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Brokensunday.4098

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Everything posted by Brokensunday.4098

  1. Like he said. If your on a tome while casting renew make sure to drop the tome before renew ends so it insta recharge. If your on the tome it will have no effect
  2. > @"NorthernRedStar.3054" said: > 3 viable builds yet nothing gets touched in patches. Trapper is burn so only 2 builds and the “bunker”u say is a full support with no damage that only works with organized groups in tourneys.
  3. I won like 5 games and find out season ended early lol.... bug wars 2
  4. Sometimes you can win games and some times your team will make you lose, you can for example hold far win all your 1v1, 1v2 and kite 1v3 but your team gets farm and lose both nodes, right bow is an rng you have to be lucky you get competent team mates to climb up the ranks because population is low and most of the times if ur gold 3 you will be march with silver 3.
  5. I have seen matches with 6 necros 4 thief 6 revs so whats the point of this thread?
  6. Don’t forget to nerf thief and mesmer while your at it
  7. > @"Shao.7236" said: > Honestly all those DH underpowered claims. I guess Meditrapper never was a thing? I remember playing it, I still see people playing it. (Mes afaik) Was decent and fun. > > An ICD won't kill the build but make decisions something to value upon. > > That’s what the build need to stop being braindead go to steal for escape or land your damage.
  8. > @"Crackers.9628" said: > > @"Pimsley.3681" said: > > most dmg I've gotten from a burn guard was 56K, weaver, over 80K. I was cleansing like a mofo but couldn't keep up. Please stop attacking DH and core burn guards. They are not the problem. Cheers. > > Most I got from a guard was about 120-150k Counting downstate?
  9. > @"Azure The Heartless.3261" said: > You can probably get away with: > > MM necro with Lich Elite > Bunker Condi Druid > Healbreaker > Trapper DH > Condi Shortbow/Staff Renegade > > If you have zero situational awareness. Of that list Trapper DH is the most auto, followed by MM necro then healbreaker. Scrapper might also make that list in some cases, but only barely if it does. If he has 0 awareness he will die in 3 secs on trap dh, mm necro is the most braindead build in existence that is true,heal breaker is easy too and do jot need to pay attention too like you say also scapper is super easy to play the flamethrower build.
  10. > @"Crab Fear.1624" said: > > @"Ragnar.4257" said: > > > @"Filip.7463" said: > > > > @"Crab Fear.1624" said: > > > > I know it is not prevalent on the forums now, but this class is probably the best at 1 v 1, with like zero bad match-ups; the only problem lies with the primate at the keyboard. > > > > > > In second post you are saying guard is the strongest, in third post you are saying spirit weapons are op, in fourth post you are saying trapper rune is op... decide now pls > > > > Goldfish can only remember the last thing that killed them, and that must be the most OP thing ever. > > Guard is still the strongest. > > Unfortunately, I don't see any real patching happening. > > It is not happening because you are right, it is just not happening because no one is there to patch it. > > I said don't forget about ele, not that it is the strongest overall, but it is the strongest side noder/1v1, duelist atm. > > For once I have the most thumbs in the thread, maybe I am right lol. > > I think thief is fine, condi thief can be toned down (or deleted IDC). > > Some classes are too prominent after the damage nerf last feb, and they need to be brought in line. > > You see, when you attack my "IQ" without argument, you already show you don't have one. Ele does need a shave in barrier, thief is ok power and condi, guard is not strongest like you say, i do think it need a shave on burn but a buff on power.
  11. > @"Arheundel.6451" said: > > Is this Gold rank? ..There are like 5 guardians in a match here , if somebody new would take the forum seriously they'd think that PvP is 10 rangers per match....where each pet can facetank a whole team (minimum) by itself and then the ranger comes in and Maul one shot what's left standing xd Didn't saw the whole video cuz work but it was pve from what i saw, don't get me wrong you can go to p1 with guard but beyond p1 g3 ur at a disadvantage running a guardian, every one is running guard cuz of how easy is to burst cuz of the trapper runes.
  12. > @"otto.5684" said: > Have been out of the spvp for a while. Is guardian even viable nowadays? FB was extremely strong solo pre Feb patch. Now it is garbage. Burn guardian is not a solo build, core or DH. It can do well against melee enemies, especially without good access to cleanse. But loses to any competent range and cleanse. DH trapper, power or condi cannot solo kill anything with 2 brain cells. Symbolist is probably the strongest solo, but I have better things to do beside dancing on a point for 5 minutes. And there are better builds that can do that. Power guard is gold tier, burn core is gold tier same as dh fb is non existant and core heals is plat 1 but is good for tourney and not good to solo queue.
  13. Depends on your needs, movility rev mes thief ranger warrior and even necro with speed runes, power, rev thief warrior mesmer ranger, engi, condi is diferent guard has more burst on condi because of burn but lest sustained damage over a longer fight Suport warrior and ele are better over all unless your are counting raw healing. So to answer your question in short it depends really on what your team needs “build”
  14. > @"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. This resumes it all.
  15. > @"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. > > I have no problems on thief porting out on guard using stab or blocks to get out, mesmer same thing invul or port, same with warrior block and stab to get out, same with all clases. Traps are ment to be stack at least on dh maws deals no damage heals deals no damage same as the one that reveals, dh has 2 “big” damage traps that are supposed to be staked. On the part of teleport is true theres some weird terrain that sometimes does not let you port out, The dh pulling you back... then he loses his dps until the spears recharge again, there is in reality no problem on how dh works its just that burning is too strong of a condition, also the dh build is a meme it has no stunbreaks, is weak to range and condis, lacks good sustain. On other topic trappers runes is what is making this trash build busted, it gives the dh mobility and a disengage option that is supposed not to be there.
  16. > @"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.
  17. > @"Zephoid.4263" said: > > @"thundermarch.5643" said: > > Nah condition in general is not blockable like the wiki Said. > > > > And no they don't only have spear of justice on damage hit that is unblockable :) > > > > Weapon skills > > Guardian tango icon 20px.png  Zealot's Flame Zealot's Flame — Torch > > Guardian tango icon 20px.png  Pull Pull — Greatsword > > Guardian tango icon 20px.png  Ring of Warding Ring of Warding — Hammer > > > > For exemple.... > > > > > > > > The concept of having a alteration to burst in m'y opinion is not a problem it s when a class spam it like it breath AND have monstruous modification on it. Plus i dont mention that there is more rune to boost than other alteration (like confusion or bleed) > > > DH doesn't use Torch. Core guard can, but core guard has even LESS cover condis than DH, no stealth, and medi guard really has never been a top teir build. > GS is god awful. 2 is your only source of damage and that has a self slow on it. > Hammer has been nerfed so many times its not in the discussion. It was barely viable at the best time in its history in PVP, but apparently that warranted multiple rounds of nerfs. > > So how about we talk about RELEVANT unlockable, of which guard has only 1. > Hits must be generated for condis to be applied. So if the hit is blocked, the burn is blocked. > > What you fail to mention is that stun locking DHs is trivial. They also have really bad condi clear with only F2 on most builds. He or she is trolling, by block i think is referring once the condition is apply.... in which case is like wanting to block a power damage skill once it has already landed. Prob is a new player with no idea of how the game works and asking for nerfs.
  18. Make solo q and team arena like the original guild wars example team of 5 vs teams of 5 and on solo if your teams goes on a 5 games winstreak you go to teams arena to fill games.
  19. > @"Filip.7463" said: > Might be good idea since low population on both eu and na. > > Don’t attack me, i’m not a technician, idk if its possible. Would be nice for games and mm but i think is not posible.
  20. > @"thundermarch.5643" said: > > @"Brokensunday.4098" said: > > > @"thundermarch.5643" said: > > > yes it totally give favor DH burn , massive alteration (like ranger trap and rev) and thats it's not normal. > > > > > > Secondly the game is totally broken by which team will have the DH burn on their side to win... > > what a false and bias comment. Like i can say the map favors “insert class here” witch team has “class here” on their side to win... > > Burn does need a nerf but comments like this just spread false information... > > > > https://wiki.guildwars2.com/wiki/Unblockable > "Most skills that only apply conditions or control effects (and are not projectiles) are unblockable." > > What do gardian ? Flame, that are not projectile , so they are unblockable . > > What dommage flame does with gardien ? > > - Way too much > > Can it kill in 3sc people and that's why everybody complain ? > > - Hell yes > > Is it a good reason to carry the game and over represented actually in Every game ? > > - Yes totally > > Thanks you Guard only has one unblock and is spear first of all. Burn is overturned in general not only a guardian problem Can it kill in 3 secs yes only if you just watch him hit you.... you can pop stab and walk away and cleanse you can port out go invul etc etc Does it carry yes in low rated games Does it has weakness yes many.. cc, powerdamage, condi builds, presure from range, also is bad being focus. Does it need a nerf prob but is not that crazy like people put it to be.
  21. > @"thundermarch.5643" said: > yes it totally give favor DH burn , massive alteration (like ranger trap and rev) and thats it's not normal. > > Secondly the game is totally broken by which team will have the DH burn on their side to win... what a false and bias comment. Like i can say the map favors “insert class here” witch team has “class here” on their side to win... Burn does need a nerf but comments like this just spread false information...
  22. > @"Filip.7463" said: > > @"Master Ketsu.4569" said: > > > @"Arheundel.6451" said: > > > > > **IL is not a problem, it's a punishing mechanic for mindless button smashing**....the same people who keep claiming that IL is unbalanced are also the same people who claim **Full Counter** is balanced by comparison. > > > > > > > This is pretty much it. If anything, there should be more mechanics to punish spam, not less. The people whining about these things are usually the people who can be found playing some rotation-based build, like Vanilla condi nec, and then they get upset when their aoe condi spam suddenly starts healing the enemy for some reason leading to ZOMG NERF NOW PLEEZ PLO0X!! > > > > > > > > > > I stop attacking rev when he uses IL, but my teammates (in rank/unrank, not ats) dont stop. How to deal with that? Add there the aoe , traps and condi you apply or teamates.
  23. > @"Falan.1839" said: > Rev carries harder in high tier and definitely has to be nerfed, but that doesn't mean a condi build that kitten out higher burst than any power spike build is good design when condi is supposed to be attrition based damage over time. Burn DH is just dumb, either you have a "get out of jail card" ready and it does not do much except denying the node, or you don't and you get absolutely deleted in seconds. > > The two main issues are that a) Permeating Wrath is a dumb trait promoting spamming all your kitten on one point and then relying on passive procs to kill stuff and b) Trapper Rune gives waay to much value in the form of Superspeed and Stealth to a build that otherwise be fairly suicidal. Right now the build has some purpose because it denies excessive node camping by bunkers and counters a lot of res cheese, but again these are separate issues that need to be adressed. I agreen on the pw, also guadian play style is simbols making the class spammy by default. If the trait gets nerfed that is needed guardian would need a buff on power. On the other point yes this type of builds counters the cheese rez but the rez traits are now strong because of the lower damage all across the board. Some clases are still over performing they have to do a mega balance patch again to fix this mess.
  24. > @"Shao.7236" said: > > @"Math.5123" said: > > > @"Shao.7236" said: > > > > @"Arheundel.6451" said: > > > > > @"Shao.7236" said: > > > > > Comparable to Symbol of Punishement really, skills that do a little too much than they should for how often they can be used. > > > > > > > > Do you guys think...any dev will take you seriously? > > > > > > Should any skill by itself alone be allowed to do quite literally damage that can kill someone in 2 seconds? That's the argument here but all we're getting is "just dodge lol". > > > > > > People want gameplay that's not braindead yet we're okay with having a single button capable of ending the fight this easily? I'm not sure we're on the same page here. > > > > > > Not saying that pressing 5 buttons hard here, just think about how one button shouldn't be able to do so much, that's all OP is asking for and I'm just dipping in the fact that Symbol of Punishement whether you can step out of the AoE or not, being able to kill someone with one skill is not okay. > > > > > > Dealing 15k+ damage with one skill is definitely overdoing it. The fact that people complain about Sevenshot being able to do 5k damage every 7 seconds while this stuff exists shows the inconsistency in complains rather than reliable evidence of overperformance because "just dodge lol". > > > > > > 10k~ Damage is about as good as any power skill should be depending on CD, follow ups and excluding conditions because playing Hybrid to buff damage further has it's costs in stats. > > > > > > If we can't agree with all that and we're dumbing down gameplay then why did we nerf Sevenshot, just dodge lol. (As the rev main I can attest that I'm glad they nerfed it because it was definitely OP.) As little reason there is to not play anything else but Renegade still, let's not make it even more mandatory by restoring what it used to be because we can just dodge, there's way more to it that just what OP just showed Lighting Orb to be doing to him. > > > > Since when does symbol of punishment down someone in 2 seconds? > > Figure of speech, in it's entire existence one of these can still deal up to 15k~ damage fairly often, even seen 18k. Being 4 seconds and all the other added factors. It's still not far off the 2 seconds mark on average. > > > @"Megametzler.5729" said: > > > @"Shao.7236" said: > > > > @"Arheundel.6451" said: > > > > > @"Shao.7236" said: > > > > > Comparable to Symbol of Punishement really, skills that do a little too much than they should for how often they can be used. > > > > > > > > Do you guys think...any dev will take you seriously? > > > > > > Should any skill by itself alone be allowed to do quite literally damage that can kill someone in 2 seconds? That's the argument here but all we're getting is "just dodge lol". > > > > > > People want gameplay that's not braindead yet we're okay with having a single button capable of ending the fight this easily? I'm not sure we're on the same page here. > > > > > > Not saying that pressing 5 buttons hard here, just think about how one button shouldn't be able to do so much, that's all OP is asking for and I'm just dipping in the fact that Symbol of Punishement whether you can step out of the AoE or not, being able to kill someone with one skill is not okay. > > > > > > Dealing 15k+ damage with one skill is definitely overdoing it. The fact that people complain about Sevenshot being able to do 5k damage every 7 seconds while this stuff exists shows the inconsistency in complains rather than reliable evidence of overperformance because "just dodge lol". > > > > > > 10k~ Damage is about as good as any power skill should be depending on CD, follow ups and excluding conditions because playing Hybrid to buff damage further has it's costs in stats. > > > > > > If we can't agree with all that and we're dumbing down gameplay then why did we nerf Sevenshot, just dodge lol. (As the rev main I can attest that I'm glad they nerfed it because it was definitely OP.) As little reason there is to not play anything else but Renegade still, let's not make it even more mandatory by restoring what it used to be because we can just dodge, there's way more to it that just what OP just showed Lighting Orb to be doing to him. > > > > I am not sure whether Symbol of Punishment or Sevenshot are even halfway comparable to Lightning Orb... > > > > Nobody uses warhorn in PVP for a reason. I would still be in for a change: Make it similar to Sevenshot, a lightning orb over the top of the caster shooting lightning at the enemy. Because the energy situation is different for ele, make it a 10 second CD, same damage - vulnerability instead of torment application. That would help tremendously - the rest of warhorn is still slow garbage though, but they could rework it once they're on it... > > IMO Ele general needs it's utility cooldowns re-considered so reaching out for damage isn't asking to be stupidly glassy in any situations. Tired of only seeing conditions and weaver being the only viable options because the utilities of this elite are in practice better. > > They should take notes from how often quite literally all classes but most notably Ranger get to have so many stunbreaks on low CD but because Ele gets 4 weapon skill bar it can't even have a decent amount of utility? Yeah, it's no wonder. I used to main ele fyi and I feel you on the level of it, I tried to enjoy my old core recently and it's quite a mess to try and be anything decent outside weaver in close combat. > > Also wouldn't in a lasting fight combining pre Lighting Orb into an Arcane Immobilize give a deadly amount of damage like shown? By that I mean, can't sustain forever as eventually there's bound to be someone that can't clear or dodge so a well placed setup could result as something like it. If symbol of punishment deals 15k damage often then guardian would be meta in reality it deals 10k on power builds tops 12k if they eat the whole symbol and u have 15 might, agree on the ele parts.
  25. > @"draxynnic.3719" said: > > @"Brokensunday.4098" said: > > > @"draxynnic.3719" said: > > > > @"Yggranya.5201" said: > > > > > @"Linken.6345" said: > > > > > > @"Yggranya.5201" said: > > > > > > Guardian? How about warrior hammer? By the time you've used all CC abilities on a group of enemies, any other melee weapon would have killed them and the next group, maybe even more. Same for maces. In PvE, they have no purpose except to break the defiance bar. Good? I guess, but i would rather use them exclusively. Besides, warrior has more than enough CC utility. Not like the bar is high enough to require more than that since they are designed for groups, and the cooldown is so long on the bar that you'll have the skills ready again before it can be broken again. > > > > > > > > > > You havent played fractal 100 cm I see. > > > > > > > > Yes, i have not, and never will. Still, if it's good in one thing, that doesn't mean it's any better in the other, now does it? > > > > > > Guardian has the second highest number of weapons after Warrior. It can afford to have one or two that have specialised uses rather than competing for the role of top glass cannon DPS. > > > > Staff is utility, shileld is utility, focus is combo damage and utility, mace is utility mostly, hammer is supposed to be damage and utily but is lacking the damage excluding the skill 2. > > Guarian need a change on gammer because even as an “utility” weappon as is right now is mostly useless outside of some super rare ocassions. > > > > Hammer is tanking and crowd control. With Writ of Persistence, you've got pretty much permanent protection and healing, which makes it very useful for situations when running sword, greatsword, or axe will mean you don't have the durability to remain in melee with whatever it is you're fighting. In reality you will not tank nor heal much with hammer even runnin wop the chain is supper slow to practically use it, is even a dps loss just auto attaking with it, as a cc weappon banish is too predictible and the knockback weakens your dps more, ring of warding is decent but it lack damage inside the ring to force people of running out of it or making them waste their stab. On pve i can see how i can work as a tanking weappon but again guardian has sooo much more ways to do that and even better ways of doing it rendering the weappon useless, and on pvp is just not competitive you wont hit with autos and hammer 2 are supper predictibles. Extreme risk medium reward is the weappon as right now.
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