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bigo.9037

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Everything posted by bigo.9037

  1. If you don't want to die instantly, like we used to say, get some toughness and dmg mitigation. Like.. oh idk.. traited endure pain????? You have it available. 1shots have always been possible when you're hitting another glass cannon with 0 toughness or protection boon.
  2. "always was" did you start playing gw2 in 2017?Longbow has been a weapon with relatively low dmg as before pof the dmg was split between the pet and player. Also, unblockable hardly ever existed for longbow before POF. What are you even talking about?
  3. No popular builds? Ahahahahha man you're delusional. There will always be some build that is best. Even in games like LoL there is a meta with a few heroes being played most of the time. Perfect balance is impossible unless you want everyone to have the same skills/abilities. Are you new to the game/gamemode? WvW has a reputation for having some really bad players (when it comes to the pvp aspect of the game) maybe that's what you've been witnessing?
  4. Yes and I literally said in the OP that bunker builds are just as much of an issue as burst builds. Good then we both agree
  5. I like your idea and I support it but personally I would rather have them turn OS JP into a conquest style node point and whoever is holding it gains points for their server. That would be so much fun tbh.
  6. Lol, everyone knows powercreep is a thing. You and all the others pointing fingers at balance and other professions to defend this is about the equivalent to saying "drunk driving isn't the problem, cars are!" Let me put it simply for everyone who's having trouble understanding here:A gimmick or "one trick pony" is something that is simple and predictable. There are various builds that fall in to this category, many of which see little to no use due to their irrelevance against a meta, or even off meta build. Gimmick builds often only work by surprise and will fail to do so a second time on the same opponent if they're prepared. "Sic 'Em!" longbow Soulbeast falls in to the category of gimmick because it is predictable and not competitive. Despite this however, it's massive damage, ease of use, ranged advantage and mobility allow it to have relevance against players and builds beyond their realm of expertise. This puts it in to the same category as perma-stealth trapper Thief back in the day, pre-nerf Deadeye, point bunker turret Engineer back in the day, etc. Though the counters are obvious, the build performs it's gimmick so well that the risk of playing it is effectively non-existent. If the burst potential of longbow Soulbeast were to be reduced, it would still be capable within it's role but would then need to gauge it's risks. More conditions would have to be met such as timings, number of skills used, etc. As of right now, there are no conditions that need to be met other than having the target in range. And if they happen to close the gap, Soulbeast possesses enough mobility and melee range defense (even when fully spec'd in to damage) to kite away or fully escape. Powercreep across the board is an issue but not everything is the same level of low risk/high reward as longbow Soulbeast. A properly played one is incredibly difficult to pin down on top of having the burst potential to drill through the defenses of even more durable builds. We can sit here all day and list other things that are broken but "Sic 'Em!" will still be one of them. The only reason people are so defensive about this is because they know it's the source of longbow Soulbeasts power. Changing it will not suddenly make it incapable of killing anything and yet people seem to think by doing so you may as well remove the profession. I literally said I'm all for a nerf as long as we get nerfs to bunkers too. How about this: Give everyone a base of 40k hp, remove healing entirely from healing skills, or make aoe heals heal everyone except yourself etc. Decrease OOC health regeneration by 500%. (Include elite spec specific nerfs to sustain)Now you can nerf sicem to the ground for all I care.
  7. this fallacy is old. it assumes that cuz soulbeast gets nerfed, bunker builds will dominate (nope). it also assumes that soulbeast cannot be balanced (not surprising considering anets record, but still, nope). im not against bunkers being nerfed, but they're not the subject here. yes the two topics are related, and yes it is possible to balance the two separately (just wondering, how much do your lb autos hit against squishies?). there is no legitimate reason why longbow autos should be doing more then 10k+ and wordly impact/ maul/ winters bite one shotting people. My AAs have hit 7k on an ele. That's with full zerk gearing on my side. I have not been in a fight where I was able to 1 hit an enemy with any one skill, except for the occasionally RF burst on someone who isn't ready for it.Yes, i too want 1shot or TTK in general to be changed, but I don't think soulbeast in particular is the only one at fault here. I still occasionally get 1shot by a mesmer who was in stealth... I don't want any nerfs to this build unless bunker specs get nerfed just as significantly, too.
  8. Ranger is my second most played profession so for the record, the purpose of the OP wasn't to get something nerfed that I don't play/don't understand. I only made this thread because it seems like every other day there's a thread about SB being problematic and everyone jumping on the bandwagon about how it needs to be nerfed. And as someone who dislikes anything being kneecapped just because a loud minority cry until they get their way, I thought I should state a less one sided opinion on how to fix it. Though people have made some good points, I still believe longbow Soulbeast is overtuned as long as it is allowed to interact with "Sic 'Em!" as it currently does. And it does deserve the negative attention it has been getting because of this. Still, that doesn't mean a proper discussion on how to resolve it can't be had, unlike every other thread that has been here that has been nothing but one side of the party demanding blanket nerfs and the other half saying git gud. In fact I wouldn't have felt the need to make a thread about this at all if it weren't for how many complaints about it there have been. I'm just tired of repeating myself so I thought I'd make a thread for it so I can fully explain myself and stop being a broken record. I don't think my solution is the only or the best solution, but I do think it's a lot more fair and logical than much of what other people have been asking to be nerfed. Just how good are you at soulbeast? Specifically, the dps variant? Soulbeast is a class that has virtually no use in wvw outside of solo/duo roaming. Even in 3v3s it starts to become worse than other similar roaming specs. So this spec, which has nothing to offer outside of a niche playstyle needs to get nerfed.. why exactly? Because it's annoying? Yea, TTK needs to increase. But that means we have to remove some sustain from healers too. Only THEN can we talk about nerfing dps. Again, soulbeast is bad at anything that has 4+players in a team. 4v4, it's bad. 3v3, it's ok, 2v2 it's good, 1v1 it's good. "Ganking" 1 person who is unaware and not ready for pewpew burst? Soulbeast is great at it. But really. Mesmers can do that too, just not from 1500 range, but they have much better stealth stacking than soulbeast.
  9. its more like rangers trying their hardest to convince ppl that their obviously op builds aren't bad for the game, and that we should look the other way since this class is a special victim with special privileges. Don't nerf any burst dmg unless bunker builds like chrono, scrapper, FB, selfsustain god boonbeast, and others get nerfed too. Yes, getting 1 hit sux. But so does traiting full dmg, zerker, having 40% dmg modifier and still not being able to kill a FB that knows what he's doing. Mained ranger since 2013, I play the build OP is talking about (but also many others without sicem) and I have to say FBs and are just so utterly broken I can't believe it. I can crit 7k with AA without MM traitline on squishes, I know my ranger and my build really, really well but I still can't kill a FB that knows how to kite. They just won't die. Sure he won't die but neither will I, right? Well that WOULD be true if it wasn't for the fact that he can also support other players at the same time cus all his healing and buffs are aoe based. Don't get me wrong, I've killed many Fbs before. But in the right hands, is completely unkillable 1v1, surviving most 2v2s while focus is directly on me meanwhile my teammate can have crazy amounts of support and can basically kill them for me if he has enough dmg. So TLDR: You wanna nerf dmg specs? Nerf support specs. The last thing we want for wvw is a bunker meta like we had in 2015 spvp.
  10. Honestly, I feel like this is kind of meh.I used to be trying to be always nice and stuff to other anon players, even the trolls and corpse jumpers/gankers (2+ players ganking 1 at a time). But I realized it was a waste of effort to be nice and kind to the .. mean/childish players.Perhaps I should start my own thread discussing this, but I don't see salt/toxicity as a problem that can be fixed. WvW, or any open world pvp setting is bound to have toxicity and all you can do is limit it a little bit with things like the option to block people. People aren't mad/toxic at the game, they are mad at other people/players. So while yes it's just a game, we are playing with and against other people. Why do you think road rage exist? You can't just say "it's just a road!" And pretend it's a good reason not to get frustrated at the other terrible drivers on the road who are making it worse for everybody. The general consensus is that you let them win by paying attention, or letting it get to you, annoy you etc. But honestly, most of the time we are kidding ourselves when we try to pretend we aren't affected at all, ever. I personally don't treat others badly. I roam solo 90% of the time so I've had my fair share of salt and toxicity. But if i see someone repeatedly griefing me with multiple people etc, yea it's annoying and frustrating. Especially when I already know I could beat them in a 1v1 or 2v2. If they grief me and act toxic, jump on my corpse etc, I will do the same to them. Usually I get the last laugh anyway as the players that act like that are usually mediocre and decent at best. I'm not gonna pretend I can be a White Knight and act nice to them despite what that did and suddenly they will change their behavior for good.UNLESS they salt whisper you but are willing to listen. Sometimes you can even make friends with them if you are nice to them.
  11. As someone in a similar boat who usually doesn't mind adapting to change ( I wish more things would be changed in terms of balance and change is usually fun ) I can agree, but I also tend to be stubborn with certain things. Sometimes, things change for the worse, and someone has to point it out and complain. Always saying "just adapt" isn't healthy for the overall game if you don't consider what the changes mean. I argue for more change, and therefore more adaptation by players. Could even be game mechanics that are old and need to be changed/spiced up. But good change.
  12. Except that melee classes should have 0 problems with people when they are OFF mounts. They aren't going to be on them 24/7. If they want to take anything, or are already in a form of combat with ANYTHING they are probably off their mount. If they aren't, why bother chasing them. Move on to the next target. That's why the warclaw really isn't a big issue at all. People have a weird expectation that if you see it, you should be able to fight it every time. It's not how WvW worked previously, and that hasn't changed at all. Also, the thread was already focusing on the warclaw due to people protesting about the warclaw anyway. Which doesn't surprise me given how much "forum" hate there is for the mount. In reality the mount isn't a big deal to most players, the forums are just the most vocal about it. Sucks about the griefers but unfortunately that's been that way for a long time. I wish there was something that could be done, but I think that would need an overhaul to how tactics/seige placement works in general. That's time I think the wvw doesn't have given how many plates are being spun right now between working on the warclaw, the eventual release of alliances (maybe?) and whatever else they have in the pipeline. From a game design standpoint, where themap(s) are an open battlefield, it is bad that it's SO easy to avoid certain people. Necros who have low mobility just flying right past you, without him being in any sort of danger unless there are multiple players that can try to dismount him or a slb. You're supposed to sort of ""be in danger"" as soon as you leave your spawn area. There used to be a reason to take high mobility utility skills or weapons. Now it doesn't matter nearly as much.
  13. But why? It's not like 11k hp is even that much, especially 11k that's has no way to be healed. Also why CC at all, again with a dismount skill coming you don't need this (also that would just encourage all the pew pew immob rangers more than there already are >.>) And the dodge has been cut, it had a longer range before. They halved it essentially. 3 dodges aren't THAT big of a deal. I mean we have to put up with thieves right? Like 2 and a half months late right? Okay but any class or spec that relies on melee is screwed basically. You could've just ignored the warclaw and kept the thread on track but here we are. I'll be happy to disagree that the warclaw is a bigger issue than you suggest lol
  14. It is indeed dumbed down and the players want to play on easy mode always. I try to argue sicem 1shot soulbeast needs nerf, start nerfing sicem. They all say oh no soulbeast is useless and has 0 dmg without sicem! What? Are all the players so bad they can't win if they can't 1shot people? What happened.
  15. Wait, so if player 4 enters the arena it means that before that there were 3 players , you were duo roaming with a friend then it means you were doing 2v1, almost lost it and yet you come to forum Q_Qing about mount state? Omegalul.Imo no, if you want to delete mount stomp you can also delete mount, idc. Skill 1 is balanced, if there should be sth to be fixed/added then it is a dismount (both players) on skill 1 if you hit enemy that is mounted. Also some kind of trap that dismount players would be appreciated You're being dishonest. He obviously meant that he's with his friend going 2v3, then a 4th guy from enemy team shows up with mount stomp. Edit: if you scale this up to 3v4, and a different scenario then it's even worse.3v4, 1 guy from both team is down. They all start to res. 5th player from the 4 man team shows up. Now it's 3v5. The new guy mount stomps the first team.. now instead of 2v4 if there was no downed state at all, it is 2v5 cus the 2nd team downed got insta ressed from the mount stomp..
  16. Mount stomp is bad and here's why, if you will entertain my scenario here: I'm in a party of 5 with my guild, we're going around fighting larger groups of forces (15-20). At a certain point while toeing the line to drop some damage, a ranger gets the better of me and I get pewpew'd into next week. Until this point we had been fighting excellently and had great damage and sustain. As soon as I get downed, one of my guildmates playing support (FB with Merciless Intervention, or Chrono with Illusion of Life) rushes to me for a clutch rez - but even though his reactions were great, it is too late - the enemy has a numbers advantage, and it is all too easy for any one of them to quickly swoop in and delete me INSTANTLY after getting downed. The stomp is bad because it rewards the players taking less risks. It punishes those fighting greater enemy forces. 15-20 v 5I don't really see the problem. Yeah your buddy got off part of a clutch rez, which is great team play, but you were outnumbered 3.5 to 1. In addition, you must have engaged a larger group already mounted... or you didn't get all 20 into combat so they could mount up and mount stomp you... which means you went down without having all 20 actually fighting you... so could you really win that fight anyway? Do we want to take away mount-stomp just because you want to hang around a little longer against a significantly larger force? This is why they should remove downed state but adjust res skills like Battle Standard, Spirit of Nature, and probably change/add something to Guardian that allows to res from full dead so that you can still get the clutch res moments but not have it rely on rally as a mechanic. People getting carried by rally has certainly not disappeared, it is still very much there. I've been in several situations where I could have won a 1v3 or 1v4 if not for downed state and rally. I would prefer these players not getting carried by this mechanic that forces you to cleave a downed enemy, who rightfully should just be dead because they were playing horribly, which puts you into a vulnerable position where you either cleave the downed to maybe finish them or you are forced to disengage and that enemy will almost assuredly get ressed. No. The only ones asking for no down state are players of low skill level who either outnumber fights to win (warclaw stomp) or run some instagib build. There is nothing positive for the game to be gained when having a nice fight with downs on each side and having to use your brain to win the fight but having some plebian come along and press 1 on his mount to instakill. Down state adds another element to combat in which you can tell the difference between bad players and good players. Good players will use the down as bait to create opposing downs and then the fight really heats up. Know the guard is going to MI? Launch the down. Etc. But no - lets's just let some random pleb come along and quickness-on-steroids-stomp AKA warbanner on auto attack completely disrupt the fight to the point of no return. Yeah, that'll be good for the game /s My friends and I always fight against more players then we have, so what happens 99% of the time now since they have more players? We lose if one of our players ever goes down. That's how you kill a game mode. Better believe it - players will leave GW2 the day something better comes along. Too many hits to roaming (marked, mount stomp now). (Inb4 fighting against a dozen lesser skilled players with a few skilled players does not equal skill and that only 1v1 equates to skill) I agree but you also on the other hand have the braindead unkillable warriors with stab and EP as passives basically press F for nearly guaranteed res unless you have so much cleave that you out dmg his res power. Or guardians. Or ranger pet ressing with aid from another player. Maybe it would be fair if you didn't insta res from another person dying .. but as someone who only roams.. doesn't play 1shot build but is squishy.. I feel like downed state tends to work against me. Yea, you can use downed as bait that's true. I do it too if I down a player and others try to res. But that only works half the time. And even tho I'm running full zerk I still can't always cleave enough to prevent a res. There's some mind game to it, but for solo players regardless of 1shot or not I think it's kinda bad for the game. It rewards sloppy play, dying but getting rewarded for pressing F for a few seconds. Its honestly really amusing that someone with the Soulbeast icon as their forum avatar is complaining about Warrior invulns and stability. That's cute. Also "doesn't play 1shot build but is squishy" to "I'm running full zerk" even more cute. Sure you're not, just like you're definitely not running Signet of Stone plus the passive? Or definitely not using Strength of the Pack, right? Which if you're not then maybe thats why Warrior seems "unkillable" to you. Stop the projection. I am not using MM, I'm not calling warrior OP, infact I don't have any trouble with them at all unless I'm fighting people from top of the spvp leaderboard. Also I'm not using SoS, I repeatedly in my post say that skill is pretty bad. So stop the stupid projection. I'm not saying warrior is OP, again. But in the specific scenario where warrior comes into an ongoing fight with all passives ready, you basically cannot prevent the warrior from getting a guaranteed rez unless you have 2 players to cleave the downed player at the same time. My point in implying hypocrisy from you is that other classes, especially Soulbeast, have similar skills or passives to do just that. It was just odd to single out Warrior and I was being a kitten for the sake of being a kitten about it when I called it out. However that does just reinforce my dislike of downed state and rally, because these things exist and it can lead to a possible 1v3 that you could win but might ultimately lose all simply because of people getting rubbed to life by their friends. It doesn't punish people playing like derpadoos enough. During the No Downed State week that WvW had I was able to pull off a 1v5, only time I was able to do that, and it was because these players were playing like hot garbo. It just reinforced to me "Well people really do get carried by downed state and rally. I no longer like this as a mechanic." Mount stomp is bad and here's why, if you will entertain my scenario here: I'm in a party of 5 with my guild, we're going around fighting larger groups of forces (15-20). At a certain point while toeing the line to drop some damage, a ranger gets the better of me and I get pewpew'd into next week. Until this point we had been fighting excellently and had great damage and sustain. As soon as I get downed, one of my guildmates playing support (FB with Merciless Intervention, or Chrono with Illusion of Life) rushes to me for a clutch rez - but even though his reactions were great, it is too late - the enemy has a numbers advantage, and it is all too easy for any one of them to quickly swoop in and delete me INSTANTLY after getting downed. The stomp is bad because it rewards the players taking less risks. It punishes those fighting greater enemy forces. 15-20 v 5I don't really see the problem. Yeah your buddy got off part of a clutch rez, which is great team play, but you were outnumbered 3.5 to 1. In addition, you must have engaged a larger group already mounted... or you didn't get all 20 into combat so they could mount up and mount stomp you... which means you went down without having all 20 actually fighting you... so could you really win that fight anyway? Do we want to take away mount-stomp just because you want to hang around a little longer against a significantly larger force? This is why they should remove downed state but adjust res skills like Battle Standard, Spirit of Nature, and probably change/add something to Guardian that allows to res from full dead so that you can still get the clutch res moments but not have it rely on rally as a mechanic. People getting carried by rally has certainly not disappeared, it is still very much there. I've been in several situations where I could have won a 1v3 or 1v4 if not for downed state and rally. I would prefer these players not getting carried by this mechanic that forces you to cleave a downed enemy, who rightfully should just be dead because they were playing horribly, which puts you into a vulnerable position where you either cleave the downed to maybe finish them or you are forced to disengage and that enemy will almost assuredly get ressed. No. The only ones asking for no down state are players of low skill level who either outnumber fights to win (warclaw stomp) or run some instagib build. There is nothing positive for the game to be gained when having a nice fight with downs on each side and having to use your brain to win the fight but having some plebian come along and press 1 on his mount to instakill. Down state adds another element to combat in which you can tell the difference between bad players and good players. Good players will use the down as bait to create opposing downs and then the fight really heats up. Know the guard is going to MI? Launch the down. Etc. But no - lets's just let some random pleb come along and quickness-on-steroids-stomp AKA warbanner on auto attack completely disrupt the fight to the point of no return. Yeah, that'll be good for the game /s My friends and I always fight against more players then we have, so what happens 99% of the time now since they have more players? We lose if one of our players ever goes down. That's how you kill a game mode. Better believe it - players will leave GW2 the day something better comes along. Too many hits to roaming (marked, mount stomp now). (Inb4 fighting against a dozen lesser skilled players with a few skilled players does not equal skill and that only 1v1 equates to skill) I agree but you also on the other hand have the braindead unkillable warriors with stab and EP as passives basically press F for nearly guaranteed res unless you have so much cleave that you out dmg his res power. Or guardians. Or ranger pet ressing with aid from another player. Maybe it would be fair if you didn't insta res from another person dying .. but as someone who only roams.. doesn't play 1shot build but is squishy.. I feel like downed state tends to work against me. Yea, you can use downed as bait that's true. I do it too if I down a player and others try to res. But that only works half the time. And even tho I'm running full zerk I still can't always cleave enough to prevent a res. There's some mind game to it, but for solo players regardless of 1shot or not I think it's kinda bad for the game. It rewards sloppy play, dying but getting rewarded for pressing F for a few seconds. Its honestly really amusing that someone with the Soulbeast icon as their forum avatar is complaining about Warrior invulns and stability. That's cute. Also "doesn't play 1shot build but is squishy" to "I'm running full zerk" even more cute. Sure you're not, just like you're definitely not running Signet of Stone plus the passive? Or definitely not using Strength of the Pack, right? Which if you're not then maybe thats why Warrior seems "unkillable" to you. That's an interesting first point you made - about implementing no down state and then changing rez skills - maybe for 5 seconds after getting killed, you have a temporary buff where you have a small window for a rez from a skill like MI or IoL. Because I agree it would be nice to maintain clutch rez. And just to add in what you said about Warrior, Warrior has really great "tank burst" but after it's 15 seconds of not taking any damage are done, it has very long cooldowns and it's pretty much only limited to dodges/Counter. As do I, in fact that was part of what made GvG fun in GW1. You had limited resses or resses on cooldown and you needed to be smart about it, especially smart about not letting your teammates die and thus force you to use a res to bring them back into the fight. There is no such risk like that in GW2 with the downed state because its not gated behind a cooldown or a restriction other than "They have less health the more they go down" which yeah sure that plays a counter balance role but with the way healing is now in GW2 the moment that person gets back up they are probably back to full in seconds because of a FB, Scrapper or Tempest and your fight goes right back to square one and they didn't really sacrifice anything for it even if they get cleaved while getting the res, if there is a healer present...the res happens.Haha so we already agree lol. Yea perhaps there are rangers out there that COULD run that and DO, but pretty much all warriors do it because it's part of the build. A ranger running MM and SoS is usually incredibly weak/vulnerable once the passive and SoS run out. Whereas warrior has lots of other things to keep itself alive afterwards.But yes, we do agree. No downed state showed us all what we kinda already knew: downed state carries all the really bad players wayy more than it should.
  17. Mount stomp is bad and here's why, if you will entertain my scenario here: I'm in a party of 5 with my guild, we're going around fighting larger groups of forces (15-20). At a certain point while toeing the line to drop some damage, a ranger gets the better of me and I get pewpew'd into next week. Until this point we had been fighting excellently and had great damage and sustain. As soon as I get downed, one of my guildmates playing support (FB with Merciless Intervention, or Chrono with Illusion of Life) rushes to me for a clutch rez - but even though his reactions were great, it is too late - the enemy has a numbers advantage, and it is all too easy for any one of them to quickly swoop in and delete me INSTANTLY after getting downed. The stomp is bad because it rewards the players taking less risks. It punishes those fighting greater enemy forces. 15-20 v 5I don't really see the problem. Yeah your buddy got off part of a clutch rez, which is great team play, but you were outnumbered 3.5 to 1. In addition, you must have engaged a larger group already mounted... or you didn't get all 20 into combat so they could mount up and mount stomp you... which means you went down without having all 20 actually fighting you... so could you really win that fight anyway? Do we want to take away mount-stomp just because you want to hang around a little longer against a significantly larger force? This is why they should remove downed state but adjust res skills like Battle Standard, Spirit of Nature, and probably change/add something to Guardian that allows to res from full dead so that you can still get the clutch res moments but not have it rely on rally as a mechanic. People getting carried by rally has certainly not disappeared, it is still very much there. I've been in several situations where I could have won a 1v3 or 1v4 if not for downed state and rally. I would prefer these players not getting carried by this mechanic that forces you to cleave a downed enemy, who rightfully should just be dead because they were playing horribly, which puts you into a vulnerable position where you either cleave the downed to maybe finish them or you are forced to disengage and that enemy will almost assuredly get ressed. No. The only ones asking for no down state are players of low skill level who either outnumber fights to win (warclaw stomp) or run some instagib build. There is nothing positive for the game to be gained when having a nice fight with downs on each side and having to use your brain to win the fight but having some plebian come along and press 1 on his mount to instakill. Down state adds another element to combat in which you can tell the difference between bad players and good players. Good players will use the down as bait to create opposing downs and then the fight really heats up. Know the guard is going to MI? Launch the down. Etc. But no - lets's just let some random pleb come along and quickness-on-steroids-stomp AKA warbanner on auto attack completely disrupt the fight to the point of no return. Yeah, that'll be good for the game /s My friends and I always fight against more players then we have, so what happens 99% of the time now since they have more players? We lose if one of our players ever goes down. That's how you kill a game mode. Better believe it - players will leave GW2 the day something better comes along. Too many hits to roaming (marked, mount stomp now). (Inb4 fighting against a dozen lesser skilled players with a few skilled players does not equal skill and that only 1v1 equates to skill) I agree but you also on the other hand have the braindead unkillable warriors with stab and EP as passives basically press F for nearly guaranteed res unless you have so much cleave that you out dmg his res power. Or guardians. Or ranger pet ressing with aid from another player. Maybe it would be fair if you didn't insta res from another person dying .. but as someone who only roams.. doesn't play 1shot build but is squishy.. I feel like downed state tends to work against me. Yea, you can use downed as bait that's true. I do it too if I down a player and others try to res. But that only works half the time. And even tho I'm running full zerk I still can't always cleave enough to prevent a res. There's some mind game to it, but for solo players regardless of 1shot or not I think it's kinda bad for the game. It rewards sloppy play, dying but getting rewarded for pressing F for a few seconds. Its honestly really amusing that someone with the Soulbeast icon as their forum avatar is complaining about Warrior invulns and stability. That's cute. Also "doesn't play 1shot build but is squishy" to "I'm running full zerk" even more cute. Sure you're not, just like you're definitely not running Signet of Stone plus the passive? Or definitely not using Strength of the Pack, right? Which if you're not then maybe thats why Warrior seems "unkillable" to you.Stop the projection. I am not using MM, I'm not calling warrior OP, infact I don't have any trouble with them at all unless I'm fighting people from top of the spvp leaderboard. Also I'm not using SoS, I repeatedly in my post say that skill is pretty bad. So stop the stupid projection. I'm not saying warrior is OP, again. But in the specific scenario where warrior comes into an ongoing fight with all passives ready, you basically cannot prevent the warrior from getting a guaranteed rez unless you have 2 players to cleave the downed player at the same time.
  18. No. The only ones asking for no down state are players of low skill level who either outnumber fights to win (warclaw stomp) or run some instagib build. There is nothing positive for the game to be gained when having a nice fight with downs on each side and having to use your brain to win the fight but having some plebian come along and press 1 on his mount to instakill. Down state adds another element to combat in which you can tell the difference between bad players and good players. Good players will use the down as bait to create opposing downs and then the fight really heats up. Know the guard is going to MI? Launch the down. Etc. But no - lets's just let some random pleb come along and quickness-on-steroids-stomp AKA warbanner on auto attack completely disrupt the fight to the point of no return. Yeah, that'll be good for the game /s My friends and I always fight against more players then we have, so what happens 99% of the time now since they have more players? We lose if one of our players ever goes down. That's how you kill a game mode. Better believe it - players will leave GW2 the day something better comes along. Too many hits to roaming (marked, mount stomp now). (Inb4 fighting against a dozen lesser skilled players with a few skilled players does not equal skill and that only 1v1 equates to skill) I agree but you also on the other hand have the braindead unkillable warriors with stab and EP as passives basically press F for nearly guaranteed res unless you have so much cleave that you out dmg his res power. Or guardians. Or ranger pet ressing with aid from another player. Maybe it would be fair if you didn't insta res from another person dying .. but as someone who only roams.. doesn't play 1shot build but is squishy.. I feel like downed state tends to work against me. Yea, you can use downed as bait that's true. I do it too if I down a player and others try to res. But that only works half the time. And even tho I'm running full zerk I still can't always cleave enough to prevent a res. There's some mind game to it, but for solo players regardless of 1shot or not I think it's kinda bad for the game. It rewards sloppy play, dying but getting rewarded for pressing F for a few seconds.
  19. Wrong. Thief backstab for 12k pretty much meant you were dead. Maybe if you played a glass ele. A 12k backstab was pretty high damage, but it didn't 1-shot most classes/builds and didn't necessarily mean the target was "pretty much dead" as you say. I played a lot of thief/engi/mesmer back in the day and don't recall having many problems with being 1-shot. My point is power creep in the current game is unhealthy, at least in my opinion. 20k Malicious Backstabs, 15k Backstabs, 8k LB AAs, 20k+ quickness rapid fires, insta-death mauls, 11k+ mesmer scepter channels, constant condi puke, etc etc etc. The list goes on. Power creep has gotten ridiculous. I'm an experienced roamer and can deal with quite a bit of it (not that I like it.) But I can't imagine trying to get into this game now with the absurd TTK.Yea sure increase the TTK but I feel like it hasn't changed dramatically over the years. The power creep, at the very least, went both ways. You get higher dmg but also more defensive options etc.But again, most of these 1shot builds today really can't fight players properly.I've died many times to players with these builds and sure it's annoying as heck the first time but then you just find them again, dodge their burst or rotate around it and win EZ.
  20. Wrong. Thief backstab for 12k pretty much meant you were dead. Warrior axe MH 1 shots were a thing too. The main issue with 1 shot is stealth. 1 shot builds are so easy to kill if they don't kill you with their 1 hit combo.
  21. Let me just stop you right there.It ain't a 3rd party problem it's a l2p issue as the OP is running pure glass against pure glass. His house got shattered and so he took the only route he can, come complain on the forums. Youre clueless.This oneshot build has been around for Months. Totally a l2p issue,lmao. that looks balanced... if players can get carried... its balanced for gw2 standards. Working as intended.Man. What the **** do you think dodges are for? Dodge his burst and you win easy. No dodges? Block. Anything that denies his burst, and now you have the upper hand. I play soulbeast too with zerker / assassins gear and I've fought some of these players before. The first time they get you, you're surprised. Next time you got fight them, just be a little more cautious. You see them trying to pull off the same 1trick combo and you avoid it. Then it's really easy from there. They have almost no defense after a certain point cus they traded it for 1trick offense.
  22. if you are as a roamer just on your map and your area, who is it you are going to fight then? you dont understand. if i enter any area, i capture e.g. sentries and camps and create "my area" because i know1.) they see mee while i am doing it, so they maybe will come to fight2.) when they cap it back i see them so i can go to them to fight Building up "your area" means taking it away from someone else ( so you are entering the opponents area). alone that already create opportunities to fight. but if i would just randomly walk around the map i would NEVER find any Opponent to fight. and also the 30 seconds delay unil the "under attack" event appeares in camps or anything else is too Long, so the objective is lost until you are there to defend it. and i see many enemies porting back to spawn directly after capping when they see me because they dont want to fight. the more Options for creating Vision you have, the more fights you will get, because you see your Opponent earlier and than can catch them for example inside of the camps before they capt it. this traps absolutely DOESNT kill roaming. this traps only kill easy PPT. i really enjoy the traps and possibilities they create for me. I disagree. This makes it harder for smaller scale. Instead of having one or two players reacting to my movement whilst solo roaming, I am already seeing 5-10 players reacting to it. It promotes blobbing in small scale. Now I don't have any experience in roaming (proper), but if you as a single player are occupying the attention of 5-10 players on the map, congrats, you have just delivered even more value as a roamer than you did before. Sure it might not feel that way with 5 people jumping on you or dropping siege on your corpse, but those 5-10 people aren't picking off people running back to tag, calling out zerg movement or pulling tactics. this is sadly not the case. every time someone chases you across the map it's because they have nothing better to do. I've talked to them about it because I used to wonder why they bothered. these types of players usually stand around in NC, passively gaining exp and participation by defending the camp with about 5-8 players. either they are semi afk, or they are waiting on queue. they either don't have anything to do, or they just don't wanna. they are effectively "winning" over you in every sense of the word. you don't get to take their camp, you don't get participation, and you get to be frustrated trying to get away, and even more so when they jump on your corpse. meanwhile they found something fun to do, gained participation and prevented a tier 2 camp from getting capped. this is one of the many reasons I hardly roam at all anymore and spend most of my time in pvp instead.The premise of WvW and the core aspect of entire GW2 is that when you cant do something solo... you bring friends. Roaming is an opportunity to surprise the enemy and many people like that true but its not the way to win a war. If you wanted a game that always make it possible to go solo, you should have picked a singleplayer game, not GW2.I agree with what you say, but you missed the point I was making. it's not that solo players can't cap towers or be effective and make a large enough difference to win or lose the match. it's that as a solo player you are essentially completely useless most of the time. even if someone like me who is better than about 95 or more than population, you can still hardly do anything at all. you don't need to make it possible for me to cap towers. but if 10 ( usually bad ) players chase me across the map or whatever, ideally I would at least have wasted their time as they could've spend their time elsewhere. but this isn't the case. winning server players can usually do whatever they want and still win. both short term and long term. if roamer annoys 10 ppl and they chase him for 5 minutes, that's not a problem short term cus they have abundance of players anyway AND they will win matchup regardless. so even the 1 thing skilled players could pull off solo like fighting and sometimes winning outnumbered still doesn't matter because well, the winners and losers are set in stone based on the matchup anyway. I know the game isn't supposed to be solo, but there are a lot of players like that out there. wvw right now completely alienates all of them by making them 100% irrelevant. but this would all be fixed if for example wvw was changed to a battleground pvp mode. each team has 100 players, match lasts 3 hours. players can come and go and will be replaced by others so that the numbers are always even on all sides. this way everything you do that wastes other's time is useful. but we all know this will never happen. most wvw players hate roamers and just want to have an easy time farming pips.
  23. if you are as a roamer just on your map and your area, who is it you are going to fight then? you dont understand. if i enter any area, i capture e.g. sentries and camps and create "my area" because i know1.) they see mee while i am doing it, so they maybe will come to fight2.) when they cap it back i see them so i can go to them to fight Building up "your area" means taking it away from someone else ( so you are entering the opponents area). alone that already create opportunities to fight. but if i would just randomly walk around the map i would NEVER find any Opponent to fight. and also the 30 seconds delay unil the "under attack" event appeares in camps or anything else is too Long, so the objective is lost until you are there to defend it. and i see many enemies porting back to spawn directly after capping when they see me because they dont want to fight. the more Options for creating Vision you have, the more fights you will get, because you see your Opponent earlier and than can catch them for example inside of the camps before they capt it. this traps absolutely DOESNT kill roaming. this traps only kill easy PPT. i really enjoy the traps and possibilities they create for me. I disagree. This makes it harder for smaller scale. Instead of having one or two players reacting to my movement whilst solo roaming, I am already seeing 5-10 players reacting to it. It promotes blobbing in small scale. Now I don't have any experience in roaming (proper), but if you as a single player are occupying the attention of 5-10 players on the map, congrats, you have just delivered even more value as a roamer than you did before. Sure it might not feel that way with 5 people jumping on you or dropping siege on your corpse, but those 5-10 people aren't picking off people running back to tag, calling out zerg movement or pulling tactics. this is sadly not the case. every time someone chases you across the map it's because they have nothing better to do. I've talked to them about it because I used to wonder why they bothered. these types of players usually stand around in NC, passively gaining exp and participation by defending the camp with about 5-8 players. either they are semi afk, or they are waiting on queue. they either don't have anything to do, or they just don't wanna. they are effectively "winning" over you in every sense of the word. you don't get to take their camp, you don't get participation, and you get to be frustrated trying to get away, and even more so when they jump on your corpse. meanwhile they found something fun to do, gained participation and prevented a tier 2 camp from getting capped. this is one of the many reasons I hardly roam at all anymore and spend most of my time in pvp instead. keeping that larger group of players occupied would only be worth it, if there was something in for you. like if every team had the same amount of people and by them chasing you, you would outnumber them elsewhere. add to that rewards on winning the match - then it would be good to be chased by a larger group. but considering the population inbalance in WvW and resulting lack of rewards for winning it is never good to be outnumbered aside from boosting your ego if you kill them maybe.exactly. I used to love wvw. but over the years I've realized ( and this isn't necessarily even because of patches, changes etc. ) that it just isn't worth all the kitten. I'm a solo player mostly. I do outnumbered roaming and 1v1s. but 9/10 it just ends up with me dying anyway unless I'm fighting completely incompetent players but then it's not even fun in the first place. dying 4-9 times vs decent players in 2v1 just to win one 2v1 isn't worth it. it's not good for my mood either. I can usually stay in a good mood for quite a while even when losing etc but over time roaming is just such a pain. there's so many things. players on winning servers can send 20 people to chase you across the map and troll you all day and they'd still win by 100 points. everything you do as roamer is useless. you can't cap anything unless you are on winning server and it isn't primetime. and players in wvw are much more toxic. at least in pvp you are 20% of the team and you can win the game if you play exceptionally well. everything you do matters and being toxic isn't rewarded and it can't be abused.
  24. if you are as a roamer just on your map and your area, who is it you are going to fight then? you dont understand. if i enter any area, i capture e.g. sentries and camps and create "my area" because i know1.) they see mee while i am doing it, so they maybe will come to fight2.) when they cap it back i see them so i can go to them to fight Building up "your area" means taking it away from someone else ( so you are entering the opponents area). alone that already create opportunities to fight. but if i would just randomly walk around the map i would NEVER find any Opponent to fight. and also the 30 seconds delay unil the "under attack" event appeares in camps or anything else is too Long, so the objective is lost until you are there to defend it. and i see many enemies porting back to spawn directly after capping when they see me because they dont want to fight. the more Options for creating Vision you have, the more fights you will get, because you see your Opponent earlier and than can catch them for example inside of the camps before they capt it. this traps absolutely DOESNT kill roaming. this traps only kill easy PPT. i really enjoy the traps and possibilities they create for me. I disagree. This makes it harder for smaller scale. Instead of having one or two players reacting to my movement whilst solo roaming, I am already seeing 5-10 players reacting to it. It promotes blobbing in small scale. Now I don't have any experience in roaming (proper), but if you as a single player are occupying the attention of 5-10 players on the map, congrats, you have just delivered even more value as a roamer than you did before. Sure it might not feel that way with 5 people jumping on you or dropping siege on your corpse, but those 5-10 people aren't picking off people running back to tag, calling out zerg movement or pulling tactics.this is sadly not the case. every time someone chases you across the map it's because they have nothing better to do. I've talked to them about it because I used to wonder why they bothered. these types of players usually stand around in NC, passively gaining exp and participation by defending the camp with about 5-8 players. either they are semi afk, or they are waiting on queue. they either don't have anything to do, or they just don't wanna. they are effectively "winning" over you in every sense of the word. you don't get to take their camp, you don't get participation, and you get to be frustrated trying to get away, and even more so when they jump on your corpse. meanwhile they found something fun to do, gained participation and prevented a tier 2 camp from getting capped. this is one of the many reasons I hardly roam at all anymore and spend most of my time in pvp instead.
  25. lag in wvw has been around for years. what's new? anet won't upgrade any servers or make any changes to the state of the game anyway
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