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Vancho.8750

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Everything posted by Vancho.8750

  1. > @"Avatar.3568" said: > > @"Vancho.8750" said: > > > @"Terrorhuz.4695" said: > > > Always been against CC not dealing damage. There is some middle ground between boulders being heatseeking 7k nukes and what we have now... which is what balance should be about. If CCs become too oppressive just make them unable to crit, but skills like prime light beam or became useless. > > Well there was going to be a patch that would have given back damage to skills that deserved it per case basis, like there was going to be 300 second cd traits rework, both never came so yeah. > > > There skills that where reworked, for example the berserker 300 icd trait gives now 2 seconds 100% dmg reduction when you enter berserker > > > @"Ovark.2514" said: > > > @"Leonidrex.5649" said: > > > > @"Ovark.2514" said: > > > > > @"Exile.8160" said: > > > > > > @"Ovark.2514" said: > > > > > > I was in the camp before that CC was its own reward and CC skills should not be a major source of damage. > > > > > > While CC is definitely its own reward, the past year has shown that a removing damage from said skills just resulted in players being ping-ponged for much longer before death. **This loss of player agency is unacceptable.** > > > > > > > > > > > > Some ways to address the CC issue: > > > > > > 1. Rework some CC skills so they are non-CC skills > > > > > > 2. Increase the CD of CC skills by a drastic amount > > > > > > 3. Reduce the duration of CC skills > > > > > > 4. Increase the damage of CC skills so it is HIGHER than normal skills (even bursts). > > > > > > > > > > > > I think any of these could work, though I think the only way to maintain parody of PvP balance with that of other game modes is to go with the #4 option. I realize it's a drastic 180 from the current philosophy, but I'd personally rather spend the 10s of time I would have been CC'd watching the respawn timer tick down and getting another shot at the fight that much sooner. > > > > > > > > > > > > On a completely and utterly unrelated note, remember when the respawn timer was 20s? I sure do. It was sooooo easy to carry your team because you could keep the enemies dead. Remember being camped when the timer was 20? I do. I would have enough time to come to grips with my defeat, figure out what I did wrong, decide how next to approach the fight, check the score, how my team is doing, and what to do on respawn. Then I look at the respawn timer because there is still 5+sec to wait. > > > > > > > > > > Wait what?! Uhmm the reason ppl are ping pong is because of the stability nerfs and stun breakers not the dmg hahaha > > > > > > > > Is it too much to ask to have a fighting chance with builds that use 0 stunbreaks or stab? > > > > > > yes? its like taking no damaging traits and whining on having no damage, taking no cleanse and complining conditions are OP, or taking no mobility and whining you are slow. > > > The reason you are ping-ponged before death is due to most builds having no damage to kill you, the fact that you CAN get CC chained for 5s+ as necro and LIVE is stupid on its own, and its not a fault of CC lasting too long but dmg being too low and being unable to kill people that dont even move. > > > You wanna nerf CC? bruh, most builds cant even CC eachother when fighting 1v1, like you have 2-4 real CC skills and people have 2 ways to remove it, and sometimes even if you land every CC you have its removed anyways. > > > > Stunbreaks are for people who aren't yet knowledgeable about all the classes capabilities or are playing a build that is designed specifically to not die or to heal. At least that's how it used to be. > > This is completely kitten, there is literally no one playing in higher tiers without stunbreaks, it's just impossible to survive without > > No it wasn't it gave condi cleanse https://wiki.guildwars2.com/wiki/Savage_Instinct .
  2. > @"Terrorhuz.4695" said: > Always been against CC not dealing damage. There is some middle ground between boulders being heatseeking 7k nukes and what we have now... which is what balance should be about. If CCs become too oppressive just make them unable to crit, but skills like prime light beam or became useless. Well there was going to be a patch that would have given back damage to skills that deserved it per case basis, like there was going to be 300 second cd traits rework, both never came so yeah.
  3. > @"Leonidrex.5649" said: > > @"Vancho.8750" said: > > > @"Leonidrex.5649" said: > > > > @"Vancho.8750" said: > > > > > @"Leonidrex.5649" said: > > > > > > @"Woltarion.6829" said: > > > > > > I currently have 3 stealth spells on my mesmer because it's my only way to counter lich form > > > > > > > > > > > > > > > > Cough, feedback > > > > God kitten it, you are too fast I was prepping to link the skill https://wiki.guildwars2.com/wiki/Feedback . I'll one up you though bam https://wiki.guildwars2.com/wiki/Mirror_(effect) . But I think this one works best https://wiki.guildwars2.com/wiki/Blink , then again making people kill themselves is funnier. > > > > > > mirror is not good enough, you reflect 1 noodle ( cost you dodge ) deal 3k dmg, another, deal 3k dmg, and then you are done, and take 7,5k hit. > > > and that is assuming RNG cooldown aligns > > > unless you mean that kitten kitten healing skill > > There is also fine I think https://wiki.guildwars2.com/wiki/Master_of_Fragmentation combo with the signet trait bam more reflection or https://wiki.guildwars2.com/wiki/Warden%27s_Feedback this one it seems the easiest to use. For some reason mesmerer does have allot of projectile reflection and denial. > > > > I use master of fragmentation but never really got to punish necro with it, but im playing power so Im almost forced to insta shatter so no clone for big disorts for me. > also focus reflect.... yea.. I remember throwing warden, standing inside her model and having projectiles still hit me, I will never trust her again, dunno about focus 4 traited since I would have to not only run joke weapon but also joke traitline to test it lul See if its stupid and it works it is not stupid. I've been running warrior with defense(pretty dead and bad traitline now) with mace and shield it doesn't do much but it is satisfying getting all those DEs, Rangers and Lich necros hitting themselves. My issue is that the build doesn't really have proper role and doesn't bring much that anything else would deliver better.
  4. > @"Leonidrex.5649" said: > > @"Vancho.8750" said: > > > @"Leonidrex.5649" said: > > > > @"Woltarion.6829" said: > > > > I currently have 3 stealth spells on my mesmer because it's my only way to counter lich form > > > > > > > > > > Cough, feedback > > God kitten it, you are too fast I was prepping to link the skill https://wiki.guildwars2.com/wiki/Feedback . I'll one up you though bam https://wiki.guildwars2.com/wiki/Mirror_(effect) . But I think this one works best https://wiki.guildwars2.com/wiki/Blink , then again making people kill themselves is funnier. > > mirror is not good enough, you reflect 1 noodle ( cost you dodge ) deal 3k dmg, another, deal 3k dmg, and then you are done, and take 7,5k hit. > and that is assuming RNG cooldown aligns > unless you mean that kitten kitten healing skill There is also fine I think https://wiki.guildwars2.com/wiki/Master_of_Fragmentation combo with the signet trait bam more reflection or https://wiki.guildwars2.com/wiki/Warden%27s_Feedback this one it seems the easiest to use. For some reason mesmerer does have allot of projectile reflection and denial.
  5. > @"Leonidrex.5649" said: > > @"Woltarion.6829" said: > > I currently have 3 stealth spells on my mesmer because it's my only way to counter lich form > > > > Cough, feedback God damn it, you are too fast I was prepping to link the skill https://wiki.guildwars2.com/wiki/Feedback . I'll one up you though bam https://wiki.guildwars2.com/wiki/Mirror_(effect) . But I think this one works best https://wiki.guildwars2.com/wiki/Blink , then again making people kill themselves is funnier.
  6. I've been running around HoT maps lately to do some collections that I left off and I gotta say that the current HoT maps are GW2 best maps made, the difficulty of each area and mobs is exactly how they should be not too hard, not too easy, some mechanics to deal with and also forcing you to think about what are your appropriate abilities and traits to use for the encounter. It forces you to find groups if you find something challenging and that is good, cause the idea of MMOs is to bring people together. The meta are not some mechanically challenging thing, but they do have them and they make people need coordination which is the only way they can be made somewhat challenging, since not everyone will be running raid group builds and usually in open world everything will fold at some number of people, and if it requires max damage it wouldn't work well as open world. The maps are really well fine tuned and are great experience and I do not understand why they moved away from that direction. The newer maps lack that special feeling where you go somewhere to finish something up and then see something happening and do it and something new pops up and this keeps going for a while, till you forget why were you there in the first place and just spend time there for no apparent reason and yet you enjoy it. Also there are constantly people on these maps 6 years in even though they are not the best farm, and people go there since it is fun. I really hope the move in the HoT direction for EoD.
  7. This probably the only way, that doesn't break the game since some people will have mounts from PoF and others wouldn't and that would get messy. The other options is to turn them off, but man they are selling pricy skins for those in the gem store and it will be a shit show. A new skeleton for the mounts would allow them to sell more skins since more variety so having the same utility and different base mount is a win win for Anet here. They can even make the PoF mounts unusable till people do some quest thingy to get each of the respective Cantha mounts, it would feel kinda bad but it would probably give them more room to work with exploration and bring the metroidvania feel of Fresh expansion like HoT and PoF did.
  8. We need Reworks on the functionality for some mechanics and skills, cause for some reason allot of mechs go against their general design for all specks. I hope the EoD specks are the next coming of god, and not another dumb PoF rule of spam cool. They have amazing base to work with but for some reason they go out of their way to copy crap from other shitty games. I will not survive another Release Scourge. A PBE test server would help them allot plop it in a Pre Order bonus and bam you get to test the new skills and stuff. Also the nerfs were OK the problem is the time it took to do them, also some numerical buff changes on some dead builds could have helped add some new builds to the stale meta.
  9. I find it quite strange since it was working after the balance patch. How did they break it with the wintesday patch like what does it have to do with professions.
  10. > @"Dantheman.3589" said: > > @"Dantheman.3589" said: > > > @"CutesySylveon.8290" said: > > > > @"Dantheman.3589" said: > > > > > @"CutesySylveon.8290" said: > > > > > > @"Dantheman.3589" said: > > > > > > > @"CutesySylveon.8290" said: > > > > > > > > @"Dantheman.3589" said: > > > > > > > > > @"CutesySylveon.8290" said: > > > > > > > > > > @"memausz.7264" said: > > > > > > > > > > Ask yourselves this question - why is it that no other condis in the game and no other direct damage attacks in the game, even combined, match burn dmg? That's how I know all of you are wrong. > > > > > > > > > > > > > > > > > > Yikes, bad take. Burns are generally much lower duration and have limited access. Guardian compensate for having no cover condi by having the strongest damaging one. Bring cleanse and stop wasting it. > > > > > > > > > > > > > > > > Yeah but condi classes in general have been choaked out of relevance and if you take one with plenty of cover condis you actually won’t do much damage. Ppl have tried stuff like scourge condi and condi rev and while they are decent as well as being a dh counter often times- they just don’t bring enough dps to have a place in the spot light anymore and are just a tanky dh with ultra low kill potential > > > > > > > > > > > > > > Choked out of relevance? What does that even mean, like people aren't taking much cleanse because they don't often expect to face condi builds? If that's the case, then tough. Bring cleanse and be smart with it. If you've got other classes applying cover condi then that's called synergy, and it's a synergy that Shoutbreaker and resistance both hard counter. > > > > > > > > > > > > no what it means is in the current balance burn damage is all you need to out dps other condi specs in almost every scenario > > > > > > Take condi scourge for example- it can put bleed, torment and burn in bulk, this is harder to cleanse yes but in it’s nerfed state if you actually land a good bit it’s gonna push maybe 1 of those stacks to tick for 1-2k per meanwhile a burn guard didn’t even have to hit a full soj to do that and if they do it’ll be actually relevant damage. > > > > > > In this case a condi scourge is much harder to cleanse and ill even corrupt boons but it’s not gonna out dps burn damage unless you tank it but then if they are tanking it burn burst will get the kill faster so win win. > > > > > > > > > > You're comparing the damage of a build with a ton more bulk and cover to keep damage ticking to one with almost no sustain that can lose every bit of damage output from a single cleanse. Of course it's going to out dps non burn builds, that's all you apply. If you stand still and never cleanse then burn guard will kill you much faster, but if you DO cleanse then it's the opposite. If burn guard did little damage then it would quite literally be the most useless condi build to ever exist, ever. That's the tradeoff of having a single condi that does any damage, it HAS to have it front loaded more than other condi builds because its damage is stopped by even minimal cleanse. If you bring low cleanse against a scourge then you're in for a lot of frustration that you're always taking damage after you expend all your resources. You can bring low cleanse against a burn guard and still survive because of how low the condi output is overall. No need to worry about cover condi or what condi to prioritize cleansing, just cleanse the burns before the stacks get high and after key skills, and don't stand in SoJ; someone pointed out that it's a PvE skill designed to use against stationary targets and now people in PvP are complaining about it. Says a lot about the status of the PvP community. > > > > > > > > I am not comparing a bulky build. If you’d bother to listen u would’ve check how pitiful the numbers for necro are in areas and that includes reapplication- burn guard is just better in maintaining condition pressure. > > > > > > > > I’d also like to point out that it’s baffling that you are set in pointing out one of the strongest builds in the game is actually under performing. > > > > > > Scourge is naturally more bulky than DH, and again burn is all you apply as guardian so of course reapplication is going to be higher. The inverse is that cleanse is disproportionately much more effective against burn DH because of the sheer lack of cover condi. It's not one of the strongest builds in the game, it's a gimmick build that people refuse to l2p against, and I don't often say l2p. It has very clear and exploitable counters, but kitten we have people complaining about SoJ so people aren't actually trying to play around it, they're running in head first and getting upset that they die. Bring cleanse, use it at the right times, bring range pressure. > > > > It has counters and also counters a lot of stuff hence why its actually usable. If it was nothing but counter able ppl would’ve l2p along time ago > > And if wanna tell me o scourge is less counterable than omg lol I see scourge on other when I’m duoing with a dps then it’s food but then again so is dh but than again I’m actually good. Solo q to plat3 is ez and it’s omg ez on dh tell me otherwise than lol u ain’t playing dh well. I think its the PVE easy point and click ranged cleave SoJ, downstate doesn't really exists as long as it is 4 stacks on low cd. Most of the PoF mechanical reworks didn't get much PVP attention really.
  11. > @"Sigmoid.7082" said: > > @"Vancho.8750" said: > > so if say someone is naughty in game and someone else makes even a vague comment about it, the naughty party can report it and it will get deleted. > > > > I mean this specific example is against the forums code of conduct? Its not getting removed because there is some under qualified third party moderating, "hiding the truth", or whatever else people like to claim. It gets removed due to directly breaking the rules. > > Also to comment on criticism being removed. It isn't but in some particular cases the poster feels like it is, failing to realise its now what they said, but how they said it. They could have a post with the exact same meaning worded differently stand. > > Try it and report one of my comments for Off-Topic / Spamming / Trolling / Derailing / Nonconstructive Posts, most of the comments on the forum will fall in off-topic, derailing, Nonconstructive how ever you spin it, there is always a reason to nuke something off existence.
  12. > @"memausz.7264" said: > Because anyone who genuinely cared to communicate was let go or is currently being kept down by management. Any post on the forums pointing to hackers or criticizing balance changes is REMOVED. So yeah, can't have a conversation about it. RIP game. I think Arenanet is not removing the comments or threads, they are using third party to moderate their forum, and by the looks of it everyone can remove comments by reporting it once (for something that makes kinda sense, maybe) , so if say someone is naughty in game and someone else makes even a vague comment about it, the naughty party can report it and it will get deleted.
  13. > @"Lan Deathrider.5910" said: > I'm not opposed to the idea. I was disappointed when great axe was not an option at release. But what would it offer that axe/axe doesn't already offer? A 2h axe would have to be AoE, but axe/axe is already an amazing AoE weapon. The one niche left is having a weapon that is melee but it has larger range, something like 300 to 450 range.
  14. > @"Zephoid.4263" said: > > @"Vancho.8750" said: > > > @"Leonidrex.5649" said: > > > Meh, I find it very dodge-able when Im focused ( pun intended ) but when im chilling I find myself always 0,1s too late lol > > It is little bit off, compared to other similar skills, like when mirage had 1 second dodge instead of 3/4 and really kitten with peoples timing, really small difference that really kitten with your brain. > > Also it is throw away skill for guardian that does kitten ton of free damage, any other class would kill to have a dot power damage that slaps conditions on top while being one and done cast, it be their bread and butter skill on a damage set. You know how most off hands have one really amazing skill and the other is kinda meh but kinda fine since you get the other skill, guard focus just has 2 great skills on it. > > except few guard builds take focus because every guard offhand is great. Shield is almost always better than focus unless you REALLY need damage. That is exactly the thing all weapons on guard are great, even if shield is better overall, focus is amazing for melee, all other classes are wondering which weapon to use that is not complete dud. And some reworks on weapons added too much powercreep, without addressing all classes, for example did the GS on ranger really need 3 second block that flips to 3/4 evade knockback skill or in this case, did focus really need the Spear of Adun laser.
  15. Here you go https://wiki.guildwars2.com/wiki/Zephyrite_Greatsword_(skin) skin like an axe. The thing is two handed axes are actually polearms poleaxes, halberds, Dane axes and the like.
  16. > @"Lan Deathrider.5910" said: > > @"Vancho.8750" said: > > > @"Lan Deathrider.5910" said: > > > > @"Vancho.8750" said: > > > > @"Lan Deathrider.5910" > > > > If we ignore reworks on FNP resets and give better functionality on block retaliate weapons it would probably help the overall state of warrior, even making mace good main hand defensive weapon could open up more off hand options. > > > > > > The answer to that then is thus: > > > Make Riposte and Counter Attack both give a 0.75s evade during their attack animation, not just Riposte as I suggested in the main post (also suggesting increasing the evade frames from 0.5s to 0.75s from the original suggestion). > > > Change their flipover skill so that if used it executes the attack rather than the attack executing upon blocking a melee attack, if the skill is not used then it grants 6 adrenaline. This is similar to https://wiki.guildwars2.com/wiki/Counterattack > > > > > > Remove the chance to gain Retaliation on block from Spiked armor. Reduce the CD to 10s. > > > Swap Armored Attack with Cleansing Ire. Armored Attack grants 13% of your Toughness as Power, when you block an attack you gain 3s of Retaliation, 1s CD. > > > > > > The CD reduction on Spiked Armor is for reducing its overall effectiveness. The increase on the stat conversion for Armored Attack is for moving it up a tier. The CD on Armored Attack is so that you cannot park yourself on overlapping AoEs to trigger the trait rapidly. The point of the Duration/CD ratio is to help deter against attacking the warrior with multi hit skills. Besides they nerfed Retaliation damage pretty hard in competitive play. Nobody should be killing themselves just by attacking a single warrior with this trait taken, but would make them pull away more quickly and stop them from spamming multihit skills on the warrior while the warrior is also attacking them. > > > > > > This would give the warrior more of a window to use things like Counter Blow and Riposte to better effect since it would deter multi hit skills and push foes into using large single hit attacks instead. > > > > > > Honestly it gives the warrior some depth that it is currently missing. > > Hm that is actually very good, but I still think mace should Block for duration 1½ and get the flip skill without a dodge, while for Sword it feels like dodge would be fitting better. > > > > The current duration is 2.5s. I don't think we should be shortening it. > > If you feel the evade on Counter Blow is a no go, then how about a 0.25s daze to interrupt an attack instead of evade it? Nah dodge is fine, I just think that blocking more attacks in 1 and half seconds has better value then blocking the next attack in the next 2.5 seconds.. Also it fits the RP about blocking with the defense traitline.
  17. > @"Lan Deathrider.5910" said: > > @"Vancho.8750" said: > > @"Lan Deathrider.5910" > > If we ignore reworks on FNP resets and give better functionality on block retaliate weapons it would probably help the overall state of warrior, even making mace good main hand defensive weapon could open up more off hand options. > > The answer to that then is thus: > Make Riposte and Counter Attack both give a 0.75s evade during their attack animation, not just Riposte as I suggested in the main post (also suggesting increasing the evade frames from 0.5s to 0.75s from the original suggestion). > Change their flipover skill so that if used it executes the attack rather than the attack executing upon blocking a melee attack, if the skill is not used then it grants 6 adrenaline. This is similar to https://wiki.guildwars2.com/wiki/Counterattack > > Remove the chance to gain Retaliation on block from Spiked armor. Reduce the CD to 10s. > Swap Armored Attack with Cleansing Ire. Armored Attack grants 13% of your Toughness as Power, when you block an attack you gain 3s of Retaliation, 1s CD. > > The CD reduction on Spiked Armor is for reducing its overall effectiveness. The increase on the stat conversion for Armored Attack is for moving it up a tier. The CD on Armored Attack is so that you cannot park yourself on overlapping AoEs to trigger the trait rapidly. The point of the Duration/CD ratio is to help deter against attacking the warrior with multi hit skills. Besides they nerfed Retaliation damage pretty hard in competitive play. Nobody should be killing themselves just by attacking a single warrior with this trait taken, but would make them pull away more quickly and stop them from spamming multihit skills on the warrior while the warrior is also attacking them. > > This would give the warrior more of a window to use things like Counter Blow and Riposte to better effect since it would deter multi hit skills and push foes into using large single hit attacks instead. > > Honestly it gives the warrior some depth that it is currently missing. Hm that is actually very good, but I still think mace should Block for duration 1½ and get the flip skill without a dodge, while for Sword it feels like dodge would be fitting better.
  18. @"Lan Deathrider.5910" If we ignore reworks on FNP resets and give better functionality on block retaliate weapons it would probably help the overall state of warrior, even making mace good main hand defensive weapon could open up more off hand options.
  19. > @"Yasai.3549" said: > > @"Fueki.4753" said: > > > @"Yasai.3549" said: > > > Even with Grenade nerfs, Holo still vastly outperforms a good majority of builds. > > How about Arenanet tackles the actual problem, which is Holosmith, **not Core Engineer,** instead? > > After all, the over-performance comes out of that one traitline. > > Yea I get that people don't want Core touched, but Explosives is literally carrying the entire Engi Profession right now : it's just too good. > Scrapper is also just as bad as Holo when it comes to abusing Nades. > > If people really want Core Engi to be better, then start asking for Tools buffs or rework. > One thing which Core Engi has which isn't kitten like Holo and Scrapper is having a fully unrestricted Toolbelt, counting its Toolbelt Elite. > > Tools could use a significant rework to its traits so that it has more uses than just the passive traits. > For one, Static Discharge is still a load of hot garbage when it comes to its targeting. > Power Wrench is too specific to only Tool-Kit which is useless in general besides like 3 skills. > > Streamlined Kit effects are too weak compared to how strong Lock On is, because Engis can benefit way more from the Vuln application than any of the other effects from Streamlined Kit. > Takedown Round makes no sense existing on Tools tbh, it feels more like an Explosives Trait, and again, its usefulness is extremely limited being a damage only skill which only procs when the target is above 50% hp. > > Adrenal Implant : I have no idea why this thing is a GM Major. This is basically the same as Rev/Ranger's trait Minor but it's taking up a Major slot, on the GM tier. > Sure, it's 2x stronger, but it shouldn't really take a GM Major slot. > > Wanting Core to be strong is fine, but if Core, and by extension the entire Engi family is being carried by Explosives in their performance, it's obvious then that Explosives is way too strong. > > > > > > I can tell you why Core Engi doesn't work, Both elites have its main mechanic, they lose just one skill and usually gain more, so both Scrapper and Holo are Engi + Lets look at classes that have core specks on par with elites (sometimes core is better then the elite) Warrior and Necro, we can see that the main mechanic changes to a dramatic extend, both lose their core skills or have them under reduced capacity and they play differently enough . What does engi lose out on, it gets the same tool belt skills bar, holo forge is actually better then the elite tool belt skills, it is not like Berserker for example to lose its access to the core main mech (not saying that it is good or finished spec but it is closest to how Holo functions) , or for scrapper wouldn't it be better if Gyros were on the place of tool belt skills, the way it is now it is just better core engineer. As right now core does not give anything special over the elites to change its action to action gameplay.
  20. > @"DoomNexus.5324" said: > > @"Jekkt.6045" said: > > > @"DoomNexus.5324" said: > > > I have a very very very faint hope that End of Dragons will introduce some new pvp modes or at least 1, since back in GW1 it was (also) the Cantha-expansion that brought Fort Aspenwood and Jade Quarry. I loved Fort Aspenwood and I'd love to see it return or maybe something similar. > > > There are actually discord servers specifically for organizing FA matches where for example on saturday evening people will all join at a certain hour and fill queues, so I'm not the only one who loved the mode. > > > > You're gonna laugh. I played stronghold the past few days and it's a lot of fun. Sure, the game mode has problems but it could have potential with some fixes and maybe 6v6 instead of 5v5. It just feels way more diverse than conquest because it has more room for strats. > > I'm not gonna laugh, I've suggested a stronghold rework numerous times as a change to improve sPvP as a game mode. I like stronghold as well, liked it from the beginning, but Anet just put the very first iteration into the game and called it a day. It is to be expected that it still has some flaws imo. But back then Stronghold was part of the ranked pvp rotation and everybody requested it to be removed from ranked which I totally understand btw. I was one of them because people had absolutely no idea about the map and just went for kills and ignored the mechanics. Was a complete clown fiesta and still is more often than not. But I guess Anet took this as "People don't want the pvp mode _in general_" which ofc is not true. > > > Or it might be "novelty" factor im experiencing. > If nothing more, it is at least a nice change from Conquest for a while. I think that is what killed it, they rushed it, slapped it on ranked and didn't iterate on it, and since conquest has been the main mode for so long and both playing way differently from each other it required different builds. If they had the build templates then and had started a Beta test on in unranked, it would have faired differently.
  21. > @"Leonidrex.5649" said: > Meh, I find it very dodge-able when Im focused ( pun intended ) but when im chilling I find myself always 0,1s too late lol It is little bit off, compared to other similar skills, like when mirage had 1 second dodge instead of 3/4 and really fucked with peoples timing, really small difference that really fucks with your brain. Also it is throw away skill for guardian that does shit ton of free damage, any other class would kill to have a dot power damage that slaps conditions on top while being one and done cast, it be their bread and butter skill on a damage set. You know how most off hands have one really amazing skill and the other is kinda meh but kinda fine since you get the other skill, guard focus just has 2 great skills on it.
  22. > @"Lan Deathrider.5910" said: > FNP on each rage skill for 1s each may or may not be too much. I can see someone pulling mace/shield + X/sword for an extra 7s of block uptime. It may be enough to perma block+physical invulnerability. So, bad idea. > Checked other skills and Arenanet is fine with 3 second block + 3/4 dodge with a cc on one skill https://wiki.guildwars2.com/wiki/Counterattack https://wiki.guildwars2.com/wiki/Counterattack_Kick so investing in multiple 1 second blocks would actually be fine by comparison. If skills function like https://wiki.guildwars2.com/wiki/Bandit%27s_Defense it would be better since the retaliation attacks on warrior (except FC witch they stacked to actually do something ) don't hit much and do not actually deter people from spamming their skills at you, which is the whole point of them.
  23. > @"phokus.8934" said: > > @"Multicolorhipster.9751" said: > > > @"Ragnar.4257" said: > > > He literally didn't say anything about RNG or luck. You have a very tunneled vision. > > > > Wym? To even talk about rating in Gw2 is to talk about RNG/luck because that's all it is. > > Rating and matchmaker are not to be used interchangeably. Glicko2 is used for rating and whatever ruleset ANet uses for their matchmaker are two different systems working together. There is a mechanic of the matchmaker that puts you in harder games so you are the highest rated player there, so you get phases you get some good matchups and if you win you get into the other phase that you are the strongest player on your team and after a while you get free wins and this cycles, this was less evident before because the skill deviation was not that great and 100 points of difference was not that big and everyone was somewhat equal mechanically, now we have players in the same division with wildly huge difference in skill both players have the same rating but for some reason one of them is clearly performing way better. We have problem with the population, but not the general one, we have issue with the population that gives a s hit. This was easily fixed when new expansion came since you get new content with new elite specs, but Arenanet opted out of that and PVP is going stale, cause there is not much mechanical shake up going on, even mechanical rework on some 'dead' specks would have helped to make the wait for the next expansion bearable.
  24. > @"Fueki.4753" said: > > @"Vancho.8750" said: > > > @"Fueki.4753" said: > > > > @"zealex.9410" said: > > > > Maybe f2p contributes to the bad quakity of pvp, like free updates contribute to the quality of pve. > > > > > > It definitely doesn't. > > > It's mostly the "balance" decision that keep making PvP worse. > > > If they were to remove f2p players from PvP, the queue times and difference in ranking each match would increase. > > > I don't think anyone would want that to happen. > > > > > > > > I think people would be fine with that as long as they don't see many Flying People or Roombas in pvp. > > > > And others would leave the mode behind completely, because the difference between skill levels and the needlessly increased queue times are too much. And thus, the skill level difference and queue times increase even more, causing even more players to leave. > This circle would continue until Arenanet officially axes the mode. > > Removing f2p players and accelerating that circle simply is not worth to get rid of hackers and bots. > And even if they got rid of hackers, bots, hackers, f2p players and queue times below 10 minutes, there still would be the pestilence of players that are doing random things in the spawn, which significantly more detrimental to the mode than bots are. > > What actually should happen is Arenanet deploying a team to monitor reports and act upon them. I don't there are that many F2P people that play ranked for that to happen though.
  25. > @"Fueki.4753" said: > > @"zealex.9410" said: > > Maybe f2p contributes to the bad quakity of pvp, like free updates contribute to the quality of pve. > > It definitely doesn't. > It's mostly the "balance" decision that keep making PvP worse. > If they were to remove f2p players from PvP, the queue times and difference in ranking each match would increase. > I don't think anyone would want that to happen. > > I think people would be fine with that as long as they don't see many Flying People or Roombas in pvp.
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