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Swagg.9236

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Everything posted by Swagg.9236

  1. Imagine thinking that GW2 ever had, at any time, a respectable skill ceiling.
  2. Looking at a minimap every few seconds and using mumble/discord. Unlike other team-based games, that's all you need to be top level in Guild Wars 2.
  3. Enjoy 3-4 months of borderline irrelevancy. Honestly, just play the next new "meta" star build. They all do the same thing at the end of the day.
  4. what makes you think that starting player will face players that can pull this off?you ran into 5man premade, they could play kitten like 5x holo and steamroll you harder, exept you wouldnt even be able to fight back becouse the 1-2 skills you would somehow manage to land would deal 15% of their hp instead of 40%.you kept running out of spawn into 3 of them repeatedly instead of leaving with team what did you expect?TBH if you played it properly you could actually win the game.Ah not to mention they propably were communicating unlike your team. Sometimes its better to coordinate instead of complaining yes? You can't beat a team of 5 spike mesmers unless you have the right comp. Moreover, if you have any remotely weak links in the comp match-up vs 5 spike mesmers, it will be as if you're playing 3v5. This means that the onus is entirely on the non-mesmer team to play the "correct" build rather than to just "outplay" the 5 mesmers with positioning, timing and gamesense. As fragile as spike mesmers can techincally be, they still have stealth, a blink, and built-in, instant invuln baked into their builds. This, combined with mantra's spammability, low attack CDs and the fact that much of their high damage can be used from range, means that they aren't something that you can really juke while in combat. If you want to fight them, you have to somehow survive and burn through their damage negation despite the fact that they can absolutely kill nearly any build within the duration of their damage negation (and often have an out with a teleport or stealth should something bad happen). These sort of mechanics entirely remove the skill factors of non-turn-based combat, turning the match into more of a card game scenario in which hard counters established prior to combat will be the ultimate deciders in who wins. It's pretty degenerate.
  5. Just halve all incoming fall damage game-wide. The only reason that it was so oppressive in the first place was because the beta engine allowed people to bunny-hop with bad latency, so you altered movement in a way which not only made jumping a lot more sluggish, but also increased the fall damage astronomically (and by "you," I mean a bunch of people who go unnamed and probably left the company ages ago).
  6. What would happen if ppl stopped getting so triggered over the idea of losing the ability to negate incoming damage while attacking and healing? lol I don't even main weaver in spvp --- i play it on a noob level. However all the weavers I came across were nothing compared to other classes that are actually OP. It takes a lot of skill to play weaver well in plat2+ . The only skill in this game is watching a minimap. Playing Weaver is a PvE rotation no matter where you are.
  7. What would happen if ppl stopped getting so triggered over the idea of losing the ability to negate incoming damage while attacking and healing?
  8. I don't think that "quick" means "2-3 months" in anyone's book when it comes to retroactive, surface-level changes to a video game's mechanics. The last balance patch was October 1st, by the way. It's nearly guaranteed that this dev team makes no move until December. At this rate, it'll be 2023 before you get your "major shakeup."
  9. It's not just instant-speed offensive skills. An equally big issue is the usage of instant skills which then provide protracted periods of damage or effect negation during which players can still take offensive actions. This also includes a lot of skills which just bake "block" or "evade" periods into attacks, because entirely removing the risk from a move with a cast-time might as well mean that that skill's cast-time is instant. At this point, the latter might even be the bigger issue. Yes, mantras and things like FA ele exist, and they're awful, but the more commonly seen "playstyle" which generally causes the most boring combat cycles are builds which just end up being super predictable, but also completely soaked with evasion, passive damage pulses, passive self-healing and/or passive stability procs. All of that together means that a lot of fights run this time-wasting cycle of wearing through cooldowns and passive procs until an opponent can FINALLY take proper damage (that is, if they don't just run due to an obvious lack of CDs). Point is, instant-speed offense is heinously bad design for a game like this. Remove it. But also cull this garbage which lets people just walk through damage and smack people for thousands of damage without any real consequence.
  10. Plat is definitely possible: https://en-forum.guildwars2.com/discussion/62751/any-way-to-get-out-of-gold-if-all-i-like-to-play-is-staff-elementalistFrom p1, however, it sort of feels super RNG (as if most matches aren't already toss-ups already using a build like core staff). The main issue with core ele (particularly staff) is that you're mostly going to rely on your own team having a complementary composition rather than just having the freedom of running a generic, one-man-army build like most meta set-ups. If your team starts flailing or your comp is pretty hard-countered by the other team, you're probably just going to have a bad time, hence the RNG.
  11. Nobody wanted GW2. People wanted GW1 with an updated engine that allowed for more movement and free-aiming. It's worth almost nothing to salvage anything from GW2. If you really wanted a game of any remote value which had to be spawned, more or less directly, from the tenants of GW2, I'd recommend starting with the mount movement. Base all player movement and attack options around current mount gimmicks (i.e. leaping, jumping, swooping, then somehow slamming into the ground with a separate skill or just firing AoE projectiles), and then build your flavor/classes around their usage and availability (You will probably end up with no more than 4 classes, and that's perfectly fine).
  12. Unless one can immediately recall a particular thing that did the majority of the work which resulted in one's death, the combat log is almost utterly worthless considering how it tracks all incoming damage from all sources, all outgoing damage from the player, and how everyone in GW2 strikes multiple times a second mid-burst; not even accounting for the chaos of any given fight that is scaled beyond a 1v1. tl;dr: Yes, use the combat log featured in the tabs above the chat box, but you might have to sort of already know what killed you if you want to make any sense of that slurry of numbers and damage sources.
  13. The problem with conditions in GW2 is that they've never been anything other than damage. Yeah, "control" conditions exist, but ultimately they were not super impactful unless you could stack immob on someone or maybe if you perma-chilled an Elementalist. Things like "you move slower" have traditionally been underpowered or irrelevant in GW2 (a game loaded with teleports, movement skills and ranged attacks which aim themselves). If you want "good" or "meaningful" conditions in GW2, you would have to give them an actual purpose or goal related their application. Conditions have always been nothing but damage at the end of the day. Prior to the stack change, condi was always, always, ALWAYS garbage in comparison to direct strikes (except for SOMETIMES a few PvP exceptions), and after the stack change, conditions randomly supplanted direct strikes as meta DAMAGE. GW2 has always had two, generic, untyped damage paradigms for absolutely zero reason. Now they fluctuate in "purpose" randomly based entirely on patch notes. The only way to fix this is to just give conditions a real purpose that can complement direct strike damage. I tried doing that a while ago, and it sort of ended up going down the path you imagined in your OP with how a lot of condis got limited to certain weapon choices. The main difference is in how condis would turn into a "builder" mechanic used to trigger super powerful debuffs which would be useful in PvP and PvE: https://en-forum.guildwars2.com/discussion/73153/giving-conditions-a-role-and-normalizing-condition-removal
  14. Anet hasn't been able to code anything competently since 2010.
  15. Core staff Elementalist. No arcane utilities allowed aside from Shield. FA relies on LoS jumping and twitchy, tab-target combat. Therefore, it falls into that black abyss of gameplay cycles that are so shallow that they either end up being wholly too effective for the minimal effort involved or are utterly worthless just to prevent them from harassing the entire game's PvP population. Having to predict opponent movement in order to use ward walls and fight with attack intervals of 1s+ is what makes core staff ele the ideal power level.
  16. That's because there are two playstyles in GW2: Instant-burst from maximum range using tab-target, lock-on skillsNegating positioning and timing by teleporting or negating incoming effects and damage while attackingRenegade (mostly just Revenant in general) is what happens when you hit a critical saturation of "So how many more times can we re-color the same garbage, guys?" You end up with Herald (Thief except it has cooldowns and Defiant Stance) and Renegade (The first main playstyle except it's bad because... balance... flavor?? Guys, we can't make it too obvious that this is basically just Mesmer/Ranger, so we have to make it... not... good??). The best thing that you could do for Revenant would be to just delete it and salvage its more redeemable parts for abilities to be used by other classes. This game started with 4 too many classes back in 2012. The addition of Revenant was like bumbling a coup de grace to a dying animal and then running away as it writhes in final, unjustifiably prolonged pain.
  17. They're "grindy" because everything is gated by timers and materials bound to certain, tedious activities. If Anet didn't do this, it would be even more obvious to everyone how little actual content that any sort of addition to this game has.
  18. Rogue tears are always the sweetest.
  19. I also hate not dying to DoTs that are effortlessly applied from range. I don't ever want to die from someone committing to a risky attack that required any semblance of timing. I would really rather just bleed out from some guy corner-peeking from LoS or running through all of my attacks while facerolling a keyboard.
  20. GW3 would be as mismanaged as GW2. It's time for the franchise to die.
  21. 99,99% people skipped what you wrote after reading first sentence, not me.I endured all of it in its glory, I want you to take a step back, and think hard on what you are proposing.you want condi damage to be reduced by AT LEAST 80%.you want condi cleanse to also give 5-10s resistance ( thats 5-10s of damage immunity ). Immagine if everyone could spam 5-10s immunities to power damage, and have power damage reduced by 80%, now that would be something :D Direct strikes determine solid victors. There's a reason why people in a lot of highly competitive games seize up in pain when they see people die to DoTs: it's not enjoyable to watch or experience, and it's a combat option which often promotes passivity and ambushing rather than open-field contests. its a difference of opinions tbh, the guy I responded to doesnt like condis, im fine with that.but what im not fine is making them unusable compleatly, they are inferior to power damage as it is.if anything power damage needs shaves, current burst is too high on almost all power specs, to many oponents can kill you within 1,5-2sIt's sort of really not a difference in opinions, though. From FPS to RTS to MOBAs to fighting games and even cardgames, most successful, online competitive games nowadays are mostly devoid of DoTs. Those which do employ DoTs often only feature ones which very rarely result in kill confirmations within PvP encounters. And don't @ me with that "buh those are different genres" argument. We're talking about the reality in which DoTs are mostly absent from the widespread e-sports scene, and there's probably a reason for this. There's probably also a reason why a game that aims for you with a tab-target system isn't something that is regularly featured in a competitive, online video game PvP landscape. Nobody who plays competitive games wants to deal with DoTs that can just tick through a player's entire HP bar within the same amount of time it takes to walk halfway from maximum range to melee range. And in order to abate that abominable horrorscape, GW2 has adopted the design paradigm of "Just make everyone negate incoming damage while they attack, bro," and now nobody has to think about positioning or timing or aiming or communicating with anyone. The game nearly plays itself on an individual basis. Just remove DoTs, bro. It's not an opinion thing. It's a skill ceiling and fun game design thing that's been proven for decades at this point.
  22. 99,99% people skipped what you wrote after reading first sentence, not me.I endured all of it in its glory, I want you to take a step back, and think hard on what you are proposing.you want condi damage to be reduced by AT LEAST 80%.you want condi cleanse to also give 5-10s resistance ( thats 5-10s of damage immunity ). Immagine if everyone could spam 5-10s immunities to power damage, and have power damage reduced by 80%, now that would be something :D Direct strikes determine solid victors. There's a reason why people in a lot of highly competitive games seize up in pain when they see people die to DoTs: it's not enjoyable to watch or experience, and it's a combat option which often promotes passivity and ambushing rather than open-field contests.
  23. Hard disagree. If revenant is “evading/blocking” for 10s straight it’s spending all of its energy on doing that at the expense of losing most of its damage output (note not all, just the majority) and will end up dead once it runs out of energy. Meanwhile you have plenty of other classes able to put out significant damage pressure and block/evade/invuln without having to really trade off for it. Spellbreaker/Mirage for example. Good thing that rev can just press F1 or F2 for more energy.
  24. If it deals damage or inflicts a stun, don't make it instantaneous and/or grant an evade period for the attacker. Try balancing combat around 0.74-1s attack cycles so that positioning and the dodge mechanic actually mean something (although, the former will never really be consistently useful since teleports are everywhere).
  25. Cause it's allowed. Even more, it's designed like that. I suppose this game is now supposed be like this. Yeah, and that's why it's hot garbage. It was designed by short-sighted devs and isolated teams that constantly conflicted with each other over how to move forward with a franchise. Guild Wars 2 is a half-baked product.
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