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Master Ketsu.4569

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Everything posted by Master Ketsu.4569

  1. In all seriousness, if you want to win: -Tempest is extremely broken in 3v3 due to aura share and numbers being currently overloaded. You should be running at least one. If you run two, one can go auras + lighting rod. Once you have 1 or 2 tempests, you then fill with meta specs with good teamfight DPS. The best choices are probably Shout Bladesworn, Harb, Support/Burn Guardian ( Run if you have just 1 tempest ), Herald ( Note that Mallyx is very playable here ), or Catalyst.
  2. Simple fix is the fishing stacks should only be removed when you either A) Log off or B) Switch to a different PvE map. Swapping to the same PvE map shouldn't remove the stacks. As an added bonus, it would be nice if sPvP didn't count and we could keep the stacks through that as well, as long as we don't try to teleport to a different PvE map. TL;DR stacks should only reset on changing to a new fishing area.
  3. The problem is mesmer has a lot of uninteractive bad-for-the-game mechanics that make it so that whenever the class has decent numbers, it basically breaks the game. So they would have to actually rework parts of the design, which would be unfair to PvE players. So instead they have opted to keep mesmer numbers nerfed. This is incorrect. Most mesmer mechanics only have "predictive counterplay" IE counterplay that only works if the mesmer player is bad. For instance, predicting a stealth GS spike by counting down the stealth seconds and dodge/blocking right at the right time will indeed work, but it only works if the mesmer is playing like a monkey and always waits the full duration. Because of this, mesmer back when it was meta was very strong at low skill levels, fell off at medium-high skill levels, but actually became broken again at the highest skill levels.
  4. Nah, they don't need to remove duo from ranked. That would be unfair and lame for people who use it honestly. What needs to be done instead is matchmaking should be changed to take into account how easy it is to use alts to manipulate the matchmaking algorithm using Duo Q, to prevent the dishonest abuse. If people are Duo Q in 1500+, the algorithm should not only assume that both players have the same rating as the highest rated player, but give them an extra +10 or so ( for matching purposes only ) just for good measure.
  5. The actual design of the class and build isn't OP, the sustain is just way too high to the point where it legitimately cannot lose a 1v1 unless played full pepega. If they nerf the sustain by about 20% and fix the darn DT bug it should be fine.
  6. The main problem is the amount of points you gain/lose has too high variance, in addition to the way it is calculated being prone to inaccuracies. Currently, if you are in platinum, you will win 3~10 points for a win and lose 15~25 points for a loss. The logic behind it makes sense, but the problem is the disparity is too high resulting in the gravity towards the middle being too strong, which then results in even more bad matchmaking because you have "good-but-not-god" players who are only a single division higher than average when they should be 2~3 divisions higher. These points should never be lower than 7 or higher than 18 IMO. The next problem is how it's calculated seems to only weigh your personal score against the enemy team. So lets say you are Plat I, and it's late at night, and so the matchmaker decides that you ( Plat I ) should be able to carry a team of Silver III's against five Gold I~II's. As someone who is Plat I~II this is a very annoying match to be in. When in this match, I will win wherever I go, because Golds frankly do not stand a chance against those of us who can self carry beyond 1600. But the Silvers will lose everywhere they are because the gap between Gold and silvers is too big. This makes winning the match not as easy as it would seem since you can really only guarantee one node. The problem occurs when we win. What do we get? That's right! +3 points. This is because the system seems to only look at the fact that a Platinum player beat up a bunch of golds - totally expected, so we only get 3 points. It completely ignores the fact that we had to carry a bunch of silvers who were tripple capping home at the start of the game and just in general had absolutely no idea what in the 9 circles of hell they were doing the entire match. And because we only gained +3 points, that means the difference between our ranks and those same players in that match hasn't significantly changed. Which means that if we re-Q, there is a chance we will get THE EXACT SAME PLAYERS IN THE EXACT SAME BAD MATCH AGAIN. The worst part about this is that these types of matches are not fun for those of us involved. It is stressful for the Plat+ ranked player, because carrying silvers against golds is obnoxious. It is stressful for the silver players, because they should be fighting other silvers until they learn the basics. Getting pooped on by Golds who usually at least understand the basics of how their class works in PvP is not fun for them. It is stressful for the Gold players, because from their perspective it will feel to them like they should be winning the match since they win most of their engagements. TL;DR Legendary division is fine and should stay. Point distribution calculation is borked and encourages bad mismatched games. And let's not even mention how match manipulation factors into this.
  7. yes lets make it even easier to create wintrade alts lul
  8. PvE: Vind is good for solo DPS, but not much else. In Raids and such it's inferior to Power herald and all condi. Alliance stance is inferior DPS to Shiro/Jalis if you have an alternative source of quickness. sPvP: Alliance stance in sPvP is massively overnerfed. The last set of nerfs it got made little to no sense as the spec was already not being played much in high level games, as good players figured out that you just wait for it to blow the 1dodge. So these nerfs overall really feel like they were designed to pander to lesser skilled players. Shiro/Jalis Vind is better in sPvP due to these nerfs. Also VotE and SoA are still bugged. Herald is a far better choice in all aspects of sPvP. WvW: Shiro/Alliance is a solid WvW roamer build, pretty much the only place Vind feels good. This is likely due to the overnerfs from sPvP not being applied here. Overall meh. The main problems seem to all stem from Alliance stance just not being that good. The numbers in AS are too low in PvE. The Cooldowns too high in sPvP. TL;DR Greatsword is good and fun. Alliance stance is bad.
  9. The real slaughter is going to be in WvW as thousands of newfrens fall for the good old "Oh hey I can teleport to the open world PvP area already? Kewl!" trap. Not realizing that it doesn't scale their gear, only their level, and thus they will be walking free loot bags.
  10. Revenant is more of a "Dark Knight" than a "Death Knight". There is a difference. Dark knights tend to be heavy classes that have dark or spirit themed magic and ample access to lifesteal / sustain / movement skills - which Revenant absolutely is. But "Death Knight" is a more slow, Necromancer like class with Necro skills that just happens to wear heavy armor, which Revenant absolutely is not. That's where WoW shadowlands refugees coming to GW2 get confused. If you had a Death Knight in WoW as your main, Reaper built tanky will feel way more at home. But if you played Dark Knight in say BDO, Revenant is closer.
  11. You can get legendary PvP/WvW items as a solo-Q player or a solo WvW roamer. I got my Heavy and Medium Armor legendary sets this way.
  12. That's why I am giving this its own thread instead of a snippet in the bug thread. We don't actually know if this is a true bug or not. My main point is that if it is a bug, then obviously it should be fixed. But if it's intentional, then the reasoning behind it being intentional is no longer valid since SoA has been nerfed, so it should be changed to work as the tooltips suggest.
  13. So now that Saint of zu Heltzer build has been nerfed out of PvP, wanting to play Vind in PvP leaves some limited options. One of which is builds based on Vassals of the Empire (VotE). But there is a problem. The VotE boon duration increase is borked when used with SoA, granting the boon increase just a microsecond before SoA grants Vigor. This means the traits are effectively bugged and do not benefit each other ( SoA Vigor does not get increased by VotE ). This would be a very small buff to a struggling build, and it would be more of a bugfix than a buff since this seems from reading the tooltips how the traits are supposed to work anyways.
  14. The biggest flaw I have with it is the extreme inconsistency. For instance, I main rev. Two skills you would want to occasionally aim behind yourself: Herald Elemental Blast, and Vindicator Scavenger burst. If you use "Look Behind" with scavenger burst, the camera will reset and the skill will correctly hit where you aimed it. But if you do the same thing with Elemental Blast, the camera will reset and the skill will hit the direction where the camera reset, meaning you have to use "Disable Action Camera" with Elemental Blast instead. It makes absolutely zero sense. Then if you switch to engineer and tryout some explosive builds, things get even weirder. Using LB with grenades will force player facing despite the fact that grenades do not require facing. It should be pointed out this interaction does not occur with either Rev EB or SB, so it's just more inconsistency for no reason. So this means the only way currently to mitigate these shortcomings without putting yourself at a competitive disadvantage is by remembering every camera interaction on a per-skill basis. I think if they just fixed look behind to function properly with action camera, not reset after certain skills are used, and never force facing for skills that didn't require it, then things would be fine. That way LB could be used with ACM to function identically to freecam with normal camera.
  15. I'm probably one of the few ACM players who can consistently rank against top 100. It's true that ACM could definitely use better options and is probably the biggest untapped potential in the game right now. Lots more players would come and stay if they ACM was more advertised and worked better instead of being a half-broken "Hidden" option. However, there is a way to use ACM and not be at a noticeable disadvantage. The trick is the keybinds "Look Behind"(LB) and "Disable Action Camera"(DAC). DAC, despite what the name suggests, does not actually disable action camera. It temporarily changes you to free camera while the keybind is held down and immediately swaps back to action camera when released with the LMB. "Look Behind" which when used with action camera lets you look and aim behind yourself while the key is held. This is especially interesting because some skills used with LB and ACM will act as if you are using Freecam while others will not, some skills even act completely different altogether. Skills with LB+ACM do not always do the same thing that they do with LB+Normal camera. So what I have done is for those times you want to exploit Freecams ability to attack while running away, is I have DAC bound to LEFT SHIFT and "Look behind" bound to my gaming mouse fire key, making them both very easy transitions to do on the fly. TL;DR You can use ACM and still be competitive, but you have to learn which skills when running away are better to just use with ACM, which skills work better with DAC, and which skills work best while using ACM+LB. It's comically complicated and I half suspect that many of the skill interactions with these camera combinations aren't even intentional by Anet. For instance phase traversal will not let you even use the skill if you aren't in range and you are in ACM, but this also means that you know for sure when the skill will hit. Which means sometimes you will want to use this skill with ACM while other times such as using it to just move around the map you would want to hold the DAC key.
  16. As has been stated countless times before, 5 man is not some magic bullet to fix matchmaking. The problem is that 5 man reduces player population overall due to elitism and gatekeeping. If you need proof, just look at the ABSOLUTE STATE of ATs, which provides overwhelming empirical evidence that this is the case. The fallacy being committed here by the "ooga ooga 5 man will magically solve all problems booga booga!" crowd is known as "Not seeing the forest for the trees". You are asserting that because you as an individual would enjoy 5man with your friends, that this is true for the community as a whole. But a look at match data from actual attempts at 5 man shows that this is not the case. The big killer is that 5 man groups take a lot longer to form due to convenience tax, meaning most people will still be solo Q. Solo Q vs Team Q results in horrifyingly lopsided matches that only makes the matchmaking algorithm even more inaccurate as it is unable to assess if a player in the 5 man is actually good, or just a terribad who is being carried, and also unable to tell if the Solo Q player is actually bad, or is actually highly skilled but doesn't want to spend the time to form a 5 man team every time he wants to PvP. This results in people quitting the game. Seriously, stop making this thread. Stop making this argument. It's a very stupid and very easily debunked claim literally just look at AT data and apply basic common sense lmao.
  17. Vindicator was slightly overnerfed, but Rev as a whole doesn't really need any buffs right now. Herald is in a good spot this meta. The main thing I would do is buff Vassals of the Empire, or to be specific, FIX Vassals of the Empire so that it benefits Song of Arboreum. Right now these traits are bugged and SoA procs a microsecond just before VotE procs, which means SoA does not gain the boon duration increase benefit from VotE. This has been borked since beta. The nerfs on the healing skills CD should also arguably be reverted. Pre Nerf VInd was already in a state where playing Shiro/Jalis Vind had benefits over Alliance stance. Now Alliance stance just flat out sucks. Core Rev traits are fine and need no buffs. Herald definitely does not need any buffs. You could also argue for buffing renegade traits, but no one cares.
  18. The boon duration doesn't increase. SoA applies to "the stack" right before II does, so you don't get the benefit of II. If they are going to nerf the toxic af salvation bunker build, they should have at least fixed the alternative more balanced bruiser option that has been bugged this entire time.
  19. Should also finally get to the bug where Song of Arboreum doesn't work with Imperial Impact. Bugged since beta, still not fixed.
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