I don’t think you guys got the reference
google leave britney alone
That was super annoying, couldn’t make it through the whole 2 minutes.
Now you know how it feels to play a warrior in tourneys
I don’t think you guys got the reference
google leave britney alone
It’s a new thing, that will compensate for the damage loss of frenzy
Boon hate
Increases damage by 10% per boon on enemy
np m8s
As we played with the stealth changed mentioned in the SotG, we recognized that in conjunction with the change to culling this was an unpredictable change to make. We also felt that it was too big of a hit to these stealth professions, so we ended up pulling that change in favor of just increasing revealed duration by 1 second.
Jon, man, you got it wrong.
Just watch the SOTG video again and notice that Xeph is constantly on the verge of bursting out laughing in disbelief.
You guys are not doing things correctly.
hello, are bunker warrior good in spvp ? I don’t like much the greatsword and i am more into sword & board but it feels kinda weak compared to the guardian bunker…
any good builds suggestions ?
There are no good builds for PVP on warrior.
Delete warrior and reroll.
no, that was last month, this was the WvW patch.
I hope you realise that you actually managed to combine 2 jokes into one short, simple statement.
The new UI is very nice, very clean especially
It’s sad to see that Karl is only just as competent as he looks.
Good point on taking more damage. I think the quickness nerf is appropriate, but the increased damage taken during frenzy should be reduced as well.
This, definitely. The class as a whole needs to be revamped. The problem I have with the haste nerf is that it directly affects warriors much more than it does any other class. If the warrior had viability in other specs, or even if the GS spec didn’t rely heavily on Frenzy, then I wouldn’t be so appalled at this nerf. But implementing this change now, at this time, when warriors are so low on the totem pole, is just adding salt to the wound.
I agree with this completely.
While I do think haste at 100% was too much and 50% is better, the change to haste should not go live without equivalent buffs to warriors in particular.
I mean now with their one viable contribution destroyed, there really is no longer any reason for warriors to not have access to protection, regeneration and aegis.
Or just reroll to guardian and be done with it.
oh man….
bad bad news for warriors
reroll d/d ele
I did and so will you
Yeah let’s get more snipers in here
More AWP and Deagle action
Good idea
So much Dunning-Kruger, it’s incredible.
I play an ele.
I know some of the stuff ele has is overpowered, and gives me an advantage, I’m under no illusions about this because I also play other classes and try to maintain a realistic view of my skill level.
So many ele’s think they are superior players when really, the class is just OP.
The real reason that, in the end, no matter what they do to traits, all elementalist builds will trend towards bunker builds is because we’re the only class in the game to have the worst armor AND the worst base hitpoint totals.
You can’t do anything if you’re dead.
The real reason is because:
- Arcana line provides more bang for buck with attunement switches, which you’re going to do anyway since it’s the way to best play the ele class
- Water line gives you more condition removal, heals and survivability through cantrips than any other class gets from its survival traitline, it’s just a very overpowered grouping of traits
- The traits of both those lines are simply better than the other 3: fire traits are not as good as they only really help fire, air has only a couple of stand-out options which you can pick up as low-hanging fruit, earth is just too condition-based to be useful
You’re wrong. That is all since anything more you will just report.
Warrior same mobility or more than ele? LOL TROLL
Nuff saaid kthxbai.
Yes, they actually have better mobility.
http://www.youtube.com/watch?v=MGcHHFnDxwY
And this is before the rtl CD nerf.
How is this video showing what you said?
If anything it shows that a warrior with high mobility (GS + sword/wh) can still be caught up with and killed by the D/D ele filming the video
Did you not realise that when you watched this, that if anything it shows that the ele still has higher mobility?
I really wonder why LordByron is playing an elementalist.
I’m not entirely sure he does, at least not with his hands.
I agree with this 100%
I specced my warrior (while in the mists ofc) to be as much toughness, vitality, and healing power as I could all at once, then traited into healing banners and used the healing signet, the banner of tactics, and the 15 defense trait that gives regen based on adrenaline.
had 30k health, 3.3k toughness, and I forget the exact number of regen ticks but while fighting every practice class in the mists my regen alone was enough to keep me at full health almost 100% of the time.
Then me and some friends tested it for real….
Necro and Ranger conditions both power through ALL the regen, by themselves mind you. So I decided to use condition removal shouts with soldier’s runes instead of healing runes. Started off better, but after the two shouts were used the less regen made it even worse, was better off just trying to use warhorn alone to remove them.
Then the burst classes, eles, thieves, warriors, and mesmers were what we tested. If they got a strong enough initial burst or managed to live long enough to get me to even 2/3 of my health then they could power through the regen EASILY.
Finally we tested it against other bunkers, the guardian, ele, and even an engi bunker. All three did more damage, the guards heals and blocks far out matched those of the warriors, the eles regen was not only higher then that of the warriors but they can also fully heal multiple times while keeping their regen, then finally the engis regen was so ridiculously high the warrior’s had no chance to keep up besides the fact that the engi can also heal and keep regen up at the same time (that one, engi vs warr, was only close on multiple tries cause the warriors toughness and total HP far surpassed that of the engis lol).
So my point is warriors, who are supposed to be a regen focused class for healing, SUCK AT REGEN! We need more regen and until then the warrior will NEVER be as good a bunker as any of the other bunker choices, period.
Pretty much this, good to see someone has done all the testing
But again we’re comparing a glass cannon warrior to tanky ele with regen/protection boons, I believe we all know that unless you use traits, an ele got no way to access multiple boons at time, basically only 2-3 skills grant boons on their own, for the rest eles need to heavily invest in water/arcana.
Yes , warriors could use some more condition removal, but from the moment that I play warrior as well, I can safely say that the passive defense and multiple control options make the warrior a great addition to any team during team fights, with little more condition removal a balanced warrior would hold his own against anybody in 1vs1
I play both ele and warrior, both with glass cannon spec or balanced spec (for warriors mace/shield + hammer or bow), the glass cannon warrior is definetely easier to use and can last relatively longer than the ele, while dealing more damage overall, the balanced ele is easier to use than the warrior because of regen and healing, still the only advantage is that a balanced ele can fight against anybody with 1vs1 even though he lacks the dmg and control of the warrior counterpart, the latter is said to lack good disengage buttons but given the fact that I can easily get away from any fight even if using a staff or scepter/focus ( hence no rtl), maybe we should assume that warrior simply need a more specific build that nobody has yet discovered
Or we can just assume you need to learn to play your ele better.
Ele glass cannon can still be 0/10/0/30/30. Warrior has nothing on it.
Every day I learn something new about ele and there is always somebody better than you , out there.
True, you can use the 0/10/0/30/30 build, but same concept can be applied to warrior, the main differences are the lack of consistent condition removal and ineffective passive healing on healing signet, but the warrior using more or less the same trait set up will have roughly 5k more HP than an ele.Although on warriors I can go both the vitality route ( 0/10/0/30/30 ) or toughness route ( 0/20/20/0/30), in both cases the warrior possess more base survivability than ele but if we then calculate all the condition damage you need to go through in order to hit something at mele range… a warrior will lose the race np against an ele
The lack of condition removal is a problem which Anet already promised to fix as soon as possible, in the meantime the warrior still deal more damage than ele and this is a fact, the warrior pay this by having less survivability if using a skirmisher playstyle making him less desiderable to eles in the current meta.
While I agree that warrior need more condition removals, we still shouldn’t expect a warrior to have condition removal comparable to ele, that 8k HP difference it’s huge when dealing with multiple conditions, which can be easily re-applied the second you cleanse them.
I really get the feeling you don’t understand how strong ele’s are compared to warriors.
You’re comparing the weakest PVP class with the strongest PVP class.
It’s more than just condition removal.
I already answered what you are asking…..
Lately you should perfectly know wha is wrong with ele…In part are server issues….(D/D ele is completely annihilated by lag considering skill priorities and you know how people plays)
In part are some overeffective fields without caps……that makes a profession locked in short range, not able to actually even reach opponents….unless burning all your def skills but then you can t do much more than tagging people).
Do me a favor…
Next time you go to www, when you die look at what killed/damaged you most….
repeat many times….then maybe you can understand what i tried to explain…Its something quite recent…..
P.S. i didn t claim anything….
You realise you’re giving WvW advice to Intigo, who’s in one of the best WvW guilds in the world, right?
Amazing semi-glass play. Great job!
Isn’t semi-glass just a fancy word for ‘balanced’?
Sort of / perhaps / maybe / definitely not / totally.
But really, I meant semi-glass as “not bunker” basically. But I’m not like 100% zerker either.
I actually find the Ele easier to play than other professions. class.
Totally agreed.
Ele has a large amount of passive or easily accessed failsafes that make them ignore stuff other classes would otherwise need to carefully and timely deal with.
Protection/Shielding automatically negates big hits that you would otherwise need to timely react to.
Plentiful condition removal, mostly triggered by swapping or in-rotation, allows to basically avoid managing conditions that other classes have to instead do.
Long stability allows to ignore CC that other classes instead need to stunbreak.
Healing up also comes easily and passively from just rolling, your usual rotation and resto signet procs.Basically you can focus on your rotation (rotation class is pretty easy) and disregard conditions/damage/CC/burst, while applying your CC/damage by simply playing your rotation.
Other classes need to manage all those aspects every second of the fight with more limited tools and hit buttons based on what they actually need to do instead, which takes a whole different level of skill.
I just love posts like these. Ignorant Ele’s. Just came to t3 EU bracket and fight Drakeco, one the best engi’s this game has to offer, CONDITION build. And see how long your cleansing rotation will work.
The fact that you actually play with rotation pretty much said it all. You either face complete undergeared/lvled scrubs or you just PvE all day.
Ele is hands down the best class at removing conditions. Every other class has it worse.
Drakeco is in my guild.
Having played both, warrior is actually harder to play than ele in PVP/WvW.
There is a lot less room for mistakes, it’s like playing ele without RTL, mistform, flash, and without boons like regen/prot, and without proper condition removal.
Ele’s basically have a ton of headroom for mistakes / recovery. Warrior does not.
Less room for mistakes? Warrior have 2x Endure Pain, more base HP, more armor, shout heals, 3 sec block. Atleast 3 leaps, 1 of them being 1200 range. Warrior have more then enough ways to survive.
On top of this, Warriors can end the fight in a matter of seconds, it would be stupid to give them just as much survivability as the Ele.Ele’s rely on their boons and condi removal to survive. Without it, they would die faster then NPC’s.
You just can’t say Ele’s have it easier because they got more boons and condi removal. EVERY class mechanic is different, different playstyles. But like I said, that doesn’t mean 1 has a higher skill level then the other.
Ele’s are easier to play in the sense that they allow more mistakes. They have multiple ways to recover, access to protection/regen/heals for sustainability, multiple built-in immunities and mobility, and can shrug off conditions all day long.
Warriors are much, much harder to play since they are predictable, have few options and need to sacrifice all their damage in order to gain mediocre defenses.
This is for PVP obviously, who gives a crap about PVE.
(edited by xiv.7136)
Amazing semi-glass play. Great job!
tyvm!
But again we’re comparing a glass cannon warrior to tanky ele with regen/protection boons, I believe we all know that unless you use traits, an ele got no way to access multiple boons at time, basically only 2-3 skills grant boons on their own, for the rest eles need to heavily invest in water/arcana.
Yes , warriors could use some more condition removal, but from the moment that I play warrior as well, I can safely say that the passive defense and multiple control options make the warrior a great addition to any team during team fights, with little more condition removal a balanced warrior would hold his own against anybody in 1vs1
I play both ele and warrior, both with glass cannon spec or balanced spec (for warriors mace/shield + hammer or bow), the glass cannon warrior is definetely easier to use and can last relatively longer than the ele, while dealing more damage overall, the balanced ele is easier to use than the warrior because of regen and healing, still the only advantage is that a balanced ele can fight against anybody with 1vs1 even though he lacks the dmg and control of the warrior counterpart, the latter is said to lack good disengage buttons but given the fact that I can easily get away from any fight even if using a staff or scepter/focus ( hence no rtl), maybe we should assume that warrior simply need a more specific build that nobody has yet discovered
Or we can just assume you need to learn to play your ele better.
Ele glass cannon can still be 0/10/0/30/30. Warrior has nothing on it.
I think TC in US and Piken in EU.
Just the kind of crowd that’s on those servers.
may i say that thas vid is completely misleading
i do more damage and field with any ranged weapon.
Also its clear how you don t get debuffs when you enter zergs…
Proofs that you are going through LOT of friendly fields…and no opponent fields….If i could record vids i’d gladly show you how really is www…..as you get near any opponent zerg you see 2 lines of debuffs 4 stacks of confusion and poson bleeding weakness chilling etc etc etc.
You can t for sure wander around with impunity…..
Cantrips / water attune / ether renewal / water 5 + roll
Seriously, ele’s have amazing condition removal, conditions are not really a big issue compared to playing warrior/thief.
come on i m not stupid…
1st fight…opponent already lost zergs and was falling back….
2nd and 3rd and 4th zergs you enter area exactly where friendly mesmer staff 5 and quickness fields are…..(and any opponent in there is confused and we know how confusion works…
For 1 seconds you enter a necro field and your HP drops to 1/10 and you survive for pure luck.
Also as said you don t do anything useful….not to mention if any players decide to focus you (and i bet you didn t show any vid when they do) you already burnt your only surviving skill (rtl) to get in the zerg…..
There is a reason if you don t see many D/D ele near zergs…
P.S. also no mesmer focus 4/guardian walls/bubbles etc…..that would just show you how things really are…
Enjoy ele’s lack of stability….
You may not have noticed that the entire enemy zerg focuses me 90% of the time since I’m right at the front after my RTL. I get conditions piled on me 24/7 but it’s easy to remove them all pretty much constantly.
That’s part of my plan, go deep and get them to focus me so my team can push forward. I know I can always get out with ether renewal in mistform into a quick flash. Switch to water and spam condition remove on the way out. Which I do, in, like, every scene.
Ele’s do have stability. I use Armor of Earth cantrip, it’s not ideal but I found I needed it because of said guardian walls etc.
You need to read Excala’s guide on D/D, it is truly excellent (his name is daphoenix on forum)
(edited by xiv.7136)
may i say that thas vid is completely misleading
i do more damage and field with any ranged weapon.
Also its clear how you don t get debuffs when you enter zergs…
Proofs that you are going through LOT of friendly fields…and no opponent fields….If i could record vids i’d gladly show you how really is www…..as you get near any opponent zerg you see 2 lines of debuffs 4 stacks of confusion and poson bleeding weakness chilling etc etc etc.
You can t for sure wander around with impunity…..
Cantrips / water attune / ether renewal / water 5 + roll
Seriously, ele’s have amazing condition removal, conditions are not really a big issue compared to playing warrior/thief.
Dude, it took this long to figure out d/d ele is not the hardest class to play? Most of ele skills are pretty much self explanatory. Managing cd comes with experience. d/d ele have plenty of survivability. Now, its slightly harder due to the RTL nerf. Face it, ele need a slight mobility nerf anyways. I hope there isnt anymore nerfs. I hope that they will have bug fixes to make them stronger.
Really, the two class that are hardest to play are warrior and engineers
Warrior have to compensate their lack of utility with experience. Although the class is simple to undersatnd, they actually have to learn the mechanics of other classes. The best counter is knowledge and warrior have to use it to their advantage.
Engineers, their builds are confusing and clunky. I hope they will get more love since I actually love playing them for their inherit difficulty.
If I want to get away..I can get away even with a staff or scepter/focus from multiple opponenents, map awareness got little to do with presumed OP mobility, in this instance we’re still talking about a single skill: RTL.
Can you play glass cannon ele? It’s not considered viable by many, still the damage is there for sure ( d/d and staff for me), if you want to compare d/d ele to a warrior, pls make sure you’re comparing glass cannon with glass cannon ( again both of them work)
I am comparing play style. d/d ele have lots of versatility and warriors…not so much. Yea, there are staff and sceptor/focus, but i havnt seen that many people pvp with it.
Of course glass cannons of all professions can kill and die quick, but the ability to migrate damange and cc is important. The playstyle that accompany that ability will determine the profession is successful. For warrior, their lack of utilities will make it difficult to pvp. Thus, they are declare the worse pvp profession.
By design eles are supposed to be more versatile than warriors, a specialised profession.
A balanced ele will always perfom better than a balanced warrior but a glass cannon warrior will bring more damage than a glass cannon ele.The general concept is that a glass cannon is unsuitable for 1vs1 , you’re supposed to lose to any balanced or bunker build at equal level of skill, I rarely die with a glass cannon ele because I avoid 1vs1 at all cost, I’m there to bring burst damage and wrap things fast nothing more..nothing less, the damage is huge but short lived compared to warriors, who can effectively deliver the burst damage more easily and quicker ( I still love the ele burst, but it requires more set up because of : burning speed with the dmg at the end, fire grab that miss quite easily )
Don’t let yourself be confused by the geneal opinion, every profession is viable in its own way, a team strategy should be based on people playstyles and not what is considered OP.
There was no ele in the previous meta until that video from super squad with the staff water ele, before that time, the ele was considered UP and people used to run with double warrior.
The ele is an excellent skirmisher because that’s the nature of the class, a versatile profession, regardless of the weapon set, an ele still offer few good escape/re-positioning skills for quick engage-disengage.
It has always been very hard to lock down a skirmisher, because of the mobility, which is used to harass and weaken the opponent, now a warrior would be great for area control and target lock down ( hammer/mace) , glass cannon ( GS warrior ) or heavy support ( bow/mace-shield ), in this case a balanced warrior on a point would hold long enough against a skirmisher ele for help ( thief) to come
Having played both, warrior is actually harder to play than ele in PVP/WvW.
There is a lot less room for mistakes, it’s like playing ele without RTL, mistform, flash, and without boons like regen/prot, and without proper condition removal.
Ele’s basically have a ton of headroom for mistakes / recovery. Warrior does not.
(edited by xiv.7136)
So I wanted to see how easy it would be to survive in zerg vs zerg fights with a semi glass cannon D/D. Put out lots of burst and get in and out while providing combo fields and support on the back-end.
(copy link into address bar)
Turns out, it works quite well. Gear is zerk/knight/cavalier in equal measures with valkyrie jewels and boon duration runes.
With the whole video recorded over one Sunday there is a lot of mistakes. I don’t use water attunement often enough. I often forget to aura up and I don’t use terrain as much as I should. Also food buff and oil is for wimps. I say go naked and pray.
Forgive my choice of music, it’s just what I was listening to at the time.
Hope you enjoy it. Next one should have less mistakes, with more 1vX.
(edited by xiv.7136)
I find the engineer to be the most annoying class. I think this is not about classes but specs and options, but to indulge in this i will take a personal opinion on the matter judging by options to play your character, defensive CDs, time to kill and get killed, frustration factor and try to summarize it into your selected tier groups.
The tiers as I see them are like this:
Tier S: maybe ele but I am not sure if it’s ppl whining cuz they got pwnd or actual OPness. Imo classes need to work, not get kitten into 1 spec/weapon combo (like thief is as to real sPvP – daggers or bust – no SB is not a killing tool);
Tier A: Guardian (amazing build variety, all feel good to play, fun and effective), Warrior (build versatility and imba burst DMG, if you fail here, you got no excuse), Engie (amazing as to point defense and fun. The knockdowns are OP).
Tier B: Mesmer, Necro, Ranger
Tier C: Thief (I have almost zero problems to either kill thieves or make them run. A class not hitting me is not hurting me, a class not hurting me can’t take my point.)
Again, in GW2 I do not find OPness identifiable like some us may be used to. This is not only about what skills do as in say WoW, its about weapon combos and wep skills, traits (so spec), runes and gear options. It is a much more complex equation the way I see it than simple set stats and a skill tree. As far as my personal fear goes is the type of balance that Blizzard always implemented (witch is the fastest, least expensive and time consuming and also imo not giving a kitten about your player base): nerfing skills or a class, rather than buffing other skills or classes into competitiveness (like Diablo 3 where some classes were enforced upon using 2 or more skills on every build or even worse only 2 viable specs). I have used this example only to make my argument more clear and not to start a discussion upon the actual process. It is as I said, what I personally would HATE to see happen in GW2. Classes need to feel different no like other games did that eventually led to all classes having the same skills but with different names (teleports, blinks, leaps, stealth, empowers, etc).
Decide what a class does and go with that.
If I’d have to make a top using the same array of variables (viable specs, time to kill, time to get killed, point holding, dps, fun, frustration factor, etc), I’d see it like this:
1. Hard to decide and i wouldn’t say elemental just like that but I’ll leave him here just to have a 1st place …
2. Guardian
3. Ranger
4. Warrior
5. Mesmer
6. Engie
7. Necro
8. Thief
Obvious mediocre thief player is obvious.
Defektive, you got a good list going, don’t get derailed.
The purpose of this thread is to bring attention to classes that are either lacking a strong build entirely, or whose entire presence relies on only one build / role.
In that, it does work since it highlights both in a simple manner.
There. I said it.
I agree.
Elementalist is really not that hard to play. And it’s not fragile either.
In WvW and PVP, my elementalist is far tankier than my warrior, and it’s not full bunker/cleric either.
It just requires a bit more piano play from the fingers.
But once you get used to it, it’s stronger than a warrior, tankier and more sustainable and easier to do well with.
put on a greatsword 20/20/whatever with signets everywhere and go lolcrit all the things
hit 80
rethink
that’s pretty much all the guide you need
I just watched the SOTG again.
I think I see the issue.
Tyler and Jon are both strong people. They show their opinions clearly (esp Jon) and have a clear line of thinking.
Karl doesn’t. I think he would get pushed around a lot in the office, and he seems almost like a sidekick.
The “class balance guy” needs to be a strong personal presence and able to put his foot down on class balance issues – but also have the scope and humility to listen to player feedback and be able to make real changes based on that player feedback.
He needs to be more on the pulse of how top end tournaments are being played than anyone else, with a keen eye for abilities and traitlines that are out of line, either being too weak or too strong.
I hope Karl is aware that this is what he needs to offer going forward, and maybe Jon and Tyler need to help support him and give him more breathing space to expand into.
They do mention that they have a bunch of “internal testers” whom they trust above all else
I’m pretty sure they have some kind of terrible meta going on that doesn’t reflect the actual meta at all.
“No Ele changes coming next patch”
“Warriors are close to becoming an unstoppable beast”
“Thieves need more mobility”
“Necromancer has a lot of viable builds”
“Guardians are perfect the way they are”
Actually
This is the exact meta you would have if your internal testers were all complete noobs.
It would explain a lot about the difference between what is on live servers and what devs refer to when they use the phrase: “what we see internally”.
(edited by xiv.7136)
I am not defending them, I just know that it’s not realistic expecting any developer (perhaps I worded it wrong in the post above), regardless of who it is, to know every single ability off the top of their head.
Take any other MMO and you will see the same level of competence (in regards to classes) and knowledge, so that it’s definitely not the issue or reason for the poor choices they have been making or the slow progression.
I can do it, and I have another, unrelated full time job.
Of course we have to expect the class balance developer to know every single ability inside out. That is his job.
And it’s not a hard one if that’s the only metric, which it isn’t. He has more than just that to do.
Karl doesn’t know as much as I do about the game that it is his job to balance. That is a cause for concern because I am 100% sure he can’t do my job as well as I can either.
And Karl is a kittening Joke!!!
Having watched the SOTG I think this is actually one of the main things that worried me from it in terms of the future of class balance decisions.
Just give Xeph a job and he will fix it.
Karl’s judgement and knowledge just didn’t seem up to scratch, so he needs to just take the advice top end players are giving and leave his own opinions out of it.
I mean seriously, even I don’t need to refer to notes when it comes to discussing GW2 class balance, even for abilities of classes I don’t play like engi and ranger.
What about bringing back the “Deep Wound” condition from GW1? For anyone who doesn’t know, deep wound was a condition in GW1 that lowered the victim’s total health by 20%. It could be made so that burst skills applied a deep wound on the struck target for 5 seconds, lowering their maximum health by 1% per point in Discipline meaning at 30 points it would be 30%. This would add a good deal of utility to the Warrior’s burst skill and the Warrior profession in groups as a “finisher.” It would also require effective timing to make good use of. I’m not saying this is the best idea, just brainstorming…thoughts?
I like this idea also.
This game has no gear progression. That is a good thing.
Hardcore players who focus on skill don’t want gear progression. They want progression in the form of skill and teamwork, and skins to show for it without giving themselves a stat advantage.
Hardcore players who want gear progression to mask their lack of skill are no-lifers. They have other games that cater to their gameplay style, and should play those.
GW2 does not have gear progression and does not give an advantage to those who spend 16 hours a day playing every day of the year.
That is why it’s so popular with both casuals who don’t have the time, and hardcores who think skill is more important than time spent.
And for the OP to say the player base will radically decline if this isnt added more is pure nonsense, just look at GW1 that did not have vertical gear progression and people still play it now.
Or just look at GW2, it’s already outsold MOP in the EU and US.
Once it releases in China, who knows what could happen really.
This game has no gear progression. That is a good thing.
Hardcore players who focus on skill don’t want gear progression. They want progression in the form of skill and teamwork, and skins to show for it without giving themselves a stat advantage.
Hardcore players who want gear progression to mask their lack of skill are no-lifers. They have other games that cater to their gameplay style, and should play those.
GW2 does not have gear progression and does not give an advantage to those who spend 16 hours a day playing every day of the year.
That is why it’s so popular with both casuals who don’t have the time, and hardcores who think skill is more important than time spent.
Easy.
Thief.
Shortbow 4 spam + autoattack.
Save your initiative just for shortbow 4.
Try it and be amazed at the loot bag spam.
We can all agree 3% damage bonus for F1 burst abilities is well, totally crap.
A lot of the changes so far revolve around either putting it back to 30% like it was in beta or making it some sort of cooldown reduction like ele attunements.
However, the warrior’s main weakness in s/tPVP has been condi removal and also fighting bunkers with easy access to boons.
What if both could be fixed with one change to this traitline.
At max, the discipline tree gives:
- 30% chance to shatter all boons on target and remove all conditions on self with burst abilityThis would make adrenaline building and cooldown reduction of F1 ability both valuable, and make spending adrenaline much more attractive – all without making the warrior too guardian-like with regen and prot.
It would also make F1 an actual mechanic beyond just damage, and would apply evenly across all weapon types.
Weirdly from the SOTG it looks like they might do boon-shattering as a new thing for warriors.
Sadly, by the way it was described, it will simply be a passive damage bonus per boon on a target. Maybe I misinterpreted the video and/or misunderstood the concept. A passive buff to damage per boon is just another boring and non-strategic band-aid, IMO.
Possibly, though if they tied it into the trait line for F1 burst, they could make something more interesting out of it.
I mean that 3% damage with 30 trait points just looks like a bug for anyone who realises what it means.
Sorry guys.
I put banners in there and ………
We can all agree 3% damage bonus for F1 burst abilities is well, totally crap.
A lot of the changes so far revolve around either putting it back to 30% like it was in beta or making it some sort of cooldown reduction like ele attunements.
However, the warrior’s main weakness in s/tPVP has been condi removal and also fighting bunkers with easy access to boons.
What if both could be fixed with one change to this traitline.
At max, the discipline tree gives:
- 30% chance to shatter all boons on target and remove all conditions on self with burst abilityThis would make adrenaline building and cooldown reduction of F1 ability both valuable, and make spending adrenaline much more attractive – all without making the warrior too guardian-like with regen and prot.
It would also make F1 an actual mechanic beyond just damage, and would apply evenly across all weapon types.
Weirdly from the SOTG it looks like they might do boon-shattering as a new thing for warriors.
We did it.
The last part was silly, so many “soon”, “we can’t talk about it”, and “when it’s ready”s
Great idea.
5 minutes into podcast.
Grearteatae idagtaaaeaa.
One of the main issues with targetting as a whole is that right click on mouse can select targets while also being the camera turn.
This really should be disabled, targetting should only be with left click.
Well this is coming up today.
Remember guys:
- Keep the answers short, no speeches, no marketing crap
- No “soon, we’re thinking about it, when it’s ready, our plan is to…” – stick to facts, and actual dates of deliverables, the time for optimistic promises is past
- Class balance, e-sports features and competitive mists PVP – no talk about PVE, WvW or anything else apart from mists PVP
- Again, short answers, no speeches, no marketing crap
Just something you gotta get used to, always deselect target when disengaging. It’s the same for ele RTL etc.
The real problem with rush is that it gets broken with cripple/chill.
Sigil of Intelligence? I’m sure I saw a video with someone explaining why that was a good choice since it got fixed.