How can someone that still works at Blizzard ever understand what being competetitive is like?

That depends I guess.

For example daredevil thief (sniper) has that kind of healing but its MM hunters on steroids in terms of damage if left alone and as annoying if not more when it comes to kiting.

Necro on the other hand has insane self-healing but is very open to kiting himself (and his burst is very cc dependent like a Dest Lock’s).

So its balanced by other aspects.

When it comes to balance issues in GW2 its a matter of tuning rather than toolkit (Fire Mage, Arms Warr). Like a spec just hits way too hard (Vent BM or Necro DH).

Alright, thank you for the honest replies to that at least. But so to sum it up, classes are more self-reliant in GW2 than in WoW, and as you said they “balance it with other aspects” meaning they heavily compensate for weaknesses by upping strengths, which is very different from WoW most of the time.

I know you’ve said you rely on CC and so on in GW2, but interrupts aren’t a thing in GW2, right? It’s handled via CC, right? And hard-casting isn’t as much of a thing in GW2, right? At least as far as I can remember, been a while since I’ve read about it.

Interrupts are a thing in GW2.

https://
wiki
.guildwars2.
com/wiki/Interrupt

But it doesnt lock you out of a school like it does in WoW.

In case of self-reliance; this is true but only for certain classes. And it depends on the comp too. Like if you are playing with a Warrior and Guardian; you need a strong healer behind them. They may survive 1 go without a healer but 2nd one they will drop.

As for the strenght vs weaknesses; think of Ret Pala. Insane burst, very strong self-healing but awful uptime and horrible damage outside wings.

And now apply that Ret to all classes with different strong and weak points.

Some classes like Mesmer cant be compared as it creates illusions instead of healing / defensives but I think Mesmer is the only thing that stands out like that.

Ah, ok.

Ah yes, that was how it was. But so basically, it completely eliminates the coordination-component where you time interrupt to goes/goes to interrupts. How important would you say it is to interrupt something specific in GW2, compared to WoW?

In other words, does people ever hold their interrupts in GW2 for something specific or are they thrown around randomly? And if they fail to hold it or use it correctly, does it decide a win or loss?

As long as blizzard treats pvp being part of the MMO, nothing will ever be fair or balanced.

You are stuck with 1 char and often 1 spec because of the tremendous grind that is required (and they love it)

Instead they could treat pvp like it is on tournament server and everyone can create every char with every item possible and then make solo queue. You could then also create a lobby to ban specs.

They just don’t see these things are worth their time so they don’t even try.

Oh definitely.

Wizzard tempest support the one i mentioned above has a weird combination of heal / shield / buff / damage decrase aura etc. and needs to do long casts (4 seconds).

If the spell goes off its like giving dark soul to your other 2 DPS. 2 PS shields like Discs and so on.

Necro with the huge utlimate casts an aoe drain life (channeling) for 5 seconds. You either interrupt that or your team spends their entire defensives.

The spell itself is locked btw. If interrupted you cant recast it for 6 seconds so you cant quickly start casting it right after interruption.

But since schools dont exist you can cast some other spell.

Only reason you see the ability to ban something in MOBAs is because they’ve got a lot of heroes to choose between, and each hero can only be played by one person. That isn’t the case in WoW, since both would be able to play the same comp if they so choose to, in a lobby-based solo queue design, as outlined in the first reply. So the ability to ban would be a bit over the top in such a case.

The wiki page itself claims most interrupts are handled via CC though? The trivia on the wiki page even states that the interrupts as they used to be like in GW aren’t as prevalent in GW2 because of their reliance on having a good ping. So… In other words, it’s not like the WoW mechanic even in that regard?

That’s what I mean with:

Because you’d still be able to pop your defensives/self-healing as needed, even if you get interrupted. So timing interrupts to goes/goes to interrupts becomes kinda meaningless, since you can’t lock them out from using their abilities for survivability. Which means one less thing to coordinate.

Which means it doesn’t decide a win per se, it only decides a loss. Since it only keeps you alive longer, but it doesn’t decide the win as it does in WoW.

That has to do with the nature of the “interrupt spell”. It interrupts your spell and locks it cuz it makes you fall down for 0.5 seconds. But not all of them are like this; there are pummel like spells too that simply interrupts.

But hard cc is different. A Necro can fear you for 4 seconds, stun you for 3 etc. for example.

But like it is in WoW you may resort to using your cc for interrupt too.

I am not sure what exactly it means about ping? Like maybe its about vert short spell casts? But there aren’t really many spells like that and often they wont do ALOT with such short casts? So idk what exactly it means.

Thats not true cuz in WoW you dont really win through interrupts but cc. Either cross cc or long-hard cc on DPS and kill it through heals.

Interrupt based kills happen usually sub 1800 where DPS goes on the healer. Because above that you would get peeled hard by the DPS. You would require cross cc on the DPS.

… Is this where I bring out my exp card?

(inb4 someone else with more exp wants to chime in and refute the part where I mentioned

^ that part, I’m not saying you have to start a go with an interrupt. But to launch a go, without a CC chain long enough to cover the cd of your interrupt, or to not have an interrupt ready to prevent peels from the opponent’s teammates (depends on what’s the priority to interrupt and the rest of those kinds of variables), then it can be a decisive difference between what leads to a win and what doesn’t. I’m not saying it always is a decisive difference, but for him to say it can only be the deciding factor on “sub 1800” is just incorrect.)

Well yes, but if it is tournament server style, you also have many specs to choose from (how many we have now?). Not saying everyone should get 5 bans. 1 ban per team is already fine. Several community tournaments have already proven that this works actually.

the reason it doesn’t work is right now is because you have to waste months to gear you char and basically you/(I) have not the time to gear multiple toons on good level (apart from the gear gap fiasco)

People who work at Blizzard do not play WoW. They have no grasp.

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