC before going in to the actual friendly rez. You may not save him, but you’ve severely punished and drawn out stun breakers of the enemies.

Of the classes I’ve played, only thief approaches the capability of controlling other peoples’ Downed State, but he’ll get severely punished if he tries and the opposing team aren’t kittened. I admit I haven’t played Guardian yet, which might be good at it?, although they’re the ones I punish the most when they think they can rez their buddies. In general, all the classes I’ve played besides warrior, feel extremely vulnerable when stomping or friendly rezzing, and I think this Downed State control gameplay might be ANet’s idea of warrior’s role in sPvP and probably the reason why they won’t take Downed State (which everyone hates) out of this game mode.

Updating the Warrior class

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Posted by: vorpal.1497

vorpal.1497

Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best.

While I agree that warrior is and always has been lacking, I dont think this game needs an increase in lockdown mechanics. It’s the most frustrating mechanic possible, even worse than stealth, to be locked out of combat even for just 2 seconds.

Condition Warrior now viable?

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Posted by: vorpal.1497

vorpal.1497

Longbow damage went way down due to trait reshuffle. You have to go 100% glass cannon to achieve near pre-patch capabilities with it.

Good changes? Yes, here's why:

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Posted by: vorpal.1497

vorpal.1497

This was almost identical to the first build I tried today, but incoming conditions were heavier than I’ve ever seen before, despite cleansing them regularly so in the end I did worse than if I just went for more damage/control traits. I think necros are having a fun time, at least.

Autobalance ruined the fun

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vorpal.1497

You’re talking about public matches which are unranked and people can arrive/leave freely at any time. I don’t understand why you would care about fairness in that situation, it’s the carefree “blow off steam” mode.

I agree that autobalance is fine in the general chaos which all hotjoin games are. Any HJ match is a mess but lack of autobalance would make it even worse. However…

Tournament mode is where fairness counts, things like requiring a full team before the match starts, no team switching allowed, no skill changing allowed, and so on.

And yet this “fair” mode keeps pitting random PUGs vs. voice coordinated premades. Everyone who played any sort of team based game knows that premade >>> PUG any day unless PUG has twice more skilled players. Great fairness right there!

Yeah there are issues with tournament fairness, but this thread is about hotjoin, aka practice mode / glory farming mode. Just join and kill people, it really doesn’t matter if you win or lose in hotjoin. It’s like joining a public counter strike server and complaining about how the elite guys all joined the same team… makes no sense because it’s not a controlled competitive format.

Autobalance ruined the fun

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Posted by: vorpal.1497

vorpal.1497

You’re talking about public matches which are unranked and people can arrive/leave freely at any time. I don’t understand why you would care about fairness in that situation, it’s the carefree “blow off steam” mode.

Tournament mode is where fairness counts, things like requiring a full team before the match starts, no team switching allowed, no skill changing allowed, and so on.

Please give me a feedback about my build

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Posted by: vorpal.1497

vorpal.1497

Please dont make me feel alone or im going to cry

you sacrifice a little too much damage and survivability

condition warriors dont work well in pvp and other classes will burst you in a few seconds

http://gw2skills.net/editor/?fIAQRBHddG2InTtbqjMETcAApArrUPoru4SKEjNA-TsAA1CtIyRljLHTOycs5M4Yxx+DA

try my build instead.

Its a warhorn build but you do offensive support with knockdowns cc and boon removal with warhorn

I still trying to figure out my armour runes and offhand sigils

All that CC is useless when you’re blind, i.e. any fight with a thief for nearly the entire time, and a lot of blind coming from guardians/necro/mesmer – actively directed at you because warrior is #1 on the target priority.

Please give me a feedback about my build

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Posted by: vorpal.1497

vorpal.1497

I’ve tried a similar build (longbow w/ regen discipline banner and boon conversion) with several variations and they all were very very poor in tPvP compared to dps/crit based builds.

I hope this style of play gets made viable some day, since it would be my personal preference to play warrior in this manner, but I dont think it will happen anytime soon – banners poor radius even when traited and take too long to cast/pick up, radius on the warhorn vigor buff is low and the weakness is too short duration to “shut down” any real damage, the 2 sources of regen is still too low unless using toughness amulets, and I’ll just stop here because the list goes on and on :-/

Why are we a glutton for punishment?

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Posted by: vorpal.1497

vorpal.1497

Warrior defense options are lackluster and generally involve extreme cooldowns, same with condition removal. I first started to have success with warrior in pvp when I said “screw it” and went all in with my chips on the one thing warrior is good at: raw damage. Offensive trees, traits, amulet (I do like Forge runes though for the protection boon). Then you have to change your philosophy about how to play warrior – you’ll want to be the front lines guy getting blood splatter on your face as you tear arms away from torsos… but with no defense you can’t be this kind of warrior. Play like a thief instead, try to arrive after a fight is underway, and proceed to dish out punishment for a bit – retreat when you need to, to allow cooldowns/conditions to tick away (greatsword is key for escape). Dodging is also key… Energy rune on your greatsword with the Fast Hands trait will be your main defense.

A tankier, more support oriented warrior can be a great force multiplier in WvW, and is great fun to play (I actually love banners). But it is just bad in PvP because you’re only granting bonuses or removing boons to 2 or 3 teammates generally. Additionally by going tank or support you will find that most enemies will out-regen your damage and laugh at you.

Library of the Most Viable S/TPvP Builds

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Posted by: vorpal.1497

vorpal.1497

Defektive’s Longbow was good before the patch, but now with Burst Mastery it is slightly better. I vary from it a little on the traits he chooses, but he’s got a good template. Most successful and fun warrior build out there at the moment IMO, though I have never touched mace builds… heh.

https://forum-en.gw2archive.eu/forum/pvp/pvp/Defektive-s-tPvP-Longbow-GS-Warrior-Build

A warrior design philosophy

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Posted by: vorpal.1497

vorpal.1497

While easier access to Vigor would solve a lot of warrior problems, I think it breaks with their design philosophy, because there are already two dodge-centric classes (ranger, thief). And I highly doubt we’ll ever see the current weapons get new movement abilities or animations or anything like that.

Regarding evades/blocks/parry, I think that style of gameplay is just not enjoyable on a fundamental level and wouldn’t want more of it. It’s just very annoying to have a clean, unobstructed ability connect with the target, then “oops! gotcha! I blocked it, nyah nyah” happen.

Another design to integrate into warrior I think could be worked into the class, would be to have quick weapon swapping (i.e. make Fast Hands part of the class, and have some other thing in its place). Fits the theme of weapons master, and is super useful, but currently only a few builds can dip into Discipline tree. Another “weapons master” themed idea could be… carry a third weapon set, but that’d probably be a can of worms for balancing ;-)

Post Patch Longbow Primary Build Concept

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Posted by: vorpal.1497

vorpal.1497

I would recommend two different sources of CC for a longbow build. By using two immobilizes, a simple cleanse and they’re on the move again. Bull’s Rush works great here, big incentive for them to pop their stun breaker. Also I wouldn’t put so much faith in bleeds because of the cleanse issue, while potentially amazing, pretty much going to be removed easily unless you’re fighting another warrior.

Flame Legion runes are meh. What is a burning stack’s duration? 2 seconds from most sources I think, so now it’ll last 2.3 seconds? Then you get a tiny bit of power and the 5% to burning foes which will make Arcing Arrow slightly stronger. Instead, I’d recommend runes of the Forge for the protection at 50%, or runes of Hoelbrak/Melandru if you are using Dogged March trait. Or a straight up offensive rune like Rage, Eagle, or Thief – remember a huge chunk of your F1 damage is not burning damage, there are ticks of physical damage that can crit upwards of 1000 if you want it to.

truth about what is wrong with the hammer

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Posted by: vorpal.1497

vorpal.1497

I think the cooldowns are OK, especially with the unblockable 3 hits we now have possible via Signet of Might. IF you get an opening in which to start the CC chain, it is ruinous, and I don’t think it should be possible to do the chain any more than once every 25 seconds max. It is a great weapon for scaring people to use their stun breakers / stabilities.

That said, with the cast time and poor range of the hammer abilities it is a miracle if you get to do the chain. #4 is the worst with the self root, I almost always end up cancelling it by accident. Then there’s also the inexplicable “MISSED” events with the F1 skill… I hate the hammer.

Defektive's tPvP Longbow/GS Warrior Build:

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vorpal.1497

Oh, was this a stealth buff to longbow in this patch, where you dont need Stronger Bowstrings to make autoattack a finisher? Suddenly, dropping that trait and going for Defektive’s choice of the Strength V trait is a lot more attractive. Currently I’m doing the new Defense II trait which is pretty decent.

Defektive's tPvP Longbow/GS Warrior Build:

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Posted by: vorpal.1497

vorpal.1497

Hello Defektive
Thx for sharing your build , I’m a warrior and I started playing just recently , I’ve been using GS/LB since my first day finding it the most viable too but my build is abit different from yours.

But I noticed something in your build , since it uses Bow’s F1 alot (which uses up all adrenaline) is it still wise to keep “Berserker’s Power” and “Heightened Focus” (STR , V and Disc V) ?

Because when Longbow F1 crits (often and on multiple targets) you regain essentially all of your adren. Thus Berserkers Power / Heightened focus have an uptime close to 100%.

This is only true in teamfights on a cap point (Foefire map not included since the ca kitten o wide). Personally I drop the Strength tree in this build, and grab the longbow range trait in Tactics – also turns your #1 and #2 into a combo finisher, reapplying that fire condition like mad. It allows me to 1v1 a lot of guardians, since they like to stand on the capture point like it’s religion.

Warrior Longbow Build?

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Posted by: vorpal.1497

vorpal.1497

I’ve been having a lot of success lately with 0/30/0/10/30. The increased range trait also changes some of your longbow skills into finishers, which is a big oversight in Defektive’s build IMO (unless it was a recent patch that added that). The other crucial traits are Furious, Quick Bursts, and Mobile Strikes. I find Berserker’s gear is also crucial – in addition to the burning that your F1 applies, there is another type of damage that ticks away and it has a chance to crit.

Greatsword is the best synergy with longbow at the moment I think, mainly because the build is extremely squishy and you need to be mobile. When you do get forced into melee, F1 → Bull’s Charge for fire aura → switch to GS for 100b + whirl. I don’t have damage numbers, but I’ve had it down 3 people on capture points more than once.

Axe also synergizes well: with Quick Bursts, Fast Hands, and Sharpened Axes, you can basically have permanent fire fields out without the need for Healing Surge or Signet of Fury. Axe also has low cooldown finishers for the fire field. Downside of course with axe/axe or axe/shield is very low mobility, so you will be in the fight taking heavy hits with no tank.

Why most wars use the same utilities (PvP)

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Posted by: vorpal.1497

vorpal.1497

Do you realize that since Protection gives a 33% damage reduction, to make it [Dolyak Signet] average to 5%, you’d have to make it something like 3 seconds of Protection every 20 seconds?

Yes, I agree in the current state of the game, 5% would be too strong. Earlier in the post I made a note about how protection should probably come down to 20-25%, it’s just way too strong at 33% now IMO – it’s the reason why eles can juggle 3v1 with not too much danger (they’re probably not doing much damage either, but they are holding a cap), and a good guardian can last 2+ minutes in a 3v1 situation.

But yeah, if protection was lower, I think it’d be safe to bring up Dolyak signet to add a small % of reduction.

That’s insane. Most people were already using Endure Pain to get rid of the Frenzy effect. Take away the damage penalty and the stunbreaker and you’ll just have people use something like Balanced Stance with Frenzy instead.

I don’t see how this would be insane. Some people already use Balanced Stance instead. It doesn’t make you god or something, you still take all damage and the stability can be removed or converted to fear by a necro.

Why most wars use the same utilities (PvP)

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Posted by: vorpal.1497

vorpal.1497

Not every single skill needs to be viable in pvp.
The banner of tactics, for example is great in WvW. 10% more boon duration for half a zerg? omgyesplz!
Aside from your rants on the banners(honestly, the banners are amazing already), I share your view on the physical utilities and signets.

I don’t agree… I think every skill should be viable in pvp, even if it’s slightly different. Also banners don’t apply their bonuses to whole zergs… there’s a cap of around 5-10 people.

I think the tactics banner was the only one I ranted about, the rest I agree are good at least in concept. Tactics boon duration is cool, it’s just the healing power that’s a problem… e.g. it’s 170 more hp healed on the active heals or 6 more hp on regen – those are roughly 2.5% increases, depending on your build.

Banner of Defense adds 8-15.7% toughness (to tanky build and glass cannon builds, respectively) and 0.7% vitality. Whatever the damage reduction is depends heavily on your attacker, but it’s extremely low.

Banner of Strength is good, the problem here is just that Banner of Discipline is probably too good…

Why most wars use the same utilities (PvP)

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Posted by: vorpal.1497

vorpal.1497

Dolyak Signet: The single worst warrior utility. The added toughness is meaningless at level 80, and we already have stability in a skill that is instant cast, a stun breaker, and on a 20 second cooldown. This should probably get a flat 5% damage reduction passive, and a ~30 second cooldown instead of 60, or keep the 60 second cooldown and make the active give protection boon.

Fear Me: Almost a great skill, but the amount of time in combat that a warrior is blinded makes it fail the majority of situations. Again, shouts should just not be affected by blind, it’s a different sensory organ kitten

Banner of Tactics: The problem here is the healing power algorithm. It just has no noticeable effect on healing.

Frenzy: The self damage penalty is unwaranted, post quickness patch. Especially considering that this is a stun breaker. If you’re stunned, you’re about to get hit HARD by a combo, so it’s useless in that respect. I think get rid of both the self damage penalty, and the stun breaker effect.

Elites

Battle Standard: Even in my banner build, it just doesn’t deserve the slot. The cooldown is extremely prohibitive even when traited, and the cast time / range are such that, if you want to use it for the revive effect, you have to be right near your ally and start casting within one second of them getting downed. Give it 900 range OR (not and) make it 1 second cast time. Also double the duration it can remain out to 130 seconds – traited, it’ll still be on a 192 second cooldown so that’d be over 60 seconds of downtime.

Rampage: Let’s be honest, it’s just not very good. The attacks are all slow (again, blind is ever present in close combat), and the stability can be dispelled easily. Make the stability inherent and not a boon, and reduce the cooldown to ~120 seconds. Still, I hate losing my weapon so probably wouldn’t use it no matter how good it was ;-P

Healing Skills

Not going to go through each one, they’re all good in their concepts (even healing signet is passable if used in conjunction with regen banners). But all suffer from the same problem of the healing power algorithm having very little impact on them. Also the base heal amount (regen amount in the case of the signet) on each should probably be increased a bit, considering we have no access to protection, little access to vigor, movement skills all reduced speed by cripple/chill, and mostly close combat weapons/utilities, meaning we’re actively getting wailed on.

Why most wars use the same utilities (PvP)

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Posted by: vorpal.1497

vorpal.1497

It’s interesting how little variability there are in warrior setups, even post-quickness patch where you’d expect them to diversify. Every warrior who is semi experienced tends to settle on a select few utilities: Balanced Stance, Bull’s Rush, Endure Pain, Frenzy, For Great Justice, Signet of Rage. For what it’s worth in this discussion, I’m rank 40 and am probably of average skill.

Why is that? I can’t speak for everyone, but for me, having tested out many setups – it’s because the rest are unreliable, lackluster effects, or just plain too long cooldowns.

The above skills are great and don’t need altering IMO, with the exception of Frenzy which has a silly penalty. I’ll go through the list and offer reasons why I don’t use them, and tweaks that would make me consider giving them a spot on my hotbar.

Kick: A confusing skill, moves toward your opponent and kicks them back. When knocking someone back, almost always the reason would be to increase the gap to make an escape or whatever. The knockback distance is suggestive as an opener for Eviscerate and Shield Bash, but those skills both take time to cast, during which your opponent has recognized a combo opening and is dodging. Also why does it have a damage value? Even with attack gear and Physical Training trait, it’d be like 600 damage. At least the cooldown of 20 seconds feels right for a thick-of-combat skill. My suggestion for making this attractive would be to have it be an instant cast, melee range knockback like rifle 5, and 300 range leap backwards for the warrior. At the very least, make it a leap finisher please?

Throw Bolas: Great skill, if you can ever get it to land on a player. The motion prediction that the game does on your fleeing opponents usually sends it in a completely useless direction, and if you’re on an incline the bolas often won’t follow the slope and instead go straight out into the air (or straight into the slope, if your target is above you). Also, has a completely useless damage value. This skill would be a lot more interesting if it was a faster projectile so that it is less subject to the goofy motion prediction that projectiles use, and the sloped surface awkwardness was fixed.

Signet of Might: Warrior has a lot of power and might from other sources, I think the only thing this is used for is the crit bonus if traited. It could stand to offer something less readily available for a warrior, e.g. condition duration or healing power (but then the problem of healing power not scaling well is another issue…)

Shake it Off!: This skill is decent, but not quite able to compete with the “good” utilities yet. Maybe if it acted like the traited warhorn and changed a condition into its opposite boon, or instead just remove 2 conditions instead of 1, I’d totally use this.

Banner of Defense: Still too weak. It should probably just add a flat 10% damage reduction instead of toughness. This would probably make the synergy with bunkers too strong, but that’s because protection boon is too strong in the first place (that should lowered to 20-25% instead of 33%…)

Berserker Stance: Adrenaline is just not a problem for any warrior to generate. This one needs a completely different effect. Going with the flavor of the skill name, maybe a 1 sec fear or daze effect to those who hit you.

Signet of Fury: Precision and adrenaline are again, things that warrior doesn’t have a problem with. Also the signet trait already adds precision, so this skill is just poorly thought out. Like the previous signet suggestion, it could stand to offer something less readily available, e.g. crit damage, burst damage, just something other than raw precision.

Signet of Stamina: The best non-elite signet, but the cooldown is prohibitive for me. 30 seconds and I’d consider it.

On My Mark: Decent, but should be 1200 range to synergize with ranged weapons, and, being a shout, shouldn’t be affected by blind.

Banner of Strength: Nice bonuses here actually, but if I’m going to devote a slot to a banner, the crit damage banner is just too good.

Banner of Discipline: The only “wow I want that” banner, but sadly requires Tactics tree traits to make it onto my hotbar (which I do, actually, on one of my builds). But this is a trait problem and not a problem with the utility itself, so I’ll just leave it at that.

Stomp: The damage value is, as usual with physical utilities (even traited), silly low. The skill effects are very good, but the main problem with this one is it roots you in place (well, moving interrupts it) and the cooldown. If I could use it while moving, and on a 30-40 second cooldown (60 seconds of downtime on a skill that likely got blinded, is just too punishing).

A Call to Arms (PvP build)

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Posted by: vorpal.1497

vorpal.1497

Just don’t use the Lyssa effect when a necro is around…

Unroot !

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Posted by: vorpal.1497

vorpal.1497

Pretty sure this will never happen, as it would require a completely new animation, and it’s already probably the most complex animation in the game.

Some love for "Fear Me"

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Posted by: vorpal.1497

vorpal.1497

Just don’t use it while blinded! And if you do manage to get it to connect, your opponent just pops their 25 second cooldown stability/stunbreaker

Concerns about SOTG & Moving forward

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Posted by: vorpal.1497

vorpal.1497

I loved whenever the devs said something completely irrelevant to pvp or counter productive to balance, and you see Xeph’s eyes blow up like balloons

Post your matchmaking imbalance shots

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Posted by: vorpal.1497

vorpal.1497

Yeah, it’s clear that eventually rank is not indicative of skill. But at very low rank it is. At rank 5, you’ve played maybe 15 matches.

The problem isn’t that these people are mixed with veteran players, the problem is when all the very low rank players are on the same team, and the veterans (solo queue or otherwise) all on the other team.

Post your matchmaking imbalance shots

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Posted by: vorpal.1497

vorpal.1497

Aomine, while there is rank imbalance there, everyone is at least Deer rank, so you all could (and did) give the more experienced dudes a spanking.

I joined some folks for a bunch of premades all morning, only encountered one other premade, and they were very inexperienced. Here’s some of our results:

Rank 54 vs 117 us versus the premade

Rank 54 vs 117 and again

Rank 118 vs 58

Rank 44 vs 105 We swapped some members here, got pitted against very low rank randoms.

We won something like 18 out of 20 matches. The two we lost were satisfying and well balanced, and there were about 3 that we won that were similarly balanced. The rest was just us stomping rank sub rank 5’s.

Post your matchmaking imbalance shots

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Posted by: vorpal.1497

vorpal.1497

I know that ranking is more an indicator of time spent in pvp rather than skill at pvp, but when someone is low/mid rabbit, they are almost certainly still confused and still learning how to even walk around the maps. So for very low ranks, rank is an indicator of a handicapped player.

The lowest rank that I have noticed “hey that guy is giving me trouble” was a rank 12 ranger yesterday.

Edit: Also I am NOT trying to give the impression I want low rank/skill players locked from tpvp or something. Just that their distribution be equal between the two teams, and I am OK with waiting 5 or even 10 minutes for the matchmaker to make sure it picks from a diverse pool.

(edited by vorpal.1497)

Post your matchmaking imbalance shots

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Posted by: vorpal.1497

vorpal.1497

It was a miracle, I had a match that was 5v5 and no one afk. Just kidding, the low rank team had an afk mesmer.

Rank 127 vs 30 (didn’t count the afk guy’s rank)

Post your matchmaking imbalance shots

in PvP

Posted by: vorpal.1497

vorpal.1497

Rank 89 vs 39
I didn’t add the afk person’s rank. It was a 4v5 which is why the low rank team got a decent score.

Rank 40 vs 80
The very next game, same situation

(edited by vorpal.1497)

Post your matchmaking imbalance shots

in PvP

Posted by: vorpal.1497

vorpal.1497

It looks like the matchmaking algorithm places a huge emphasis on slapping a team together in the shortest time, and ignore all other factors. I’ve played about 100 (solo queue) tournament matches since the patch, and have had a 58% win rate… so my invisible matchmaker rating should be something other than zero now…

Yet almost all of my matches are like this (I’m listing the rank totals):
Rank 97 vs 27

Rank 30 vs 83

Rank 165 vs 45

These were all taken today. I’ll continue to post the ridiculous imbalance match shots as they come.

Oh and I dont mind playing with new people, but when they’re all on the same team (an extremely common occurence now for some reason) it just reaches the point of hilarity.

Edit: and in that 2nd shot a 5th team member never showed up, for what it’s worth

(edited by vorpal.1497)

A look at the "Signet Build"

in Warrior

Posted by: vorpal.1497

vorpal.1497

I don’t want to see this build be made viable. You SHOULD be punished for picking 5 passive utilities that you never (or rarely) activate. It’s lazy.

Free tournament tokens

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Posted by: vorpal.1497

vorpal.1497

Free tokens are, as of this patch, salvaged from 1 round tournament rewards. I have been getting about equal amounts free and paid tokens now.

Endure Pain stealth-change

in Warrior

Posted by: vorpal.1497

vorpal.1497

Endure pain is not invuln. Incoming physical damage is reduced to zero, but every other source of damage / cc / whatever gets through.

sPvP Warrior - Build Help

in Warrior

Posted by: vorpal.1497

vorpal.1497

Your current build seems pretty bad from a 100b standpoint and from a mobility standpoint. None of your trait choices seems to reinforce either function. I would drop Dolyak Signet for Balanced Stance – then drop Healing Signet for either of the other two heals. Also your 12% adrenaline dmg trait is wasted if you use sword F1 → 100b… something to think about. Anyway moving on, -30 Defense lets you go +10 in Strength for the 10% greatsword trait, +15 in Arms for faster greatsword cooldowns AND 10% dmg to bleeding foes, and +5 to Discipline for Mobile Strikes.

That should boost your damage quite a bit, and make you able to move around much more freely especially with careful use of Balanced Stance. You only really lose toughness and a tiny amount of regen, both useless when focused by 3+ people (i.e. almost always, since people focus warriors since they’re easy kills).

All that said, I wouldn’t recommend a 100b build in the end, it’s so easy to avoid and even if you catch somebody unaware, you still have to contend with Bull’s Charge bugging out or sword F1 bugging out. I’d recommend trying out 30 tactics for regen banners (just need the crit banner, keep signet of rage), 15 defense for adrenal health, THEN your healing signet will have some meaningful effect. Then spend the rest of your trait points on whatever weapons are your favorite / abilities that synergize to your playstyle.

"Boon hate"

in Warrior

Posted by: vorpal.1497

vorpal.1497

On the Slashing Power point, I assume that’s because two-handers are limited to just one sigil. So that trait is basically a 5% damage bonus with a built in 5% damage sigil.

"Boon hate"

in Warrior

Posted by: vorpal.1497

vorpal.1497

It was mentioned in the SotG that warriors were prime candidates for receiving a “Boon hate” build somehow, defined as a damage bonus that scales with the number of boons on your foe.

I love warrior, and this would probably be a powerful tool against bunkers but… does anyone else think it’s pretty lame? There’s already the concern about new players in general being confused at spvp/tpvp play, and “boon” is supposed to mean “beneficial”. If boons are turned into weapons that can be readily used against you then, well.. it’s not really beneficial at all is it? And confusing to a new player, “oh you died because you used a lot of beneficial abilities”.

Necromancers already have Corrupt Boon which transforms all boons into their opposite condition to amazing effect, and some other anti-boon tools. It’s a niche role right now, and a very useful one, and you can play against it wisely by using boons sparingly when fighting a necro. However if warrior and some other classes get “boon hate”, then you just will never really be able to really react to it since it will be this ubiquitous thing used by many classes and builds. So the end result will probably just be everyone moving away from boon usage for fear of these anti-boon mechanics.

I think it’d be best to leave Necromancer with the role of boon punisher, it’s unique and fun to play as, and you can play around it if you’re fighting against one. What warrior needs in my opinion isn’t an overhaul or new mechanics, but just bug fixes.

Like bolas not working on slopes
Projectiles in general missing their target, due to the built in motion prediction
Shouts being blocked, evaded, not landing due to blindness etc.
Eviscerating in place (not sure what causes this one)
Hammer F1 not connecting under various conditions, especially on slopes
Endure Pain not lasting full duration
etc.

Free Tournament Token

in Players Helping Players

Posted by: vorpal.1497

vorpal.1497

I have salvaged only paid tournament tokens so far (about 30). Free tournament tokens seem to unobtainable. What’s this about salvaging deer items…?

Banners in WvW useless

in Warrior

Posted by: vorpal.1497

vorpal.1497

Also the limit on the number of people that can benefit from the area of effect (8 or so?). In a decent sized group, the warrior who planted his own banner is unlikely to receive any benefit from it – very annoying since I like the 10% crit damage one.

What class troubles you the most

in Warrior

Posted by: vorpal.1497

vorpal.1497

If you’re on Verizon DSL then thieves most certainly can have perma stealth as far as your client is concerned ;-P

The bait warrior?

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Posted by: vorpal.1497

vorpal.1497

The only classes that I’ve encountered that do that are other warriors (very obvious and avoidable), rangers (not too common, and very vulnerable when they’re doing it), and thieves (who indeed throw a wrench into the tactic). But no warrior build will really survive against a competent thief, Hammer builds are only useful on thieves who don’t use blindness, i.e. almost never.

The bait warrior?

in Warrior

Posted by: vorpal.1497

vorpal.1497

Has anybody tried such a tactic of intentionally letting your health get low, so as to trick people in to expending their time / health / cooldowns to finish you off?

The past two weeks I’ve been intrigued by the 20 Tactics ability “Desperate Power” (20% damage when under 25% health), and a natural choice to try this strategy is to spend 10 more points and go for the regeneration banners. Since I lack creativity, I then pick adrenal health and the regeneration signet. I don’t go for dolyak runes however, favoring eagle right now. I don’t even bother with condition removal these days to be honest, since warriors are focused in team fights I will have conditions on me even with the shout runes and mending and traits for it.

So then where to spend the remaining 25 trait points? Personally I put them in Arms since I feel handicapped without the option to switch to rifle. Then axe/warhorn for up-close pressure and dodging (way better than the shield block, IMO).

Any ideas for things that would better synergize with such a tactic (besides get a Guardian friend). I’m wary of going full defense since I just play public games atm, so I do need to apply pressure somehow.

Conditioin Warrior, worth it?

in Warrior

Posted by: vorpal.1497

vorpal.1497

The only class in PvP that really feels the effect of bleed would be probably a thief, and your fellow warrior of course. And it has already been said that direct damage is always higher anyway.

That said, bleed is very useful with 25 points into Arms for the 10% bonus to bleeding foes, but stacking becomes unnecessary, as long as you have one bleed active. Further, with that kind of investment into Arms, you’ll be applying bleeds on 1 in 3 crit hits with any weapon.

Bugs or intended?

in Warrior

Posted by: vorpal.1497

vorpal.1497

Oh and you can dodge roll / evade the effects of offensive shouts too, heh. I think also warhorn 5 “Call to Arms” behaves that way? Very quirky IMO