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Majy.6792

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  1. > @"Virdo.1540" said: > iirc ,the signet only "heals" downed people and instead of healing 100%, it will only heal 66% in downstead while under the effect of poison. Thank you, interesting interaction & good to know.
  2. They nerfed maw teleport at least... meh, DH is only abusive at low MMR, so whatever.
  3. > @"The Fear.3865" said: > Add special PvP infusions = PvP population *50 Nah that would just incentivize more temporary players who never get very good and get their reward and leave. Maybe if there were cool skins, infusions etc. for reaching certain MMR or closing out the season at a specific MMR that could work. Titles are fun but not that enticing to most people.
  4. > @"dylanirwin.6249" said: > **Minion Mancer necro is not strong at all in 2v2s. However, this simple mechanic makes it impossible to beat.** > When waiting for the "Round Ready" signal we summon all minions and use lich 4. This gives us both full life force before the round even starts. This inherently lead to the first edition Minion Mancer build that was Paladins with Spite, Blood, Death Magic. That build although really strong, was able to be beaten in some cases. > > **Now** With the new minion mancer build that I and ckod came up with it is unfair and unbeatable. The whole reason this build or playstyle rather is viable due to what I believe is a bug. In 5v5s, It shouldn't be a good sidenoder, but having max shroud while going into a side node at the start allows you to just win it without even trying. The only reason that this build is better than the old one is due to the number of immobs it has. 3 to be exact. With all of them being annoyingly long duration. This allows the build to hit certain skills like bone minions that do over **2k base dmg** on a condi build btw. > > I'm sure this isn't an issue for everyone. However, I want to never see another minion mancer ever again. This build was created because of 2v2s and made its way into meta for no reason. 30k+ health, lots of shroud, tons of power, and Condi dmg. This build on paper is overpowered in of itself, but being able to get full shroud before every round is oppressing and needs to be **fixed.** > > > > I have yet to see an MM build that seems overpowered (at least vs any other necro build). I don't play it much myself but have played vs. plenty of top players as MM's and never felt like anything was unfair.
  5. > @"Sigmoid.7082" said: > > @"Majy.6792" said: > > > @"Leonidrex.5649" said: > > > yes, nerf all burning. > > > mesmer and ranger torch OP, definitely not an issue with specific burns, they all OP > > > > There are global burning nerfs you could do which would affect some classes but not others. You can put a cd on burning stacks, for example. What's broken is certain class abilities able to achieve 15+ burning stacks in a matter of seconds. > > > > So globally nerf burns by nerfing the classes its "OP" on? Wut? > I mean, you literally have some classes where they physically can't stack burning because Anet has made sure they can not, and others where they can freely stack burns, and those classes are now unbalanced because of that. So does that seem so crazy to just make it so the rules for burning are the same across all classes?
  6. > @"Leonidrex.5649" said: > yes, nerf all burning. > mesmer and ranger torch OP, definitely not an issue with specific burns, they all OP There are global burning nerfs you could do which would affect some classes but not others. You can put a cd on burning stacks, for example. What's broken is certain class abilities able to achieve 15+ burning stacks in a matter of seconds. To be honest, though, all of sPvP needs a re-work. The meta as is does not reward high skill as much as it does playing certain classes. It would be nice to reward good utilization of skills & map awareness/rotation more vs. just being able to output damage quickly or absorb a shitload of it. Reflects are a great example of well balanced skills. Use them wisely and you can do a lot of damage to your opponent while protecting yourself. Use them poorly and you've opened yourself up for a large attack.
  7. > @"Eddbopkins.2630" said: > Im a g1 player this season. I got placed against grimjack last night whos like top 30 this season. And the next game i get zyn who usually also in the top 20-30 on my team. Imo the match maker doesn't work at all. Yea this kind of mm is really not ok. I get g3 players getting paired with p1s, even though there is some skill disparity there (for true g3 players, not p1's who have fallen due to bad matchmaking). But p2s (who are pretty much always duo with another p2) vs g1? I can pretty much 1v3 g1's, there's no way that kind of pairing should ever happen. Not fun for anyone. I try to specifically queue at peak times to ensure games feel fair, off peak games are rarely fun. A stomp fest one way or another.
  8. > @"Crackers.9628" said: > > @"Majy.6792" said: > > My favorite thing about scourge is how they time gate burning but that's not true for any other class. Burn DH is silly right now, you don't have to have any mastery of the class and can 1v3. > > Why do people claim DH to be so strong? It has slow, obvious cast times for aoe traps. People can literally walk in a circle and you´ll never hit them with any traps. > It´s slow, has barely any gap closers, no decent ranged damage, and heavily dependant on people walking into traps. Spear pulls them in, but it also easily dodgeable and most classes have a teleport, invuln, block, etc. I just don´t see why anyone would claim it´s strong in solo queue beyond silver. > > Opposite goes for spellbreaker btw, what a clown fiesta when a sb decides to bunker up and play jumping puzzles. > > Scourge and necro btw is the most braindead class in the game. A class with 40/50k hp and that much sustain on top of mobility AND good damage should pretty much not exist. > > You know what.. most classes are kitten in pvp. Ranger with bizarre damage, insane downstate, and perma immob. Warrior with 100 gap closers, 100 cc, and 10000 toughness and 100 blocks. Firebrand which is unkillable. Revenant with the clown damage. They just managed to make a lot of specs cancerous. If you look at moba´s you can see it is possible to make classes very challenging to fight, but there is always something you can do to counter something. A water tempest? kitten out of luck. Cannot do anything. It´s like rock paper scissors. Heh, I doubt you play necro if you think it's stronger than burn DH right now. I play both, burn DH is silly, necro feels actually pretty balanced.
  9. My favorite thing about scourge is how they time gate burning but that's not true for any other class. Burn DH is silly right now, you don't have to have any mastery of the class and can 1v3.
  10. > @"Talos.9608" said: > in one day i got 3 matches agaist p3 (erazik, rank 55 dragons, some other streamer) as g3 player... i was p1 at begging, having imposible matches (loosing streak) until g2, then sudenly, 2 easy matches as of point of writing this. not a first time, probably not the last, but skill rating is all about luck it seems, and "skill" part does little to nothing. just streaks of loss/wins on obvious points... sorry for matches i afked but those were lost as seen from the plane, and on loosing streak i couldnt play my best so it wouldnt make a difference. I wonder if anyone else who constantly plays ranked found same thing happening? It's funny, you really only see afk mentality in gold and lower for the most part. I've seen some plats afk but it's super rare.
  11. > @"Megametzler.5729" said: > I want teamQ and soloQ seperated. Don't know why Anet doesn't at least try for a season or even a mini season. I agree with you, it might draw people into PVP. How many? We'd see. This is my preference as well. As a soloer who is constantly between p2 / top 50 & as low as g3 I find if I want to maintain rank I need to look out for and actively dodge duos, which feels cheesy but duo queue breaks the game.
  12. > @"Ragnar.4257" said: > > @"Curennos.9307" said: > > > @"Ragnar.4257" said: > > > > @"Curennos.9307" said: > > > > > @"Brokensunday.4098" said: > > > > > > @"Curennos.9307" said: > > > > > > I'd rather they add a little more...What to call it, variety? Depth? To the setup. Traps as a concept are all well and good, but maybe it isn't a good idea to have a trap with such narrow counters. > > > > > > > > > > Stability, blocks, ports out, invul. Does not seem narrow at all to counter it .. just saying if you get stuck on it with 0 cooldows yes i see how you can die to it but thats not dm fault. > > > > > > > > Stab - yes, after Anet has stripped down stab access across the board. > > > > > > > > Blocks - iirc this doesn't work? It'll knock you back into it similar to how dodging into the barrier will bounce you off. I've tried this multiple times (as a warr with shield5, most recently) and it has never worked if I try it after the trap has procced. I can still get yoinked into it too due to the unblockable spear. > > > > > > > > Ports - GW2 has some issues where even if you port, it still considers you as having 'passed through'. They do work but it can be very wonky. > > > > > > > > Invul - yes. > > > > > > > > I'm not here to debate semantics and the nature of language and humanity. You're welcome to disagree with my word choice. > > > > > > > > The issue is that trap stacking eliminates each others' counters (and the design of Maw negates other things - like as the OP mentions, blind) and the stuff that is available is either rare or self-defeating (ex: yes, I can certainly evade across a node to proc all the traps. And then I can't stand on it for a while, and the CD of said traps likely is already down or close to it so it happens again in short order. What is the point of this). Individually I find the traps fine, but stacked together it gets ridiculous. And then there're the slows, so anything you do is extremely vulnerable to everything ever. > > > > > > > > Just...consider this. There's a Maw trap you have to get out of. You're slowed and you're taking damage from the spinny thing. Sure, fine - on my warr I'll use Stomp, no big deal. But I'm slowed, so it takes a bit and I'll take a decent chunk of damage regardless. But wait, there's another trap that damages me if I leave its circumference - which is fine, but there's still the spinny one that is gonna hit me if I stay in there. And then there's an unblockable spear that can yoink me back into it (the yoink goes through dodge, too). > > > > > > > > All of these things are fine alone - trap that damages you if you cross it? Okay, dont' cross it. It has a pretty decent radius. Or there's a trap that damages you if you stay inside it and you can just walk/dodge out. But then, and then, etcetc - and then comes the part where the goal of the entire mode is to capture a point. Do you see how all of these things have conflicting counters? Are there counters? Yes. But they're totally inadequate, conflicting, convoluted...however you would like to describe them. > > > > > > > > > > > > > > You keep talking about spear. > > > > > > I don't think you have even the tiniest understanding of what it is you're complaining about. > > > > > > Burn DH will not use spear to pull into traps, because then it loses all pressure from VoJ. If you're against a burn DH, the BEST THING that can happen to you is that it uses spear. It's literally the DH giving you a free win and going "hey, guess I won't do any damage for the next 20 seconds". > > > > I'm explaining how the mechanics can stack and create convoluted counters resulting in unfun gameplay. Not being paid to read things to you, but you can copy/paste things into google for some help if you need it. > > Nope, sorry, your "counters" only make sense if you're imagining some magical DH build that is somehow both simultaneously a power build (the references you make to the damage from Test of Faith) and a condi-build. A magical build that is somehow able to use spear, and also retain VoJ damage. > > All while ignoring the most obvious counter, which is that if a DH blows its entire utility bar to make a point un-contestable for 3 seconds, then the DH has made itself super vulnerable to any pressure outside of those 3 seconds. > > If a necro uses all its utilities on Wells, then you can't go on point when it drops them all. Does that mean necro wells are OP? Or does it mean you are expected to be able to apply the 3 brain cells it takes to not stand on point for that short duration, and then punish the necro afterwards for having 0 sustain utility? > > Just imagine it was a PvE boss. Every 20 seconds, for a period of 3 seconds, it farts out massive damage in its immediate vicinity. Even PvE players can grasp the concept of "don't be near the boss when the big damage is happening". Although I guess they did have to make the PvE boss damage fields ultra-bright in order for people to understand something so basic. Necro wells disappear after a short period of time, traps do not. If you want to avoid DH traps that typically means giving up the node for a considerable amount of time. That's not true of wells.
  13. > @"Ryan.9387" said: > > @"Majy.6792" said: > > Also at least on NA the skill difference between p1 and p3 is pretty minimal. > > Not even close to true. The p3 playerbase are the ones who are 500-0ing p1 teams in ats every day. The reality of the situation here is that the top tier players have so little fun playing ranked that they have dropped the mode entirely and just play ats. > > To them every ranked game is just a test of "can I farm enemy players faster than my team throws?" You can't practice rotations because nobody knows where to go and 1v1s aren't interesting because the opponents are just bad. There are plenty of p1s right now who have been top 20 end of season and are >200. I have played against every single player in the top 50 NA many times and I know a lot of >100 ranked players who can play as well or better than they do. I would bet anything that if you removed duo queue most of those guys would not be top players and some wouldn't even rank top 250.
  14. > @"Markri.9475" said: > why so low as plat 1? thats hardly a requirement of skill, or knowledge about balance. > You could have started at top250. Though top 100 would mean more. > I'm against the idea though, as even top players don't know how to get balance done on a whole. On NA plat would be already less than top 250. Also at least on NA the skill difference between p1 and p3 is pretty minimal. There are bad players and good players in both brackets. Even the leg players are really on par w/ p2s mostly, they just all duo.
  15. > @"Asuran.5469" said: > There should be a hard separation between which divisions can even queue together. > > Something like this: > > * Bronze & Silver can queue with and against each other > * Gold queues with and against only Golds, as this encompasses the largest bulk of the population > * Plat & Legend division queue with and against each other > > Wait times become as long as they need to be. I agree with this. I also think duo queue should be removed, it's the only reason the top players are at the top. Otherwise most of them would just be somewhere in the 250, I've seen plenty of players outclass popular top 20 streamers.
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