Showing Posts For wwDefuser.2056:
To give you a little help.
Increasing your Skill level :
- PvP:
(quiet good necro eu) : https://www.youtube.com/channel/UCj-XQizU4oBtCc4yBck5emA/videos
The most important in PvP is to manage your skills … dont spam them, watch for enemy blocks/invulnurability/Resistance … deathshroud rotation is also important to survive as long as possible
… most important to reach higher ranks is to survive. Learn to jump on higher ground, hiding behind pillars so you cant be focused that easy and you are able to heal yourself without interrupt
- WvW:
there are tons of WvW-montages of necros on youtube.
you can play a tanky shout build or a high dmg well-build
when you play a tanky build you stay with the commander
when you play a high dmg build you try to stay in Skill range (600-900) to commander + avoiding enemy melee zerg/train.
- Lifeforce safes you from being killed in a millisecond. Positioning is really important.
- PvE:
For raids and Fractals you need more or less optimized builds and skill rotations
- example for builds and skill rotations are on metabattle.com
- Necro is no favorable class for raids, but it works, since you know how to maximize your dmg output.
- the problem with raids is that single target dmg is more important than area of effect dmg (aoe) and necro has great aoe dmg but not the highest single target.
- in PvE Death-/Reapershroud is just necessary to spam dmg and return to normal
(edited by wwDefuser.2056)
Warrior is really difficult to beat.
Condi warrior is ok … power warrior is a horror.
Solution: if he has condi immunity up and you are not able to get away enter shroud and spam autoattack (ever 3rd attack grants u 2% lifeforce) thats buying time. also you can use the leap#2 to get distance.
- in PvP … learn to jump easiest way to kite them is on Skyhammer with all those jumppads and pillars + ranged Staff autoattck to build up lifeforce
- as a condi necro u can cripple them.
- right skill rotations… when playing with unblockable skills fear them out their block or do it with warhorn. Dont waste Stuns cc when they have stab.
- with Signet you can collect their mace F1’s and transfer that conditions back to them.
- Vs. Power warrior dodging the stuns/gs-burst is most important.
- once warrior is out of endure pain/resistance you should be able to kill them quickly
good luck
You dont need a special server, event or extra mentors to make people better.
All you need is a bunch of good streamers or a replay option !
When i played lots of strategie games i either watched replays of pro players to get an idea what to do and later ich watched my own to analyse my decisions/mistakes/shiny moments.
The problem on gw2 that hinders many players getting better is the insane variety of classes, specs, playstyles, effects (block, blind, stabi, invus, Resistance, Daze,…) that requires very good observation abilities.
Next thing is a missing replay option, only a few streamers, no tournament replays of players perspective and a matchmaking system in alpha/beta version.
“Scoring” in this context is completely unrelated to your rating. It’s a internal metric for comparing potential matchups.
What it seems to be doing is putting increased matchmaker priority on having 5 unique classes, and only expanding to 4 unique classes after 2 minutes.
This makes more sense Thx
well i also dont understand this… the german translation is even worse.
I red it like:
If there are stacked classes in your team each player gets less rating for a win and loses more rating for a loss ???? how does this makes sense since stacking is mostly a disadvantage for your team
They count the number of stacked classes from minute 1 to 2 … so the first 2 minutes of the game = the time where u can reroll.
What they may meant is:
- stacking classes in a team reduce Rating variation.
- class stacking is gonna reduced but it’s still possible when there are not enough players available
- stacked classes are count within 2 minutes at the start of a match
Well the best method to get somehow balanced matches is the friendlist. Add a bunch of players that are on a almost equal skill-level.
When u added > 10 you know when they are online so the chance of getting matched with those is higher.
I cant determine a day when its working good for me or not. I reached rank 72 (~1725) with 32 games… then dropped down to 1560 and climbing again to 1660. One week i get really bad games on sunday and the next week i nearly win 8 out of 10 matches with 500 >250…. .
Best method add people to your friendlist. And if you get 2 really bad games in a row … simply stop playing or you will drop like i did.
Actually i am playing at the moment.
But as far as i noticed matches get more unfair this season than last one.
Less player, less options for Matchmaking to create teams.
- I most times play 3 or more games with the same people (6+/10). Thats boring.
- Top 250 Players have a rating-range of 400 on eu. so the little amount of skilled players get filled up with lower plebs. Sometimes its almost equal and sometimes it’s an awful wipe
- still class-stacking … 3 people with the same class in one team happens quiet often
- almost fixed team-roles (thief for map rotation, support ele/druid/engi, necro aoe dmg,…) for several classes lead to team – imbalance
- my winratio is more dependend on the time/day i play than my own daily performance
- Frustration about players that go afk after 2min., players with core-/vanilla builds get bullied even if they are skilled, …
- almost 0 teamwork, mapawareness, … even in platinum thiefs dont know how to stealth teammates (also Druids, Engis) … or stun enemies to support. Same goes with using Portals, communicate by pinging enemys running somewhere.
- rating is not accurate enough or matchmaking-system is not able to create equal games in long term due to low playerbase and duoQ- advantage (rank 1+2 on eu duoQ to go ahead)
- playing in teams as a guild is impossible due to missing Option playing 5vs5-ranked or tournament
- PvP statistics is the worst i’ve ever seen. There are so much Queue-types that do not exist anymore, you cant see how u played on different maps, you cant save any builds thats why u have to create multiple characters to switch builds rather than klicking through every sigil, rune, amulett, weapon, specialization …. ,you can not see other players rating ingame so u cant compete yourself vs. your teammates/enemies … dont know who you can trust to win 1n1’s
to sum it up:
- rudimentary statistics/feedback
- classes define Roles , matchmaking matches players/classes … = rating + class is important for balance
- class-rated balance wont help cause it’s the mm that sets up team composition for example: you are main thief and have the highest raing with this class – but if u get matched with 2 other thiefs in your team you cant win the game even if your teams rating is equal to the others.
- imbalance Core <→ HOT
- the only reason why players still play pvp is that there are a few different builds that are viable and players are able to ‘rebalance’ the matchup by being able to switch classes/builds at the start of the game
@ Jindran … did you even read your own post?!
- PvP-players are forced to play lots of PvP …. LOL
1. if you like pvp/fractals no one needs to force you to play
2. if you are a pvp player you dont need ascended gear at all
3. if you are a main pvp player you get Gold and you dont have to buy blue prints or bufffood so you can spend it on whatever you like
Whats left ?… crafting.
People who play PvE and WvW had to craft ascended gear since release. That are the only gamemodes you get value of ascended gear…. .
Now you can cry hours about crafting ascended gear for WvW/PvE regardless of other gamemodes you play > > or << you take it as it is … it’s a little price bonus (thats what anet told us) to get that gear easier when you play a lot PvP/Fractals anyway.
PS:
A lot of other people cried that getting ascended gear through pvp (season 5) is too easy and unfair … maybe there were some that did the same about fractals.
Now they changed it to the way it is. They mixed it all up.
I dont like the idea of removing Sigils like geo or hydro.
Cause they are very basic and needed by condidion builds. It’s always important to be able to put on cover-conditions in this massive condiclear/booncorruption meta.
Especially with aoe condi remove (teammate support).
So u better change the conditions geo and hydro apply to some softcondis like cripple, weakness or blind.
- Since there are some extrem mechanic-based builds like Thief(Dodges) and Warrior (Resistance) you rather dont implement Sigils that add more of that stuff.
- add some xxx on interrupt sigils of other gamemodes
- add sigils that work like a combo-finisher (jump, explo, whirl, …)
(edited by wwDefuser.2056)
Sustain on power build (spite/bloodmagic/Reaper) is a lot better, thats why most necros in solo-queue play power build.
Spite, Blood, Reaper is crap.
Every power build not using Soul Reaping is crap.
4% Shroud Degen AND 10 second shroud cooldown is just too much.
Necro sucks vs. power (burst/dodge) builds : Revenant, Thief, Warrior, thats all.
Power Reaper sucks vs. Warriors like a lot of other builds do, as warrior is broken in terms of 1v1 (in teamfights it’s not!).
It does not suck vs. Thieves or Revs.
10 sec. shroud cd has never been too much… Cause everyone used to play it with unblockable marks. You dont stay in shroud for ages anyway… and doesnt matter to stay 0.25 seconds longer in shroud when focused.
with Blighter’s Boon you get 1% Lifeforce for every boon applied and another 1% from Chilling Victory for hitting chilled foes. You get a lot of might through spite, heal on hit with BM and Might by hitting foes, boons through well of power and ‘you are all the weaklings’. + Protection from casting wells.
Furthermore you can play with ‘Your Soul is mine’ and get even more Lifeforce reg. .
Staff : Axe/warhorn with paladins amulett.
No problem in Gold/Platin Tier on EU.
Well… i just look at that options u create and … face palm.
5. is not possible , cause (2-5) team queue… you cant create teams out of duo-queues only and you definitely cant do it out of 4 !
A mix of 4. and 6. would be the best imo. SoloQ (1player) and a seperate teamQ (1-5). That system already existed within the last 2 years.
Regarding the low player numbers it’s probably better to have a soloQ only and a teamQ in form of automated tournaments once or twice a week.
Necro sucks vs. power (burst/dodge) builds : Revenant, Thief, Warrior, thats all.
Depending on power or condi build these matchups get worse/better.
Jumping spots can help u a lot when pressured, Condis either your own or those applied to you always help you (power well, condi consumption/-transfer).
Thats why necros role in 1v1 or teamfight is fine. It just falls behind when u look at mobility and sustain (condibuild). Sustain on power build (spite/bloodmagic/Reaper) is a lot better, thats why most necros in solo-queue play power build.
… 50,0 % : 50,0 %
That Option is like asking people for Communism. The idea is good, but it’s technically kitten.
You will need insane professionbalance improvements to create a balanced matchup when locking the professions.:
- unbalance between core and hot specs
- missing profession useability (Bunker, Support, Damagedealer) … stacking support or healing classes on one team vs a complete team results in an almost guaranted los/wipe
- class stacking issues forced by daily rewards based on professions and low playerbase
- 1 min. is quite short when u have to change your power build to a condi build to improve your team composition ( balance issue)
- what would be the improvement of locking professions ? … no more reward abuse ? —> remove profession based rewards and its done !
I dont know why to change the clocktower that much.
- Changing the jp is somehow ok
- removing the roof is good
- but why you remove the walls and windows ? … It dont like it
- also removing the path through the clocktower makes it a way too simple.
- 3rd Spawngate is good, but i dont think that this will change a lot to spawncamping when people can port up to the treb … you’d rather split the spawn path’s by a wall and change that a little bit.
worst idea ever. You want to play 1v1 ? go to a custom arena or just participate on the esl weekly cup.
1v1 gamemode reduces the skill level by eleminating map rotation and team work abilities of players. It is boring and people will leave pvp cause u already are able to 1v1 in guild-arena and WvW.
There are too many titles right now with no logic reference to players placement.
You dont know which season they got legend… and you cant differentiate top 10 or 25 titles from top 250 or titles of previous season by just reading the title.
The only title right now with an actuall reference is the season 1 legend title and the current god and demigod of pvp. The rest is only understandable with the gw2 wiki.
Anet should reduce the amount of titles per season and also should stay with one title for the usual legend player. Add some special rewards for people reaching legend a few seasons in a row or with a certain amount of games played, win ratio or class based legend title like Legendary Necromancer/Mesmer/… regarding to the most played class.
This would be more usefull than the current titles.
The number of Legendary players is little … so when people have to wait until 10 players of >2000 rating are online or queuing -> the que-time explode … or you have every time the same player matchups.
The system tries to create (viable) games for everyone. You get matched with ‘famous’ legendary or against ‘famous’ legendary players. Of course it is not balanced when facing premades, but the problem of the system is not the matchmaking it’s more the Placementmachtes.
I started in mid gold around 1450 … played about 220 games in the gap between 1360 and ~1530. After that i managed to improve my rotation decisions and mesmer mechanics and i started a ~80% winratio till my current rating of 1725.
I recognized that matches get pretty easy after ~1650. Probably there are still a lot average players in platin left that somehow get there and stay caused by legendary duo’s in their team. Almost all my games from 1360 to 1650 were pretty close … 4xx : 500. After entering platin i get more unbalanced games and still wondering how bad some people play their class or rotate.
(edited by wwDefuser.2056)
Great tournament after all.
Although 8h of non-stop streaming/watching is quite exhausting it was really exiting.
Furthermore it is a great example or answer to all those Threads: current state of pvp/classes… rotation issues and counters.
Let’s wait for the upload on youtube so everyone can watch it.
@ Evan … what about the bonus mmr per game when decayed ?
At the moment you get an extra mmr/ranking boost when decayed and playing games so you get higher than your rank before decay.
For example : i have 1700 rating, get decay (-100) and with an 50% winratio (after about 10 games) i may get to 1750 or even higher.
This is impossible when u get no decay cause you usually loose more mmr than gaining on a 50% winratio.
I’ve seen a lot people in my friend-/guild-ranking that suddenly jump >100 rating when returning from inaktivity while they do not have any winstreaks.
The secret of the necromancer/reaper at this time is that power builds are actually better than condi builds if you soloQ and/or don’t have a dedicated support class in your team. .
You cant say this in generall. The power build suffers from blocks. Sure u can pick a shout, but u will loose a utility slot.
Your Staff power dmg is low, it’s only for some utility. Axe is single target. Shroud is your only real source of aoe dmg.
Compare condi with power i would say:
Power Necro:
+ sustain
+ single target dmg.
- less dmg on staff
- less aoe dmg
-+ reliant on vulnurable targets(no blocks, [no invis]-no shroud, dmg on hit … no automated/passive ticks like condi)
Condi Necro:
+ Aoe Dmg when not in shroud
+ Once transfered no line of sight or further hit necessary —> you can move freely and still do pressure with your conditions
- cleanseable
- less burst potential since u dont run “Plague Signet”
For example i modified the corruptionmaster build on Metabattle. And i do better with it than the standard one (more Lifeforce reg. =more sustain). http://gw2skills.net/editor/?vRAQNBmWD7kjGo2Gs8GwdTgeTsYMYUNhqQtKOHGEPiR/sAwAA-TZxFABAcEAO/BA4UZA22fIhLCAA
I dont feel to be dependend on “Vital persistance”. So i swap it for higher Duration of Protection/Spektral armor(passive+active) and the benefit on Lifeforcereg.
of course you need to change ur build regarding enemy team composition. There is a huge difference playing vs. warriors/thiefs or no warriors/thiefs. Furthermore if enemy druid uses longbow for perma immobilize or not.
Spite is good for signet-use and dmg, but lacks a bit sustain.
If you are taking reaper and soul reaping then spite>blood for sustain just because of how CV+BB interact as well as a hydromancy sigil. Its a VERY long explanation but if people ask i’ll explain indepth.
In short entering and leaving shroud heal you and generate LF and might.
Yes and No. You can pick the Boon Healing trait when playing power build, but u loose a lot of dmg with an condi build … caused by no additional bleeding.
Corruption Trailine offers cd reduction on heal-skill(consume conditions) and
bloodmagic = healing on hit/ warhorn boost and heal well proc when rezzing.
playing without soul reaping is possible, but i do not recommend it on lower rating. You are weaker in 1n1 matchups (missing unblockable trait) and ur cleave dmg is gone no additional bleeding, no fire on aa.
You probably can pick Spite, bloodmagic, Elite and pick every trait that grants healing + 1050 power/condi +560vita/heal amulett. But be aware that u only get might on hit, heal (bloodmagic) on hit and condi consumption(5sec. cd) on hit. So this wont work vs. heavy cc matchups.
—> http://gw2skills.net/editor/?vRAQNBmWD7kZTobTsmGwdTgeTsgLYxVxuYYEqNFAOATZhTQVA-TZxGABjfBAyvMwBPBA02fAgDCAA
( change “your soul is mine” when facing more than 1 condi class and utility skills like u prefer … e.g. well of power, spektral armor,…)
(edited by wwDefuser.2056)
There are several builds aswell as utility options(signets, wells, spectral, …) that are viable for nec.
basic is almost always: Soulreaping and Reaper traitline combined with either:
-bloodmagic (condi/power -build)
-Spite (condi/power-build) or
-corruption-line (condi).
corruption line is pretty superior vs boon heavy classes but warrior.
Spite is good for signet-use and dmg, but lacks a bit sustain.
bloodmagic is good for team support and sustain.
My experiences out of over 200 games this season:
- you do very hard vs warriors as an necro caused by pulsating stabi and condi immunity + massive single target cc and burst.
- power builds are bad vs. good revs/thiefs. … they simply dodge your burst.
- learn to jump = best way to survive and to avoid enemy team focus … example in the video of Kuper.2641
- get a feeling of your healing cooldown and when ur lifepool is low exit shroud on a safe spot to heal and return to fight. … the key to survive is to manage your Shroud rotations.
At the moment i mostly play with spectral trait and so with spectral wall/walk and armor for more shroud regeneration. Wall is good vs thief and classes with minor stab also it fears mesmer illus so they cant shatter u.
Spectral walk is good to juke warriors (jump on higher ground.. warrior follows u, activate walk… jump down get distance and port back within 12[8 without trait] seconds)
I am just gold ranking in eu … but its hard to get out of there as necro since u either have to kite (which is pretty hard without blocks/invus) or win teamfights which is pretty hard when focused or teammates die first.
(edited by wwDefuser.2056)
Maybe the only fault of the MMR or Matchmaking system is to create a “fair” game by simply sum up everyones MMR so it ends like:
2.000 (Esl Player) + 800 (PvE- Starter Kid) =equal= 2x lower Gold Tier players (2x 1400).
So if there are rating differences of like over 400 (or higher) on a Team, it ends in that crazy matchups people complain about.
In fact personal skill or game experience is NOT linear with MMR rating.
It’s in the 1st place the amount of games played + win-rating.
And the difference between a Gold and a Legendary player is in 1st place the ability to read the game and to know where to attack/defend or support your team. The difference in mechanical class-mastery is just slight.
(edited by wwDefuser.2056)
I see the follow Problems with the system:
- Placement matches can be abused at the end of the season to get a Top 250 Placement
- Players regardless how good they are shouldnt start above 1900 Rating or lets say 1800, so the 1. Problem shouldnt occour
- Duo-que is still imbalance in SoloQ-System caused by High mobility influence and class synergize of the game ( Mesmer portal, cc-chain, communication, invisstacking,…) which is not accessible by regular players
- The Rating gain is fail. There is no bonus on a win- streak or any penalty on a loss- streak
- The variaty in rating gain or loss should be adjusted on each player of the team : gain the most rating when u have the lowest mmr of your team and lose the most rating when u have the highest mmr – same teamwise and maybe also ad a DuoQ-factor
I know this system from Warcraft 3 and for me it worked pretty well in 4n4 random que where i was matched with lvl 30 players, when i was still lvl 12 but got a 70% win ratio or win-streak.
The goal is to get people faster where they belong to. - At the moment i feel that there is a big skill- difference in my matches. i get some people who simply destroy me when i dont press the right buttons within 1 millisecond and those people who afk on a node and wait until the game is lost or just head towards 5 people to die instantly.
- Positive fact is that everyone can reach the bonus-chest, but that carotte stops its job when u got the last chest and the maximum of ascended shards.
keep improving it during the season … pls Anet
Anet could :
- add a players-number indicator for each WvW map like its shown in PvP (25/100)
- add Events like cheaper golems/trebs or kattas for a few days
- add Events like King of the Hill … hold 3 Ruins as long as u can within a skirmish (only active on primetime) once a week
- a server performance increase … to get rid of skill-lags
- improve their Bug- fixes … the guild-aura bug of the keeps returned !
- rework buff-food to allow more variety
- rework some runes (those which are almost useless)
- …
a list for santa claus :P
Sure the WvW-Rank is not a must to be displayed but to show the true server tag is also nonsense.
When there are 3 servers linkend and everyone has another Server-tag you always have to look up what team they belong to. ( sry for that english :P)
And the Fact about the colors is only the fail for colorblind people (red and green). I think there is only League of Legends that supports a colorblind-option yet.
It should be improved. For example:
- replace the Color with a [G] ; [B] or®
- Display the Rank … e.g. Gold-Veteran(enemys) and the player’s name of your allies
- and the Guild tag like it’s displayed yet.
—> better for Colorblind people and still short enough
—> more information to call targets
there is so much aoe condi cleanse… after 1 second cast time there are max. 2 conditions left that could be spread… so op ! lol
… dunno why people complaining about this change !?
its your choice to use it or not !
waste of time ? NO ! … portable cannons and repair hammer were waste of time !
This is one of the best updates so far (Desert maps were bad, auto-upgrade of objectives was ok, … scoring, … commander Options improvement, shield generators, Tactivators).
New maps wont improve the fun of the gamemode. Also more blue prints or tools (shield generator, repair hammer, portable cannons) wont improve it either. So lets be happy when they do something usefull like display options (commander tags, Name plats,…) and scoring issues.
Last but not least… have you ever played a 24/7 game without any Issues about people playing at night ? ! … its simply happens in every game. Only thing to do is to create similar server population.
(edited by wwDefuser.2056)
If u prefer the DS Necro over Reaper i would recommened to change a few traits:
- Bloodmagic:
‘Blood Bond’(solo rooming) instead of ‘Quickening First’ (cause u dont use dagger)
’Banshee’s Wail’(solo rooming) over ‘Vampiric Presence’ when using Warhorn offhand
—> u are able to replace ‘spectral walk’ … for example with with ‘Plague Signet’ - Soul Reaping:
replace ‘Vital Persistence’ with ‘Spectral Mastery’
—> DS attack speed is very slow and skill #4 could be interrupted easily … thats why u wont stay long time in DS and ‘VP’ isnt that usefull for
—> ‘Spectral Mastery’ reduces cd on ‘Spectral Walk’ and furthermore gives u 12 seconds instead of 8 to teleport back to your last position - Replayce well of Power with either Spectral armor/Well of Corruption/Well of Suffering
- Use other Runes granting more Power like ‘ogre’, ‘pack’, ‘privateer’, ‘scrapper’, ‘strength’, or even ‘warrior’, ‘wurm’ or ‘Sancturary’ … you wont need the expensive ones to play well
Another option of your build is to use the Signet Trait of Spite.
- Synergy with ‘Blood Bond’ and ‘Plague Signet’ or ‘Signet of the Locus’ (Rooming/fighting small groups)
- ‘Signet of the Locus’ when playing with Focus/Dagger offhand for more movementspeed
let’s go for Reflection-Mesmer °,:,° … lalalala
or pure mesmer zergs with distortion rotations …
and of course i am looking forward for tanks in wvw
The strenght of the warhorn is its swarm, thats giving you Lifeforce WHEN HIT. and the Daze that interrupt for example a revs shield block + … .
So use your Warhorn 5 when u enter the fight with dagger or just before u enter Shroud. With bloodmagic u also get healed a bit. and the 50% more skill duration trait is quite good aswell as the vampiric team trait.
Axe and focus is quite useless vs revenant,thief and maybe mesmer. u may swith it with gs for gs#4 blind and gs#5 interrupt or u use staff for condi cleanse/fear and range attack with auto attack to get LifeForce.
- the small gap/stair between close( or far) and mid-point (near the spawn) is an advantage for every class with jump or teleport skill.
- pls make it a flat way or allow players to jump through it with SPACE cause its an disadvantage for classes that have to walk the whole way around to rotate to mid point.
- i dont like the buffs, maybe u replace it with a single buff that neutralizes ALL caps.
—> so its more a come back feature ( only the team thats behind has an interesst for the buff and the leading team has to defend their caps+ the buff) +1 for it
#First of all: Necro needs a Signet for Elite Skill !
Mesmer, Warrior, Elementalist, Druid… all of them have standard and elite signets/glyphes.
So simply add one for necros pls.+
- Dodge and blockspam of mesmer, Revenant, DH, … made the Necro-Axe skills awfull.
- Lich-form aswell as plague need an update. Since there is so much burst condi dmg, cc and booncorruption ingame plague loses its use for bunkering/sustain.
- update minion-only traits with something that helps necro without minions.
- update cooldowns for traits that cause fear to enemys when cc’d and that Fear trait (longer fear duration) cause its been useless since there is so much stability and stun break.
- let people switch between DS and Reapershroud regardless of the used traitlines
- rework dagger skill #2 … its dumb.
:)
I agree with JayAction.
I only played a few games with Revenant – it aint easy, but this class still offers a lot of power if handled right.
From a perspektive of a Necro-main: Rev is still op. Sword 3 and Staff 5 is really powerfull. It is probably not that strong vs other classes that have tons of blocks, heal and invus, but it shouldnt be the goal to go on that way of trash builds anet startet with hot specs.
It rather should be less of that (less cc, heal, block).
When i currently play my full boon corruption necro it doesnt feel that powerfull in a 1n1. You can corrupt boons (non stop), but your enemy just cleanses them almost in the same speed you corrupt them. Thats feels like “whos penetrating his keyboard faster”. Even if you try to secure your Condi dmg with fear and stabi corruption they always have a stunbreak. A Necro cant win without the cc of Reaper Spec (vs. other hot spec classes), since they just outsustain your dmg.
So whats the clue ? : its braindead, cause you get no reward for a good skill combo.
The overall victory of every 1n1 or teamfight is ruled by the amount of cc people spam at each other… . Or you get enough condis on your necro to transfer it in teamfight.
Dont buff weaker classes, nerf the strong ones and maybe rework some traitlines. If you ask me you should remove the Dodge of Rev Staff 5. So u can interrupt it like Warrior heatbut which is even less powerfull.
- max. scoring difference is capped to 2points within 2 hours
- skirmishes affect population spread over 24h
- -> Primetime-server will fall in ranking cause they cant make up leeway in a few hours with skirmish points
- ->skirmishes (and scoring) probably lead to more balanced matchups regarding activity over 24h. ( excluding other effects like server-linking etc.)
- skirmishes do not affect nightcapping (->3.)
- skirmishes may lead to more motivation at the start of a 2h session
This is my conclusion of the new system. It isnt bad, but is it an advantage to the old system ? —> well theres is more activity on my server at the moment lets see how it developes
(edited by wwDefuser.2056)
I dont know why people understand critism on issues as a “remove it” or “i cant handle it” !?
Siege weapons really need a change or adjustment. Either u have shield generators and fall asleep cause noone can dmg you or you havent those and get wiped by a few arrow carts. Anet should reduce dmg of arrow carts and instead add more soft cc or boon stripping. I also would appreciate a stability skill on canons, so cant get cc’d that easily out of them.
If you could add one ammo type to the treb (poison shot, healy shot, etc.) what would it be?
poison/chill or simply a null field which removes condis from teammates and boons from enemys.
How long (in seconds) do you think it should take the treb to turn from Home to Far?
lets say about 2 or 3 seconds faster as it is right now.
How long (in seconds) do you think a damage dealer (either physical or condi) should take to kill a treb?
i’m fine with the current state of health. Furthermore i like to remove the repair kit and simply add a respawn time of 5 min. after the treb is destroyed. So there is no need to fix teleport issues with repair kit and there is more benefit of destroying or defending the trebuchet.
+ condi dmg to treb
- Revert Lions Arch back to server instanced map
- Extend /t across all WvW maps and as read-only to Lions Arch
- Move all gathering nodes from WvW maps into Lions Arch WvW district (gatherable when your server holds the corresponding objectives)
- Reset WvW ranks and disable WXP in EotM
- Make WvW Abilities baseline for all players
- Display warscore breakdown (player kills, bloodlust, sentry kills, dolyak kills, dolyak deliveries, objectives)
- Assign team colors randomly within a matchup (as opposed to assign them by ratings)
- Improve the Superior Flame Ram animation (rubberband chains and impact timing)
You can also move those gathering nodes to the Obsidian Sanctum… Killing people while gathering could be fun.
+ Tune the ruins effect ! … like giving every Player on the map additional 5 mats for the next 5 minutes ( not only Bloodlust).
+ Deployable burning oil >>>>>>>> canons … furthermore they are only short range and could be fun placing them on some higher ground.
+ shorten the names displayed by ‘red/blue/green team’ and there WvW rank by ‘bronze/silver/gold/diamond’ !!!
Make them use legendary armors and give them ad infinitum so we can remember that PvE is shinier than WvW…
+ this … i laughed when i read this
(edited by wwDefuser.2056)
i support those League and build diversity issues.
There are tons of skills that do not fit into any PvP/WvW/PvE-build or matchup.
For example warriors physikal skills (but the Rage) are not needed due to quiet a lot other cc-skills and dmg.
The League Ladder is not really skill based… it’s just about grinding to the next Division. Good players only lvl up faster than other, but the Time needed to raise Divisions is not equal to their skill. Player should gain or lose pips/points based on enemy teams mmr.
So Anet should replace pips by a higher amount of points that offer a more accurate Ranking. Look at League of Legends, Starcraft 2, … .
The last map update of DBL was quiet good.
But it is still very different to alpine Borderlands regarding Lord-fights and castle building.
I think thats the main issue why people dont like DBL.
Those pillars attacking you and lords that fence people are no famous features. Aswell those absurd vertical height in terrain.
The polls are a farce, and they are literally making up the rules for them as they go along, its tragic.
well the most tragic thing is the WvW-beta status 4 years after game release … . They turned a more or less working gamemode into beta status via HOT add on … lol .
Balance and power creep are gamewide issues, not just WVW and originate from HOT. The obvious solution would be to tone down across the board all damage and offensive abilities. But then they would have to redo the entire HOT content, so it may be better to instead bring up the effectiveness of the base defensive stats, such as toughness, vitality, healing, and tone down a little bit all the passive bonusses and passive procs, so there is not as much need for redoing of all the otehr content.
Higher base defensive stats reminds me on PvP season1 …= bunker wars
The main issue about HOT is skill-spamming : mass boons, cc’s, heal, … etc.
Necro got Stun ulti, mesmer graviti well, guard got caves, Thief those interrupt instant finisher, … warrior headbut(stun), … .
+ giving them much lower cooldowns or simpli aoe effect was the first fault.
+ added many skills granting stability, invulnurability’s, blocks, Resistance, boon corruption, condi cleanse/transfer… ruined the wise usage of conditions in any part of the game.
—> u cant really cripple/slow down a melee train, cause they almost all have port skills, jump skills or they remove condis continuesly … and even if they dont remove them they got resistance.
[…]not long ago we had a poll about work priorities in WVW, and scoring won overwhelmingly over balance, by very, very far.
[…]
Also, if all the clicking etc. to actually partake in the polls bothers you so much, then just don’t do it. Its that simple.The polls are great, we had zero communication from the devs for a long, long time, and now finally its on par and in many cases surpasses what is being done in other games in the genre.
I never saw a poll regarding profession balance and there were no reall solutions for server matchup balance given to vote for. Actually for me there never was a big deal about matchup balance, only different server activity over 24h, which doesnt effect balance on prime time (fights).
Scoring is there to affect the server ranking and so ur matchup. … Now you have serverlinking that changes every month … so what for do you need scoring changes when it has no effects on matchup and you got no real awards for ‘winning’.
it would be easier to start a ‘WvW-map creation’ contest or a ‘WvW- scoring’ contest that are similar to those ‘Art’ contests.
People will do some brainstorming and create really nice solutions for a better WvW Reward them with some gems and its done. —> map/Color diversity solved.
Hey everybody,
i dont look at the forums every day and sometimes only once a month – and i am suprised about those polls.
– about the amount of polls startet and
– about the content.
First of all let’s say something about Server linking.
- it caps the number of people playing WvW at prime time
- it may increase players activity yet, but it wont last forever
- it changed nothing about WvW for high population server and it almost changes nothing for low population servers – Balancing, Builds, tactics, features, performance, fun?! is not really affected by server linking
- positive is only the fact, that people get new matchups and are able to face new servers/players/guilds.
- positive(negative?!) for former low population server are bigger zerg fights
-> So there is no big deal about server linking regarding the Success of WvW as a gamemode of GW2 !
Poll system:
- clicking through tons of polls is awfull
- you can leave a good idea at the comment option of some polls, but other people dont know about it and so dont vote for it either till a new poll with that idea is started
- Finally doing polls about every bag of rice that falls over (like the serverlinking-duration or refresh rate) gives players an impression about Anets-Game competence —> there is none
- Polls are only usefull for big gamemode changes (like stability changes) that could be announced ingame via mail-system
- You rather let people vote on profession- feedback to improve GW2
Conclusion:Trying to improve players PvP/WvW-experience without touching the profession- balance is like to improve your motorbike/car performance via supercool sticker.
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Make another Poll with those 2 options (+ingame mail to inform people about that poll):
- profession-balance should be dependend on PvP/WvW performance and PvE-balance should be simply readjusted if necessary
- There is no problem about profession-balance or build diversity in WvW
if you agree with that pls upvote this post … ty
Well … population/ server ranking problems ???
- there is no reward for players playing on Gold/Silver/Bronze server
- most people play at daytime so nobody cares how many people play at night
- since activity is low on nighttime (rate of cap, decap and PPK) you just need to lower the passive scoring via objectives ( score<—>tier) or higher the dynamic scoring
* HowTO WvW Tournament*: Define a Timerange ( just log the Queuing appearance of each server and set your Timerange – e.g. 3 hours) that count for Server Tournament and reset WvW maps at the start. —> Done
’#*_ … now Anet has time to fix the bugs !
At the moment you can glitch the Bay Waypoint on Alpine Borderlands ( WP still blocked after timer ends.) … To unlock the WP you have to pull the Moas to attack the Guards … reactivate the timer and wait again.
(edited by wwDefuser.2056)
Scoring in relation to Serveractivity …
Are u serious ?!
I dont know what u guys hope this will change but in my opinion this option is completely dumb !
What is the function of Scoring ? ! Right it sets the best/most active server on Rank 1 and the worst/less active server on last Place.
To implement a feature that rewards the worst server is like announcing the worst PvP-Player in ESL as the Champion …. lol !
democracy is the leadership of stupidity
I voted for scoring issues.
Scoring directly effects the server-rating and so the matchups.
A fair and challenging matchup is more fun to play than a having some nice graphics i dont see cause i am not playing WvW caused by facing no enemy or masses of players i cant fight with only a bunch of teammates.
So first fix the Balance then the Style/Display/Comfort/… .
(cross-map chat is overrated. You have Teamspeak )
What GW2-players complains about MM:
#The pros about Queue-Times,
#New Players about Loss-streaks,
#Ladderprogress aint much faster for average players, nor for good players with a few games in a season
#Balancing.
So what game can u call that does have the same or similar problems ?
I played wc3-ladder (4n4 random), L.O.L.(5n5 random/team), … and they all include:
- variety of gained ranking points depending on enemy team MMR/LvL
—> faster lvl procress regardless of win/loss-streaks - matching with stronger teammates/enemys when winning a few games in a row
—> more balanced and challenging Matchups since the Start of the season - queue Times less than 10min. for everyone
—> less …zzzzZZZZzzzZZzZz - frequently balance-patches that do not cause Dmg. -changes of about 40% or stats changing(amulett changes, devastating traitline changes) ! – So there are no classes/Professions that get completley Destroyed/Overpowerd or forcing their usage from dd to a stupid full healing tank (like Ele)
- …
(L.O.L. also had problems, but they didnt need 4 years to fix them and it is F2P !)
There are 3 gamemodes in gw2: PvE, PvP, WvW
so whenever you like to change things… keep in mind why people play those gamemodes!
my Top 6 :
- Remove PvE from WvW ( Farming in PvE for Guild-Buffs, insane HP-/Defiancebar-Scalling, Orb Collecting, Banners, map Completion does not reward WvW XP… so why it is there ?! )
- Give players possibilities in tactics (old Waypoint system, Map Overview like the old BL, specialization balancing Gw2<→HoT)
- Think about the following when doing changes: Why people play WvW and NOT PvP or even PvE !!!!! …. why are other genre games like cs 1.6. , Battlefield, … so successful (Hint: its neither the PvE content nor the graphic …….. it’s the work on Balancing and the game mechanic)
- Events/Tournaments/Rewards are missing at the moment and need an update
- Timing, player skills, Mobility, Roaming … lost it’s importance due to new Waypoint-system, HoT…overwhelming CC-skill-spaming, Upgrade-Process is too quick/strong, Too much Doylaks/Mats on the maps —> Lost priority
- all in one upgrades (walls,gates,guards … and NOT the auto-update) ruined another tactical option. —→ add Upgrade selection for Guilds