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Trigr.6481

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Everything posted by Trigr.6481

  1. I personally wouldn't count a temporary event as pvp content. I'd count it as something that's added to the game that anyone can enjoy from that point forward regardless of when you decide to partake.
  2. They wouldn't dare do that, they're banking on the fact that you'll stick around by some false hope and possibly spend money on the gem store. Them admitting that nothing is coming would cost them money.
  3. Guild Wars 3 has been greenlit. Hate to break it to you, but that pretty much means that you'll never see another update to Spvp in specific again, move on.
  4. 1:03 -- StunningStyles would be proud.
  5. I can change that pretty easily, should have it done by the end of the night.
  6. Anyone in the partner program has the ability to view or shoutcast the monthly. However Vallun typically does NA most of the time, there are a few others but they're not consistent.
  7. https://www.bringyourmeta.com/Gw2/ I made a website for gw2 monthly AT finalist builds, it's still under heavily development, but for the time being, this is the page that I will be cataloging monthly automated tournament builds for now on. Granted it's not the best looking site, but it's accomplishing at least what I want from it, for now. Hope you enjoy, if you have any feedback let me know. Appreciate it.
  8. I'd rather que with 2 friends/players who know what they're doing as opposed to being forced to team with and babysit players that are hundreds of rating below my own. 2's and 3's are actually more reflective of most players skill rating since you can actually craft actual comps with people you know and trust to play the role, as opposed to conquest and letting rng decide what bargain bin players you get on your team, among other factors.
  9. The forums are a good science experiment in seeing how long people will remain coped up before they finally realize they got played and quit.
  10. Your post is essentially a general misunderstanding of what you think is strong. Typically when you see posts like this it's always stemming with power block, but the root of the problem in most to all cases is mantra of distraction, which is a instant cast daze with no animation and no travel time. Mantra of distraction is what you should be concerned with, not powerblock. In terms of how to balance mantra of distraction, whether it's giving it some kind of animation, or ground targeted cc under the player that activates the cc after some delay, or "insert idea here", knock yourselves out in terms of ideas. But hopefully that helps you understand in terms of why you're barking up the wrong tree, thanks. Countless
  11. Countless Virtuoso Sidenoder Hopefully you guys enjoy, let me know your thoughts.
  12. Since I've been getting stream sniped for the past week and a half I figured I'd take a few hours and compile some decent games on my way to legend in 2's last season. Hope you guys enjoy.
  13. Getting something back that we used to have isn't a buff, rather a waste of time and resources that could have actually been put to making mesmer better as a whole, Spvp wise that is.
  14. Team USA is always looking for new talent, please message Zeromis.7293 for a invite. If he's not online, send him mail instead. Thanks.
  15. Resistance : All conditions applied on you, or already applied are halved in duration. Personally I wouldn't mind the absurd uptime on resistance on condi rev if the effects of it didn't completely negate half of the damage spectrum, including soft cc such as immob. Not to mention that in demon stance you don't even have to think, you press your heal or any utility and boom, mega resistance uptime because of demonic defiance. I'd rather see the effects of the boon itself change rather than condi rev getting nerfed into the dirt by drastically changing every trait regarding resistance. I honestly wouldn't mind fighting it if I could actually land an immob, but simply because of res they can just have sloppy mindless reaction time and rotations because they know one boon will save them. And in A-net speak changing one boon instead of reworking several traits should be easier on you anyways. My suggested change would still make resistance a very strong skill, and something you can more widely use on all classes since the effects are not as mindlessly potent. Please consider this. Countless
  16. Regarding scourge, your solution was to limit barrier, but instead the solution should be that players aren't allowed to class stack "however say playing core necro and scourge would still be allowed". It fixes every problem regarding any class now or in the future so that any potential unbalanced class or specific ability can't be abused and its effects compounded.
  17. Mechanic change #1 - Improve the quality of animations, strongly consider adding a UI option that lets you see the cast bar of nearby enemies. Personally I'm game for only having animations, however in crowded team fights having something like this would make it 100 times easier to see when big attacks are coming, so I'm kinda torn on what I'd rather have to be quite honest.Mechanic change #2 - Change Quickness to stack intensity, up to 5 times. Each stack would grant "increases attack and action speeds by 10%" There's a few classes that quickness is given out like candy, so giving it stacks and nerfing it might be a interesting choice to see how it plays out.Mechanic change #3 - Change condition removal to prioritize higher stacks first, instead of by order of application This would require a bit of work, not to mention new amulets to compensate for said changes. I'm not saying it's a bad idea, however conditions and power need to be equally viable, otherwise the game becomes stale very quickly. A-net tends to mix up the words "irrelevant" and "balance" when it comes to trying to fix something, which is quite scary thinking about this change. Because if they screw up, they wont fix said screw up for like a year after the fact.Mechanic change #4 - Make "reveal on cast" the default behavior for using damage abilities from stealth, as opposed to "reveal on hit". Make the stealth outline graphic that is normally only visible to allies also visible to enemies in PvP if they are within a radius of 300 unit range. Double the duration of most stealth skills. I've been saying this for years, even made a video discussing this topic in detail, but yeah this is by far the best suggestion on your list. However doubling the duration of stealth for most abilities is overkill imo.Mechanic change#6 - Drastically nerf downstate in competitive game modes. Make it no longer increase health pool, give it double bleedout speed, and reduce the healing by 60% This would give more impact to actually putting someone in downstate, but with this heavy of a nerf, stomping someone out would almost be trivial with these changes. This might be a bit too heavy handed, no health pool, double bleed out and reduced healing sounds like they would be cleaved out in half a second tops, making stomping a permanent thing of the past. Hell I doubt that you'd get a res signet off by the time they're perma dead lol.Mechanic change#7 - Give a balance pass toward reducing the radius on many AoE skills. I'm not sure how easy it would be to adjust radius on a game wide scale just to be able to conform them specifically to SPVP.
  18. I liked 2v2. I climbed to a high rating, and my most memorable moment was taking a legit round off of the undefeated comp FB/Rev when played extremely well by Naru & Helio/Mark, while using a double Scrapper comp and not cheesing the stall mechanic. Picking your team, it's a nice perk of 2v2 that improves match quality, but comes with new drawbacks that reduce match quality which I'll be happy to point out. We don't really have to guess much more as to how it would go, we had ranked queue into 2v2 for a whole off season which was great for gathering data. So no, I'm not going to tell you it will fragment the playerbase. Based on my findings and info gathering, what happens was that it put such a magnifying glass on bad profession balance that it has a significant negative effect on people's desire to play that worked against the hype of a new game mode where you choose all your teammates. For example Countless, how fair was 2v2 for you? For the builds you are proficient in, I doubt you could beat the most mediocre FB/C-Rev, or double Necro at the time. You barely even played AFAIK. It's for reasons like this I feel focusing balance on 5v5 is necessary, but also adding refreshing off season content and other game modes can only be a good thing to add on the side. That's why I'm not hopping on the new game mode train until I've seen a better option than conquest, I'm open minded though. Personally I thought 2v2 was pretty fair to me, when I did play it was mostly with reckless, and a few with arken here and there. With reckless we were able to beat a fair portion of comps. With arken it was more just going in guns blazing not really giving a fuck about rating, but still fun nonetheless. That being said, the current 2v2 has quite a few problems, and I wouldn't call it finished by any stretch of the imagination. The maps, are small, you should be locked into your comp when you que, class swapping or class stacking shouldn't exist, perhaps limiting tanky amulets to only 1 player, etc. Since we're on the topic, I do like the idea of 3v3 as well, because you can't technically cheese a comp the same way you can with 2v2, but that's another bag of worms that I'd doubt you'd want to get into. But the reason I didn't play too much was because it was time gated. I don't really wanna get too attached to something that I'm not going to be able to play for months, or ever, knowing a-net they will delete it from the code because people enjoyed it too much over their sacred circle jerk.
  19. Does criticism annoy you to the point where you'd stray away from critical thinking for more than a few minutes? At least you'd be theoretically getting somewhere Agreed. How do you think the matchmaker can do it's job? A healthy population. We're on the same page, more like I'm thinking about the next step. I'd say we need a new game mode with less people on each team than conquest for several reasons. Less people per team = more teams with the same population at launch "assuming everyone from conquest joins until new players show up"Less people per team = easier to make a groupless people per team = less time in que-less time in que = faster gamesif it's a 2v2 game mode for example, you can create your entire competition, "no more randoms messing up your games"Now you're going to respond with something along the lines of "it will fragment the playerbase because you have before" or something like that. A-net has been saying that for years, even before they made stronghold "which by the way nobody asked for, but they made it anyways because they were trying to cash in off the moba hype that was swirling around at the time and thought for whatever reason they struck gold", and what does conquest have to show for it by not splitting the playerbase? It's called stagnation. The same, or arguably worse. There is literally nothing to lose at this point by going through with it. They give one smaller game mode that's balanced, with a ladder, that you can que with a friend, that is not time gated, and people will come. Gw2 SPvP is the easiest game to rejoin since there's no grind, the ease of entry is literally non existent. It will work.
  20. First off, a terrible player running a good build is still a terrible player, and will get farmed regardless. Secondly, your grand idea to "fix it" is just adding more rewards? Do you honestly think that's going to attract people outside the game who aren't playing currently? Who would look at ranked conquest right now regardless of rewards and say "Wow that looks fun" Every single player myself included can only play for so long before getting stage 4 terminal cancer from the amount of aids that we encounter from terrible team mates. The only way ranked conquest is getting any better is with a few thousand players so the matchmaking can actually do its job properly. No player on the outside looking in is going to look at a old game mode and be "Oh look gw2 conquest is giving away more shinies, let me hop in! :D", it has to be a new game mode, something fresh, something you can market from a-net's end. You can't market 7+ year old decayed rotting meat, sprinkle some rewards on top and expect people to eat it.
  21. Suddenly no problem anymore with someone saying the retargeting mechanic is stupid and should get removed? Rofl I for one would rather see stealth go on Mesmer than detarget. Detarget plays much more into the subterfuge theme of the class than stealth does.Mind you I am biased in that regard as I have been playing stealthless builds for over a year now. The problem is, that retargeting in particular when combined with random position change has way less counterplay (zero to be exact) and kills every possibility for mind gaming (on both Mesmers and opponents side) than stealth. When the target is stealthing i still can anticipate his movement direction, i still can keep track of the Mesmer amoung clones when tracking who is coming out of stealth. Add to that, that most retargeting skills also include a dodge means those skills are just some defensive monsterskills with zero counterplay. While the randomness of the position change can even be bad for the Mesmer itself. IA even adds a lot of offensive power to the defensive monster abilities and is just broken as hell in my opinion and still has too short cd compared to how much stronger it is than Decoy for example. But i would just remove the retargeting mechanic completely. In particular with GW2 slow and bugging targeting it is a pain to fight against even when you have no problem to identify the real mesmer very fast after that. I made the video under the assumption that mesmer is never getting their 2nd dodge back based on anet's reluctance of reverting changes in the past, no matter how ill logic said change was. That being said, I still think IH should be removed and replaced with another trait in its place. It kinda lost its purpose imo when they nerfed almost every single ambush ability, I'd just rather see something else at this point. Not to mention that A-net said before that the dodge mechanic is so hard baked into the trait itself that removing the dodge from IH would take more time than removing and redesigning it from the ground up. What you mean with removing the dodge from IH? There is no need to make the clones not dodge when using IH. They even need to be able to dodge otherwise no clone would live long enough to finish their ambush attack. It is not even the ambushes being overnerfed. If they would have just reworked the condi ambushes to be more about effects/ utility need to be differently timed to pure defenisve dodges we would not have any need to reduce dodges to 1. The problem is that they never rly reworked or nerfs the problematic condi ambushes directly. They nerfed the dodges to one, they overnerfed Sharper Images to compensate for ambush dmg and avoid scepter ambush to overperform with that trait (instead just reworking scepter into a one hit skill not stacking bleed like crazy with each ambush use) etc. You ask for IP reversion (even though you know Anet is not flexible with admitting and reverting mistakes) and you should ask for adding the second dodge back for the same reasons: Both changes contradict either basic Mesmer or basic elite spec mechanics heavily and dumbing down the elite specs, they delete skill ceiling, tactical deepness and mechanical complexity instead increasing them. In particular ambushes and IH are the things adding skill ceiling the most (when ambushes are desinged well at least) and also define Mirage as a spec with different playstyle to core the most. Overnerfing it into uselessness is just contrary to the plan of turning Mirage into a balanced and less noobfriendly, less passive condi clone dmg spam spec. Deleting IH will kill a lot of potential skill ceiling, tactical deepness and mechanical complexity from Mirage. It would be a shame. And for that reasons the community (including Mesmer haters btw who want a less noobfriedly spec) should fight against this stupid change as long and as hard as needed until Anet has no choice anymore and need to admit and revert this nonsense. Means just as hard as fighting vs the IP deletion on Chrono. Because it is the same lvl of spec mechanic destruction and overnerf and nonsenseness.The reason for asking for IP reversion because as I said in the video, the 2nd dodge can be more easily balanced around than self shatter imo. So asking for that back is more realistic in my head than asking for them to give us back our 2nd dodge. When it comes to ambush, personally I'd rather see IH removed and them buffing ambush attacks across the board to make them feel impactful on just you, than having a bunch of illusions ambush like monkeys with dodge immunity, and have weak ambush abilities across the board to compensate for the off chance that someone might spec into IH. Which isn't really good from a balance standpoint if you really think about it. If infinite horizon is allowed to exist, then ambush will always be weak because of the potential output it can dish out with IH.
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