Jump to content
  • Sign Up

Desaita.3792

Members
  • Posts

    35
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Desaita.3792's Achievements

  1. Just want to point out that Im with you and I think it is a design and system that should be reconsidered. However I just ask for change like you and they say no.
  2. Guildwars two is littered with poorly balanced content. the developers did intend for this because thst is what theyve done a hundred times over. Im sorry that this caused you frustration, but the game creators dont care and wont do anything about it.
  3. at end game they have 0 top scores because of 0 contribution and should be penalized for it. because it happens every 3rd game or 33% of matches.
  4. win/lose just creates a bad environment where someone sits in game at the base without leaving and causes everyone to lose rank because they can.
  5. i think disregarding top stats is obscene. if you are awful in 1v1 and awful in teamfights and awful at taking objectives it clearly shows. and top stats need adjusting but onve adjusted should be taken into account.
  6. then add least deaths top stat Ive gone 14/0 and highest offense highest damage and still lost because my team couldnt hold it together.
  7. If this is true then I think stats should be taken into account but match making should be adjusted. teams do not need balancing in ranked games. players who perform generally better should rise. while players who perform generally worse should drop. An example from a game yesterday. My team was 4 players and the enemy team 5 players but we actually pulled off a win. Now it makes me squirm wondering that the player who left may not lose ranking because we won. All the while none of us 4 got any increased ranking for pulling off a very difficult match.
  8. Well I wonder why everyone left... Its obvious to me.
  9. Currently Rankings hardly show a players relative skill level and top scores often cause a misunderstanding of what is actually important in a match. Top Defense is relevant because points make you win however this should count time on a point even when not contested Top Offense is relevant because points make you win Top Damage is nearly irrelevant because it doesn't directly correlate to a kill but could if dealt correctly Top Kills is irrelevant because its actually Top Assists every player participating in damage on a target gets a kill whether they did 5 or 20,000 damage I suggest only granting a kill score to players who did highest damage to dying targets Further on this topic, kill points are only 5 points when they should be 10 or 20 (this would be an easy fix) Alternatively - create a system where each death causes an increase to the players respawn timer, 15+ (5 x playerdeaths) Top Revives is relevant because rallies win fights but top revives doesn't count rallies by player kills and it should Top Healing should be changed from overall healing to only the healing done to other players, because no one cares if you healed yourself 400k ADDITIONAL SCORES (scores that should be added) Top boons applied to allies Top conditions applied to enemies Top Assists, which takes place of current Top Kills Top Stomps which would be granted to non killing players that go out of their way to stop rallies Top CC stun fear interrupt etc. If these edits are made scores might actually mean something. when losing matches top scores should mitigate the points lost. when winning games top scores should add to points gained. If these scores are thought out more thoroughly like suggested above this system would cause players who play with purpose to rise in rank while those who sit afk or rage quit to drop. The next fix should be a system of veto or opting out of a round should become available in regards to trolling players A player should be allowed to have a list of players they do not wish to be teamed with for any reason whether its that they play poorly or they are verbally abusive or they sit afk. ANET does not ban misbehaving players so allowing players to avoid them would be greatly appreciated. There is nothing worse than having someone intentionally throw a ranked game only to have that exact same player on your team in the next round. NEXT Create a 1v1 arena for players to fight in for a duelist rank separate from 5v5 because the current state of ranking is laughable with "platinum" players literally losing duels to silver players. Finally fix connectivity graphical glitches and mapping bugs caused from push pull leap and teleport spells. This has been a known issue for years and has been constantly ignored.
  10. I think the virtuoso specialization is one of ny favourite specs released. it has phenomenal damage/crit and aoe capabilities and finally allows for a crit based duelist build. the elimination of illusions in trade for daggers was a beautiful concept.
  11. in the current meta the strongest and most reliable builds do one of several things, spam invulnerable, spam stun, spam evasion, spam block, spam blind, spam fear, spam invisible. sometimes multiples of these. This meta is pretty boring because only a couple builds per class can do these things and it devolves into whoever evades more wins or whoever fears more wins. a few suggestions are to reduce the options for blinds. granting classes 1-3 options not 15 different instances of blind with on pulse effects. introduce more unblockable attacks or unblockable options and cause unblockable to also hit targets evading. On necromancer builds remove the lifeforce gain per fear trait and replace it with a additional life force gain on hit effect perhaps 2% with 3 second cooldown. cause spectral ring to only cause fear per target every 3 seconds rather than 1.5 because that is ridiculous. cause invulnerable to act as a boon or be susceptible to reveal skills like invisible is. If you leave certain build options without viable counters they become a play this or lose to this "meta game" build and its incredibly boring. finally either reduce durations or reduce ammount of stuns fears dazes and knockdowns that classes have available. 1-3 should be normal above 3 is once again ridiculous. if you wish to keep the same ammount the durations should be reduced. also stun damage being reduced to 1-10 damage was a poor fix for a problem that was never related to damage. its the excess of access. a lot of the counters for builds that did these particular things were tank builds such as knight amulet cleric amulet and soldier amulet because the builds mentioned don't actually do enough damage to defeat these builds but those amulets have since been removed. so the meta has devolved into spam one of the above infinitely with as many instances as you can.
  12. i saw and understood the mechanic i just think the reward portion is too high and the risk is easily avoided when you can gain quickness for entering shroud, and pop a 15k damage combo in 2 seconds then exit back to your 20-34k health pool. the damage and cc is simply too high with easy constant healing when combined with life force generating utilities. i think as i started previously if ferocity per vitality is removed and the cc skill five is changed the class might have a better balance. The elixers were an interesting and very unexpected utility addition, gives a mad scientist vibe. I think the elixers currently lack the same power as other utilities though but if made stronger would tilt this class further into the overkill. Id suggest a general increase of elixer potential but a general decrease of the critical damage potential through other means. maybe a passive that causes elixers to grant a stacking ferocity buff in place of the ferocity based on vitality. this way the class synergizes less with other utilities that cause unnaturally high life force generation. As another general comment on the necromancer is perhaps lessen or change the life force gain on fear through the specialization. the cc power of aoe fear is already so high that also gaining high ammounts of life force is a little too strong. perhaps replaced with a heightened life force generation on auto attacks as a specialization causing less burst gain alongside cc but more general gain.
  13. The idea of giving players bonus ferocity based on vitality while being a class with already high damage and vitality is a little overkill. the shroud lacks defensive ability which is good in concept but perhaps replace skill 5 float with a defensive ability for better balance. the pistol overall looks balanced but with mainhand axe skill 2 can hit up to 8k while you still have a health pool over 20k. overall i think the damage boost from blight is a great concept just creates crits that are simply way too high.
  14. The shatters could be replaced by a system of spiking targets if they are under effects of one of your hexes.F1 damage and shatterF2 confusion and agonyF3 slow/alacracityF4 blind/distortion as for other weapons thats why I made up the attunement rule
  15. I think nerfing a theif is a ridiculous option. They are one of the hardest to play classes because they are only viable as evasion/condition, or crit/stealth. Guardians, specifically Dragon Hunters are the most overpowered at the moment and need to be dialed back a bit. In general having way to many options to just turn invulnerable with berserker stats and destroy everyone in the vicinity with traps. Core burn guardians arent any better, they are just a condition damage same concept. destroy everyone in an area while turning invulnerable. Either lower the damage output or reduce invulnerability durations. Simple fix.
×
×
  • Create New...