Showing Posts For smug.3895:
And that they hardly ever bother to swap.
Wasn’t it confirmed by the devs that even if you swap before the match begins, the swapper gets an automatic loss (and dishonor if it gets implemented)? Not only that, if the person was in a party (not team), then the whole party gets penalized. The reason was that the matchmaking takes classes and MMR of a player playing with that class into account.
So… you can’t reasonably expect someone to swap.
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i dont queue up for ranked because of elitists. they see me on my mes, they will be already calling me names and tell me off. play meta or go away. thats how it is. and honestly i prefer enjoying my pvp than having to block 5-10 people a day just so they stop yelling at me for not playing the way THEY want me to.
Good news! The team with a mes destroyed Orange Logo this time around in ToL.
i said this about 2v2, 3v3 etc arenas, applies here too
Don’t want to do it, because it could split an already small pvp player base into two smaller groups. also, there are complaints that it would screw up balancing the current conquest setup.
1. just implement it, don’t worry about balance, let people play what they want to play.
2. if people like it, it could bring in more players – which is what everyone would like. the top players are going to play where more players are
3. if everyone moves to it and it becomes more popular than conquest , then maybe conquest was the wrong system to be the primary focus of pvp.
4. profitalso, RA dont need any algorithm to match up anything. its random. RA. queue times were in the seconds, 30s i remember being normal.
also, too short of fights? that was part of the enjoyment. ur team sux, no prob fights are over fast, and since queues are short, next time might be better, at least u arent clickin around HotM with ur click in your hand bored. an win u got a good team, sweet u stayed a team for another round.
downside? i don’t see it, at least not for a normal joe player like i
What makes you think the fights will be short? Were you ever in a fight in GW1 where one player would run around in circles indefinitely until his res cool down reset? I would imagine some of the fights in this game would be infinitely worse since some of the classes can reset fights at will. In a small skirmish setting, it’s very hard to take down someone who doesn’t want to fight or feel the need to guard something.
If implemented, you’ll see the posts complaining that a group of four thieves only come out of stealth to gank one person and disappear again. Just jump on to WvW and you always see someone say something like “&%$# thief! Why can’t he just stay and fight? I’ll stomp him if he does.”
I loved Random Arenas in GW1. You met new people, went on crazy streaks with them, and all friended each other, but I can’t see how it would be viable here. There are too many classes that can reset the fight in a small pvp setting, not to mention a myriad of other balance issues when the objective is to down every member of the opposing side once.
However, if you are soloQ-ing, have a backup like warrior in-case you get stuck on a team with a bunch of other thieves. They don’t scale too well past the first one.
Only do this if you don’t care about rewards/records/mmr/dishonor (yet to do implemented). Apparently, you automatically make yourself and your party deserters by switching characters after seeing your team layout.
This is a problem. I think the easiest way might be to prevent people from joining the winning team even if the numbers are in their favor. This will at least get some games to even out a little.
Right now:
1. Initial fight happens.
2. People on the losing side leave.
3. Autobalance kicks in.
4. “Spectators” join the winning side right away.
…you see your warrior pulls out a rifle.
…your teammate arrives at home to “cap with you” at the start of the match.
…your ele gets owned solo by the chieftan.
…your thief states “ima go far” before the match at foefire.
Anyone have good ones?
Thanks for the awesome responses. So I gather that all of these things remove the whole stack?
Hi. I was fighting against a thief and a guardian in pvp (they were always together). I noticed that every time I tried to stomp the guardian with 5 stacks of stability, it would all immediately disappear and I would become vulnerable to CC. I know I used stability, as it would go on CD, but it was gone before even one second ticked on the CD.
What was even weirder was once they were both in a downed state and it still happened. I was in Foefire btw. Thanks in advance for the explanation.
Haha… but seriously
I was on a team with two turret engis and they just dropped a bunch of turrets in mid and the game ended with the other team scoring 30 points.
They were unable to spawn anything the whole game. We just destroyed the treb, didn’t bother defending, and the engis didn’t stay guarding mid like in conquest mode. It was the most relaxing Stronghold game I had ever played. But strangely enough, after experiencing that, I lost all desire of playing Stronghold again.
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1. What if rewards were given out equally regardless of the winner? To prevent AFKs, have a short timer that kicks players if they are not out of the spawn zone for 5 seconds or so.
But yeah, I agree, hotjoin can be ridiculous, with everyone hopping out of the losing team like a game of hot potatoes and entering again on the winning team after the auto balance. I noticed that it’s especially bad starting around late afternoon when I assume the kids come home from school and gets better late at night.
2. Another possible solution could be to change how auto balance works so that no matter the number of players, new players cannot join the winning side. This might solve the spectator issue.
Hi, I noticed that in PvP, everyone generally runs some kind of ****bow with Shoutbow being the prevalent build. I noticed that the build for WvW varies a bit and I was wondering why this is so.
Also, why are the Roamer builds so different? Is a Shoutbow warrior ineffective in WvW in small skirmishes? Isn’t that where the build shines in sPvP?
Thanks in advance.
I think the reason they can’t fix the CCs that render you airborne is because you can’t skill in the air, and judging by the nature of teleports, I gather you can’t air skill because you’d be able to teleport in mid air and do things like blink anywhere. (even into keeps)
I have a suspicion that this was implemented because of underwater combat. I remember early on, they made some changes because you could jump out of water and buff yourself without putting skills on CD or something.
I just wish the DR wasn’t so ridiculously steep so I can actually gather mats. As it stands, there is no good way to farm anything without going to fractals and TP afterwards.
Thanks for the interesting video. I was really impressed.
Basically, all the warrior does is whirlwind attack and run around until it comes off CD. This is how a lot of warriors play, and it is one of the reasons they are passed on for another class. Yet, you guys still dominated. The warrior had no stunbreaks and cc removables, but it was not focused and burned down like in most team fights. I think it says a lot more about your teamplay than it does about the class. It makes one wonder if the team might have been even better with another class. Let us know if the new team experiment turns out to be a success. Again, thanks for the vid.
I have tested the builds out in tournaments. In my opinion,
1. You never lose 1v1 against any class.
2. You do lose 2v1, unless you are up against very bad players.
3. I would not call it a bunker. Other than not dying quickly 1v1, the point gets neutralized very quickly (I don’t know if this is because of the “evade bug” mentioned before in spvp boards), the ranger goes down fairly quickly under focus fire, and is extremely weak to CC (esp immobilize) and bursts (Durzlla’s build).
4. The OP’s build is better for tournaments. It can actually kill people and the stability is nice. The other bunker one can only kill if the opponent decides not to run after 4 minutes.
5. The build is not very good for tournaments. At best, it could be used as a side bunker, but it lacks mobility compared to others (unless your team is built upon the side bunker staying on point the whole game). Also, as I mentioned, it doesn’t hold points very well.
6. The quickness is great for stomping and rezzing. I think the build might be better off in bigger fights than stuck 1v1 at side.
I love playing the build, though. I guess it could be modified to be a support roamer with a little bit more speed and perhaps a hard cc (maybe the weapon swap one will do) to get the rezzes in.
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Let’s see…whirldwind or dodge your eviscarate, shield bash your tornado to put you on CD. If you breakstun follow up with bulls+frenzy and dead triple axe warrior, if not, melt stunned warr with axe auto+frenzy. When warr wakes up, finish off with whirlwind. Stability for secured stomp.
That’s not fair. Anyone can make up stuff on paper.
I wear you down a little with axe chops, and then I start tornado, dodge your shield bash while still whirling (since dodging does not interrupt axe 5), finish damaging you for 7k (using his numbers), axe 4 you for 2k, switch to mace 5, and eviscerate. If you dodge the mace 5, run at you as you dodge it, eviscerate as you get back on your feet for finish.
I mean I agree with what you’re saying, and I appreciate the fact that your trying to give constructive criticism to this possible troll. Still, I don’t think scenarios like that help too much.
I have been meeting really good rangers more and more recently, many of whom have very different builds. I am really impressed with how so many people stuck with and vastly improved what was perceived to be a weak class. My hats off to you!
Dragon Nest PvP is robust. It feels very “Asian” in the sense that lightning fast reflexes and eye-hand coordination are valued heavily in this game. In order to be competitive, mechanical skill with very high APM is essential. Definitely not a casual-friendly PvP game, like GW2 is.
Ice Witch: http://www.youtube.com/watch?v=TSmOW4TVW_M
Tempest https://www.youtube.com/watch?v=t-VEmGvMPDk
Group PvP: http://www.youtube.com/watch?v=5SQFPIL6sro
Wow. The second link really showcases your point. The combat system looks amazing from a spectator’s point of view.
Trolling or not, how can a value of 84k damage be dealt?
If you look at the screenshot, you see that the guy had 25 stacks from sigils, had another warrior on the team (to probably buff him and debuff the victim), had the victim naked and untraited (was doing 10 dmg to him), and probably had the victim using frenzy to take 50% more damage.
Everything was carefully scripted to max out killshot damage.
trust me i am a good player
This quote and the problem you are having seem to contradict each other. I suspect that I am not getting the point of your post.
I’m not sure what you want. Some people gave very legitimate suggestions to counter thieves and warriors (like warriors can only burst you on long CDs, so let them burst and use a skill to get out while they are still bursting), but I guess you’re not interested in that.
So… is your main point that toughness does not make enough difference? Was this thread made so that we can agree with you on this point? Or is it toughness and its effectiveness in relation to engineers?
yeah… strange. I guess not everyone got kicked at the same time from reading other posts. My group was four manning it. Now I suspect they will finish it with three.
We were in CoF, about to kill the last boss. I can’t log back in…
Thanks for the feedback. So to clarify, you recommend the cleric am with Melandru runes. You also would swap warhorn to another axe. I am assuming then that you would use different sigils since two of them were based on critical hits.
Is the elite spirit really effective? When I played other classes, I just took out the spirit first. It was easy to do, even when it was a moving one, and the ranger wasted a long CD skill. The damage you can dish out while the other person takes out your spirit is very negligible especially without any hard CC or QZ.
Your modifications seem more bunker-like, at the cost of movement and flexibility. Do you use it outside of tournaments?
I’ll try it out tomorrow. Thanks again for the input.
OP, thanks for sharing the quotes. I have read them, and I understand how you came to that conclusion. Yes, technically, they didn’t lie because people misunderstood the promises, and they made a mistake they are trying to fix.
The first quote
Issue: I thought you said a thousand hours = just cooler looking characters. People bought the game based on this assumption.
Answer: Nope, you assumed wrong. You should have seen stat progression coming when we announced a lvl 80 cap. We have PvP if you want horizontal progression. Also, that quote was specifically only in reference to legendaries vs exotic weapons.
Second Quote
Issue: I thought you said no grind
Answer: Yeah… we’re working on it.
From the responses, though, if I was a random third party listening in on the discussion, I’d have to assume the company was very misleading and untrustworthy. You can always weasel your way out of something saying it was a misunderstanding, but in this scenario, there are way too many discrepancies that one can’t help but wonder if this company deliberately mislead people.
Do you remember, early on in the game, when people complained on the forums, “why no progression?”, people pounced on them saying, “why did you buy this game if you wanted progression?” Why wasn’t anything said then? Any redname could have said, “Just wait. It’s coming.”
Bottom line: There’s no need to cry over spilled milk. This is Anet’s clarified stance. Let’s move on.
So I tried it out some more in 5v5 s/tpvp. The build works great, but I had a few questions.
1) How much regen does Signet of the Wild provide? Is it necessary for the build?
2) Would a oh crap button be better as a replacement for Signet of the Wild for when you are focused/CC?
3) The build seems ironically weak against other rangers. They can kite you, cure all your numerous conditions, do more damage from range (if I am equipped with an axe), and without a decent gap closer against an elusive kiter, it’s very difficult to stay on a kiting ranger. Is this just a weakness in the build, or can this be fixed by switching axe/warhorn for a shortbow?
4) For a bunker, it’s hard to hold a position against even two good players. Is this an expected result, or are other people seeing different results?
However, I’m very impressed with the 1v1 capability. For a person just using the build, I did very well against all classes except rangers. It was interesting to not be afraid of thieves and mesmers.
Also, the axe was lots of fun in group fights with quickness enabled.
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I tried it out on 8v8 spvp today. I don’t know why but nobody seemed to focus on me. I’ll try it out on 5v5 some more before tournaments. It was a lot of fun though.
I used s/d a/w. When you’re in s/d, how do you pump out consistent damage? Is it through conditions or sword 1?
lol, I find it funny that the moderator found it so necessary to edit the title of his post. Well, it definitely sparked a lively conversation about semantics.
Right, but currently, a warrior will run around with a little mace, and you think you’re all fine. You dodge twice then suddenly, boom a stun, surprise my other weapon was a greatsword, byebye hundred blades. You can’t read it until it hits you.
Then when you see him the second time, you know what to expect and can play him accordingly. The cooldown had no effect on the counter play the first time nor the second.
I think the scenario translates more or less to every class. You see a thief with a shortbow running around all over the map, you don’t really think, “oh he’s going to range me with that thing.” You think he’s going to ravage me somehow (with conditions, pistol whip, backstab), and although I don’t know yet, I’ll know the next time I see him.
If anything, I would imagine being able to switch quickly would offer more chances at counter play.
lol maybe your pvp kits are going to rengaru’s.
Magic fridge! Magic fridge!
http://www.youtube.com/watch?v=URJKn-Iq4ZE
It’s great for running away when low on health to reset the fight. It’s even better when a warrior is chasing you as they have so little condition removal.
As was mentioned, there are a lot of ifs to make vengeance come out positive. Most of the time, even if everything goes your way, the best you can hope for is a tie (double kill). You also have to pray that no other enemy goes down while you are in vengeance as it’s a free rally for them to the dismay of your team.
On my warrior, I’d much rather have the thief or mesmer or even elementalist downed states. Thieves you pretty much have to hack to death, and mesmer and eles are just a pain in the neck to kill when you’re in the middle of a fight. I don’t envy ranger/engi/necro downed states, though. I would rank warriors downed state a distant fourth best with other three classes following close behind.
I personally don’t see why any class should have any cooldown for weapon swaps. Is it to cater to a more casual crowd? Do they want to give us less flexibility? What was the design purpose? Was it so warriors can get a bugged trait to lessen the swap time? Were the devs out of ideas for minor warrior traits?
I’m serious about this. I’m not trying to be a smartass.
I always use the treb. I did not notice anything. Did you try angling your view with the mouse? It seems to move just as fine as before.
I always change it so I can see the whole map and see who’s coming at me right away, so maybe I did not notice a change in the default setup.
About 2 weeks ago, I found a level 74 exotic item. I was going to save it for the mystic forge, and as I was running low on storage space, I put it on the Trading Post for roughly 3 times the lowest selling price. I checked the TP today, and guess what, it sold. I am guessing that this was the best current price.
3 times in 2 weeks? Is this a trend everyone else has been seeing or did my particular item get suddenly popular?
If the value of gold is decreasing daily, maybe I should just start hoarding items.
I met an underwater bunker thief, and I was wondering how to counter them.
The thief stays in one spot swishing back and forth, spamming one skill. The thief can evade attacks during the duration of the skill and occasionally throws a dodge or two. The thief slowly chips away at your health while evading everything. Once, out of ini, the thief would stealth and come back.
Eventually, the thief lost the capture point due to stealth, but forced a person at the point the whole time until the person eventually died from the compounding damage, or until help arrived for the thief. If too many people came to take out the thief, everyone else on the team would leave to capture other points while the thief held his own 3, 4v1.
It’s always worked that way as far as I know.
In your first example, the trait cleared the burn; in your second, the trait cleared the cripple. Assuming you’re talking about Charge, I’m sure if you checked the tooltip for the resulting swiftness buff from the second example, you’d see that its duration is the sum of the baseline swiftness buff plus the trait-specific swiftness buff.
I’m pretty sure this is a recent change. I had been using the traited warhorn for a while and I always used the skills 4 or 5 carefully during fights according to the debuffs I had. In fights where you only have one debuff it does not matter, but when you have more than one, I always preferred to clear everything rather than have extra seconds of swiftness (which I did notice).
The key thing is that warhorns changed from the first scenario to the second.
Yojack, did you know your build got stealth nerfed yesterday? It appears there were some changes to how the warhorn skills function in relation to condition to boon conversion.
It still works, but it is less effective now at removing conditions. Before, if you had a movement debuff (immobilize, cripple, chill, etc.), you would use 4 to cure it along with another condition, and if you had weakness, you could use 5 to cure it with an additional condition. It required a little more thought. Now, both skills will only cure the first condition on your debuff bar, and the passive effects of the skill will not go into effect.
Don’t get the repair. It doesn’t work, and it caused a slew of new problems for me that never occurred before like the game just freezing up and not responding until force restart.
I noticed after the new patch today, my warhorn acts differently.
Before:
Conditions
cripple
burn
After traited warhorn
swiftness (cured from innate effect)
aegis
Now
Conditions
cripple
burn
After traited warhorn
swiftness
burn
It seems the logistics for the warhorn heal as changed to cure condition first then check for passive cures.
Am I missing something?
Braxxus is saying that if you build a glass cannon, you will be exactly that. You can do lots of damage, but are very vulnerable afterwards. He is pointing out the hypocrisy in the general populace hating warriors for what anyone else can do.
Some people think though that it’s not the same because warriors have so much innate defense even as a glass cannon. Have you fought a glass cannon warrior after his bull rush failed? They are my favorite targets to kill. They go down easy and are one of the easiest classes to finish at the downed state. Honestly, HP and armor class does not mean nearly as much in this game as defense mechanisms.
I don’t understand why you are upset. That was the refund policy.
The game also made major changes that many people were not happy about. Some people were able to get a refund. I don’t know how many people got a refund just because they “got free playing time” out of it. Perhaps, some people are saying they did to justify spending a lot of time into a game that ultimately threw them away.
Honestly, this has been discussed to the ground. Let’s let sleeping dogs lie.
haha. Sometimes when I play a warrior, I use Vengeance to get up and revive someone if it looks like I can’t get a kill. 9 times out of 10, the person will get up and try to revive me. I always have to tell them “I’m dead dead”
HoD and ET are notoriously bad. ET, especially, I think ranks #1 in the worst server category (biggest movers down) every week across all servers (both EU and NA). In fact, even HoD mopped the floor with ET when they were matched up a while ago.
Next match up may be more interesting for you. Due to Anet’s reluctance to intervene with their ranking system, it may be a while before HoD/ET find a decent match up (if ever).
PvP should be done like in other MMOs.You can only enter 1 match at the time and when it is finished you must reenter queue for next match.If you leave match at any point you get deserter debuff and cannot enter pvp for a certain amount of time.The way things work atm , there is no deserter debuff in spvp because you got to next map automatically and you must be able to exit pvp when you get bored or have no more time to play or dont want to play certain map.Which means most matches will be with uneven number of players and you cannot win against larger number because even if you kill someone he gets rezed in few seconds.Entire spvp system is faulty at its core.
I see spvp as a very casual, test your build kind of thing. Hence, I actually like that it’s not that serious. I think it encourages more people to try it out since winning is not important. The next step would be the free tpvp.
Any debuff for losing would definitely be a bad idea. I would have permanent debuffs for getting stuck in loading screens every fifteen minutes. People who are stuck in 1v2s and want out would also be debuffed. People trying spvp until their tournament opens would get a debuff… There are too many issues right now to implement such a design.
I would like to see the winning spvp groups stay the same for the next map and tally consecutive victories like in gw1.
What’s the general consensus on this one?
I decided to try a warrior in pvp since, to me, they are one of the easiest to kill. I got no less than three people in three matches telling me how OP wars were with very unfriendly diction.
When I responded that I thought in spvp, tpvp warriors were not considered very good, I got an explosion of expletives on how noobish I was and did not know a thing. So, is this true? Did I play an OP class? Or is this just poor sportsmanship that I would be getting more of if I played a thief or mesmer?
I used an axe-mace-shield. That’s it. I didn’t even take another mainhand weapon.
Is this how most thieves feel? When I put down an aoe on any profession and miss most of my effects, I put it off as a “miss” on my part. I don’t expect any person with aggro on them to stand still.
OP, I don’t think anyone wants a “static world.” When you talk about how Ragnarok had new places to explore and such, that’s great. I think people are upset because they were told that the world would indeed change, but the gear they had would never become worse in relation to others. I believe the president of Anet has been quoted many times that a person who spent more time than you would only look cooler in the game, not actually be more powerful.
It is not about “you should have seen it coming.” The reason people did not see it coming was because they were specifically told that it would never come.
I feel really stupid. I advertised the game and brought friends in telling them that gear would only progress horizontally. That was a key premise in the game design, and my friends and I bought the game because of that premise. Now I feel like a liar, and I feel awful about people spending money on a faulty promise. It’s like I introduced them to con artists.
I was pretty upset, but I think I’m over it. I can’t get a refund because I bought the game from a retailer, but I guess that gives me the luxury to stick around.
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My experience wasn’t so great. On day two, I logged in to an overflow server. Nothing happened. We all waited for over 30 minutes, and suddenly the quest changed. We all got on a boat and headed to the Lost Shores… where nothing happened. We all just ran across the map in a massive group discovering POIs until we got all the ones we could. Everyone scattered after that.
This experience, and a similar experience on the first day, led me to not even bother arranging my schedule for the third event. I’m glad to see some people had a good time.