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Master Ketsu.4569

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  1. > @"Zodi.8932" said: > The problem here? I see Gw2 PvP as having 2 huge problems which keep it from being as good as other mmos for the foreseeable future. First the game mode of capturing points has literally been the only game mode in PvP for years, only deathmatch existed alongside it and that was short lived. This game mode does not really allow much individual skill to effect the outcome. It relies so heavily on a team playing well as a team together and rotating effectively. This is basically one of the main things I warned about when Anet decided to take the **"Just increase the cooldowns"** route ( https://en-forum.guildwars2.com/discussion/97262/why-increasing-cooldowns-does-not-reduce-spam-and-can-even-make-spam-worse#latest ). Increasing cooldowns across the board just makes rotating and +1ing significantly more impactful than it needs to be, and thus leads to "zerg-meta". And the important takeaway here is that this is not just some random opinion, **it is a mathematically demonstrable fact.** When you rotate to +1 someone, the chances of the +1 being successful come down entirely to whether or not your targets defenses and other cooldowns are up or not. Say you take a game balanced around an average cooldown of a defensive ability between most classes being 20, and increase that average to 40. Doing this is going to increase the chances of cooldowns being denied when the +1er comes around by roughly 50%. If you do it again and increase the average CD to 60, again to 80, 100, etc, each time you are going to incrementally give a higher chance of two sidenoders being out of cooldowns when a roamer +1s the fight. It's not some weird or difficult to understand theorycrafting mumbo jumbo I am talking about here, it's literally basic math lmao. This is why zerging down single targets feels so absurdly easy to do right now, despite the fact that they nerfed damage so hard in last years Feb 2020 balance patch. WvW is arguably in a better spot balance wise than sPvP now simply because they keep going with sweeping problems under the rug with dartboard cooldown increases, and all it does is further encourage outnumbering as a mainline strat. It's just not a sustainable balance method. At some point, Anet is going to have to either accept that they need actual changes targeting actual design flaws, or watch the population of this game go down the drain when Riot games releases their next-gen PvP-MMO competitor.
  2. sto weponz 2 hard pls mayk full cownter 300 sekond kooldown and do's 0 damag and no mor dayz k thnkx
  3. > @"Eugchriss.2046" said: > For me the problems with this build are: > * unblockable + pulsing + combo field + condi traps: This is definitely something Anet should be concerned with design wise. AoE condi spam has absolutely no business being unblockable. These are generally the easiest to land abilities in the game, and therefore do not need the additional advantage of ignoring defenses.
  4. > @"Axl.8924" said: > > @"Master Ketsu.4569" said: > > The main issue I see with the patch is it's going to be a huge gift to necro players. Most other builds got a noticeable shave where problems actually existed, while necros got a completely random nerf that does not effect the class in any meaningful way. > > **Death Nova: Reduced the power coefficient of the Poison Nova explosion from 0.75 to 0.6 in PvP only. > Putrid Explosion: Reduced the power coefficient from 1.0 to 0.8 in PvP only.Death Nova: Reduced the power coefficient of the Poison Nova explosion from 0.75 to 0.6 in PvP only. > > This is so far what we got. Yes, and those changes are hilariously insignificant.
  5. The main issue I see with the patch is it's going to be a huge gift to necro players. Most other builds got a noticeable shave where problems actually existed, while necros got a completely random nerf that does not effect the class in any meaningful way.
  6. They fixed an exploit that was allowing DH to teleport their traps that was being HEAVILY abused by a certain number of DHs in higher rated games and ATs. My guess is they want to see if it still performs at high levels with the abuse removed.
  7. In all seriousness this is a design flaw in WvW. "Winning" means far too little in the game mode, to the point where people would rather lose than be put up against a Zerg server as the "reward" for winning. I would not be surprised at all if a major rework of WvW is planned for EoD.
  8. My 2 cents: Barrier nerfs to Ele and Scrapper were necessary. It was way too easy to live forever ( or until you get +1d lul ) with builds that exploit that shit. Fixing the exploit that allowed DH to cheese Maw was unexpected but appreciated. Necro nerfs missed the mark entirely lmao putrid explosion is not the issue with Necromancer. It never has been the issue with Necromance. Big lolwut nerf here. Ranger nerfs seems to be touching on decap druid ( which is good as that build is 100% braindead ), but the kickback on might actually be an unintentional buff to DPS builds with GS as it makes followup combos more fluid. Or maybe the buff was intended. Overall decent changes. Renegade nerfs actually (unintentionally?) added an element of skill to the build. It's still possible to gain over 20 might with vindication, BUT only if you are hitting from behind/flank. Anet may have added a level of interactivity to Renegade that was not intended, or maybe it was intended, but I do appreciate builds being nerfed in a way that encourages smarter gameplay. Warrior the changes to barrier and vig shouts are good, but I dislike the change to FC. FC is a skill that punishes mindless gameplay. It always feels good 1v1ing a warrior and then stowing weapons at the perfect moment to screw his full counter. I believe the nerf to it at this point is just catering to the lesser skilled crowd. I've noticed even in high 1600+ rated games many mongas still don't even seem to have stow bound to a key. At some point Anet is just going to have to let people gitgud. I think it's dumb that they touched Rune of Resist but not Trapper runes. Resistance is a necessary evil to combat a lot of the mindless condi spam builds due to how quickly most condi abilities cast, and nerfing it without also nerfing Cthief means it could easily creep into the meta which is bad as that build is universally hated even by the people who play it. I've been maining thief in WvW lately and I refuse to play that monkey trash build. Trapper rune enables mindless spam-aoes-on-point builds. Nerfing speed runes speed boost was fair and the right call though. Overall patch grade: **B-**, I think the biggest problem with it is not what it did, but what it DIDN'T do.
  9. Fire weaver isn't nearly as degenerate as condi mirage was. First off, understand that the main issue with condi mirage was it also had broken mobility/disengage potential in addition to being a "condi bunker". Also, around 50% of the damage comes from clonespam and passive procs from IH/DD/etc. What this meant was you could just unload on someone then kite around playing super passively while your clones continued to tick people for free damage and your other skills were on recharge -attacking and defending at the same time. This strategy was very effective, very easy to pull off, very low risk, and as a result also very uninteractive/annoying to fight against. It technically still is, it just doesn't seem as bad because the balance team has basically made the numbers on the class intentionally bad since it mechanically breaks the game whenever it is viable. Weaver has none of that nonsense. Weaver has different issues, such as the fact that too much damage is loaded into the stances instead of the weapon skills, it arguably has slightly too high sustain, and Ele animations have too much "animation that plays after the skill has already hit" going on. But none of these make it compare. Most of all, it does not have broken levels of mobility. Meaning it can only sidenode, and is not so effective as a roamer, and is thus much more susceptible to being +1d than Mirage was. TL;DR learn to rotate.
  10. > @"gmmg.9210" said: > TL;DR- ANET needs to hire some animators. It's a bit more complicated than just animations. It's also cast times and a lack of meaningful risk-reward factor in way too many abilities, which leads to "spammy" gameplay. Anet seems to not want to accept the fact that having huge AoEs with under 1s cast time is bad for the game, and instead tries to cover up said bad skill design by slapping longer cooldowns on them, which does not work and just leads to zerg-meta. They also need to accept the fact that mechanics that have low counterplay are very difficult, if not impossible to balance. Something that has no counter either has the numbers to win, and thus immediately becomes broken-tier in the meta because there is nothing to stop it from winning, or it does not have the numbers to win and thus does not see any play. This is the crux as to why games like Smite have more fun PvP than GW2. No, it's not because that game was designed for PvP. It's because the devs understand that everything needs counterplay or else you literally cannot balance your game, and it devolves into a spamfest of poorly designed busted abilities.
  11. > @"Math.5123" said: > > @"Master Ketsu.4569" said: > > The problem is less trapper rune and more: > > 1. Reveal on hit for stealth is a bad mechanic for PvP > > 2. DH has two unevadeable CC pulls, which combined with Reveal-on-hit makes for uninteractive and unskillful "spam AoEs " gameplay > > > > If you fixed stealth and removed unevadeables ( No skill needs to be unevadeable unless you are trash. Learn to count your opponents dodges ) trapper rune would be fine. > > Dh has no unevadable pulls. Hunters Verdict is unevadeable, and anyone who can't land SoJ from stealth is literally the worst DH in the entire game. Dragons maw is practically unevadeable. The skill itself is technically evadeable, but the AoE CC it creates when triggered is not. Thing is, evading through the trap triggers it. So the skill is for all intensive purposes unevadeable. You can also buffer/precast the skill into a teleport to instant-cast it on someone from long range -dodging this will not work even with godlike reflexes since you will still trigger the unevadeable AoE.
  12. The problem is less trapper rune and more: 1. Reveal on hit for stealth is a bad mechanic for PvP 2. DH has two unevadeable CC pulls, which combined with Reveal-on-hit makes for uninteractive and unskillful "spam AoEs " gameplay If you fixed stealth and removed unevadeables ( No skill needs to be unevadeable unless you are trash. Learn to count your opponents dodges ) trapper rune would be fine.
  13. Also haven't gotten any ascended stuff since they did the "unidentified gear" patch. It's not too big of a deal since you can just buy Ascended gear with shards, but still kinda sad.
  14. 5man is a microscopically small, but highly vocal minority. This has been proven time and time again. 5man only queues = dead queues. There are already numerous times of day when ATs are practically dead, with the only thing preventing their total death being the fact that ATs are the most rewarding farm in the entire game when you win them.
  15. > @"Dadnir.5038" said: > > @"Axl.8924" said: > > You gotta be careful with nerfs if reaper gets nerfed in sustain and dmg and ends up not being a scary monster who chases you with their reaper shroud, it would ruin the elite spec entirely. > > I doubt the thread is focused on nerfing the reaper. > And you would be correct. I consider Reaper to be the best designed spec that Necro has. Best animations, requires the most skill to play, most rewarding. Reaper vs Corenec vs Scourge is actually one of the best examples of what I meant by the problem of condi abilities lacking good quality animations. You generally can't tell which ability a scourge is using unless you intentionally get hit by them, and the casting animation of most staff skills are the same "Hold staff wave hand" nonsense. Reaper on the other hand has clearly discernible animations for each skill. IMO we really should just have an option for cast bars to put over players heads that can be toggled in options. GW1 had it and it increased the counterplay a ton. The idea for GW2 to not have cast bars was based around the idea of having animations, a design choice that WOULD be correct if the animations were actually well made. But they just aren't.
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