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Ovark.2514

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Everything posted by Ovark.2514

  1. It happened again. I imagine every other game in plat is like this. Players only get downs and never kills
  2. Oh also, it can supply their team with boons all while dealing it's damage from a safe range.
  3. > @"Kuma.1503" said: > It's as they say. You can lead a horse to water but you cannot make it drink. > > We can show you all the tools you have at your disposal to counterplay guards, but it's on you to implement them. Good guardian players will know what their weaknesses are and attempt to play around them, the same as good players on any build, but no amount of skill can completely eliminate the build's weaknesses. > > Luckily, as you stated "most guardians are walking forward and pressing buttons" so most guards you encounter should be easy to outplay. Predictability is a death sentence, even on a meta build. > > -------------- > > In other news, I have officially joined the 4 star club! Neat :) Guardian is designed to succeed in sPvP over basically every other class. If you choose to take single hit burst, they have aegis to counter. If you take many multi-hit skills you will die to retal. If you do condi damage they have cleanse built into whatever spec you take. They have on-demand blind for anything they miss with aegis. They can skill stack better than pretty much any other class. The area control offered by symbols and traps is second-to-none. They have the power to instantly revive allies at range. They can port through walls. They have stunbreaks for days, or if the stunbreaks are gone they can activate the blind or aegis, shield of wrath, or retal as necessary. They have instant activation aoe CC. They have projectile block/reflect. **Counterplaying a guard is harder than doing so for any other class.** Historically people have excused guardians insane strength by calling it the slowest class or that it doesn't have tools like stealth. Turns out, Trapper runes make up for the only deficiencies guard had. Edit: Oh, completely forgot: They have the biggest get-out-of-jail-free card ever in the form of invulnerability.
  4. > @"Tycura.1982" said: > Scrapper < Spellbreaker It's not about what's "good," it's the difference between me feeling like my opponent outplayed me and feeling like my victory was stolen because of bad game design (cheese).
  5. > @"Vombs.5917" said: > -Remove all problematic runes from sPvP. > (Speed, Trapper, Resistance, Revenant) If you're going for removing all potentially abuse-able runes then I suggest adding Air rune to your list. It was not that long ago that that rune was the meta. > -Reduce non-targeted mobility of thief reducing decapability & escapability. > ([infiltrator’s Arrow](https://wiki.guildwars2.com/wiki/Infiltrator%27s_Arrow) - Requires target. Range increased to 1200. Grants stealth on successful hit.) Mmmm maybe. . . > -Remove decap potential via knockbacks and launching. > (Replaced with knockdowns, stuns, etc.) Nah man. The game would feel super same-y if that happened. Also anet wouldn't do it because PvE. > -Convert all 100%/pulse resurrection abilities into large/medium healing abilities. Yes > -Make traits that are BiS for warrior & thief baseline. > ([Fast Hands](https://wiki.guildwars2.com/wiki/Fast_Hands) & [Preparedness](https://wiki.guildwars2.com/wiki/Preparedness)) The moment you do that, something else will become BiS and the cycle continues. It's just a matter of adjusting play-style when not using those traits. > -All channeled buffs & NPCs on sPvP maps replaced with capture points. > (Capture point rewarding 25/150 score becomes available after killing NPC) Back to the same-y thing. Also, the PvP community is pretty tired of capture points and have been for a long time so I can't see this becoming a thing.
  6. I would be in favor of this except that I imagine toxicity will increase the more we dehumanize players. Also, what if there are multiple players using the same elite spec and you have standard character models on (which most if not all long-term pvpers do)? You'd have to have a number after their spec name or change it's color or something. . .
  7. Less persistent aoe and removal of most aoe CC. This alone would make the game far easier to follow, more skillful, and consequently more fun.
  8. Mine is to buy a house and finish my conlang. Since PvP has become another PvE mode essentially, with all the bots, there is little reason to play anymore, let alone get better.
  9. It was removed in last balance patch. Sorry :/
  10. Some of you say that its completely a holo problem. Holo is milktoast if they can't use shield 4 and 5 between forge as well as elixir S and Mortar/ supply drop **blind-spam garbage** etc.
  11. > @"Scykosix.7836" said: > I dont mind new modes being implemented, I guess 2vs2 can be fun if you are playing the 2vs2 privileged professions , but why would you remove 5vs5 ranked conquest this season and make it 2vs2 only ranked? The entire sPvP balance is built around conquest mode and you remove it? Why not just keep both with different leaderboards? I would rather wait 5 minute que than play that unbalanced mode... Really dont get the decision making here, at all. 1) because population is so incredibly low that queue times would be unbearable. Though, I have no problem with them both existing simultaneously. 2) AFAIK there was no dev that stated that sPvP balance was built around conquest mode. It's just that that's been the main mode for forever. 3) The concept of mini-seasons was a good idea but they only really make sense when there is balance in-between regular seasons.
  12. > @"Kuma.1503" said: > Holosmith "completes" core engi. Without it, you're always lacking something. You can have phenomenial defensive capabilities, but then you're giving up either mobility or damage. You can dish out excellent damage, espeically in teamfights if allowed to free cast, but then your defenses are paper thin. You can be slippery with rocket boots, but then assuming you dedicate the other slot to grenades, you're going to be lacking in defense. Elixir gun is probably your best bet in order to give yourself at least one stunbreak and some amount of cleanse and sustain, but it doesn't manage to cover all three bases on its own. > > It's a delectate balancing act in order to fit everything you need on core engi builds. > > Holo lets you have sustain without running elixir gun thanks to heat therapy. Damage without running grenades thanks to Forge, might gen, and lazer's edge. Mobility without running rocket boots thanks to Holo leap. Defense without running inventions because it isn't forced to run pistol with shield. > > This lets holo take advantage of all the defense, utility, and sustain core engi has to offer without lacking in other categories. > > The issue is undeniably Holosmith. Anet's solution has been to nerf all of the benefits Holo got out of core traits and utilities, but the problem is that so much of the power of Holosmith is contained within a single traitline. If you get 60% of what you need just by running holosmith, all core traitlines need to do is account for the extra 40%. If you can manage to do more than that with two traitlines and 5 utilities (spoilers: you can) you've got a powerful spec. > > What you say makes sense, but I find that I don't mind fighting holo whatsoever on whatever build if you take away their core defensive options.
  13. > @"melandru.3876" said: > > @"Leonidrex.5649" said: > > > @"melandru.3876" said: > > > > @"Leonidrex.5649" said: > > > > to be fair there might be some advantages to the winning team, like using lich form near the end to get life force or switching weapon sets to gain doom sigil effect but its very minor > > > > > > you can't precast sigils, this is not pve > > > doom sigil (or any sigil) effect gets removed the moment match count down starts > > > > yes but if the match starts and you are still in combat then you switch weapon set, get sigil effect and by the time gates open you are out of combat, weapon swap CD is done and doom sigil still remains > > it's 2v2 the match end the moment both are dead. > you are out of combat 100% > > how do you even start the match, in combata fter defeating both (that is needed to even make the match restart) You take fall damage or use a self-damaging skill. It's a trick that's been around since time immemorial.
  14. > @"Megametzler.5729" said: > > @"Ovark.2514" said: > > > @"reikken.4961" said: > > > how is it dumb? > > > > > > to clarify, a match has up to five rounds (first to three). and the game gives you a full minute in between rounds to make build changes > > > > It's dumb because instead of using the time you have being dead while your teammate is fighting, you instead have to waste EVERYONE'S time by waiting until the round is over. Also, many people just click the ready button out of habit even though they had planned on making build changes. Better to make the changes while you're thinking about it rather than risk losing the chance. > > Well, you are right. I used to be annoyed by this too until I found the way... > > But considering it is somehow possible, I would like them to address other topics first. :tongue: Fair, I suppose.
  15. > @"reikken.4961" said: > how is it dumb? > > to clarify, a match has up to five rounds (first to three). and the game gives you a full minute in between rounds to make build changes It's dumb because instead of using the time you have being dead while your teammate is fighting, you instead have to waste EVERYONE'S time by waiting until the round is over. Also, many people just click the ready button out of habit even though they had planned on making build changes. Better to make the changes while you're thinking about it rather than risk losing the chance.
  16. > @"reikken.4961" said: > you have to wait until the round is over to change. ie both players are dead Well that's dumb.
  17. > @"Jwake.7013" said: > you can change them in the hero panel still, just not directly on the skill bar I tried that. Didn't work for me.
  18. 1: Meh I'd take it or leave it 2: YES please do this. I would LOVE to be able to adjust which icons are where under my or my enemy's bar and how big they are. 3: This would probably be nice, but I think player's eyes should really be on the fight as much as possible and not on the UI. 4: Oh god no! If anything they should remove the ability to use AboutFace and freecam in PvP. Or maybe you should just be able to see where your target has their camera facing at all times. Having players drop ground targets far behind their characters while they are fleeing is so cheesy feeling. Also, if you're facing away you should have to rely on experience and intuition to dodge attacks from behind. 5: Yeah it would be nice to know what is hitting you. Though I think that vastly improving the death breakdown would go a long way in this regard. I could, however, see an argument for being able to view enemy skills while you aren't in combat. Bonus: Yes, apply the current rev staff 5 changes to ALL other CC abilities. Things need counterplay.
  19. **Warrior:** http://gw2skills.net/editor/?PKwAEx7lZwSYVMLGKO2KuLXA-zZILlGDhMLgSjgeTAlGA This build became pretty difficult to use once HoT came out but was completely destroyed when they changed blademaster to no longer grant 20% crit chance while wielding sword. Also spellbreaker with might makes right was just the same as this build but better and way easier. It was an insult to all the work I put in to learn it and how to counter every class. **Ele:** http://gw2skills.net/editor/?PGQAYlNwQYKMPGKO+SWLXA-z5IeGZqA6VC4xB This build was so fun because it relied on combo fields. This build was destroyed when CC became so commonplace that you could no longer reliably cast or blast in a water field to heal. The other half of it's death came when they changed Persisting Flames to no longer grant fury on blasting in fire fields. Here is a list of build that are fun but are terrible for the game and I don't bemoan their loss as they were a product of their time (also I got enough vids of their use :P): 1-shot druid 1-shot soulbeast 1-shot piledriver weaver
  20. Yeah. This is this shlittliest gw2's combat has ever been. Every build is cancer that relies on CC spam and skill stacking or some other cheese to win. Edit: While it's easy to ignore your rating when you're sub plat, when you start climbing plat it becomes harder to ignore since you at least subconsciously feel like you would be losing something by dropping rating. It's a really hard feeling to shake that would persist, I believe, even if there wasn't a pip incentive to stay in platinum. I wish I could just go back to HJ where nothing mattered, except the combat is simply not fun enough these days to justify throwing every possible reward in the bin just for a relaxed game. Not that we could anyway with the HJ and general sPvP population as low as it is.
  21. > @"Khalisto.5780" said: > Because it's a 3 stats amulet > They normalized the stats from 3 and 4 stat amulets. Now there is no statistical advantage to having a 4 stat over 3 stat in sPvP.
  22. > @"TeqkOneStylez.8047" said: > But then we ( you ) chose to act like it was the actual CC doing dmg being the problem. > > Subtle. There is good game design and there is bad game design. My endorsements don't change the facts, they just illuminate them.
  23. > @"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.
  24. > @"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?
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