Jump to content
  • Sign Up

Sylosi.6503

Members
  • Posts

    241
  • Joined

Posts posted by Sylosi.6503

  1. @"Sovereign.1093" said:i hope anet will do a best of the best tourn where na fights eu in some sort of competition. =) would be fun

    Are they going to get a time machine to go back 4+ years ago then? Because in 2019 the "best" is comprised of players who have no real interest in skilled competitive PvP (even by the low standards of WvW), and are basically the "best" of the dregs left playing, most of whom aren't even trying.

  2. @Aeolus.3615 said:

    @"bluberblasen.9684" said:

    Iteratively adjust the power levels of known builds. Example:
    • Restore revenant hammer #2 Coalescence of Ruin
    • Increase reaper's boon removal
    • Help revenants remove more boons.

    please not :(

    Also give players a change to spawn new builds by making large changes to skills/traits that have potential, but are not quite there. Dont be afraid to take risks. Examples:
    • Make engineer rifle stronger. Faster "cast times" to all skills and add evasion for the leap skill.
    • Allow engineer to remove more boons.and core engi is not bad - only holo is way too strong. nerf holo and core engi is great again.

    Core engi is one of, if not the weakest core spec in the game, so is basically terrible. Go see thief, warrior, etc for really strong core specs and even most other core specs like necro, ele, ranger, etc are stronger than core engy. Core engy is the poster boy for being left behind by powercreep that has obsoleted most of its design (kits, projectiles, combo fields, etc), it is so pitiful it basically needs a rework.

    Problem is holo and scrapper can be built to carry, if u buff core engie, it’s elites will be far more broken than they can reach already.

    It would be a problem if the game were remotely balanced, but it is no different than the rest of the classes with broken elites (in many areas much more broken) who also enjoy much better cores.

    As for "carry", you realise you are playing a game that literally aims for you, that has minimal (and braindead) resource management, with largely short easy to manage cooldowns, where the "dodge" is basically just a skill that gives you evade frames rather than being a real dodge, etc. Being carried is built into the combat system of this game, which as a casual MMORPG you would actually expect. The only really skilled bit in this game was conquest with actual teams playing against each other, that added a level of decision making, map awareness, rotations, etc to up the skill cap from the very mediocre level that the combat provides in the first place.

    Now holo is broken for roaming and PvP (but even then to put that in perspective thief has been broken for roaming for 7 years), but scrapper since they reworked it again is basically mediocre at best in all areas of the game other than it has a good spot in large scale WvW and even then if you want to see what is really broken in large scale go see the hordes of FB, Scourge and Herald (the get carried elite of choice for large scale).

    As for core engy it is not abouts buffs, that does not solve the issues, its design has been left behind by the powercreep - the over reliance on projectiles in a game where projectile hate has substantially increased, how other classes have acquired more skills (FB, druid, etc), how combo fields have been devalued, how individual skills do more and more which makes a class with only one weapon bar more of a disadvantage (this is indirectly why they struggle with holo, it basically breaks engy by giving it two weapons), etc.

    It needs a rework, not buffs.

    The general problem in regard to balancing cores/elites is the trait/skill system itself. They tacked on elites to a trait/skill system that was not designed for it, so if they have some elite that is broken OP like say holo they struggle to balance it without effecting the other elite / core. (and vice-versa)

  3. @"bluberblasen.9684" said:

    Iteratively adjust the power levels of known builds. Example:
    • Restore revenant hammer #2 Coalescence of Ruin
    • Increase reaper's boon removal
    • Help revenants remove more boons.

    please not :(

    Also give players a change to spawn new builds by making large changes to skills/traits that have potential, but are not quite there. Dont be afraid to take risks. Examples:
    • Make engineer rifle stronger. Faster "cast times" to all skills and add evasion for the leap skill.
    • Allow engineer to remove more boons.and core engi is not bad - only holo is way too strong. nerf holo and core engi is great again.

    Core engi is one of, if not the weakest core spec in the game, so is basically terrible. Go see thief, warrior, etc for really strong core specs and even most other core specs like necro, ele, ranger, etc are stronger than core engy. Core engy is the poster boy for being left behind by powercreep that has obsoleted most of its design (kits, projectiles, combo fields, etc), it is so pitiful it basically needs a rework.

  4. @"miguelsil.6324" said:There is no skill required in zergging, just maintain boons up and ur utilities at will. everything happens to fast for you to think "oh i should use this skill because it will be very useful and make a diference".

    There isn't much skill required in any part of WvW, the basis of skilled PvP in games is competitive PvP where players of similar skill, outlook, experience, etc compete against each other, that is in very short supply in any aspect of WvW. Then add zero balance on top of that, a fairly mindless one dimensional game mode (in terms of fights) and relatively undemanding combat (e.g - mechanically this game is pretty easy, has minimal resource management, etc) and you have a clown fiesta in terms of "skilled" gameplay. Which is why no one genuinely wanting skilled PvP still plays WvW on a regularly basis.

  5. Against large barriers from desert shroud or bulwark gyro it works as an anti-barrier trait, but then against some pitiful 100 barrier a scrapper may have up from its 15% trait (and has no control over, other than not attacking) this sort of thing is broken.

    Just another fine example that they have no clue what they are doing, why PvP / WvW are dead and why virtually no one decent plays this game any more.

  6. @TinkTinkPOOF.9201 said:

    @TinkTinkPOOF.9201 said:It was never meant for WvW and never balanced for it...

    And?

    I mean if this was an actual RvR game where the classes, mechanics, etc were all designed and balanced around WvW, then sure you'd have a point.

    Problem is WvW was a side project tacked on by some devs looking through their rose tinted spectacles at DAoC. The classes, mechanics, etc were designed around sPvP, then nearly entirely balanced around sPvP until HoT, when they also started to design/balance for PvE raids.

    WvW meanwhile has been nothing but a distant third in this regard the entire game and basically just gets the odd crumb, which even then is normally only aimed at large scale. Hence in WvW the classes/builds/mechanics have always been an imbalanced farce that were designed and balanced for the needs of other game modes. The notion that imbalance is suddenly an issue because of that pattern repeating itself with mounts is laughable, WvW has always been an imbalanced, low skilled, cheesefest where core concepts like risk vs reward have always been a joke.

    And?

    That's the whole point and why people are mad, balance has been left behind and more and more ridiculous things have and are being added.

    No, a handful of people are mad, because some of the imbalances they were fine with got changed to a different type of imbalance with mounts that they didn't like. Basically crocodile tears from people who don't genuinely give a toss about balance, risk vs reward, etc. ;)

  7. @TinkTinkPOOF.9201 said:It was never meant for WvW and never balanced for it...

    And?

    I mean if this was an actual RvR game where the classes, mechanics, etc were all designed and balanced around WvW, then sure you'd have a point.

    Problem is WvW was a side project tacked on by some devs looking through their rose tinted spectacles at DAoC. The classes, mechanics, etc were designed around sPvP, then nearly entirely balanced around sPvP until HoT, when they also started to design/balance for PvE raids.

    WvW meanwhile has been nothing but a distant third in this regard the entire game and basically just gets the odd crumb, which even then is normally only aimed at large scale. Hence in WvW the classes/builds/mechanics have always been an imbalanced farce that were designed and balanced for the needs of other game modes. The notion that imbalance is suddenly an issue because of that pattern repeating itself with mounts is laughable, WvW has always been an imbalanced, low skilled, cheesefest where core concepts like risk vs reward have always been a joke.

  8. @"Exedore.6320" said:

    • It assumes that all the solo players would play in the solo queue. From the last time we had split queues, we know this isn't the case; a lot of solo players used the team queue.

    Which doesn't mean much when "team" queue gave out more ranking points, more gold, etc.

    And the very reason the "team" queue gave out more rewards and even allowed people to queue solo in a "team" queue the first place is because the reality is if you had an actual equitable fully split queue, the team queue would be unworkable. Most people who play instanced PvP games, play solo ( and to a lesser extent duo) most of the time. Even most who play as a full team at times only do so some of the time and the rest play solo/duo like everyone else.

    Which is why even games with tens of millions of players cater to people playing solo and why an actual real split team / solo queue in this game would simply end up with a very dead team queue.

  9. @C Cspace Cowboy.5903 said:

    @C Cspace Cowboy.5903 said:Has anet even responded once to this?

    They aren't going to. And there really isn't any reason for them to (at least in my opinion).

    Really? The largest stream in gw2 history?

    It isn't, Phantram once spent a couple of hours teaching Sodapoppin how to play PvP in GW2 he had like 24k at one point, which rather puts in perspective just how low this and the PvP tournaments numbers are in the grand scheme of Twitch.

  10. @"Ok I Did It.2854" said:Anyone who really wanted this game to succeed would realize that anyone leaving, including a streamer who has promoted the game for 7 years, leaving is a massive loss, but it seemed lost on some people.

    LOL, it is only a "massive" loss to the tiny number who religiously watch Teapot.

    The game does not succeed or fail on streamers, I mean look at PvP for instance, Teldo used to get 800-1000 viewers (over double what Teapot normally gets), PvP didn't decline because Teldo left, it declined because of decisions Anet made like power-creeping the game which ruined the combat for a lot of people, slow to balance, etc.

    Same thing with WvW, the game mode has fundamental problems that were never addressed (outside of fixing culling), it was largely neglected in comparison to PvE/PvP, etc, that is why that declined, not because Chemsorly quit streaming.

    Same thing with Teapot, if the PvE raid scene is basically down to Teapot fanbois who will quit the game when Teapot leaves, then guess what, the raid scene is already dead.

  11. This thread confirms more than ever that in 2019 WvW is full of PvE players, be they zerglings who want to be left alone in a PvP zone to go spam AOE/PvDoor or "roamers" who care so little for any sort of skill or even vaguely decent gameplay that they are desperate for dull, one sided "PvP" against people with no chance in zerg builds.

    As "PvP" players what is left of the WvW playerbase is so PvE it is funny.

  12. @Doug.4930 said:

    @"AsiraasiB.7165" said:This whole post is why this game is dying. Anet sees posts like this, sympathizes and then adheres their cries.

    Instead of encouraging ppl to l2p..

    With the amount of reveals in this game from traits or utilities, wvw having towers and guards reveals, anet giving pretty much all of thieves weps damage to reveal... I dont understand these threads...

    Not to mention thief no longer has traps, so no trapper runes... Meaning they have to use pure initiative to stay invisible.. And somehow damage you, with no more initiative btw... And then use more initiative to stay invisible.. And not get revealed by u or tower or guards etc...Plz explain

    Stealth (at least the typical full out invis) simply does not work as a balanced mechanic in things like WvW. If I play my thief in WvW and start losing a fight, then the vast majority of the time if I want I can disengage that fight, yet I am not punished for playing poorly, nor is the chap I am fighting rewarded for outplaying me, that is busted.

    Its clear by this paragraph alone that you haven't played WvW in a while, or you're grasping at straws because thieves are annoying. With mounts now being in the game, these fights (as rare as they are now) usually only occur in camps/towers/sentries. So if the thief decided to be a coward and flee, it usually means that they've given up a tower/camp/sentry or left their teammates in the lurch. It could be argued that stealth in other classes is a bit unbalanced, but one need only look at the population of thieves in WvW to see that they aren't exactly meta in WvW at the moment. So many classes can now do the job a thief can do but better. Why run a deadeye when you can run a longbow soulbeast that does more damage and is uncatchable. Why run a daredevil "brawler" spec when you can run a holo smith? And so on.

    Try actually roaming with a thief in WvW at the moment. I'm not calling for buffs or anything because I understand my own bias, but there's a reason thief is seeing much less play than some of the other elite specs. Because why bother hamstringing yourself by having to avoid towers and sentries when you can just run any other class and have no issues..

    It's clear by the above you have a rather large thief shaped chip on your shoulder.

    My post was about stealth as an OP mechanic in WvW and how the only meaningful balance to it is provided in PvP by conquest, which applies to all classes that have access to that, not just thief.

    It applies to any build that can abuse it. So for example long ago I sometimes played a silly GS/Staff druid build in WvW that used the trait that lowered your cooldown of the skill first used after weapon swap, so it was pretty much uncatchable and completely broke the concept of risk vs reward. And of course it was not just that trait and being able to abuse ancestral grace / swoop for movement, it was that it had stealth with smokescale and stealth on leaving celestial avatar.

    Why would I care about sentries or camps in WvW? The game mode does not function in any meaningful way as a competition (see - population/coverage), that is one of the reasons it is dead. Then even if I was dumb enough to think it mattered, my impact on a 24/7 game with hundreds of players from a couple of hours of roaming would be irrelevant. If I was actually silly enough to care about PPT then I'd tag up as that is by far the biggest contribution a player can make in that regard. And no, most of my fights when I bother to play this game are not over things like camps, if you spend most of your time flipping camps, sentries, etc than that says more about you than anything else.

    As for the state of thief, now it isn't as faceroll OP as a roamer as it once was, but if you think it is weak or even mediocre as a roamer that says more about you than anything else. Nor does the state of it nor any other class with stealth make a difference, in WvW stealth is a poorly designed OP mechanic whether that is on some broken Holo build or something much weaker.

    In regard to the mounts, putting aside the sheer straw clutching of that, the amusing thing is it has made stealth even more OP in relative terms, because it weakened the other big thing for running off when you are losing or having control over when to engage - high mobility, stealth also makes dismounting people much, much easier.

    Oh as for longbow soulbeast, same thing, long range pew-pew damage is much more balanced in PvP where there is much more opportunity to LOS, much more focus on fighting over capture points, etc than the far more open WvW, where players spend most of their time not contesting a capture point, etc

  13. @AsiraasiB.7165 said:This whole post is why this game is dying. Anet sees posts like this, sympathizes and then adheres their cries.

    Instead of encouraging ppl to l2p..

    With the amount of reveals in this game from traits or utilities, wvw having towers and guards reveals, anet giving pretty much all of thieves weps damage to reveal... I dont understand these threads...

    Not to mention thief no longer has traps, so no trapper runes... Meaning they have to use pure initiative to stay invisible.. And somehow damage you, with no more initiative btw... And then use more initiative to stay invisible.. And not get revealed by u or tower or guards etc...Plz explain

    If you don't understand why invisibility is OP in open world type PvP then it is you that needs to learn to play. It is the same in pretty much every game, even ones that have far more counters than in GW2.

    When I play ESO and want ez-mode when I go roaming, you know what two classes I play, magsorc because mobility like stealth is OP in these game modes or I play nightblade because of stealth.

    And to put GW2's pitiful reveal in perspective, in ESO every single class has access to reveal skills that can simply be slotted in on your bar (in any build if you want), then AOE skills reveal you (in a game where there are no cooldowns so AOE can be spammed) and then detect pots on top of that. And guess what it is still faceroll OP even then, I can do things on my nightblade that I could only dream of on my necro, DK, etc.

    Stealth (at least the typical full out invis) simply does not work as a balanced mechanic in things like WvW. If I play my thief in WvW and start losing a fight, then the vast majority of the time if I want I can disengage that fight, yet I am not punished for playing poorly, nor is the chap I am fighting rewarded for outplaying me, that is busted.

    Yet if I play sPvP and do the same thing, I am punished by losing the capture circle, failing to make use of our 2v1 which then means we are 3v4 the rest of the map, etc, and conversely my opponent is rewarded by the flipside of those things for outplaying me. And that risk vs reward is the basis for balance in a game, which is missing from WvW in so many aspects and that is one of the reasons why it died 4+ years ago, not because a few players so bad that they think a weak band-aid like reveal is monstrously unfair to stealth in WvW.

  14. @Rod.6581 said:

    @Rod.6581 said:

    @"MrRuin.9740" said:I think you may be in a minority. I don't think too many people buy an MMO expecting an in depth solo experience as they tend to be built around the 'massively multiplayer' part.

    Guild Wars was described by its own developers as a "non-MMO." I've come to expect certain things from that, one of which is that this game be much more solo-friendly than other MMORPGs. Yes, at end-game too.

    Guild Wars 2 is a massively multiplayer online role-playing game developed by ArenaNet and published by NCSOFT. - WikipediaNow, developers said many things and lied, so even if they really said that, don't trust them on that.

    If you want solo content go search for solo games. Don't force it here, we lack content as it is, no need to humor snowflakes like you.

    Yet the funny thing is MMORPG's humor "snowflakes" who want things that are non-MMORPG all the time. (including many of those who bang on about solo aspects not belonging in an MMORPG)

    Take 'massively multiplayer' for example, the only things in this game that actually are massively multiplayer are the economy, the zone events / world bosses in some zones, WvW, etc. If the game were truly about being "massively multiplayer" then you wouldn't have instanced 5 man mini-games like PvP, Dungeons, Fractals, etc that are simply normal multiplayer and outside the persistent world, we'd still have public dungeons like real MMORPGs had.

    And all of those are common for every game labeled as MMO. What you are doing is going outside of the norm and trying to emphasize 'massively multiplayer', as the game must have vast amount of players is required for each activity. Poor attempt to make discussion in your favor.

    Nonsense, I'm not emphasising anything, you are the one that brought that up when you quoted this from the wiki - "Guild Wars 2 is a massively multiplayer online role-playing game". I am just observing that a 5 man instance is not 'massively multiplayer' either, that it is simply multiplayer like any of the zillion team/co-op games you can get.

    Now has having co-op/normal multiplayer content set outside the persistent world become the norm in most themepark MMORPGs, sure, but it only became the norm because they decided it made good business sense to cater to those "snowflakes", in exactly the same way MMORPG's have increasingly catered to solo/duo players over the years.

    I am just pointing out the hypocrisy (in most cases) of those that say solo content does not belong in an MMORPG, but are fine with small multiplayer set outside the persistent world, if you don't like that, that is your problem.

  15. @whoknocks.4935 said:

    @aspirine.6852 said:They are good for their server and might prevent the other players from stealing camps or running back to his or her zerg. So that is good, but if they are skilled players, who cares?

    They are actually an handicap for the server and they do> @aspirine.6852 said:

    They are good for their server and might prevent the other players from stealing camps or running back to his or her zerg. So that is good, but if they are skilled players, who cares?

    They are actually an handicap for their server and manh of them don't even realize it, one time happened a group of 7 people started chasing me around the map for over 5 real minutes, maybe even more, they completely stopped what they were doing just to chase me, i wasted almost 10 minutes of their time and they actually lost a tower and a camp by doing so, for what? Just for the kill on me xDThey could use that time to prevent the camp and tower flip because they were more, and only 3 people of my server flipped the camp and tower...Yeah very good for their server... 1 kill in exchange of a camp almost tier3 and a tower. ?

    Only if you actually care about "winning" the matchup. Many people do not care, because as a competitive game mode WvW is a joke, so consider "winning" as meaningless.

  16. @Nimon.7840 said:

    @"Sylosi.6503" said:Because most WvW players who still play WvW on a frequent basis are basically PvE players at heart who use WvW as a substitute for a social life, rather than looking for good (challenging) PvP. No actual PvP player would put up with the pitiful quality of "PvP" in WvW where the majority of fights are not close in the slightest. (let's not even go into how infrequent fights are on top of that...)

    I remember last time I watched Helseth stream (long ago), a bit after they let you queue for PvP from WvW, he went into WvW duelled a warrior, beat him, said "this is stupid, I can just kite him" and went back to PvP, that is the response of an actual PvP player to the "PvP" of WvW.

    That's funny. I think it's the exact opposite way.

    Then you'd be wrong, putting aside most actual PvP players (and I mean in a general sense not specific to this game's PvP) from both WvW and PvP quit long ago or barely play anymore, the pattern for better WvW players (roamers especially) was to go from WvW to PvP. Frankly it was even the pattern for not so good roamers who weren't playing WvW as a substitute for a social life, for the simple reason you get far more action in PvP than roaming in WvW.

    If you are looking for "good (challenging) PvP" gw2 is the wrong game for you.

    Correct, which is why I log in occasionally for a week or two to see if by some miracle if things like WvW have improved (it hasn't, it is in an even sadder state the previous time I played), then go back to playing actual PvP games for the next X months until my next little visit to GW2.

    And when they get into wvw, where the first challenge occurs in crafting a good build, they often choose pretty poorly.Because spvp makes you not flexible by having these stupid set stat amulets

    Nah, it is just more balanced and less carried by cheese (it is still cheesy of course), because they throw out most of the broken runes, sigils, stat combos and the game was designed around that game mode (e.g - look at stealth / mobility - the balance to those in PvP is the game mode itself, roaming in WvW on the other hand...)

    You can't just say that wvw isn't good PvP. It actually is. But you need to find these people that are as good as you are.

    It is trash tier PvP, the basis of decent, skilled, even fun PvP is competition, and I don't mean that in some "esports" way. I simply mean having opponents that are around the same experience / skill / outlook toward the game as each other, so you get at least vaguely competitive encounters. WvW is complete garbage at that, which is exactly why you had people try to get that with things like GvG.

    WvW is "PvP" for PvE players, it is low skill, casual, undemanding to the point you can simply join a zerg and have the commander basically think for players to varying degrees, making decisions for them directly or indirectly on things that are considered fundamental to most PvP games like positioning.

    Which to be fair actually suits the playerbase of a casual MMORPG where most players are more concerned about playing dress-up than anything else.

  17. Because most WvW players who still play WvW on a frequent basis are basically PvE players at heart who use WvW as a substitute for a social life, rather than looking for good (challenging) PvP. No actual PvP player would put up with the pitiful quality of "PvP" in WvW where the majority of fights are not close in the slightest. (let's not even go into how infrequent fights are on top of that...)

    I remember last time I watched Helseth stream (long ago), a bit after they let you queue for PvP from WvW, he went into WvW duelled a warrior, beat him, said "this is stupid, I can just kite him" and went back to PvP, that is the response of an actual PvP player to the "PvP" of WvW.

  18. @Aeolus.3615 said:

    @"ProverbsofHell.2307" said:Sacrificing a utility JUST for thieves is insane imo.

    Most DE builds are so dependent on Stealth, even just for a few seconds, that they are
    required
    to use Shadow Meld as their elite in case of Reveal.

    Just shows how badly they are designed for WvW.

    A bad design because a DE is pigeon holed into an elite skill or for some other reason? Any suggestions for a replacement?

    Cough

    Anything based on sustained stealth and/or capable of sustained stealth and safe burst damage is literally impossible to balance and make fun to play as/against based on how the combat in this game works.

    The idea of more stealth on the thief, especially as a ranged burst damage dealer, never should have made it past the early stages of the drawing board.

    The casuals need it, to overperform their capabilities as casuals.

    As opposed to non-casuals who need a game that aims for them, is full of passives, is largely slow paced and is an imbalanced cheesefest where the meta cheese carries very, very hard and a game mode that is competitively dismal, to "overperform their capabilities".

×
×
  • Create New...