Showing Posts For zone.1073:

Rune of Undead conversion broken

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Posted by: zone.1073

zone.1073

Superior Rune of the Undead 6 bonus does not convert toughness from sources other than base stats and armor into condition damage.

The rune bonus will consider base toughness, toughness from other runes, and toughness from amulet into the condition damage conversion. However, the rune bonus does not convert toughness from utility skills (Warrior’s Dolyak Signet, Banner of Defence) into condition damage.

Holy kitten trinity.

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zone.1073

Condi Warrior doesn’t work in tPvP mi amor. Atleast, not at a high level.

Glass condi warrior does not work. Glass necro works. Glass engi works. But glass condi warrior does not work.

Full tank warrior with supplemental condition damage works; it’s just not popular yet.

the difference between solo and team

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zone.1073

Team arenas have higher point rewards to compensate for the amount of time it takes to organize a 5-man team, get everyone online at the same time, and then get into a queue with a longer wait time than solo.

I love the 30 second loading screen.

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It just adds so much oomph to the game.

I love the 30 second loading screen.

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Thank you Anet. Thank you so much. Loving it.

SYNC's gotta go! Pictures

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zone.1073

When the “competitive” PvP population is only ~40-50 players in an MMO, and they all happen to use the same communal Teamspeak, there can be no such thing as a true solo queue.

This is no fault of the infrastructure. No, the solo queue is built correctly and it’s working properly. This is a population issue.

Loading screen time after death (respawn)

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zone.1073

BUG: Respawn time is much longer on Foefire.

However, as long as everybody is affected by it equally, then it’s tolerable.

Rune of Undead conversion broken

in Bugs: Game, Forum, Website

Posted by: zone.1073

zone.1073

Rune of the Undead does not properly convert toughness gained by alternative sources into condition damage.

Toughness gained by utility skills (Warrior’s Dolyak Signet, Banner of Defence) do not convert into condition damage.

Only toughness from base stats and armor/amulets are converted into condition damage.

Rune of Undead bugged with toughness

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Posted by: zone.1073

zone.1073

Updated report.

Rune of Undead bugged with toughness

in Bugs: Game, Forum, Website

Posted by: zone.1073

zone.1073

Rune of Undead does not convert toughness gained by skills. For example, the +180 toughness from the warrior’s Dolyak Signet and the +180 toughness from warrior’s Banner of Defense does not get converted into condition damage by the runes.

(edited by zone.1073)

Torment and Stealth War Incoming?

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zone.1073

Why is stealth associated with cowardice/being sneaky? One could argue that stealth actually allows players to be even more aggressive. Since targeting is dropped when a player stealths, they can continue to pursue a target freely and relatively safe from constant focus fire.

While warriors get to attack a couple times at the start of a fight, about 60% of the time they are just giant punching bags, fleeing or trying to shake off focus fire to try and stay alive during team fights. Meanwhile thieves are able blow off a full rotation of attacks, instantly drop enemy focus fire, continue attacking, rinse and repeat. They get to be more offensive and make more aggressive plays because of stealth.

Stealth allows players to be even more aggressive. So, why shouldn’t warriors have access to this option?

(edited by zone.1073)

Character Locking and it's Problems in SoloQ!

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zone.1073

Simply hide character names and profession icons from the scoreboard until the countdown.

Crisis averted.

Or just disable the scoreboard completely until the countdown. Why is there a scoreboard before a match begins. There’s no need, and it’s incredibly annoying. Your teammates see a well-known opponent and instantly quit. Enemies see your team and swap team composition to counter you. So many problems arise from just the information being displayed on the scoreboard.

(edited by zone.1073)

Can we ban asura from the pax tournament?

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zone.1073

The hitbox is the same.

Hitbox is the same, but information clarity is not the same.

Stuns and condition particle effects are less noticeable on Asuras because the particles scale with the size of the character model.

Why no Condi Warriors in high end Tpvp?

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zone.1073

Condition warrior works but it’s extremely difficult. Conditions from warriors are easily countered, and there is no “burst” condition potential like how Necros and Engineers can strangely pull off. Conditions on warriors is what you’d think conditions would be: damage slowly over time.

Much much simpler to just play a CC heavy warrior. Point and click to stun targets all day while your team does all of the damage.

Rush is still terrible.

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zone.1073

Change Rush into a 1200 range leap, just like the Ranger’s 1000 range Swoop. The effect needs to be instant. No more crappy “running at a slightly faster speed” which can get reduced in range by cripples and chills, and stopped by daze and stun.

While we’re at it, Arcing Slice needs to go. You can move Hundred Blades to become the burst skill (though that wouldn’t solve anything), but in the end: Arcing Slice needs to go. It needs to be erased from the game, and replaced with a different effect. The greatsword has mobility + damage. What is it lacking? Hint: Utility. My proposal: Garen’s spin. Break out of all cripples and chills and spin to win for a few seconds.

(edited by zone.1073)

My Necromancer Suggestions

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A full death shroud drain upon death won’t be very healthy for the game. Necros are the #1 focused target right now, beating even warriors in priority simply because warriors do nothing while alive. If the Necro’s damage is getting nerfed, then their survivability must be kept the same as now or improved.

Right now Necros depend on their high damage to survive, just like any other glass cannon build. By nerfing their damage only and making no adjustments to their survivability, ArenaNet would be treading the same path as what they did to warriors, which took over 6 months to begin fixing, and they still haven’t been fixed yet.

Jon Peters Was Right? 5 Signet Sniper Warrior

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The damage of Kill Shot is equal to an Eviscerate, but from a distance.

Rifle is fine until your ar’se gets trained by two enemy eles who jump on top of your face and won’t let go until you’re dead.

A Way to Reward Top Players on Leaderboards

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At ArenaNet, we believe that organized premades should be rewarded for stomping pugs to farm rating, because stomping pugs is awesome.

Hotjoin: it is time to let go

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zone.1073

ArenaNet’s argument on why hotjoin is 8v8: If hot join was 5v5, a single leaver makes a dramatic difference, and players are constantly leaving and new players joining; it’s too unstable of an environment. It also puts a lot more weight on the individual performance of players; a beginner will have a lot of responsibility weighted on his shoulders, which can be intimidating and even discouraging.

My argument: Then restrict the ability to leave mid-game by adding a leaver time penalty (yes for hot joins). Individual player skill growth should be emphasized and not avoided. Hot join should be treated as a form of PvP that conditions or trains players into becoming better, more skilled players. Restricting the option to leave will encourage players to work with their teammates instead of leaving the instant they are at a disadvantage. Players can leave if they wish (such as to join their tPvP match); they will just not be able to play hot joins again for 30 minutes due to the leaver penalty.

Spectral Wall undodgable?

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Ring of Warding.

Today I thought I was playing WoW

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After getting fear spammed by two necros around 5 times in a row. Gez, if cc is going to be like wow, they might as well add some CC immunity i.e blind, fear, daze and stun immunity.

The funny thing is that Necros themselves are just as vulnerable to CC as anyone else without stability, because they don’t have any (unless traited. Then they have incredibly weak damage and you won’t even notice those ones).

A well-time stability can completely annihilate a Necro. Their 10k damage burst comes from fear. Stability completely negates that burst, giving you the time you need to react and pressure the Necro. Also, a Necro’s defense is totally negated by stability, too, since Spectral Wall is their only defensive cooldown.

Step 1. Apply stability.
Step 2. Continue to sit on the Necro and rip him apart with your own CC chains.

your 3 most wishes for ranger in future?

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1…… Remove the stopping animation whenever the pet autoattacks.

2…… Remove the stopping animation whenever the pet autoattacks.

3…… Remove the stopping animation whenever the pet autoattacks.

Necromancer not OP. People need to L2P

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Necro class is strong now, and that’s good. Devs intended to make Necros strong this patch, and they achieved their goal.

Warriors are still not quite there yet, but if Warriors were given changes on the same level as this patch did for Necros, that would be amazing. Imagine how different the pvp meta would be if Warriors were actually viable and not a joke of a class.

My opinion on warrior

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zone.1073

Obviously more utility effects on weapon skills would be great. There’s a reason why most of the warrior’s weapon skills are boring and do damage and nothing else.

It’s because warriors have higher base stats than other classes. Yup. That’s it. Therefore, because of that sole reason, warriors must pay for that by receiving bland and boring weapon skills.

Do somthing about leavers!!!!!!

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Traits… Uh, I don’t know, but you definitely need Death From Above!

Death from Above is good though.

Balance - first impressions after the patch

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I’ve only been experimenting and keeping track of the warrior changes.

Results: barely any change. Still awful. If all of the other classes were untouched this patch, and it was only the warrior that was getting changed, I’d say warriors would have been upped to 70% on par with other classes in terms of balance. However, all classes crept up in power this patch, making the warrior feel very behind as usual.

Noob ?: Do Custom Arenas use only PVP gear?

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zone.1073

Not a sPVP player, but would like to use a custom arena for WvW training. Would like to know if it is possible to use the same gear and traits used in WvW for the custom arenas?

You can recreate your WvW build in the Heart of the Mists, and use that build in custom arenas.

Yes, you can test your WvW builds in custom arenas because all gear, all traits, all sigils and runes are available to be used in PvP for free. Simply re-create your WvW character in PvP and jump into a custom arena.

Which class least 'twitch', and most strat?

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Guardian is definitely the class for you.

With their abundance of blocks and boon output, guardians do not require twitch reflexes to be influential in a fight (although reflexes will separate the good guardians from the great guardians).

If built hybrid, the guardian has a tremendous amount of damage output in the form of burns and retaliation. Because these are passive forms of damage, it means your direct attacks (aka twitch-based skills) are not your source of damage; it is your strategy-based gameplay that outputs all of the damage.

tl;dr Guardians are a brick wall that enemies bash their heads into and kill themselves, meaning less twitch reflexes required and more strategic options available.

Why not implement warrior heal change???

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Perhaps the warrior’s sustainability problems go down to a more fundamental design level, and requires more than a simple recharge reduction on heal.

The healing options for warriors don’t fit the class’s playstyle. On one hand, warriors are encouraged to dive deep into an enemy team and fight it out. On the other hand, warriors are equipped with wet toilet paper for defensive/sustainability options to achieve such a feat. Ideally, the best kinds of heals would be ones that encourage aggressive gameplay. Percentage-based heals that scale off of the environment (more surrounding nearby opponents boosts the heal, lesser opponents means less heal) would fit nicely with the warrior class.

The problem won’t be solved by a 5 second recharge reduction on heal skills. I think ArenaNet realized this and pulled that out in order to work on the problem more thoroughly. Condition removal on adrenaline usage was a good start to this theme. Apply this philosophy of aggression = survivability on other areas of the warrior and we’re good to go.

(edited by zone.1073)

Why blinds why?

in Warrior

Posted by: zone.1073

zone.1073

Blindness should not affect AOE shouts.
please fix this.

i.e. Fear Me! should never miss with blindness.

On My Mark! should hit nearest random target if blindness is applied.

This. Blinds should only make attacks that deal damage miss. Fear Me is not an attack. It deals no damage. Blinds shouldn’t affect it.

Why PvP Warrior will never be balanced

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Don’t listen to me tho I only have ~50 games played on warr but I do enjoy stomping those Champion Illusionists and Paragons in 1v1’s.

The reason why warriors are receiving balance changes so slowly is because of how good they are at killing morons. People hop into hot join and kill a few idiot players and then think they are gods among babies.

The fact is that a newbie player is not very different from a brainless, PvE NPC. Warriors are great at killing NPCs. So, when players perform equally or even less than an NPC, suddenly Warriors appear extremely powerful. Devs see this and become hesitant to balance warriors out. It is unbelievably sad.

In beta, all players sucked big time. Everyone, everyone was god awful. NPCs were better than players at this time. In beta, everybody was brain dead. Not surprisingly, warriors reigned supreme during beta. Devs’ perspective on warriors was horribly distorted by beta, and now the warrior class suffers from neglect and unwillingness to be balanced. It is depressing.

(edited by zone.1073)

Rank 80.. Reached in 19 years.. O.O

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If your only motivation of gaining rank is to look cool and be able to wear different armors, you don’t need rank 80 for that. Gem store will be updated constantly with cool, flashy gear that you can simply purchase and convert to PvP.

Rank is a measurement of time spent playing PvP; that’s all it is. If it takes 19 years to reach rank 80, then by reaching rank 80, people can clearly and irrefutably see “wow that guy has been playing PvP for 19 years”. That’s all rank is worth.

Playing against asura models is much harder in my view

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Size would matter less if condition effects were equally visible for all races. The purple chains from an immobilized Norn are gigantic and easily visible without even having to look at the player’s condition bar. The purple chains on an immobilized Asura look like a single strand of pixels – barely visible at all.

The swirling stun animation above a player’s head is extremely visible on Norns (it’s like a massive white swirling cloud above their heads). On Asura, the stun looks like a single strand of white pixels.

Simply make the condition effects equal among all character models and the problem is solved.

Major flaw of the Stealth Mechanic

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Honestly I find GW2’s stealth to be refreshing compared to other MMOs that allow stealth up-time to be on 24/7. Some MMOs let the player continuously attack while literally invisible and the target dies from a completely unseen player.

With that said, stealth in GW2 would be much more balanced if there were countermeasures available vs stealth.

1. Certain skills should have a stealth detection mechanic built in.

2. Stealth should be canceled and revealed when taking damage. Therefore, all ground-targeted AoE abilities that hit the stealthed target should reveal them.

3. Stealth should be treated as a channel that is interrupted by damage. Therefore, in order for a player to stealth, they must stop taking damage beforehand (think Twitch’s stealth in League of Legends).

Just like any other mechanic, stealth should require an amount of player skill to use. Increasing the difficulty of using stealth also increases the skill it takes to play the stealth class, which provides a more rewarding gameplay experience overall.

I'd like to see someone res.....

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I haven’t seen many people running hgh build on engineers for quite a while now. Yes grenade kit is almost always used, but hgh no not really, anymore.

Starting Casts While Facing Away (change)

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It’s hard to be okay with standing still for the full cast in melee, after a 1 1/4 cast someone could be well out of range of my melee which would defeat the purpose. And I still like having to aim myself, I just wish it’d start casting regardless of me facing them, as long as I’m facing them when it goes off.

Obviously if they are running around you in circles and dodging through your body, they are not going to be out of range if you stood still and auto-turned. If they do begin running away, then you don’t have to stand still; you stick on them. You have to make that call yourself.

Again, this is a skill cap for playing melee. It takes a good degree of finesse with character and camera control to successfully pull off melee. I don’t believe GW2 should lower that skill cap.

Starting Casts While Facing Away (change)

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When an opponent is dodging through you, one nice trick is to stop moving, let go of the right mouse button, and continue your attacks and channels. Your character will automatically face the opponent as he’s running around and through you in circles.

Other than that, it’s just part of the skill cap of playing melee. Good camera control with the right mouse button is key to being a good melee player.

Warrior state in tPvP post patch

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Endure pain got a huge buff, and berserkers stance -100% condition duration sounds really nice. Most people don’t have +condition duration, so it will completely negate all of the clutter conditions and allow for condition removal abilities to focus on the conditions from condition builds.

But berserker’s stance is a 60 second cooldown now. Plus the trait that gave berserker’s stance had that effect cut out. I see the new berserker’s stance as useful as signet of stamina now, which also has a 60 second cooldown. It doesn’t seem that game changing in theory due to the long cooldown.

Warrior state in tPvP post patch

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zone.1073

https://forum-en.gw2archive.eu/forum/professions/warrior/Supposed-upcoming-changes-to-the-warrior/first

+Condition removal (albeit a very inconvenient trait line and unusual utility skill), yay!
+Quality of life improvements with many weapons and utilities, yay!

- Axe #1 nerf…what.
- No pressure relieving options.
- Weak heal. Defensive options are still very weak in general.

So, we know that warriors suffer from the lack of options to respond against focus fire. Every class has options but warriors (thieves and mesmers can stealth/teleport, ranger a billion evades and passive full condition wipes plus regeneration galore, guardians a billion blocks, necro’s new and improved death shroud, eles just being eles, etc). Did this patch address this issue? …No it didn’t. In fact it made things worst for warriors with the introduction of Torment. A class that relies on sticking on top of opponents to do damage will now be heavily punished with a condition that’s stronger than bleeds and ticks whenever the warrior moves. Ouch.

Why is this so difficult to understand? A class that is forced to be in the fray of an enemy team to do anything useful simply has more survivability needs. Why do the classes with powerful ranged options have a stronger heal than warriors, still? That is the first and foremost issue that should have been addressed. Ranged classes: They survive through kiting with teleports, stealths, cripples, chills. They don’t need an ultra mega powerful heal. Melee classes do need that stronger heal! Because melee!

What…the…

(edited by zone.1073)

New thief meta post patch

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And yes, new patch will give thieves a reliable self-Portal. They will mimic Mesmers in that aspect. Huge utility buff for thieves.

New thief meta post patch

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lol cruuk, you know I love you. I’m just trying to get video hits for the $$$$$’s.

New thief meta post patch

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Ele's stun breakers

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So you take stun breakers out of useful skills to give it to useless skills? Remove it from cleansing fire or lightning flash but not from both for gods sake, now cleansing fire which was already rarely used (everyone picks earth armor) will be not used at all, and everyone will just be using armor of earth instead. Remove it from that instead of cleansing fire =/

Also, no one will use signet of air nor glyph of elemental power considering how bad they are, not even with a stun breaker, i mean the only reason someone would use it would be for the stun breaker not for the effect.

The change feels appropriate. Why does Cleansing Fire have to break stuns on top of wiping away conditions, putting a condition on nearby opponents (fire), and granting regeneration and vigor if traited, and all on a super short cooldown for a cantrip. Same with Lightning Flash. These skills already offer a hyper-abundance of usefulness; the stun break on top of everything else is just silly when other abilities are screaming for balance in usefulness.

That, my friend, is gluttony.

(edited by zone.1073)

survey: will this make warrior viable in PvP?

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Posted by: zone.1073

zone.1073

Remove the cast time on Vengeance. Make it an instant effect upon activation.

Done.

Autobalance woes

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^ The sad thing is that this scenario described above is REAL. It actually does happen. And it’s called solo queue tournament PvP. Tournaments should start as a 5 v 5, right? Well when there’s an AFKer, the tournament begins as a 4 v 5. Teammates get discouraged and leave. It becomes a 3 v 5, or an auto loss. It’s pathetically sad.

So, you can see how awful things can get when auto balancing is removed from the equation. Just look at solo queue tournament PvP to give you an idea.

Autobalance woes

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Imagine if there was no auto balancing in your hot join. Think about the repercussions.

The game starts as an 8v8. Players from your team leaves, so your team becomes a 5 v 8. Well, there is no auto balancing, so you’re stuck in a 5 v 8 for a while. Other teammates get discouraged and leave too. 4 v 8….3 v 8….now you’re all alone. 1 v 8. Great.

Auto balancing can feel evil sometimes, but it is a necessary evil.

The staying power of GW2's PvP.

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commitment is a non issue with gap closing moves like Swoop or Ride the Lightning. Your approach can’t be stopped(if anyone even notices) and you’ll likely escape unscathed as well.

Melee commitment is a very big deal for certain classes like warriors. Once they engage a fight, they’re stuck in the fight until they die. So, your concern isn’t really about melee, but about certain classes and the way they can use melee.

Melee is quite awful in this game when not combined with invulnerability, evades, or a mixture of hard CC, HP regeneration, and a constant outflow of other boons. That’s why melee warriors suck ar’se right now, while melee elementalists, mesmers, and even rangers are quite god-like in comparison to warriors.

What you’re concerned about isn’t necessarily melee gap-closing; it’s the design of these classes’ melee kits. Take away their invulnerability, evades, and boon spams, and they all become just like the warrior: awful for melee. Should melee all degenerate to the level of warriors, while ranged skill sets reign supreme? Or should warriors be brought up to be on par with these other classes’ melee potential?

(edited by zone.1073)

The staying power of GW2's PvP.

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The problem is this, you can’t rest your mouse hand to activate skills on the far end of the skill bar. That’s huge people

In first person shooters, your mouse hand is used only to move the camera, aim at targets, and fire.

This is how GW2 PvP uses the mouse hand, too. It feels natural.

If you click any skill buttons at all, you sacrifice: 1) camera control, 2) movement, and 3) targeting and attacking. That is bad. That’s why all skills have their own configurable keybinds. So, you can set the skills on the far end of the skill bar to be easy-to-reach buttons for your keyboard hand, and your mouse hand can fulfill its duty with camera controlling, movement, and targeting, thus eliminating 80% of the concerns in the original post.

(edited by zone.1073)

Jade Weapons in PvP

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I don’t understand how hard can it be.

Insert a vender into the Mists. Sells jade skins for 500,000 glory ea. Done.

Dragon Ball > sPvP

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GW2 without downed state = WoW: Train someone, they’re dead. Train the next person, they’re dead. The very definition of “stale and boring”.

Downed state adds an element of strategy in tournament play that sPvP hot-joiners don’t seem to comprehend.