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TheOneWhoSighs.7513

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Everything posted by TheOneWhoSighs.7513

  1. My personal opinion is that phantasms should've been a 1 and done deal, and that they wouldn't actually be killable, but targettable. Just to screw with the enemy a bit. And that clones should be extremely expendable & easy to generate. I'm talking Mesmer scepter's level of easy to generate across the board. Would make shattering a less punishing mechanic, and since phantasms don't continue to exist you can afford to give some roids to the rest of the Mesmer's kit. Ofc, you now have to be careful about any change you make to core Mesmer because, well. Chrono's there to do it 2-3 times in a row if you make it too strong..... Is it too late to delete continuum split and have a new profession mechanic?
  2. Lol, at people thinking MORE maps is what we need. Outside of Reset (and for an hour at most), when do we EVER see all 4 current maps queued? Nowadays, basically never.With a new expac coming though, there's potential for a lot of old members to come back, and many people are going to want to try out the new specs in WvW. There is a genuine conversation you could have on the development team about planning around trying to keep said players. That said, ANet's never thought that far ahead, so I fully expect the population to decline even more in the long term.
  3. It wouldnt be high up. If you cant run away at all, itd be 7th, maybe 8th. There is a reason why in PvPs 2v2 and 3v3 gamemodes thief is entirely unplayable. Nah, it'd still be high up. The thing is, in a 1v1 the thief can play around as long as it needs to. In 2v2/3v3, and similarly with SPvP, a thief cannot do that. The thief has teammates. The thief has a timer to compete with. These are things that actually severely hinder one of the core strengths of a thief, that being controlling the engagement. We're talking without running away here. What youre referring to is running away.Staying in combat, in or out of stealth, is not running away. No, they have nothing. The enemy can just grind down their defenses then kill them. They have nothing they can do to actually control the fight, and they can only get a favourable position against 2 classes. This is just silly. "The enemy can grind down their defenses". So can they. Its not. Again, we also had 1v1 PvP events, and thief ate dirt in every one. Yeah, that's actually fair. I can't find post PoF stats, but post HoT stats don't look good. Meh.
  4. Man, this thread is priceless.Though I do agree gates can be pretty funny. Watched like 7 dudes chase a group of 3 around a tower, with them going through the gate to get some time to heal up before the group got around the broken wall. Eventually the 7 smartened up and had some post out on both sides of that gate. But man was it funny to just stand there and watch.
  5. It wouldnt be high up. If you cant run away at all, itd be 7th, maybe 8th. There is a reason why in PvPs 2v2 and 3v3 gamemodes thief is entirely unplayable. Nah, it'd still be high up. The thing is, in a 1v1 the thief can play around as long as it needs to. In 2v2/3v3, and similarly with SPvP, a thief cannot do that. The thief has teammates. The thief has a timer to compete with. These are things that actually severely hinder one of the core strengths of a thief, that being controlling the engagement. If we're talking about a straight up, 1v1. No timers. No interference. No running away. The thief has a lot that they can do to control the fight & eventually get it into their favor against every class in the game. And I do mean every class in the game. Sure, you can beat a thief on a number of classes. But it's not about whether thief is beatable or not. It's about whether it's good at 1v1s. And honestly, it is. I also find bringing up 2v2/3v3 to be wholly irrelevant. I mean, any class with some good AoE damage is going to do stupid well in 2v2/3v3 arena. AoE's that are a lot weaker in a small scale open world fight.
  6. What does that have to do with anything? People gain experience and grow. It was fun when they first experienced it. Then they leave when something becomes stale. None of that has any bearing on the scoring mechanics that favor numbers and coverage. This was a response to Manu's comment about the negativity seeming like jealousy, NOT about scoring mechanics that favor numbers and coverage. These forums have been stale for years but people aren't leaving these it seems, apparently the one true future of the mode and the forums are constant negativity.Trust me fam. We haven't forgotten what it's like to have fun. In fact, everyone was quite excited being put against you guys.Unfortunately BP will likely be T1 again. Enjoy being T3. And I actually mean enjoy. Honestly the pugs from those other tiers are a lot more skilled.
  7. I'll never understand why everyone and their dog that likes the desert BL particularly like the PvE aspect of desert BL.Personally I find the CC spamming lords on DBL to be actively making the game worse. They exist almost solely to compensate for the fact that actually moving around the map to defend these keeps takes so long. Almost as if there's a glaring flaw with making a map significantly larger than the rest, and then locking the methods of moving around faster in it behind having all 3 PvE shrines, which you're basically never going to have if someone is attacking your keep, because they're going to walk right past a minimum of 1 shrine to get to your keep.
  8. your math is flawed though. Sure the damage is mitigated by 99% plus some decimal percent, but the original power calculation before armor is still in the millions, so that decimal percent still has the potential to be massive, considering the health pool a player has. The difference between full berserker, and full minstrels is around 1200 armor or a 54% increase in armor, or a 54% increase in damage mitigated. That's default damage right? If you smack anything with a wet noodle the damage is going to be close no matter who you hit sure.Now imagine instead of doing 828 damage, you land a Churning Earth on a full zerk weaver with bloodlust stacks, and it crits.then the calculation is more like: Zerk -> (1,100 weapon damage 4001 power 3.5 skill coefficient) / 2211 armor = 4,473 damage x (2.52 crit) = 17,556 damageMinstrel-> (1,100 4001 3.5) / 2211 (1,100 4001 3.5) / 3443 = 4,473 x (2.52 crit) = 11,274 damage. The difference isn't 300 anymore. Its 6282 damage. To get these kinds of numbers, players have to use high damage skills, paired with THREE stat investments, power, precision, and ferocity plus the inevitable channeling time investment. Just to have it reduced by such a massive margin by a single passive armor stat. The lesson here is toughness has diminishing returns. Power has diminishing returns because toughness exists. Condition damage has no diminishing returns because it ignores armor so it became a broken stat the day they buffed burning/poison/torment stacking to make condi builds comparable in average dps. Therefore, toughness is overtuned in an environment where condition damage is negligible (when a class or group has near unlimited condition clearing, i.e. literally all of WvW). Yeah, fair. I went full derp there. (I'm still amazed at the words the forum filters with "kitten") Still, the highest damaging classes in a Zerg are a power weaver, a power DH, a power Herald, and a power Scourge. Even in this full minstrel's world of ours. Because the access to condition cleanses is way too high. Even if you nerf scrapper into the ground, tempest will just rise up to replace it again. The whole game mode needs some pretty serious blanket nerfs to sustain & boon generation, and conditions need to be looked at again.
  9. Pfft, go back in the day and it would've just been plague form necro. Didn't even have to run tank stats. Because that's how stacked plague form used to be relative to the rest of the game. And now to your "troll ele" build, which I'm sure totally isn't a Tempest build and is genuinely a core elementalist build. Because it's not like tempest is absolutely stacked or anything. So what? So you build entirely for survivability. Hit like a wet noodle. And surfed what was probably a cloud rather than a zerg. And anyone you fight, just has to roleplay walk away from you, because you literally do less DPS than they can heal. It's not the freaking stats that are the problem. It's the things that use the stats. If toughness is OP, then a 10k+ HP barrier on top of that toughness is just multiplying the effect. Or 10k+ heals + tons of condition cleanses is just further multiply the effect. If conditions, which aren't affected by armor, can't stick to a character thanks to 1 particular freaking class. Do you not see how that's a problem? Do you not see how that's just further stacking the supposed "issue". Do you not see how nothing has actually changed in SPvP after the latest amulet removal. Everyone just swapped to Avatar WHICH DOESN'T EVEN HAVE TOUGHNESS.
  10. These 2 are related.Condition damage isn't mitigated by armor. And toughness is 1:1 with armor. This is actually part of why conditions feel so strong against squishier builds. Your natural armor does nothing against it, unlike every power build. And why despite having high access to armor, players still need support scrappers and the like. To put it bluntly, conditions were the attempt to balance armor. And it was done in a way that there's still counterplay for large amounts of conditions. Is it perfect? No. But the problem you describe with toughness is kinda meh. As your armor gets higher and higher, adding more onto it does less and less. I'll keep this very simple.Zerker Rev auto attack: (1,100 2630 0.633) / 2 = 915,634.5 Literally, having 2 armor halves how much damage an attack does to you. Now lets do 4 armor: (1,100 2630 0.633) / 4 = 457,817.25 Now it's 75% mitigation. But 2 armor gave us 50% mitigation. And now you know basic math. Lets use that for an actual calculation. Lets hit a Zerker Revenant.(1,100 2630 0.633) / 2211 = 828.25 Now lets hit a Minstrel Guardian.(1,100 2630 0.633) / 3443 = 531.88 Yeah, safe to say I don't think 300 damage is as big of a difference as you think it is. And just for fun, lets calculate the actual damage mitigation each gives you:828.25 / (1,100 2630 0.633) = 0.00045228199That is the percentage of your original damage you were doing. So it's over a 99% damage mitigation.531.88 / (1,100 2630 0.633) = 0.0002904434 Ah yup, still over 99% mitigation. Man, lets try hitting something even squishier. Lets hit a full zerker ele. 1967 armor. Let's skip to the end.930.99 / (1,100 2630 0.633) = 0.00050838516 Yeah, still over 99% mitigation. But now the difference between an ele and a guardian is almost 400 damage! OP OP! Look, I wrote all of this to say. The oversimplifications with the problems of WvW are just silly. Even if you removed every tanky stat in the game, barrier would still have more impact than toughness does. And there is a lot of access to barrier. As well, considering conditions ignore armor, high access to condition clearing also plays a huge factor in the whole balance of things. The biggest issues WvW has and has had for quite a while now. Is how powerful elite specializations are. That's also the issue SPvP has had. No amount of ditching stats is actually going to balance issues inherent to classes themselves.
  11. If we were being honest. The only group the claim buff is catering to is off-hours defenders that need every advantage they can get vs groups that run in those time zones. Like, we can't pretend that there wasn't years and years of people whining about all their hard earned stuff being flipped during non-prime time hours. If anything has encouraged players to not want to fight in objectives, it's the fact that flipping objectives and winning matchups just gets you put into match ups against servers with better coverage. Which is its own negative feedback loop with virtually no solution if ANet sticks with server vs server as it is now. There is no solution to being put into a match up where you're the weakest server and all your players don't even want to play anymore because you're being spawn camped. Which was something that would happen quite a bit even pre-HoT. Also, HoT brought with it some of what are still the most unbalanced specs in the game. On top of adding minstrels to the game. Which mind you, even if you combined multiple 3-stat sets, you still wouldn't reach the total stats of minstrels because 4 stat sets naturally have higher totals. On top of that it's much easier to convince randoms to make full minstrels than it would be to convince them to make mix & match pieces of armor & trinkets.
  12. Yeah I agree, its funny that thief was voted number 1 in 1v1, when it either loses the 1v1, or runs against the next 4 spots. Hell, the only time Im worried about facing a thief in WvW is when I can't be bothered to switch off of my PvE DE, and even thats only because thief actually genuinely hard counters DE. If Im playing Core Engineer? I'd rather face a thief than 6 other classes. I personally would still vote it number 1 in 1v1. First of all, a good thief is straight up annoying to 1v1 on any class. And second of all, every thief has the ability to choose their fights more easily than other classes. Like maybe if we're talking a straight up arena style 1v1 where running away isn't an option, then yea. Thief would arguably not be number 1 (it'd still be high up there). But in WvW style 1v1s, picking your fights is a big thing.
  13. Ain't nobody double-teaming. All 3 of the sides would ass jam the other in a heartbeat. It's just that the two stronger sides are trying to wait until the other is distracted so they can get their ass jam in while not being jammed themselves.
  14. It would vary. For instance, Full Minstrel Guardian already has 3443 armor. So 200 armor (which is all 200 toughness is) is around a 5.8% increase, rather than 10%.200 vitality is 2000 health. If a class has over 20k health then it's less than 10%. Under than and it's more. I'll say the OP is roughly accurate though in that the buff probably swings more than people realize. My personal opinion is that I'm fine with it being strong, I just think it would be interesting if it were like the orbs of power back in the day rather than what it is now. But for that to make sense, ANet would have to actually address its hacker problem. Soooo. lol. Don't use a VPN kids. More likely to be banned for that than you are for hacking.
  15. Tbh, the lists would still be pretty similar imo. The big movers on the list are Guardian/Thief/Ranger. GuardianEngineerRevenantNecromancerWarriorElementalistMesmer (this slots in as #1 if you're the commander)RangerAnd then there's thief. 3 miles away from the rest. There's some play for how you order Necro/War/Ele/Mes, but imo they're all pretty close to each other in terms of viability in a zerg.
  16. Underwater WvW map sounds like fun. Everyone's tired of the current meta anyway, so we should welcome our new tempest overlords with a water map.
  17. One thing to consider about roaming or 1v1s, it's not necessarily about who beats what in this survey. But more often, what you're more likely to run into. Which, in my experience you're far more likely to run into a Thief or Ranger when you're roaming than you are any other class. So if your class struggles against them, but does better against classes that maybe they're weak against. You still look weaker, because you struggle against the more common classes. It's not purely how many classes you beat, it's how often you can win the match up you're in. Which is not an even distribution of classes. Also, "win" is very subjective here. Which is why the thief ends up being so common. If a thief runs into an unfavorable fight, or screws up. The thief has a metric ton of escapes to get out of there. Reset. And rethink his approach. Honestly, no other class in the game has that to the same degree. Thief's ability to reset fights is on a whole other level.
  18. Wait a minute...if half voted warrior first and then voted last by the other half wouldn't that put Warrior as more of a C+ tier? I kill way to many of those other classes on my warrior, so pardon my disconnect here. You misread it. Thief was voted first by over half of the respondents. Warrior was not.You are right, I did misread that part. My critiques are all still valid. Since the reasoning given does not reflect my experiences roaming as a warrior.Yeah, not much of a warrior player myself. Warrior seems to have good damage. Problem in my mind with roaming is that your ability to stick to a lot of classes is going to be pretty bad. As well, other's ability to burst from afar puts you in a nasty spot. But that all comes with the caveat that most players in WvW are not good at fighting on small scale. So there's plenty of people to stab regardless of how good/bad your class is. And all of those stuns are highly telegraphed & hit like a wet noodle. Nothing like hitting hammer 5 and doing a crit for 7 damage.They seriously need to revisit that BS...They won't, lol. ANet's only answer to anything that they feel is power creeped is either to tweak it ever so slightly so that you can't even tell they touched it. Or to press the delete key. You know. Like they did for the water PvP map, 70% of stat sets in SPvP, a plethora of traits on every class that used to be pretty powerful but now have ridiculous things like 240 second cool downs. The devs kinda just gave up on balancing very early on. I wouldn't be surprised if we see one day where WvW has SPvP style stat sets.
  19. Wait a minute...if half voted warrior first and then voted last by the other half wouldn't that put Warrior as more of a C+ tier? I kill way to many of those other classes on my warrior, so pardon my disconnect here. You misread it. Thief was voted first by over half of the respondents. Warrior was not. And all of those stuns are highly telegraphed & hit like a wet noodle. Nothing like hitting hammer 5 and doing a crit for 7 damage.
  20. There are as many people that see that map as "best map". Considering we went from 3 Desert BL's to 1 Desert BL & 2 Alpine. I think it's safe to say the devs have stats that prove the idea that "there are as many people that see that map as "best map"" objectively false. In fact, if you actually go and pull up wvw stats. You can see that Desert BL pretty consistently has the lowest Kill/Death activity.
  21. You can't seriously crap on Alpine for "wasted space" while praising Desert BL. That has got to be a troll.Desert BL is a walking simulator. And the only saving grace to it is if you know the few hay bale spots that make it somewhat tolerable to navigate. Compared to Desert BL, Alpine is nice and cozy. Who cares about that space to the north. Also, the shrines are easily one of the worst gimmicks on Desert BL.
  22. Tbh, out of all the things suggested on the thread. This makes the most sense. Attacking should reveal you, period.
  23. Playtime & numbers are highly important to WvW health. More so than ktraining. AKA capping objectives.It actually makes sense when you put it in that context. Like yeah, you could AFK for quite a while after a raid. Hell, during non-peak times most wouldn't even blame you for doing so.But the fact that you're in game, and in the mode. Means if your keep is attacked, even if you're half AFK, you're likely to help out. Player psychology is an important thing to keep in mind.
  24. They'll get rid of it the same day they get rid of the last desert borderland.
  25. Even if you build necro for mobility, you've got 2 meh, predictable abilities to warp you backwards to where you placed them. And one solid mobility option in the form of Reaper shroud 2. Compared to guardian with sword 2, a great gap closer. GS 3, a great gap closer/opener. Renewed Focus, which yes is an invulnerability but invulnerabilities allow you to reposition yourself in big ways. Retreat & Stand your Ground, both opening you up to either engage or disengage basically any class in the game. Judge's Intervention, Merciful Intervention. And again, while not a mobility skill in the same sense renewed focus isn't, Shelter easily lets you reposition or disengage fights. That's on top of better access to condition cleanses which makes it far easier to disengage from fights with condition builds. And everything I mentioned there on guardian is available to every guardian spec. Reaper shroud 2 isn't available to every necro spec.
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