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VALARMORGHULIS.9173

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  1. OVERALL INPUT: _**After playing this game for 7 years and maining necro for those 7 years with over 10k games in Spvp, and after being involved in the pvp community and attending 2 of the WTS lans I can say: These are good changes for Spvp balance as a start. It's hard to gauge how things will turn out because this time around - so many variables are being changed which is why nobody relevant in the spvp community has posted this thread yet.Most of their feedback will be on their streams to their viewers. So if you really want the inside scoop on their educated guesses go watch Chaith, Naru, Sindrener, Angels, Vallun, Grimjack, and Shorts, and don't be surprised if Helseth logs in to do a review. Additionally, What most of us would like to see next:Now that damage, survivability, and sustain have been nerfed across the board - the devs need to start changing how skills, traits, and all that work (functionality). Instead of responding with useless and lazy damage, survivability, and sustain nerfs, they need to change functionality of things that need to be buffed, or nerfed to add depth to the game, provide fun/entertaining/in depth counterplay opportunity, and change the way the conquest is currently being played for the better. This is all a good start though. We are raising the skill ceiling on the game once again, and getting rid of cheese mode builds that require low skill, but have a big affect on matches such as condi mirage, s/p thief, and symbols firebrand. **_ -Contraversy
  2. Annulment sigil is sometimes literally the difference between you winning a 1v1, landing a cc, and or dying. It literally can be the difference between someone getting rezzed by a support as well. It’s great counter play especially against a warrior. Necromancers typically run in on staff with unblockable marks. However,If you give other professions more boon rip options and more reliable boon rip spam other than annulment and revocation sigils then necromancer loses the majority of it’s role in spvp. Even though it’s boon rip/conversion will always be the most potent. Thus, you can’t be asking for that. It doesn’t provide balance to the game. There are some profession skills (other than in necro) that rip boons from enemies that are just fine how they are. A few examples include:-Revenant’s Banish Enchantment-Thief’s Steal (traited through trickery)-Mesmer’s Dune Cloak (trait through mirage)-spellbreaker’s breaching strike-Revenant Facet of Nature for Shiro stance
  3. Dude who even in the world is this OP. This entire post is an priori argument, and thus a logical fallacy with poor evidence. If ranked duo Q goes away—I am one of those top tier players that will 100% quit the game. If they do not start implementing strategies that encourage playing conquest how it was meant to be played within the next few months—I’m going to quit the game. I’m talking about like 5 man Q’s seperate from solo ranked with a team leaderboard, and rewards that are scaled up from MaT rewards. Solo Q is cancer. It’s absolute cancer. It makes playing ranked pointless because you’re basically rolling dice. No human being wants to take risks that are predicated on chance. That’s what ranked solo Q is.
  4. Fire weaver and Water sages weaver are balanced in my opinion. They are the new ideal side noder with almost no losing matchups. Warrior CAN beat it 1v1, but top tier weavers will out play them in a duel. Additionally— if you play scourge just roll into that 1v1 on bm scourge and it’s a winning matchup. However you might die if the weaver is runing S/D water.
  5. Anet, fire 50% of your artists and go beg grouch to come back, but double his salary and give him executive power to do whatever he wants with sPvP. Thnx. Problem solved.
  6. My original post mentioned that it’s a matter of time until someone steals the combat system, and utilizes it in a better sPvP system. When that happens GW2 is dead.
  7. The IssueFact #1: I have played this game for around 7 years now. Many know that I have mained Necromancer for 7 years, and I currently play Necro in the competitive environment (I also have played and understand all of the other classes, their roles, etc...). The only current competitive environment is the Monthly AT. That's the issue; We get one event a month, and then 50% of those people that win the top 4 places log out for 3 weeks. That is all facts. -Fact #2: Players that have played in the ESL or AG before, and/or are in the top 50 on ranked LB get matched with players who don't even know how to dodge (that is just an example that scratches the surface to show their low skill level). These players who can't even dodge are either players that the matchmaking system has gone down to gold to pick up after a plat 2-3 or Legend player has waited in Qeue for 7-8 min OR they are players who just so happen to have been lucky enough to make it into plat 1 and MAYBE even plat 2 (and perhaps this is because they are on a class that happens to be over tuned....or it could just be luck...or the fact that my cat could be in the 250-150 LB range because there aren't a lot of players). Theory that follows from the previous: The population of the spvp community is too small to effectively run a solo or duo ranked season. Theory #2: Arenanet has serious issues in player Acquisition, and retention in all game modes. Their targeted customer segment is a customer segment that is very narrow, and shrinking. This isn't ever going to be fixed unless you get someone with brains that comes in and applies a serious business model overhaul--revamping your value propositions to focus on the customer segment that actually has the most potential ROI, Conversion, or whatever you want to call it. Since this is never going to happen-here is my proposition so that those of us who still enjoy sPvP (and are good at it) can get the most out of it while we can: (please notice how I said "AND ARE GOOD AT IT"--this implies that the following proposition caters not to casuals but MAINLY to the top 10% skilled players that are tearing their hair out of their head in ranked qeue because you, Arenanet, failed to correct your business model after you blew $250,000 USD at the worst possible time). Now that all of that is said, and now that I have explained Entrepreneurship & Marketing Segmentation 101 to you as it applies to the game... Here's what to NOT do: Do away with ranked solo/duo Q and ranked leaderboards. Do away with the Daily or Monthly Automated Tournaments or their rewards. Remove features and rewards for the casuals. Add these features: Add a SEPARATE 5 man only team Qeue where you can only and specifically Qeue as a Guild Team--thus making further use of that feature. Re Add team leaderboards for these 5 man Qeues in ranked that is separate from the solo/duo Q ranked leaderboards and rewards. (I know with this you could possibly run into matchmaking issues, but I think that a team should be within 10 places of each other to be matched against one another. If there is no other team queuing in that range after a certain amount of time, then the system can start looking 10 placements further down, and then after more time it looks another 10 spots down for a team qeueing). Scale up rewards won in the MaT and apply them to the top 10 corresponding places on the team ranked leaderboard as the rewards. (This is obviously a more competitive environment than the MaT).The proposed potential results of such a change: Players in the top 10% skill range are happier and mentally healthier. Disappearing after the MaT for 3 weeks (examples: Toker, Zeromis, Nos, Kat, Olrun, Zorh, Moobs, Jeff) is DE-INCENTIVIZED. (this is because now there is a new competitive environment with better rewards that requires consistent play). --sidenote: these better rewards devalue the rewards won in previous MaTs. Player retention increases in generalPlayer retention increases because now people are playing better teams and learning from their losses more than once a month (in the MaT). Sidenote--players get better at conquest not carrying pugs on meme builds. Player retention increases because rewards are now attainable in more than one way. Player Acquisition increases because now there is a new and potentially educative competitive environment with good rewards. **TLDR; Overall--Fostering a ranked system that encourages players to play conquest the way it was meant to be played and incentivizing that creates a better community as well as a learning environment. This opens up the potential for others to learn how to play conquest properly. This proposed system forces players to learn conquest the way it was meant to be played if they want to be a top team and earn rewards. Create a better system for this. The current system only incentivizes matchfixing, Qeue Dodging, Cheese builds, and playing conquest in a way that it wasn't meant to be played.** -Contraversy P.S. Arenanet: I have seen you advertising on Instagram...a little tip from someone who works in that Industry: If you're going to advertise, then advertise a new sPvP competitive feature such as the one I just proposed before you implement it in game. Hype it up etc. Pivot your target market back to the competitive sPvP scene (this is conditional though--you have to make your game not boring as hell to watch.... aka bunker wars 2...
  8. Off topic but asking cus you seem to have a good idea around this seasons meta.What would u say is a good duo class build with a reaper? Please don’t say fb as I don’t sit still.Asking for a friend >.> excluding fb....Holosmith or bm scourge.If you're going to run a fb with a reaper in duo then make sure it's a harriers fb with axe/shield & staff.Ideally you want to have the fb run harrier for quickness on reaper. They just synergze better. Go with Arken's build.
  9. you are literally zoning in on particulars with your evidence. You're talking about specific instances that NO scourge puts themselves in at the highest level. You think Reckless or I are just going to run out into the open and blow two dodges and our trail of anguishes willingly? hell no. There was a game today in plat 2 where I was on courses scourge on Capricorn and MY ENTIRE team wiped mid besides myself. I proceeded to go to the jump puzzle at the top ledge by spawn leading out right before to mid and I ran 2 laps around that with a reaper AND a scourge chasing me. I killed BOTH of them 1v2 in the time it took my team to respawn. You can run speed runes but guess what; against a good scg you have 0 swiftness (which speed runes rely on). Power reaper became most viable when air and fire sigils were in the game. Since their removal, power reaper has been subpar to the evolution of actual necro metas. I will gladly take you into an arena tomorrow and 1v1 you. I'll even let you build your life force to full. anything to help the community. It's really a pain to run into a reaper in ranked solo q and gape them in 10s on scourge while im sitting at 1690 rating and then get the reaper on my team next game and then have to try and carry them. The community needs to be purged of these false notions of what is good and what isn't.
  10. lmao. What are you gonna cc me with? all of my dmg is ranged.. I can just los and out kyte. You rely on might with reaper and scg runs a hell of a lot more corruptions than reaper does. you will never get a gs 5 pull on me, and if you're running gs over staff on reaper then you my friend have the wrong idea on how to play reaper. I literally dumpster anyone on reaper. Why do you think nobody plays reaper in daily AT or the MaT. They get absolutely trained by scourges and are so hard to sustain. by the time I use trail of anguish, you're already dead. Reaper dies to scourge 10/10 for several reasons. scg is ranged dmg and anyone who understands this will have correct positioning, kyting, and counter pressure capabilities that any reaper cannot deal with. (scg also has a few skills that don't require line of sight aka all the shade skills, torch 5, and staff 1-5. scg has more consistent and hard hitting corrupts since it is condi.scg has more condi clear than reaper. I wouldn't even use ToA, I would just pop spectral walk and run away/juke/clear the chill --btw another reason that comes to mind with this is the more consistent mobility. Especially in regards to scg keeping permanent cripple on a reaper. reaper is dead out of shroud to scg and even more dead when it goes into shroud. you're stability in shroud is literally a hazard against any intelligent scg. shroud 5 is easy to dodge even if you get close enough. chill to the bone elite is easy to dodge. This.I agree with u in if u play gs over staff in pvp then u ain’t uptodate with reapers role in spvp and how it’s best played.Scourge can counter reaper in a 1v1 but it’s not reapers hard counter. If I have all my cds and so does scourge at start of the 1v1 I can and at most attempts win the 1v1 but saying that i avoid 1v1s with scourges cus the risk is to high unless it’s needed for the game. Or ofc my ego kicks in If scourge and reaper both walk into a 1v1 with full cds— reaper has 0 shroud and scg has 0 shroud. Scourge absolutely wins.For several reasons:All the things I already saidAny good scourge won’t try and hold node vs a reaper.Scourge relies less on life force than reaper does and it also builds it quicker. P.S this is not a real game situation as neither fulfill the role of a duelist. I rarely run into any 1v1 in ranked Q. Clearly you've never played against a competent reaper then lmao Between speed runes, gs5, spectral grasp, cttb, rs3, and rs5 it is very easy to lock down or out kite scourges. Reaper running curses has the same uptime on weakness as scourge does too. Reaper gets 66% reduced duration on cripple, scourge does not. It is laughably easy to kill scourges on any class with range or heavy CC, reaper carries plenty enough CC to train a scourge down This is not the point of this thread, but fyi, you are not fighting clueless NPCs you know. Yes, there are many clueless scourges out there (more than I see on any other build). But dude, I can kite reaper on core guardian and win most of the time. Competent scourge will run circles around any reaper. with what exactly? reaper has better access to swiftness than scourge, toss some speed runes on and chase them down. reaper also gets all movement conditions removed on entering shroud and -66% duration on cripple, chill, and immob. If they SW to try and juke, you just drop yours at the same time and port back as soon as they do scourge has the same problem it's had since it was released, it's very easy to range them or CC them to death. 2 dodges + 1 stab vs 5 very easily chained CCs is a no brainer, tunnel them. you play it the same way you play rev, holo, or spb vs scourge.Let me make this clear to you. You know who makes the overall necro meta? I do. You know who else agrees with me on this view point? Naru. I am the only TRUE necro main in the top 50 on NA ranked LB, and I've deemed curses scg as the most viable necro build in the game for the highest tier of ranked conquest. I'm the only person that has put together a team that has come close to beating team USA in the MaT (best was 350-500).I've played this game for 7 years and I have played necro as a main in any competitive scene since I started. I'm telling you now for the last time that scourge vs reaper at the highest level wins 100% of the time. There have been multiple teams that have tried to build comps around reapers within the last couple of months and every single MaT they get dumpstered by a comp built around scourge.People keep trying to build comps around things that don't work. Recently they have been trying to build comps around double revenant for the MaT, but at the end of the day they get dumpstered by scg comps. Until scourge becomes irrelevant--there is no profession driving comps more than it is. structured spvp has revolved around necro for almost in the entirety of its existence with the exception of one season. At the highest level; the elite spec that drives the current meta and all of the metas since the release of PoF is scourge. That is NOT going to change unless they absolutely gut it or fb. The likelihood of them doing that is nearly 0.
  11. support was never meant for anything but necro. the reason for fbs existence rests on the viability of necro in the role of team fight damage and boon corruption.Revenant is strong because of it's consistent spike dmg. Currently there are so many passive damage modifiers on revnant and might was the least of them. It can still stack just about as much might on itself. That isn't even counting the assistance from other classes being able to contribute to giving it might. (not that they contribute that much) Overall the nerfs weren't as effective as people might think. A good rev will still gape anyone.
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