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Found 6 results

  1. So, someone recently asked me what would be a good way to prepare for GW2 structured PvP, and in so many words this is what I told them: LoL has a completely different feel due to not utilizing WASD to move, Bloodline Champions is similar but i can't really measure how much faster my reaction time gets per session, and transitively how that translates to GW2. WoW arena is very similar in feel, but the problem is its an Arena, whereas GW2 is a completely different playstyle. I feel like diving into WoW arena again would translate to me feeling like I would have to treat GW2 like arena, when in all reality I'm running from people for half of the game. Whatever game you choose to play should ultimately result in a complete lack of bad habit forming activities, and work towards a universal purpose, like reaction time. If i were forced to pick one, I would pick blc because it doesnt form bad habits, and I'm developing a universal skill. If i had to give an answer that I felt was correct, I would say a balance of all 3 games is required. The passive-aggressive laning attitude you have to carry when you play league, the reaction time and execution of BLC, and the real MMO pvp style of WoW. For this reason I'll be mixing all 3 of the previously mentioned in order to prepare for Guild Wars 2 PvP. Please give me your thoughts and what you will be doing to prepare for release, and I hope to hear from all of you.
  2. http://www.youtube.com/watch?v=tXNoyU4VtO4 It has come to my attention that the Thief needs some serious loving. As a potential remedy to this, a few cohorts of mine sat down and punched out some preliminary findings in terms of class deficiency, and it seemed like an appropriate topic for the blog. While reading this, I would like you to cross reference what was written with what class you play, and ask yourself if there is any room for improvement in the imbalance department. ANet can't fix the problem if they don't know what's wrong. I hope you enjoyed the tournament play i posted, and I also hope you take something useful away from this redesign. Condition Removal Currently the only source of condition removal and real stealth Thieves have is Hide in Shadows. The problem is that this skill does not remove crowd control effects. Other classes have condition removal such as 10 second automatic removal passives for rangers, debuff removal for Mesmers, multiple condition removal skills including “Shake it Off” as well as a heal/condition removal for Warriors, Guardians have even more, Engineers have elixirs, Necromancers have group condition removal that isn’t their designated heal (which also removes conditions), and Elementalists have many. Thieves are strictly limited to using Hide in Shadows for condition removal. I’ll give you the average combat scenario with Hide in Shadows: 1.) Conditions put on you via on hit effects, someone uses one of many immobilize effects 2.) You enter stealth, heal goes up, conditions off 3.) You’re still immobilized, and they know that, so they keep attacking you, applying more conditions and negating most of the benefits of your heal. It might as well not be a stealth Because of this, most Thieves have defaulted to Withdrawal for the evade and heal on a 50% lower cool down, effectively making stealth and condition removal nonexistent. I’m aware that Shadow Refuge is technically a stealth, but the skill is extremely under powered as a whole, and I will touch on that later in the article. Traps 1.) Currently, traps have little to no use in PvP. The trap mechanic in the context of Guild Wars 2, forces you to use them in a defensive way. If you use a trap offensively and it misses, you’re already down one cooldown before the fight starts. Traps need to be replaced with skills that have an active impact on fast engagements, as professions in Guild Wars 2 are much more mobile than they were in Guild Wars. 2.) Am I saying defensive cooldowns are useless? No, they’re absolutely necessary. Am I saying traps are marginally less effective than they were in Guild Wars 1? Yes. There was a basic and undeniable boost in mobility from GW1 to GW2. There are separate levels of elevation and various routes of access to all of the maps that are currently in place/being tested, and traps are wasted cooldowns entirely. Proposed Changes in Class Mechanics F1: Crack Armor: Apply several stacks of vulnerability to the target, applies 10 seconds of protection to self. This helps with our survivability, and enables us to weaken a single target, making them more vulnerable to our attacks. Which is what the thief is all about. F2: Steal Weapon: Daze the target for 2 seconds. Applies Might or Fury to self and grants a class specific item just like current steal. This allows us a control option, as well as the random item. Only usable in melee range. F3: Shadow Recluse: Enter stealth for 10 seconds when not in combat, 3 when in combat. This would grant the element of surprise when out of combat, but ensure that it isn't too powerful during combat. Allows for adequate positioning and proficient gap closing without the target just waiting for you to Shadowstep to put you in the ground. F4: Shadowstep: Teleport to Target. Shadowstep would be removed from steal, and would be its own class mechanic, allowing room for a decision making process before, during, and after the Shadowstep itself. Flaws and Proposed Skill Fixes Pertaining to Mechanic Changes Shadow Refuge - Shadow refuge heals for effectively nothing, (200 or so per second in the AoE) - Gives enemies a small designated area to AoE - Doesn’t break channeled spells once you enter it - If it’s used offensively, everyone takes a few steps back and wait a few seconds for it to go away. (That’s being generous; they would really just run past you.) The skill is Suggestion: Provide a signet that grants some form of condition removal, as well as adding condition removal to withdrawal and/or immobilize removal on Hide in Shadows. The reason I’m suggesting adding both, is because there is not a single class, Thieves aside, that do not have a condition removal spell outside of their heal. -------------- Withdraw: Cool down: 15 —> 20 Seconds My only suggestion for Withdraw will remain adding bleed/burn removal. If it’s added, consider bumping the cooldown up to 20 seconds. ————————————-- Hide in Shadows: Cooldown: Same = 30 Seconds Add Immobilization removal. Utility Skill Changes ————————————— Shadow Refuge: Cooldown: From 60 —> 50 Seconds Upon entering Shadow Refuge, become stealthed. Shadow Refuge will pulse 5 times, once every 1.5 seconds. Every other pulse will remove a condition and heal for 200, starting with the SECOND pulse. Upon leaving Shadow Refuge, remain stealthed for 5 seconds, but receive no pulse benefits. Explanation: Giving people a reason to stay AND a reason to leave, presents decision, not choice. Thought provoking and mechanically sound is what we’re aiming for. “If I stay, I’m fairly safe. If I leave, I might be able to do enough damage to kill him.” —————————————- Tripwire: Cooldown: Same 30 Seconds You throw a wire around your opponent’s legs, tripping them to the ground for 2 seconds. Upon standing, the enemy gains swiftness for 3 seconds. Explanation: One thing Guild Wars 1 did better than any other MMO, was give good skills drawbacks to make you think. ANet is a smart company, and is in the business of presenting decisions. Introduce a little complexity, in contrast with the current F1 Doubletap meta. ———————————— Ambush: Cooldown: From 45—> 120 Seconds Calls in a fellow Thief on top of your target, causing you to Shadow Step back 15 feet. Explanation: Sticking with the “traps are not for GW2” theme, these are some suggestions with what I feel to be appropriate balance, having played the Thief extensively through all of the prior Beta Weekends, Stress Tests, and now Alpha. ————————————— Shadow Trap: Cooldown: From 30—> 40 Seconds Throws a blinding dust cloud on top of your enemy, teleporting you to the other side of the cloud, and blinding your enemy for 3 seconds, causing you to stealth. Explanation: Traps are wasted skills, and creating relevant abilities from the ashes will introduce new interactions, some foreseen, some not. Decisions become present here. ————————————- Needle Trap Replacement Suggestion: Signet of Death: Cooldown: 125 Seconds Passive: Removes a condition every 10 seconds, starting when the caster has a 2nd condition placed on him/her. Active: Resets all class mechanic abilites F1-F4. Signet of Death's passive is inactive during cooldown. Explanation: This gives Thieves passive condition removal, but gives us the option to sacrifice it for a long period of time if we want our class mechanics back faster. It prompts the decision of control, or survivability, and if you take control, you lose your survivability for a lengthy period of time. --------------------------------- Build of the Week! (Elementalist) : "Jack of all Trades" 20 Fire Magic 20% chance to cause burning when attacked with melee Deal 10% more damage when attuned to fire Damage at your location when attuning to fire All your fire weapon skills recharge 20% faster 20 Air Magic Move 10% faster while attuned to air Move faster the longer you are attuned to air Strike your target with a bolt of lightning when attuning to air Deal 10% more damage while attuned to air 10 Earth Magic Gain extra armor while attuned to earth Deal 5% more when within melee range of your target 10 Water Magic Regenerate health while attuned to water Remove a condition from yourself and your allies when you attune to water 10 Arcane Magic Attunement bonuses linger for 5 seconds Elemental Attunement Do not rely on condition builds to carry your team to victory. They will be fixed, and the "spammy" feeling of conditions will transitively be gone. Leave any comments, questions or concerns in the comment section below, as I would love to ascertain some perspective from outside sources on class balance. That's about it for this beta weekend. I wish you the best of luck in your future warring of guilds, and as always, fight for the user.
  3. Guild Wars 2 Official Release Date Announced! http://www.arena.net...s-2-launch-date Typically in a written setting, an opening paragraph will appear to give the links following it some context and solidified meaning. This is not one of those settings. With the 6/27 stress test behind us, and a comfortably numb demeanor about the game's delay setting in to reduce the magnitude of late release anxiety attacks, the A(net)-bomb was dropped this morning by Mike O'Brien, the President of ArenaNet, announcing the official release date for Guild Wars 2. Given the project's monolithic nature and glorious purpose, ArenaNet opted to completely shrug off any and all constraints pertaining to an official release date until now. Some predicted September, late October, maybe even a Thanksgiving release due to the apparent amount of unfinished content that was presented in the Open Beta Weekends, but August? You can officially, with a royal seal of the queen, slap my backside and call my skippy, because I did not see that coming. Every indicator leading up to the official release date, the unfinished Asuran and Sylvari classes in Closed Beta, the unspoiled and untouched bonus PvP maps, and ArenaNet's general attitude about shrugging off any unnecessary project restraints that would inhibit the games development, led just about everyone to believe that the game would truly "Be finished when it's finished" with very few exceptions. http://www.youtube.com/watch?v=was2lsa1fsg&feature=player_embedded Brain splitting shock aside, Mike also announced with the release date the date of the final Beta Weekend preceding the games subsequent 3 day head start, July 20-22. Somehow, anticipation just doesn't quite cover it. Will ArenaNet meet the almost insurmountable challenges ahead of them, breaking convention entirely in the MMO genre? Will they be able to polish a game that is both tailored to the casual weekend warrior and eSports fanatic alike? And moreover, who will take Guild Wars 2 under it's wing as the second competitive MMO in the history of eSports since World of Warcraft? MLG? IPL? ESEA? In a giant cloud of uncertainty, one thing is apparent: The communities of both casual and competitive gaming have been united, and they are currently backing Guild Wars 2 development entirely. Has this ever truly happened in an MMO in the past? Be honest with yourself. MMO's in the past have tilted to one side or the other, sacrificing content and letting the grease drip into the competitive side, while trying to make it look like intuitive content was produced for both. But crashing the traditional corporate feel of MMO development into the ground entirely and creating a free form dynamic environment molded to the players decisions, whilst implementing the desired provisions required for success in a standalone tournament scene? Pinch me. I could go on for days, but I'll allow all of this information to wash over the masses as we take a single massive step towards the release of what is sure to be one of the greatest pieces of game development ever seen. Keep your pants on for the time being, until release that is, and as always, fight for the user.
  4. The Price of Progress #3: The Flynn Effect In order for our attitude about class optimization that we discussed last Thursday to be successfully digitized, we need to dig deep into the chemistry and synergy between particular skills and classes in given engagements. Having covered our previous talk about working ourselves into the mentality of "Don't settle for less than what we do best", that leaves us with is the rubix cube that will never be perfect, the abbacus that will never align, and the indefinite, polymorphic forumula that will ultimately lead to success or failure in the Guild Wars 2 world, choice. Biodigital jazz, man. In the end, this theory we will be concocting is useless without the skill and communication required to execute it, but we'll leave that to time and the future professionals meddling with it, and throw caution to the wind in order to brew the most divalent of builds. There's that word again.. Heavy. Let us begin by discussing the intial core of our team, which we'll call "The Users" for the sake of irony and variety, consisting of a Warrior, Guardian, Elementalist, Mesmer, and Thief. We find our initial tank and spank engine that every team needs in our Guardian/Warrior mixture, giving us both a sense of pressure and defensive fallback if necessary depending on the role of the guardian. Our overall map control and burst will be generated by our hitsquad, consisting of the remaining three, Elementalist, Mesmer, and Thief. While The Users will be splitting up in their own individual groups throughout the match to accomplish certain tasks, in order to reach that point you need to get ahead in the early game with a consistent, deadly and accurate to the milisecond complilation of ultimates that will result in your group getting the potential all-kill they need to secure the high ground point on the map. In order to accomplish this goal, builds must be synergized to not only work well individually, but with the team fight in mind as well. We'll call this, "The Flynn Effect". Are you ready? Say you're a Thief, and your main goal is to make someone panic into wasting their heal or all of their endurance, into a Signet of Shadows, and subsequent Caltrops or Needle trap + Thieves Guild. Now let's take that and apply it on a larger scale in the context of a team fight. We see an opening, and the signet claims its first victim. When this occurs, a few things need to happen in rapid succession. Thief uses Death blossom over target causing bleed, upon landing drop caltrops/needle trap to keep them cc'd if the Signet wears off before another teammate can capitalize. Elementalist picks a side it's comfortable with, and uses Burning Speed to get into position for a Tornado ultimate. Warrior throws bolo's right before the Signet immo wears off, into Bulls Charge, followed up with a quick step behind the immo'd target into a Stomp to send the opposing team trying to recover from the Tornado to the ground, most likely landing them on or at the base of the stairs. Guardian teleport strike on top of the immo'd opponent, dropping Sanctuary and Purging Flames upon completion of the teleport. Thief makes a well mannered call to some old chums that know people that knew some people, and the immo'd target dies. Ways to nullify an opening strategy like this : Stun/immo lock on Elementalist before tornado can be put into position, but it would require the other team to know exactly what's happening at the start. The time between burning speed from start to finish and Tornado being cast is about 0.75 seconds, and thus would require your cursor or tab target to be on top of the Elementalist from the start of the dash. Well timed Moa Bird onto Elementalist or Warrior at the beginning of the engagement, or when your team is regrouping from a Stomp to come back up the stairs leaving the opposing team without a tank. Direct mirror, i.e being Stomped or Tornadoed before the rest of your team can get in position on the capture point. When theory crafting situations like these, try to stay practical and in the realm of remotely realistic, as becoming too conditional with statements and timings detracts from your ability to execute. For instance, when certain events are tied to one another, it becomes a matter of sequence and availability of cooldowns rather then standing at a specific point in space in order to achieve a goal. When I say for an Elementalist to move towards a flank of their choosing in order to disperse the team with their tornado ultimate, that leaves the Elementalist with the ability to choose when and where, but gives a rigid detail as to how to accomplish the goal. Leave things open ended and able to be chosen by the user, but rough strategy must be compiled. While this may seem like an ear full and an unrealistic amount of things to be happening concurrently in a single engagement, it will become a standard of competitive play with severe emphasis on the construction of cohesive and parabolic builds that are designed to climax at a certain point in the fight. I assure you I'm out of KY jelly. After these collapses occur and a kill is guaranteed, your positioning should secure the objective, and if the other team is smart they'll cut losses and head back to the middle of the map, handing you the temporary two to one on capture points. However in regular ladder play there is a solid chance that the enemy squad will give less than a single damn, and continue to push into a severely shattered attempt at a 4v5, giving you free control of Svanir or the high ground in the event that we're playing on Clocktower. Execution means nothing if you have nothing to execute. Converse with your squad, mesh your builds, and make sure a win is not left to chance. As always I hope for your feedback on the theories and issues discussed, and until next time, fight for the user. - vVv Rinzler Comment Question of the Week: What are your favorite builds emerging from the Beta and stress test weekends? Open Beta : Stress test : @vVvRinzler Last weeks blog: http://www.vvv-gamin...s-optimization/
  5. Guild Wars 2 - Check out all this info if your not sure on buying it or not. ---------------------------------------------------------- ---------------------------------------------------------- http://www.youtube.com/watch?v=xBC_ig73aMs ---------------------------------------------------------- ---------------------------------------------------------- Dragon boss in WoW who? ------------------------------ http://pc.ign.com/ar...oaV9_-k.twitter 1. Free to play. 2. Balanced PvP. 3. "When I heard that they balanced dungeons so that five Warriors, Thieves, or Elementalists could do it and have a hell of a time, I almost shed a man-tear. Almost." 4. Next Gen MMO http://www.arena.net...s-2-g-star-demo
  6. http://www.arena.net...elopment-update

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