Showing Posts For spoonfoy.7315:
my numbers were based on the average of what ive seen personally. i do not now, nor have i ever, played a pure glass thief seriously. i took a stroll with one through a couple games to see the potential, and ultimately disliked the paper thin feel of it. ive seen screenshots of 24k backstabs, and screenshots of 5k backstabs. i just took what i felt was the happy medium in all categories, between my own experience of getting hit by them, and various videos, screenshots, etc.
d/d PD thief for life. <3
in return, i offer you THESE FORUMS, which are FLOODED with baddies crying op on mesmers and "theif"s, and also FLOODED with good players saying “l2p. the classes arent that bad.”
cool. please send me a link to EVERY TOP RATED PLAYER calling "theif"s and Mesmers over powered.
thank you in advance. <3
It’s not a latency issue if your not aware that it is indeed an exploit then you have no grounds saying anything about tournamant’s.
And every high ranked player from any other MMO and the top rated players of tournaments know it’s an exploit and agree that Mesmer and theif are totally OP.
So please start siting your facts Romney Jr.
i give up. i just, cant take you seriously anymore. HOW many typos, grammar errors, and incorrectly spelled words can you stuff into one post? its literally hurting me to read your comments, ugh.
also, good call on bringing politics into a thread. that was a highly enlightened decision.
i also wasnt aware that YOU speak for EVERY “top rated” (since theres a rating system) player in GW2. i apologize. i was unaware of your status as the measuring stick for opinion.
and as for my sources – i dont have problems with thieves, i dont have problems with Mesmers. ergo, as all other level headed and skilled players have said (in my experience), its a l2p issue, which weve known about you from the start.
to slow down the people that cant teleport through them, duh.
seriously though, bug needs fixed.
the “permastealth” bug has been explained so many times.,.,., its not a bug, its a latency issue for people with crappy connections/computers. and a “theif” (whatever the hell that is) that knows about it is FAR from “undefeatable”.
also, 1v1 is far from the true indicator of PvP skill hands down. this game is balanced around team fights and tournament play.
and if "theif"s are “that broken”, why arent top teams running 5 of them? and why arent skilled players having trouble with them?
You’re all wrong.
The game should be balanced at all ranges.
unfortunately sir, that is literally impossible. skill, will ALWAYS be the deciding factor in who wins a fight. even if there was only 1 ability in the game, that did 100 damage flat everytime, the best dodge rollers and LoS’ers would win. then people would cry to remove dodge rolling and make games in one big open room so theres no LoS, and they could get just as many kills as “top tier” players just by spamming their only skill and targeting people at random.
the top 5% want the same thing that ANet wants, a highly competitive game balanced at TOP TIER play, so that this game can grow into an eSport. people that die from standing in red circles and not stunbreaking/dodge rolling will never have a voice in that environment.
Game should be balanced based on the experience of 95% of the players not the top 5%. Like it or not the same game are played very differently by players. The top players have more skill MORE TIME AND BETTER GEAR, they play their class very different from the rest of the player base.
you sir, are whats wrong with the world. do you by chance, support communism?
also, you 100% invalidated your opinion with the above bolded words. explain to me HOW being a top player magically grants you a time machine, and HOW do i get “better gear” in pvp? i would VERY much like to outgear people, but i havent figured that out yet.,.,.,
i posted this in a seperate thread, but seeing how many people in OTHER threads are falling back onto terrible math, i decided to post it here to HOPEFULLY further people’s understanding of numbers.
the new Assassin’s Signet (hereby referred to as AS) combo on Backstab (hereby reffered to as BS) builds doesnt do 75% more damage. it does 15% more damage. percentages are not additive.
this makes it so that the combo actually does LESS overall damage (the combo being Steal + Cloak and Dagger + BS + Heartseeker x 2). what you SHOULD be complaining about is that this signet now just makes unskilled players fall RIGHT back onto HS spam.
here is some math to illustrate my point, in case youre still trying to add 15% 5 times.,.,.,
these are imaginary numbers simply used for explanation, im aware actual damage is higher than this:
Mug: 100 damage + 15% = 115 damage
CnD: 200 damage + 15% = 230 damage
BS: 500 damage + 15% = 575 damage
HS: 100 damage + 15% = 115 damage
HS: 100 damage + 15% = 115 damage
grand total of damage w/o AS = 1000 damage
grand total of damage w/ AS = 1150 damage
increase over 5 hit total = 150 damage, or, 15%————-NOT 75%
now lets apply actual numbers (all crits, for sake of argument, and rounded to what i typically see posted/hit me):
Mug: 4k, with old signet, 4k, with new signet, 4600 damage
CnD: 6k, with old signet, 6k, with new signet, 6900 damage
BS: 10k, with old signet, 15k, with new signet, 11500 damage
HS x 2: 6k, with old signet, 6k, with new signet, 6900 damage
grand total of damage w/o signet = 26k damage
grand total of damage w/ old signet = 31k damage
grand total of damage w/ new signet = 29.9k damage
is it a nerf in pure burst damage? yes. however, the problem i foresee, is that it also nerfs the skill cap, so now there will be a whole new problem of AS + HS spam being the new hot topic. plus, bad thieves that couldnt land the BS before, now just get the 15% bonus to S+Cnd+HS spam, no BS or positioning required.
feel free to link this in all future “OMG, THEY NERFED SIGNET, LEAVE THIEVES ALONE NOW!” threads.
i gave that b**** maths.
b****** love maths.
But it wasn’t a thief nerf, and honestly it should be. Making assassins signet go from 150% dmg 1 attack to making the next 5 attacks do 15% more damage is a buff.
Mug – 15% more dmg
CnD – 15% more dmg
Backstab – 15% more dmg
Heartseeker – 15% more dmg
Heartseeker – 15% more dmgYour dead.
If anything it has gotten worse to play against thieves.
I’ll take the 50% more damage on backstab compared to making that stupid combo do 75% more damage. At least with the 50% more Dmg on backstab if they screwed up they had to wait to try it again.
someone is terrible at math.,.,.,. and english.
first off, “You’RE dead”. /petpeeveforpeoplewhocantspell
second off, the combo doesnt do 75% more damage. it does 15% more damage. i feel like you dont know how percentages work.
also, this makes it so that the combo does overall LESS damage. what you SHOULD be complaining about is that this signet now just makes noobs better at HS spam.
here is some math to illustrate my point, in case youre still trying to add 15% 5 times.,.,.,
these are imaginary numbers simply used for explanation, im aware actual damage is higher than this:
Mug: 100 damage + 15% = 115 damage
CnD: 200 damage + 15% = 230 damage
BS: 500 damage + 15% = 575 damage
HS: 100 damage + 15% = 115 damage
HS: 100 damage + 15% = 115 damage
grand total of damage w/o AS = 1000 damage
grand total of damage w/ AS = 1150 damage
increase over 5 hit total = 150 damage, or, 15% NOT 75%
now lets apply actual numbers (all crits, for sake of argument, and rounded to what i typically see):
Mug: 4k, with old signet, 4k, with new signet, 4600 damage
CnD: 6k, with old signet, 6k, with new signet, 6900 damage
BS: 10k, with old signet, 15k, with new signet, 11500 damage
HS x 2: 6k, with old signet, 6k, with new signet, 6900 damage
grand total of damage w/o signet = 26k damage
grand total of damage w/ old signet = 31k damage
grand total of damage w/ new signet = 29.9k damage
is it a nerf in damage? yes. however, the problem i foresee, is that it also nerfs the skill cap, so now there will be a whole new problem of AS + HS spam being the new hot topic. plus, bad thieves that couldnt land the BS before, now just get the 15% bonus to S+Cnd+HS spam, no BS or positioning required.
feel free to link this in all future “OMG, THEY NERFED SIGNET, LEAVE THIEVES ALONE NOW!” threads.
i gave that b**** maths.
b****** love maths.
this is amazing, and is mathematically every bit of a buff. this literally just made things worse. cannot WAIT for the tears to flow.,.,.,
In the history of MMO’s, no exceptions, not one game that has implemented a “punishment” for quitting has yielded positive results.
Not…
One.
Why? Because then instead of leaving, you got players going out of their way to LOSE the match to get to the next match. Autobalancing is awesome. If you volunteer you get a bonus and ON TOP OF THAT you are guaranteed the winner bonus.
If you want group play, that’s what tourneys are for.
I don’t see the problem here. GW2 has, far and away, the best initial PvP setup any MMO has launched with to date. I seriously don’t understand whiners when it comes to this topic. Seriously… what more do you ****ing want?
cause there arent quitters in tourneys? lol.
do you know how many games in tourneys have ended up with a 5v4, 5v3, and even in one case, a 5v0?
leaving needs SOME form of negative repercussion, period. does it have to be extreme? no, but it DOES need to exist. ESPECIALLY in tournaments and full games of Hot Join.
Have you guys tried a thief? when i cloak with cloak and dagger, i get the revealed imediatelly,if i wait until the last second, i leave stealth with the stealth skill,and the debuff wears at exactly that time, i use P/D and i chain C&D into stealth repeatedlyafter leaving the sealth, if i repress C&D, in the activation time the rest of the debuff is worn out, meaning i chain almost imediately; ive been using this in triple w and its….flawless.
that sounds sexxxy as hell.
9 – thieves currently have no idea, other than internal timing, when their Steal is off of CD.
what i propose as a fix = keep F1 as steal, and make F2 use the stolen skill. this way you could replace skills if you didnt want them, or at the very least, keep track of your CD on Steal and know when it was ready without having to guess or blow your stolen ability.
High End tPvP Metagame is dying for some changes - 3 bunkers is getting old
in PvP
Posted by: spoonfoy.7315
the best comp atm imo is bunker Guardian, bunker Ele, 2 dps, 1 portal mesmer. for dps i like thief and warrior, but a well played aoe condi team is good if you have a capable necro.
basically, 2 bunker, 2 dps, portal mesmer.
lower the time to 2mins. problem solved.
THIS. THIIIIIIIIS.They just need to make it so it breaks on a certain amount of damage, or breaks randomly on some damage.
This would be a change for the better because it furthers the meta. Do you attack the Moa target and possibly risk canceling the form, or do you ignore the Moa so you and your team can focus another player?
Leave Moa as is, and give it a 1-2k damage break. make it a CONTROL skill, not a 10 second stun.
and as for the person saying “buff mesmers if you nerf anything”, you have obviously never played any competitive tournaments. Portal is all a Mesmer needs. it lets you easily defend two capture points at once, and even bring friends in an instant. if youre a Mesmer and youre not running portal, you have no idea how to competitively play your class and shouldnt even be allowed to speak in balance discussions.
(edited by spoonfoy.7315)
Guardian – a super solid AoE SS on 2 that is ready at the word go, and a HUUUUUGE heal on 3. whats awesome about three is that it is AoE, so if your friend tries to res you, and he goes down too, your 3 heals him as well when its ready. granted, dying on top of each other is less than ideal, but the heal being AoE sure as hell doesnt hurt. Guardians are the most res’d class i see because they go down, EVERYone flies away, and 1 teammate res’ing you is enough to get you off the ground before anyone can get back to you.
Necro – a single target SS, and a big damage AoE skill on the 3. the 3 is high enough damage to win a decent amount of 1v1 downed fights, and the SS is good because it doesnt just interrupt, it makes space. this is invaluable for combo’ing with your 1, so you can drain that precious life, especially if they are near death. in a downed fight, very few classes beat a necro. the life drain is amazing on the 1, and damage on the 3 is very high. youll self-rally against almost everyone.
Thief – prepare to flame me, but they are balanced and heres why. your 2 is a multi-target SS, but if you go down, and they try to stomp, you have to tele IMMEDIATELY. anyone that is even SEMI-skilled, should know that the 3 skill for all downed classes is on a 6 second timer. if you go and stomp the thief after his tele, he CANNOT use his invis. and even if he does, just swing at him. he cant move again. hes INVISIBLE not INVINCIBLE. Thieves can only ever get their invis off if you LET them, and even if they do, just nuke them where they were laying. if there is a black swirly spiral, a thief tele’d. look around and stomp him. if there is no black swirly spiral and he disappears, he just invis’d. just keep swinging. no true interrupts, and nothing that helps anyone else from downed. thieves are, imo, the most selfish downed class because all of their abilities only help THEM. every other downed class can assist a teammate in SOME way, via interrupt or knockback or fear or SOMETHING. thieves just go “lol, screw you guys, im goin’ home.”
normalizing damage from downed state and lowering downed hp brings pretty much everything very close to inline with each other.
the easiest fix imo, which ive already posted in my Big List of Fixes, is to reduce health in downed state (pretty much in line with your “bleed out quicker” recommendation. dying faster with same health and dying at same speed with less health achieves the same end), and NORMALIZE all damage from downed players. people that stack Power shouldnt be able to hit for over 1k damage from the ground, while people that stack Healing or Condition hit for 150. the 1 skill for ALL downed professions should simply do a FIXED amount of damage. say, ~200.
other than that, i feel like downed state abilities are pretty balanced. except of course for the obvious Elementalist downed state. they need a SLIGHT boost. heres the breakdown of why i think its balanced otherwise
Elementalist – can win a 1v1 downed fight most of the time due to the fact that mist form heals you back up to original downed hp. they will beat engineers, thieves, and mesmers everytime in a 1v1 downed fight, and POTENTIALLY necros and rangers, depending on circumstances. they will almost always lose to warriors and guardians, unless the other player is very lowly skilled.
Mesmer – can do added damage to another downed player through phantasms, so gives them a slight edge in 1v1 downed fights, can also teleport, negating stomps from multiple people at once in team fights. the “negating multiple stomps” gives them enough of an edge that they are perfectly fine. everyone by now knows (or SHOULD know) to wait for the SECOND one to appear, or just look for the mesmer with the giant red skull arrow over him to stomp after his teleport is used.
Warrior – can negate a single stomp with hammer throw, and can get right back up and attempt to self-rally on a six second timer. this is both fine. Vengeance is seen as imba by a lot of people, but most people dont add that hammer throw can only stop 1 stomp from 1 person, so if 2 people stomp you at once in a team fight, youre insta dead. also, how hard is it to just not die to someone for 15 seconds so you can watch them drop dead a second time? cripple/chill/immob and dodge roll people. Vengeance is easy to deal with.
Ranger – pet heals make you win almost every 1v1 downed fight, and lightning bolt is an AoE stomp stopper. ranger is in my opinion the most perfectly balanced downstate atm. a good stomp stopper, an a good 1v1 downed skill. nothing amazing about either.
Engi – a single person stomp stopper (if 2 stomp at once, youre done, just like warrior and necro), and an AoE knockback/down much akin to Guardians 2 skill. a single stomp stopper, and an AoE stomp stopper (hereby referred to as “SS”. im sick of typing Stomp Stopper) on a 6sec cooldown. decent, but what brings them closer to balanced is the condi’s they inflict with their one. they actually contribute to a team fight from downed state with their 1 attack. and the knockback/down on their 3 is huuuuuge. ive seen downed Engi’s neut points with this skill.
oh, thought of it.
7 – auto attack on ranged classes is a broken form of “radar”. if anyone with a bow or gun, or a mesmer with a greatsword, or an ele, auto attack you, there is no “escape”. they can hone in on you all the way from across the map, literally edge to edge of any given map. this makes juking literally impossible.
what i propose as a fix = make it so that if you break LoS, auto attack automatically stops. also, using an attack and it firing in the direction of your target should be removed and you should simply get an “obstructed” or “target not in line of sight”. otherwise stopping the auto attack is pointless because they could just manually press the button to constantly track you by way of where their character is shooting.
8 – pretty much goes hand in hand with 7, but pets do not de-aggro on target loss. as a thief/mesmer/ranger/engi (thats all the classes that can stealth off the top of my head), if i stealth, then juke behind a cliff or into a bush, even if im not in LoS, pets will run right up to me and continue stomping my face off like in Face/Off (Nick Cage’s best movie). despite the player having no clue where i am, or how successfully i juke, pets will just automatically flock to me and ruin my day. seriously, it RUINS my ENTIRE day.
what i propose as a fix = pets drop aggro on target loss or LoS loss. and only on LoS loss until the player says “hey, go get him” by way of pet command or landing an attack.
4 – there is currently no penalty, repercussion, downside, or consequence whatsoever to leaving a game that is not in your favor. leavers and forced Auto-Balances are such a common part of the game, i literally dont remember the last time i was in a game that didnt AB at least twice. this discourages playing with friends, and unfairly punishes people that arent rage quitters.
what i propose as a fix = a penalty for leaving games. nothing drastic, but a 15-60 minute lockout of pvp would be sufficient in my opinion. also, this timer should carry over upon log out (like Boosters). so if you have a 30min lockout timer, and you sign off, when you sign back on, that 30min timer will be waiting for you. with this, you should also remove auto-balance. balance teams at the beginning of every map, if someone leaves, they take the penalty. this, ultimately, removes the INCREDIBLE annoyance of having a good game of XvX, a couple leavers ditch out, and then you get AB’d to the losing team and miss out on your win bonus. im aware that the win bonus is only like 10%, but that 10% adds up considerably in the grand scope of things. Auto Balance at match start should take Parties into consideration as much as possible, and attempt to keep them together before splitting teams. this encourages teamwork, playing with friends, healthy competition, and i believe would help make Hot Joins more enjoyable and competitive, as opposed to the mindless zerg fests they are now where good players dominate and bad players never get better.
5 – Necromancers dont start matches with full Life Force.
what i propose as a fix – Necromancers should start matches with full Life Force. Guardians start with all their boons off of CD, thieves start with full ini, rangers start with their pets ready to go, engis have all their toolbelt skills ready, etc. this unfairly throws necro’s into a disadvantage until they get into a fight to build up their resource. warriors could be thrown into this argument, but personally, i think warriors and their adrenaline is fine.
6 – Bunkers are too effective. im aware that you are aware of this, im just throwing my hat into the ring and letting you know that the players know, and care. being purely defensive and surviving 1v1 is fine. but certain builds (guardian infinite block ma/sh build, sc/d ele build, knockbackknockbackknockback p/sh engi build) can survive a 2v1 for far too long, and depending on skill level, potentially infinitely.
what i propose as a fix = GENTLY nerf survivability on bunker builds. also, nerf retaliation again. seriously. that skill STILL has way too much uptime. it should have comparable uptime to quickness/stability/etc.
7 – Reserved for a future date. i feel this is a good starting point. thank you so much for reading, and i look forward to the calm, intelligent discussion that is sure to follow.
what i propose as a fix = flame me and shatter my hopes of calm, intelligent discussion.
in no particular order, here is a list of things, skills, features, and whatnots that i consider fundamentally broken about the game. feedback welcome, flaming expected, trolling negotiable. without further ado:
1 – FIX. TELEPORT. TARGETING. maybe its just a pet peeve, but this is my A#1 thing personally. now let me flesh out my gripe. the ground targeting system is great for tele/blinks, i love it. it makes it possible to do things like running forward, turning on auto walk, spinning your camera, and tele’ing backwards, often landing behind your opponent, and making a clean, easy get away. what is broken with this in my opinion, is when you target just a PIXEL too far, the reticule goes red, and you go nowhere. there is always the option of slowwwwly inching the reticule out and slightly adjusting it back to green to get the max distance out of it, but the time involved is considerable, and in the fast-paced nature of PvP, often that split second is more than enough to get you killed.
what i propose as a fix = if you have moved the reticule too far and it “goes red”, instead of doing nothing, your character will simply tele to max distance in that direction, or as close to the point as possible in the case of the reticule being on a raised plane, on a wall, etc.
2 – the downed state needs balanced. personally, and i say PERSONALLY, as in opinion, not as in fact, when you go into downed state you have WAYYYYYY too much hp. i believe you should have roughly 1/3 of the hp you have now. it just makes no sense to me that someone just “killed” you, and you automatically fill to 75% health again. if someone is helpless on the ground in front of you, 1 chain of auto attacks should be enough to kill them. this leads into the next problem. downing a Power warrior/thief/ranger/guardian/anything, having 3k hp left, and them downing you, then proceeding to win the downed fight against you with 1k+ crits off of downed attacks, is absurd. it also de-legitimizes builds other than Power builds, because condi damage and healing power do nothing for you in the downed state. so a STACKED condi thief/necro/ranger, or a STACKED healing power ele/guardian can drop a Power build, go for the spike, get downed, then tap them for ~150 damage with auto attacks, while the Power build nukes them with 1k auto attacks and inevitably rallies.
what i propose as a fix = normalize downed damage profession wide. your 1 attack from downed should do a FLAT (say, 250) amount of damage, regardless of power, critical chance, class, race, etc. everyone does 250 damage, every time. obviously you would have to get creative and do some math for necro, and just make the dps the same for the channel.
3 – Raid of the Capricorn. Just erase it. i dont even care if you openly admit that you screwed up and that this map is horrible and was a poor decision. just get rid of it. cut your losses, act like it never happened, and move on. NOBODY likes this map, and that should tell you something.
what i propose as a fix = other than just completely removing this god awful design from the game, my suggestion would be to “drain the pool”. get rid of the water, slope the ground so that it is a soft enough incline to walk up/down, and erase the sharks. pve has no place in pvp. nuff said. (special side note – you would also have to lower the spawn points to avoid everyone dying from fall damage. jus’ sayin’.,.,.,)