From my experience cash reward tourneys always do bring out the imbalances in a game. No matter how lame, obscure, imba, glitched, or w/e, people playing for cash prizes will pull out all the stops and (ab)use whatever they percieve to be the strongest. Over the 3+ year lifespan of Guild Wars, the metagame has undergone literally hundreds of changes, and many of them were driven by the results of tournaments, the proliferation of tourney-winning tactics immedieately following the tourney.
SoFFacet
You shouldn't balance the game with the objective of making sure every DG can beat every other DG 1v1, thats stupid. Btw in a "competitive environment" all team combinations are allowed unless explicitly banned by standard rules, i.e. game-encoded restrictions installed by GPG or official rules governing a specific tournament. At present there are no such rules, and it would be foolish to implement any because "stacked" teams are in general, weak. Therefore 5 UBs is a completely
Picking and choosing some points from this thread: 1) Stats are not a good method for balancing the game. Balance is dependent entirely and only on the effectiveness of skills and tactics used at their highest level. This means that something can only be overpowered if it is unfair in a game between experts. The overall win rate statistic is completely corrupted with the results of average and low level gameplay.
[quote who="Miyamiya" reply="1" id="2335973"]In practice priests run out of mana rather quickly. I often get the chance to duel Sedna + Monks vs Sedna + Armor/HP at level 1. While the monks keep you up at 100 percent health longer, it quickly drops off after a few hits, leading the Armor/HP to win.[/quote] Miya your posts are usually fairly accurate so this one comes as quite a shock. Priests do not have mana, they heal every time their time limitation allows them to. Also,
Indisputable evidence that Regulus is bad.
So much fail by OP in this thread... 1) Most played != Most powerful. Most played = Most popular. Which DGs are actually strong and weak is entirely and only dependent on how they are played at high levels of competition. The most played stat is completely corrupted by the results of average/noob games. 1A) In fact, this fact has come up before in a previous thread. Why do Forces of Light always lose Pantheon? Because too many players pick Reg, an
CelMare it seems your Sedna was fairly suboptimal. This is going to sound vain, but I'm fairly certain that this was the absolute zenith of Sedna prepatch play (aka the build that made her the metagame): Start: Monks + Totem + BotF First Trip Back (1620 War Rank): Scalemail, Scaled Helm, Banded Mail, Mint 1 After that trips back depend entirely on the flow of the game (your gold, your mana levels, whether you die, etc).
[quote]Two things. First, there's no way you have mana to heal every single cooldown unless you give up pounce altogether, which combined with your how HP makes me believe you simply never played Sedna to her fullest when the priest bug was in the game. The whole idea is you stack HP and save mana by relying on priests so you can pounce more. Second I already showed 5k HP at level 10 is quite easily achievable and there's two priests so you can be healing yourself and whoever you're far
Favor points are a completely terrible way to judge the power of a DG. All the favor rewards are heavily dependent on the player, moreso than the DG. Many rewards are rigged for certain DGs. Lastly all the favor per game stats are tainted with the results of average and low level play. Furthermore even overall Win % is not a good way to judge DG power, since those stats are also tainted with the results of average and low level play. The only thing that matters in
[quote]Now that the game is more or less balanced and there are no overpowered exploiting demigods, people will be more likely to come back and play. [/quote] I don't know about other people, but the reason why my friends and I stopped playing was the lack of team automatch.
Since this is getting so long, I've gone to the trouble of striking all the text that I'm directly refuting during my post, for organization's sake. [quote] If all combinations of Demigod were in fact equal, as you've based the majoirty of your argument on thus far, how can you now turn around and call them weak ? A consistant
[quote who="Obscenitor" reply="9" id="2328426"]I'm really interested in how differently people are going to play a mortal sedna. [/quote] Its not that much of a change (22% still leads to ~1.4k heals if you health stack), but I'd guess slightly less pounce spammage, in favor of heal. Slightly. Mainly it'll affect item buy order, as ~1.5k to upgrade your monks 100% was sweet and could take precedence over certain other 1.5k items. Now it'll cost ~2k to upgrade to upgrade your
[quote who="ddd888" reply="21" id="2328168"] Quoting CelMare, reply 19 it makes NO difference if you were hit by two snipes/spits or by one of each. you have both advantages? right! but you have both disadvantages too. having two regs will allow you to snipe two times the same target but you lack of pusher like ub. having two ubs lack of the ranged assisting shot of a regulus. stacking two of this abilities does NOT amke them better then ahving one
[quote who="ZehDon" reply="1" id="2327929"]The main benefit of Spit over this situation is that after the 0.3s cast time, the UB can turn away. With the setup you've detailed, additional damage is needed to be injected into the situation that requires that the attackers place themselves at a greater risk compared to the situation I listed.[/quote] I am aware that Spit has some advantages which lead it to be stronger in some cases, but it also has some disadvantages
[quote who="Neilo" reply="13" id="2326410"]Perhaps we have played a different level of player, but i simply have not found the LE stun or Sedna silence to affect my game play. I play Reg very ranged, so by the time the DG has closed on me after hitting me with their inturupt, it has already wore off and i am on the move/casting again. Maybe you play a better interupter then i have encountered, but i can honestly say that in games where i have been owned it is not due to being inturupted.
[quote]We'll use Spit IV for the basis of this comparison. (150*2)+(1500*2) = 3300. A decent whack of DMG but still acceptable. (150*3)+(1500*3) = 4950. Possibly kill a non-HP stacking Demigod. (150*4)+(1500*4) = 6600. Only a HP-stacking Demigod would likely survive. (150*5)+(1500*5) = 8250. Well above what I would call acceptable. Keep in mind that this DMG is at range, is dealt mostly over time thus allowing the attackers to retreat
[quote]Please show me a combination that can duplicate the effective range DOT of Spit x2, x3, x4, x5 while retaining the attacker's ability to retreat. Then please show me a combination that can duplicate the damage of Snipe x2, x3, x4, x5 over the maximum range of Snipe while retaining the attackers immunity from confrontation.[/quote] This is basically just repeating what transitive said, but Spit is just a nuke, which has pros and cons relative to other nukes. Sometimes 2 Spi
Why does this keep coming up. There have been like 5 threads on this already, and in each one of them its been proven that doubles are not OP. Yet these threads keep appearing. Those who think that they are OP tend to invent imaginary force multipliers and ignore the fact that diverse DG combinations can achieve similar (often superior) results relative to doubled combinations by simply using their own versions of the same skills.
[quote]The best part about playing rook is that most people won't go doubles. A bad rook is the worst DG in the game, even worse than a regulus that won't buy HP gear, so you can spare yourself a ton of frustration if you get good with rook yourself.[/quote] Hahahaha, nice. This is the greatest piece of pugging advice I've ever seen. [e digicons]:thumbsup:[/e]
[quote who="Neilo" reply="11" id="2325849"]Reg is affected by interupts, yes. But are his lack of them detrimental to his build, IMHO, no. So thanks, but my opinion is quite alright without your clarification.[/quote] That makes no sense. Reg is negatively affected by not having interrupts. This is a weakness. Weaknesses are by definition, detrimental. Like I said, he has other strengths which make up for it and make him a decent DG, but strengths do not erase weaknesses, they merely
[quote who="Neilo" reply="8" id="2325537"]Reg is not affected by not having interupts. Shrapnel mines more than make up for that with their affects.[/quote] Just clarifying - he is affected by not having interrupts. He happens to have other abilities which make up for it by making him stronger in other situations, but it doesn't change the fact that he doesn't have interrupts which leaves him more vulnerable to tactics that involve longer cast times, which other DGs could pre
[quote who="twifightDG" reply="17" id="2321452"]As long as there is no working ranking system every classification of a pro is just an opinion, a n opinion which is equal to any other player's opinion .[/quote] The bold part isn't true. Right now we've got a ton of different players / groups of players who all think they know how to play this game well, but no way to compare to other players conception on playing well, and therefore subjectively classif
I personally don't like this build all that much, but I have to interject that because it casts so quickly, preventing Shield from being cast by using stuns is completely unrealistic. Oak would have to be very stupid or reckless to let himself die that way. Also in post 23 you say something nonsensical about "armor builds." I honestly have no idea what your talking about here, the build in the OP is just stacking standard health/armor items like every melee DG is supposed to. In
Just now I was referring to Shield + Robust Healing Potion, plus Bat Swarm although thats no longer relevant to your team. I suppose the same thing can be done with UB/Oak if you both carry Potions. That would be a tough team indeed, different in style but similar in effectiveness (to UB/Sed).
Uh, thanks for taking the time to write the article... but I'm not seeing the deepness. Seems like its just a basic overview of how to not suck, coupled with decent team build. I mean, its okay, and mostly accurate, but I don't understand why you're parading it around like some sort of revelation.