Showing Posts For vangedas.7358:
Every meta is the worst meta. At least according to forums.
Toker easily. He was the one that really messed up oRNG plans. Eles were just tanks.
I disagree with this, both Wakkey and Phanta played very well. Being able to survive in outnumbered fights against players like oRGN is difficult and they did a great job.
I didn’t say they didn’t play well :P They did.
Toker easily. He was the one that really messed up oRNG plans. Eles were just tanks.
Why does this EU NA thing matter so much? People are not even enjoying the games but only hating on opposing continent.. I don’t get it.
Anyway, the first few games were amazing to watch, too bad oRNG lost it in the finals. GGs.
Good day, for some reason I am not shown in the leaderboards (yes, I have played a lot of ranked), whereas I am ranked in achievement ladder. What is the problem?
Putting Stronghold as the GvG game type into spvp isn’t going to work well to represent guilds other than the ones that already spvp.
Having a GvG with 5v5 is already excluding a huge population that doesn’t do spvp as it is because of the small team sizes.
Having spvp gear and stats is another reason a lot of people don’t play that game mode. Most of the wvw pop likes to min max their gear which can’t be done in spvp.
There are more reasons than this but I’m off to work. Hope they will allow a setting to change between spvp rules or wvw rules
You’re just about everything what’s wrong with nowadays gaming communities. Whiny, dissatisfied, negative but what’s worse you project that onto others. ‘Stronghold will fail’ – who the hell are you to say that? Not only you have not seen or played the game mode, there’s basically only minimum info provided yet.
Whether it is an issue it is only 5v5 or not, you have absolutely no ground to call it will be failure. Actually, reading the title I pretty much just dismissed everything you wrote.
Imo, this is a great big step to what this game needed since beta. Hopefully, expansion will not take forever.
Looking for Lithuanian players to fill our roster for team queues, general tpvp and even more.
So far there’s me Gadd (main ranger/ guardian / warrior) and Zanananan (main engineer). We’re experienced and have played the game for a long time. Thus we’re looking for at least 3 more players with pvp experience and expect you to be advanced enough to have the most required properties for teamplay.
If you’re interested and have more questions, whisper me or Adolfas.2180.
We continue recruiting and will start team queues soon.
Good day,
Newly created tPvP guild Oktopus is recruiting ambitious and skilled tPvP players. It is meant to be a small to average sized guild, where everyone would know each other and everyone could compete on all levels. Although tPvP is the main objective of the guild (such as team-queue), longer-term goals are participating in events like ESL.
More objectives:
- to easily gather a team to queue
- evolve / improve players to create a competitive team inside the guild
- have duels and improve personal skill on daily basis
- discuss strategy, balance and current game state
- create and test new builds
- WvW roaming (up to 5 player party soloing larger groups, etc.)
- very longterm GvG plan
Features
- teamspeak
- custom arena
- possibly forums (however, guild is not meant to be huge, so this will be further discussed)
- all of the above might take some time, but should come in rather short time
There will be no strict schedule as of yet and unless you are in the team, most of the time you just need to be active and proven worthy to stay in the guild.
Who becomes a guild member?
- you need to be skilled enough (includes personal skill, game knowledge, flexibility to improve and adapt). This can be tested via duels, team-queue or even a chat on teamspeak
- you need to participate in guild events, need to be active and initiate stuff yourself
- need to have a great and winning attitude
- guild is new, you must have patience
What about me?
- I have played the game since the betas
- I already had a team at release for 5-6 months
- I was a part of [EXG] guild and their WvW team
- always kept interest in competitive scene, meta and etc.
- keep up with watching streams like ESL
If you like what you’ve read and have more questions for me, don’t hesitate to ask. If you’re interested in joining the guild also, please, contact me. My IGN is Gadd Kappa or vangedas.7358
Good day,
Newly created tPvP guild Oktopus is recruiting ambitious and skilled tPvP players. It is meant to be a small to average sized guild, where everyone would know each other and everyone could compete on all levels. Although tPvP is the main objective of the guild (such as team-queue), longer-term goals are participating in events like ESL. Biggest difference from similar guilds is that only the chosen (tested) people will be able to become members. If someone is accepted, but is worse than expected, that person might be kicked.
Main objective
- collect 5 players for a competitive team
More objectives:
- to easily gather a team to queue
- evolve / improve players to create a competitive team inside the guild
- have duels and improve personal skill on daily basis
- discuss strategy, balance and current game state
- create and test new builds
Features
- teamspeak
- custom arena
- possibly forums (however, guild is not meant to be huge, so this will be further discussed)
- all of the above might take some time, but should come in rather short time
There will be no strict schedule as of yet and unless you are in the team, most of the time you just need to be active and proven worthy to stay in the guild.
Who becomes a guild member?
- you need to be skilled enough (includes personal skill, game knowledge, flexibility to improve and adapt). This can be tested via duels, team-queue or even a chat on teamspeak
- you need to participate in guild events, need to be active and initiate stuff yourself
- need to have a great and winning attitude
- guild is new, you must have patience
What about me?
- I have played the game since the betas
- I already had a team at release for 5-6 months
- I was a part of [EXG] guild and their WvW team
- always kept interest in competitive scene, meta and etc.
- keep up with watching streams like ESL
If you like what you’ve read and have more questions for me, don’t hesitate to ask. If you’re interested in joining the guild also, please, contact me. My IGN is Gadd Kappa or vangedas.7358
(edited by vangedas.7358)
I’ve never left during matches, however since new patch several times I got kicked out of games, because of some GW2 own server issues. Now I have dishonorable because of that. I mean is this real life?
And I know for a fact that other people were getting kicked out too. Only that I’ve been playing a lot of sPvP in the last couple of days.
custom arena – only reason why they dont put this inGame^^
except custom arena is not nearly the same as dueling..
in the dueling servers:
- you either don’t get to duel who you want
- don’t get to duel at all (if you don’t click fast enough)
or if you just want to duel a friend 1v1
- it’s clumsy and takes time if you don’t have your own custom arena
anyway, if dueling is so easy to implement, I just don’t see the reason why not, when so many people want it..
I cannot believe it that there’s like only 1 command needed to make dueling happen.
For more than a year people sit in the mists doing nothing while waiting in the queue, when all this time we could have actually had fun?
Really? We need this to happen.
I don’t even understand how it was added in the first place. Whoever thought it was fun – ye sure, maybe; could it ever be a competitive map – NO. I lost 50% of my soloq games just because my most played classes are garbage in skyhammer and only recently I started playing skyhammer specs with tons of stability and all that kitten. It’s sad and ridiculous.
I was about top 200-300 ranked. After the change, I started getting rank 1-10s in my team and I’ve lost a million rating. Even though enemy had similar but always higher ranks, it is just so frustrating to play. I used to be grouped with top players, now every game I have to deal with hotjoin players who don’t do anything except run around the map.
Meh, I am so angry, I played so much to get to top 200 and now everything I lost because there’s always a clueless rank 2.
Diamond Skin
- this can be absurdly broken. Please, please, do not go with this. Not only pure passive immunity to conditions is very powerful, cheesy and and cannot be counter-played, but this new trait would literally kill specs like trap ranger, not to mention it would hurt necromancers.
Once again, do not go with this trait, it would be a huge mistake.You do realize we eles have 10.5k base health and have the lowest armor, right? Also, you have to be over 90% health for it to take effect. With such a low base health, that shouldn’t be too much of a problem for other classes.
You don’t understand. Base hp doesn’t really have to do anything with what I’ve said. And if this trait goes through, you’ll see.
Diamond Skin
- this can be absurdly broken. Please, please, do not go with this. Not only pure passive immunity to conditions is very powerful, cheesy and and cannot be counter-played, but this new trait would literally kill specs like trap ranger, not to mention it would hurt necromancers.
Once again, do not go with this trait, it would be a huge mistake.
Totally agree with Fraelin. I wouldn’t even be mad if it wasn’t gold as long as you could sell it in TP. However, those bags are just silly, you can get them in PvE so easily, it’s kinda insulting imo.
I was just thinking the same about burning recently. Base damage is too high. Going with your solution would be generally very good, however, I think it would kind of hurt guardians.
But yes, receiving 20k dmg burning from zerker warrior seems rather illogical and happened to me more than once.
Meh. Why do I even bother checking these streams.
The first thing I saw was a grenade-engineer running away, while spamming nades and bombs on top of himself.
Seemed to work pretty well.
Sigh..
Don’t be mad cuz he got swag!
And Helseth is casting!
Most often skill has nothing to do with this map. At least what happens to me is I am fighting someone else when a stealthed thief comes from behind and scorpion wires me to death. There’s no counter or skill involved, just pure abuse of bad map mechanic.
Make barrage a utility instead of a Longbow skill, and make it immobilize targets on the first wave and each wave of arrows apply a bleed to the target. I would also agree that without traits, the traps themselves are very ineffective. I think merging trappers expertise and potency to a single trait would be a great way to start fixing the absolute mess that is Ranger traits.
I agree with everything you say except the Barrage bit. I like having Barrage on my weapon skills; it’s one of the best weapon skills Ranger has. I wouldn’t want to have to use up a utility slot in order to use the only AoE Ranger weapon skill.
Spirits? I wanted to use them with the release of the game, and then I found that they weren’t very good. I finally decided on another build and retraited, and then they finally buffed the Spirits’ HP. I’d have to leave them where they are, now, if I used them, because the mobile trait requires so much investment. Or change my build again, which I’m not ready to do, yet. I’m tempted to say that they should move the mobile Spirits trait to 2nd tier.
Spirits are really good now, Storm Spirit hits like a truck. Anyway, point of the thread was that if you want to go spirits you have to commit hard and there is very little space for anything else..
My other issue with utility skills and not one you specifically raised is with traps. While each have their own unique effect, Muddy Terrain, Spike Trap, and Frost Trap are all very similar traps. It’s unbelievable that you’d need a 30pt trait before Spike Trap immobilized its target. It’s also odd that this class would need all 3 of these in any situation. My preference to in resolving this issue is to simply remove spike trap. Make barrage a utility instead of a Longbow skill, and make it immobilize targets on the first wave and each wave of arrows apply a bleed to the target. I would also agree that without traits, the traps themselves are very ineffective. I think merging trappers expertise and potency to a single trait would be a great way to start fixing the absolute mess that is Ranger traits.
Thanks for the good response.
About the part I quoted, I actually think that Spike Trap is the best from what you’ve mentioned. I just wish that immobilize duration actually scaled. But ya, Frost Trap is just horrible (it’s like ele staff’s ability except much worse?), Muddy Terain is okayish, however, doesn’t do damage and can’t be setup.
But all you said is true – too many similar abilities.
There is quite a bit that is not working in ranger’s favor such as pet AI, traits and some weapons too. However, I wanna bring attention to one particular issue which might be sometimes overlooked.
- Utilities need hard commitment into traits.
Almost every single utility needs like 30 points into 1 tier to be effective. (Do not even want to compare this to other classes like guardian, mesmer or anyone for that matter.) What does this do?
1) It pigeon-holes builds. You cannot variate anyhow if you are forced to take whatever you must for your utilities to work.
2) If you choose 1 route, you will most likely be unable to take anything else than survival utility. Example: playing 2 traps and 1 defensive signet (that would affect you) would require in total of 60 traits. Thus, you cannot go 1 signet and instead take survival utility or maybe ‘Protect Me’.
3) This would promote shouts, unfortunately, shouts are still in a bad place. (Even after Sick ’Em buff, just pop that ability and let your pet do his thing – see how much it does when chasing an enemy.)
4) If you do not commit 30 points for a utility, it just becomes bad. Trap, spirit or signets – just completely ineffective by themselves. Other classes mostly only make their utilities from good to better, whereas for ranger – bad to good.
How to solve this issue?
a) Merge traits
b) Move certain traits into lower tiers
c) Rework shouts / make shouts not only good for the pet (and then again if you want swiftness / regen buff – need 30 points)
Well, these are my thoughts. /discuss
Build you linked shoudn’t work very well. You have no way to soak damage. If you get caught in axe / dagger, you’re pretty much dead. And since most of you’re skills are close range (traps, axe 2, sword), it’s going to be very risky and you need to have good support behind your back. Anyway, I’d suggest you to choose 1 route – either beastmaster and go signets or traps and commit to that.
Here’s my trap build if interested:
http://intothemists.com/calc/?build=VF;5FFy-v2NDV-0;9k2D;19TT;02;037A36A;4V7ZFa;1H9dZH9dZC-Fx-IT0U;2P-U0Z1d2jZo455V0V-7p
I’ve played trap ranger for a long time too. The main issue I see with it is the potential of chasing and hard commitment for traits.
Traps are really good for small skirmishes, yet they can still be triggered by things like mesmer clones, which is rather frustrating.
Anyway, as someone with big expertise on this build, I’d suggest to either increase range to said 900 (which defo wouldn’t be OP, just look at necros / engis), or something that is never going to happen – move trap traits to condition damage tier. Having traps on crit / crit damage tier just makes no sense, and moving would make more viable builds. Reasoning behind that is you commit not only stats from traits to make traps viable, but also fill utilities with non-defensive abilities. Just need more options on the defensive end.
DPS guardians are more than fine. I have been playing DPS guards since release and was always surprised why people overlook offensive builds. Now that meditations are already instant, even more builds one can make.
If you think offensive guards are bad, then either you have spent not enough time on this class or just simple don’t understand the mechanics / builds.
So before you cry about the most balanced class in the game, please, don’t.
http://intothemists.com/calc/?build=VFV-Fk;0sEFy-v2NDF-0;9V2E;19TT;01;057A29A;4U;076J0-hoHAhoHA1Fc
Hello,
been a fan of this build variation since day 1, thought I’d share it with you guys. A similar build was emerged at some point, but this build is quite different in traits/stats.
Also, been trying out a pig as a pet, it actually works decently. It has a 1 sec longer knockdown than a wolf, + it can give the 3 sec immunity, which is often really awesome.
If you have any questions, just ask.
If skyhammer isn’t out from tpvp rotation in the patch, I’m out for good. I’m sure there has been plenty of posts with reasonable explanations, but today I just had my last drop.
This most likely has been addressed already, however I want to bring attention to it again. Has anyone been annoyed by how abilities that pull an enemy usually never work?
Examples: Scorpion Wire (Thief), Tool Kit (Engineer), Necrotic Grasp (Necromancer) and etc. Most of the time, if your character is on higher ground the pull will fail. From my experience about half pulls work on equal ground and usually work if you’re on lower ground. Anyway, if this is not intended, a fix would be so nice. It’s just frustrating when a useful ability that can improve a spec / or adapt to map just doesn’t work correctly and you have to look for lesser answers.
Hello, sorry if this has been asked before, but I am looking for a good hammer /longbow build that has been quite popular recently. If anyone could link it, I would appreciate it a lot.
Bump for more thoughts on this.
Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.
Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.
Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.
Yay, call out your own opinion and then call my points nonsense. Not even discussing here.
I removed it because I decided after I was too harsh on calling out your non-issues on a game that has plenty of issues, and suggesting nonsense “fixes”. But then you decide to repost? Lol, ok. I did discuss it, I said I thought it was nonsense and then I said why, that’s discussing. That you didn’t like what I said does not make it “not even discussing”.
You are kidding me right? Who are you to say that these are not the issues? What I have written are all balance issues and it is very relevant to the game. Every fact that you have stated is an opinion based argument as in ‘heals are not supposed to be balanced’. You expect me to discuss upon that? ‘Downed state is fine and is a cool mechanic’ is also not an argument, yet it only furthermore discourages me having this little chatter.
(edited by vangedas.7358)
Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.
Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.
Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.
Yay, call out your own opinion and then call my points nonsense. Not even discussing here.
- Blocks:
Although I really like the intent of blocks, which is a denial of a specific enemy attack, in GW2 single attack blocks have a very low chance of success. Abilities: Aegis, Counter Blow, Riposte, Counterattack, Illusionary Counter. (Even the names here suggest countering)
1) There is too much AoE. In a crowded fight you’re gonna get hit by too many AoE attacks before you can block the one you want.
2) There are too many minions and summons. Mesmers (a trillion of clones and whatnot), necromancers (minions) and rangers (pet) shine here the best (spirit weapons, Thieves Guild, ele pets), however, anyone can have a popular rock dog. With so many minions and summons in the game, they will almost always disrupt your blocks.
Solutions?
– Make blocks last longer but as a cost to endurance or health.
– Make blocks lock on a target like a debuff or something.
– Replace with another abilities.
In general I guess blocks are good for PvE, especially Aegis, but which one gets the priority here?
- Quickness:
Quickness is a poor mechanic itself in my opinion – it basically makes builds unbalanced like Hundred Blades, Pistol Whip or Heartseeker. However, the ability itself among the classes is unbalanced too.
Solutions?
– Remove quickness but improve abilities which become weaker without it.
– Make quickness downside the same for all classes – 50% more damage taken.
-Down state:
A lot to talk here and we all must have experienced how annoying sometimes it can get. Basically:
1) Down state damage is too high. Mesmers and thieves can kill groups of players which is absurd considering they were already ‘killed’.
2) Down state is very unbalanced when it comes to 1v1 and 1v2 situations. Example: you can kill a ranger yet stay alive with very low hp. Ranger kills you in down state and then he out-heals you resulting in you losing the 1v1 even though you killed him first. Should this be the case?
3) When downed enemies can keep you alive for as long as they want. While it can be strong strategically it is extremely annoying to play against.
Solutions?
– Make all down states the same. Either design a new one or choose already existing one preferably guardian’s. Also remove 50% damage trait.
– Also could leave only 1 ability in down state. It should be a crowd-control one to prevent people from executing.
– Implement a timer for down state. For example, after 10 seconds you die.
Removal of downstate would never happen so not even bothering.
-Teleports:
Teleports are crazy good in this game. Not only they are very good for roaming but they can work as escape and positioning tool. Now considering all of the teleports have less then 1 minute cooldown they can be basically abused in fights making focusing and tracking enemy targets very hard.
1) Phase Retreat is my best example here. In my opinion, it is an absurdly overpowered ability. What can it do for a 10 second cooldown? Break crowd-control, apply leap finisher, teleport from danger possibly onto structures (check Helseth stream). Basically it wins fights.
2) Thief is the master of teleports and how superior it becomes to other roamers we can most clearly see on Kyhlo. Reach own trebuchet – 1 second after the game starts. Reach clocktower’s capture point by teleporting through the wall also quicker than anything in the game. Not to mention clocktower’s ledges which allow thief to roam across the map extremely fast.
3) Teleports are not affected by anything, whereas other mobility skills such as Swoop or Rush are almost denied by cripples and chills.
Solutions?
– Remove an ability to teleport on structures or at least limit it. To instantly reposition in a fight is already very strong, not to mention stun break on teleports.
– Another way to go would be adding a some sort of debuff after teleporting like endurance drain.
– Make other mobility skills more appealing.
- Heals:
Heals are quite imbalanced among the classes, I have no idea whether some classes are supposed to have better heals than others. I am just going to compare several heals:
1) Warrior’s Mending: 25 sec cooldown – 5560 heal and removes two conditions.
Necromancer’s Consume Conditions: 25 sec cooldown – 5240 heal and removes ALL conditions and heals additionally 724 for each condition removed. So with at least two conditions it would heal for 6688 while having the same cooldown..
Solutions?
– Just increase the healing on weaker heals. Math is not that hard, is it?
Thanks for reading and share your thoughts!
Why didn’t you just stop playing instead of deleting it from your comp. Now you have to reinstall and update when you come back………..and you will comeback.
Because then I feel less tempted to log in and feel down all over again hue.
Phase retreat, while insanely op, especially since you can port to highground and through walls at many areas is nothing compared to blurred frenzy and illusionary leap. We should hit them too, in this case.
After that, what will mesmer be left with?
Their option is correct in this case. Fix the absolutely awful kitten first, see if the meta balances out after they’ve done that. If it doesnt they need to fix the stuff that stands out too much after that.
Their approach is very sound. The speed that they do these changes, however, is frankly disgusting.
Of course, if they readjusted balance every few weeks, then sure, I am fine with this approach – buff what’s weak and then nerf what’s too strong. But there’s 1 change per 6 months so it’s unacceptable.
To the bads that keep whining about the thought about mesmer being buffed:
They’re buffing the useless skills/weapons for Mesmer. This means that if they nerf the 20/20/0/0/30 shatter with illu mirror and portal Mesmer will have something to fall back on. If they would nerf Mesmer as it is now the class would just be ruined.
Why on earth would you cry about them buffing scepter? More options is a good thing.
Helseth, it’s fine scepter getting buffs but what’s annoying that mesmer shatter build is a staple meta for what? 6 months? And nothing is done about that, and instead they buff other weapons. That’s what’s frustrating. Staff 2 needs to be removed or redesigned because it’s ridiculously overpowered, stun break, teleport and sometimes chaos armor on 5 sec cooldown? Is this real life?
Defektive, I have made this build not a long time ago, you can check it out.
the build
another link if previous wont work
It works pretty well as point defender or assaulter, can do 1v1s well except against eles. Eles kitten In the end it’s just a refreshing fun spec to play. You got a lot of conditions and surprisingly even some burst with them if you manage to lock a target. You have burning from runes (quite a lot), poison from sigils, a lot of bleeding from everywhere and confusion from traits. Ask if you have any questions on how to play it.
All in all, warriors don’t need much, they need to redesign some kills, either add more mobility or make mobility unaffected by cripples/chills and they’ll be fine honestly. However, recharge rate or banner buffs won’t do it..
(edited by vangedas.7358)
I have been a huge Guild Wars fan and was excited for Guild Wars 2 as much as anyone. When the game launched I dove right into sPvP and was a leader of tPvP team for quite a while. Time passed and little by little people started leaving due to losing hope in PvP development. But not me. I trusted anet and believed that they will not let down the community.
There are a million problems with GW2 PvP, much that we are all aware of and some of we’re not. I was willing to let those problems go as long as anet gives us something substantial in the very near future.
Unfortunately, yesterday’s SotG was the end for me. Why? Because now I am sure that this game will need a year to get anywhere further than this. Anet is very aware that people are leaving, there are no PvP guilds, barely any teams left, however, they decide to pull the same trick again with ’we’re working on it’. Personally, all I needed was one simply clear date when they implement something of significance. For example, next week friday we introduce a four-walled map with basic textures where people can come and casually play deathmatches or whatever the community wants. Another example, would be: ‘we introduce spectator mode for… tournaments!’. (the moment they said spectator will be for hotjoin left me in a shock)
In all honesty, SotG just showed how clueless developers are. Buffing thief mobility instead of warrior’s, buffing mesmers instead of nerfing them. Moreover, I find it funny that they think some increased recharge rate or 10% more damage will make a weapon viable. They are so afraid of reworking skills as if it would be the end of the world. Oh no, a PvEr will come and there will be a redesigned skill, how will he ever manage?! Look at warrior’s Hamstring. Why not remove this skill and just put cripple on Savage Leap? Then create a completely new ability for 3rd slot? Then repeat this for other lackluster weapons(sword is used but for flurry to hundred blades). We can clearly see what they’re aiming at. They’re aiming for this game to be played by casuals. After all, it’s all in the design. GW2 is probably the easiest MMO I’ve ever played, I can play any class considerably well and a few I can play really well, but what is important that it didn’t take me much time or effort. Powerr is the best example here who plays literally anything. This shouldn’t be the case in my humble opinion. Mastering a class is as important as having great teamwork, communication and whatnot.
There are tons of other issues but who cares really. I have never been as excited for the game as for GW2 and I was sad today to delete it. All I wish for anet is they finally pull themselves together, hire more staff, change their attitude towards PvP and maybe I will come back. However, we can’t forget there are a lot of other big titles coming out this year like Elder Scrolls, Neverwinter or Blade and Soul, therefore I encourage anet to take action ASAP.
Sincerely, Vglol.
Whaaaat are you even talking about here. Just saying what you feel like.
Go watch some state of the game videos from previous months. They have said multiple times that balance changes are very cautious and in matter of both PvE and WvW. It doesn’t matter what those game modes are, the fact is simple.
1 v 1 happens all the time? You have clearly not played in a competitive team vs another competitive team. 1 v 1 is extremely rare in high level PvP. If you assault a point you’re most likely going to get 1 v 2’d by a roamer. Also your argument is invalid. Just because 1 v 1 happens ‘’a lot’’ it doesn’t mean the game should be balanced around it. Teamfights happen more often and a successful teamfight at the start of the game will usually decide the game winner.
Your map comment is somewhat raising me questions whether you play this game at all. Watch some streams and come here again.
Your conclusion is also mind-boggling. How do you make up random facts from what I was saying? I never said the game is about 1 v 1s and it never was. 1 v 1 is impossible to balance due to the mechanics of the game. Your ignorance is really annoying.
You did say you shouldnt balance by 1 vs 1. But then you contradicted yourself.
You said a scenerio “1 player (GlassC) should never beat 1 player (bunker).” That is balancing 1 player vs another player. Thus it is balancing a 1 on 1 scenerio. No need to get all angry cause i pointed it out, it was your words. If you’d like to change them, by all means.Also, you cant make every 3v3, 4v4 or 5v5 balanced.( and 5v5 rarely happens despite what you claim and if in theory the game started with a 5v5 battle that decided the game, we should just be playing arenas)
And yes you want to balance for scenerios that are going to happen. You wouldnt balance the game around 6v6 or 10v10 if that cant even happen, your not gonna balance around how well each profession can do something that is not relevant to trying to hold 3 nodes.
And yes they have publicy said they try to balance across all 3 platforms. My point did not say they said otherwise, my point was they have already taken measure to balance SPVP seperatly by restricting what you can buy and do (less rune/sigils no racial abilities, etc) and that balancing is more strict to its play style because who is stronger than the next is more pronounced than it is in 50 to 100+ man zerg mode where low levels can join and you can have better gear than the guy next to you, and PVE where balance is subjective to the content your trying to complete and does not involve you fighting other players but npcs.
You misunderstood my last point. By saying ‘should never beat’ I simply mean that class mechanics allow one build to be superior to another. If a warrior easily dies to retaliation and stability it is not (un)intended balance, but a counter mechanic. Whereas a condition warrior would have an easier time. Balance is nearly impossible on current circumstances where separate builds on the same class work differently against the same build.
It would really be a shame if they took into consideration threads like this.
Balance should never be based on 1 v 1 and here are the reasons why:
1) GW2 class mechanic is too wide for EVERY build to equally viable. It is simply impossible due to too many variables.This is why they did away with a lot of varibles, you dont have as many ways to alter your character in spvp as you do in other game modes. Also, this is a problem and its a design flaw. There are obvious paths to different play styles built into the system, the problem is making sure THOSE work, some do not.
2) GW2 includes WvW and PvE which are both taken into account when balancing classes. Changes always have to make sense in all of those categories thus balancing around 1 v 1 would be extremely difficult.
Actually, once again. SPVP balance is held to more strict rules and most changes to balance do favor spvp. Why? because wvw and pve are not balanced. WVW is zergwarfare that allows people of ANY levels (yes your still weaker if your level 1 even if it says your 80) and people with different obtainable gears. It is not a game mode designed around individual balanced fights. And PVE falls into a similiar catagory, also because there are no roles in pve (just tools you’d like to have) balancing is a lot softer. Also your not fighting each other in pve.
SPV kitten mall group competition where balance is everything.
3) GW2 has no duels. There is no arena. Dedicating class balance on something that doesn’t even exist makes no sense.
1on1 fights happen all the time in spvp especially tournament mode which is really what balance is/needs to be shaped around. (they say they intend to make it an E-sport, cant do that if this mode isnt balanced)
4) Maps are designed to have teamfights. This is most clearly reflected in Legacy of Foefire.
Theyre are designed to have teamfights, but you dont have big team fights all the time. you have 5on5 there are 3 nodes. Most team fights will never go beyond 3v3, most will be 1on1’s and 2on2’s (or some uneven number 2on3/1on2 etc) And foefire is the only map that sort of encourages this due to how big and positioned the middle cap point is, but the objective is ignorable and so you still will not often have more than 3-4 people from your team in any fight.
5) Even if to make such balance, there will be many imperfections (take WoW where you can clearly see rock, paper & scissors). However, this game is not even designed nowhere close for 1 v 1. All classes have potential to be every role in game (bunker, support, hybrid and glass cannon), yet different classes shine in different roles. A glass cannon build which focus is to kill a target quickly in tournament games should never beat a build which is focused on preventing that burst.
And here you just contradict your entire point. By saying you shouldnt balance around 1on1, then turning around and saying (a glass cannon should never beat a bunker). Your suggesting that the game be balanced around a 1on1 scenerio. If 1on1 is not important to balance…it would not matter if the glass can beat the bunker, because the game is not about 1on1s. But since it is, as you just pointed out. This would be something to consider.
Whaaaat are you even talking about here. Just saying what you feel like.
Go watch some state of the game videos from previous months. They have said multiple times that balance changes are very cautious and in matter of both PvE and WvW. It doesn’t matter what those game modes are, the fact is simple.
1 v 1 happens all the time? You have clearly not played in a competitive team vs another competitive team. 1 v 1 is extremely rare in high level PvP. If you assault a point you’re most likely going to get 1 v 2’d by a roamer. Also your argument is invalid. Just because 1 v 1 happens ‘’a lot’’ it doesn’t mean the game should be balanced around it. Teamfights happen more often and a successful teamfight at the start of the game will usually decide the game winner.
Your map comment is somewhat raising me questions whether you play this game at all. Watch some streams and come here again.
Your conclusion is also mind-boggling. How do you make up random facts from what I was saying? I never said the game is about 1 v 1s and it never was. 1 v 1 is impossible to balance due to the mechanics of the game. Your ignorance is really annoying.
Sometimes we don’t care.
It would really be a shame if they took into consideration threads like this.
Balance should never be based on 1 v 1 and here are the reasons why:
1) GW2 class mechanic is too wide for EVERY build to equally viable. It is simply impossible due to too many variables.
2) GW2 includes WvW and PvE which are both taken into account when balancing classes. Changes always have to make sense in all of those categories thus balancing around 1 v 1 would be extremely difficult.
3) GW2 has no duels. There is no arena. Dedicating class balance on something that doesn’t even exist makes no sense.
4) Maps are designed to have teamfights. This is most clearly reflected in Legacy of Foefire.
5) Even if to make such balance, there will be many imperfections (take WoW where you can clearly see rock, paper & scissors). However, this game is not even designed nowhere close for 1 v 1. All classes have potential to be every role in game (bunker, support, hybrid and glass cannon), yet different classes shine in different roles. A glass cannon build which focus is to kill a target quickly in tournament games should never beat a build which is focused on preventing that burst.
So long.
P.S. Warriors only need VERY slight adjustments. They are already very strong having huge base stats, auto-attack damage, mobility and even most traits are fine. Stahp crying because there will come a moment when warriors will be overbuffed due to this never ending whine and then everyone will get one-shot all day.
Greetings,
Recently I have read that devs are concerned that if tournament queues were to be separated into soloq and 5v5 queue many people would be left unhappy.
However, if the only concern is that groups of 2,3 and 4 couldn’t participate in tournaments together, why not just simply make a different PvP mode? Right now all we have are 5v5 maps. Naturally, you need to have 5 people in the group to perform to the max.
If for example a 3v3 maps were to be introduced smaller parties could play together. After all, it is much easier to find 2 more friends than 4 more.
It seems that designing maps is not a problem so why not make the next map much smaller and suitable for whatever 2v2 or 3v3 competition? In my opinion, several PvP modes would not only attract more people but would be more friendly to different size player parties.
If to make such maps more questions would rise like whether to keep it capture the point or not. I believe that 99% of the community would rather see something else and more entertaining. After all, different PvP modes could also alternate the meta.
Well, share your thoughts!
I have been playing paid tPvP almost every day since it came out and, in my opinion, more than ever the portal issue needs to be finally addressed.
The following is most true for Legacy of the Foefire, but applies to any map. Most common tPvP strategies rely on getting the two closest points, being spawn point and middle point. Once a team achieves that, all they need to do is split their bunkers and have mesmer portal running at the time of need. What are your options as enemy team to get back into the game?
1) Rush with a large group to a smaller sized point
2) Split attacking both middle and far point
3) Send 1 bunker smaller sized point, rest middle
Usually the outcome is the same. Portal lets the enemy team react accordingly. No matter how you split up, they can have enough players to defend a point.
1) With the help of portal they react with 4 players to your attacking 4 players. With bunkers on their side it’s extremely hard to win over a point when it’s capped in favor of your enemy. Eventually, you might win the point over, but until that you might have already lost too many points. Also players can respawn quick enough to come and defend the point again.
2) This is probably the most efficient tactic, although with the help of portal it’s easy to get a good advantage. Let’s say you send 2 / 3 being far / middle point. Enemy reacts with 3 / 2 composition. They have enough time to win their point and come help middle (that will be usually bunkered by guardian and, for example, staff elementalist), since especially in Foefire it is very difficult to neutralize enormous graveyard.
3) Same graveyard issue. It is too big to neutralize it quick enough. Players can respawn when they’re dead and come back to help fast enough.
In conclusion, if your team is behind it is close to impossible to come back into a game. The enemy teams needs to cap middle point first and use mesmer portal efficiently. You cannot outrun a portal. You might outsmart, but you might need a portal of your own.
At the moment mesmer portal denies a lot of strategies and is mostly a key to victory once you’re ahead.
Other issues are already well known like trebuchet repairs or mesmers being one of the most popular point defenders due to their ability to roam, even though their assigned as point defenders.
In my humble opinion, portal shouldn’t be allowed in PvP, but as much as only mesmer could use it would be good enough, I guess. Cheers.
Can we please get a response to this? Ever since the newest build my GW2 launcher wouldn’t work. The problem is the same as OP’s.
Good day,
I am the guild leader of tPvP guild – Team Sleep – of Desolation server. The guild has had the core team from the beginning, however now we’re looking for the last member on our main team.
We are a very ambitious guild and we want not only to challenge the best teams but also be there at the top when the time comes. Our core players are very experienced, mostly with high end achievements in WoW such as ranks 1s and etc.
Guild priorities are to practice every day, learn and improve, make the best of what we got and to be there – more than ready – when eSports come into place. We love theory and buildcrafting, will try to form a team that it’s known for its own achievements and ideas rather than for trying to copycat others.
We have played a lot of tournaments recently and beat some very good teams. However, we still couldn’t get a hold of our 5th player. At the moment we are looking for a very skilled Engineer or Necromancer.
Requirements:
- Have to be able to play from AT LEAST 8.00 pm to 0.00 am GMT +1 time (time gap is for being flexible with other teammates).
- Have good experience from other games as well be very well familiar with GW2 itself
- Know all class main mechanics
- Know your main class very well and be able to play it well too
- Have good English and good communication skills
- Be able to talk with the team, share, analyze and be active during the games
- Be friendly and tolerant
You can contact me in game: vangedas.7358
Gadd, Team Sleep.