User:Auron/GuildWarsSucksSoMuch/Shitway

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Guild Wars is "balanced?" False Advertisement to be honest (shitway in GvG)[edit]

Ever wonder why shitway has been allowed to survive, unnerfed for so long? Every time a major skill balance happens, they seem to hit every build except for thumpers/spirits/hero hex spammers. Surely they must think it isn't imbalanced, or they'd have fixed it in the YEAR AND A HALF that gimmick has existed. Well, that doesn't bode well for us if they can't comprehend true imbalance.

Take, for example, GvG. It was always dominated by the best players in the game; the top guilds were consistently top. Even into the rank 200-300 range, players weren't absolute trash; they were not as skilled as the top 100, but they weren't terrible. Now, however, those 200-300 range players are terrible, and they're all running one fucking build; shitway.

A match starts. We're the higher ranked guild, so we fight on their hall, Burning Isle. Notorious for promoting gimmick play and supplementing terrible players that can't split worth a damn because they can't play guild wars to begin with, Burning is also sometimes a choice for balanced builds (that also can't split worth a damn).

We march to the flagstand, and ho! Shitway. Two thumpers, four heroes (two N/Rt healers, one N/Rt minion master with death magic hexes, one N/E spiteful spirit hexer), one human N/E hexer and one Ritualist runner (pretty standard Rt/A with splinter).

We fight valiantly, but alas, the insane pressure from putrid/spiteful on multiple people and thumpers with all-too-spammable knockdown/deepwound/daze pushes us back. We score a few kills on the way, though, seeing as we are better players; however, instead of this being a benefit, the hero just raises minions from the corpses. The minions create a potent bodyblock wall, preventing our warriors from easily accessing their hexers and healers, while doing potent damage to pretty much everyone in range. Oh, and bleeding on every hit, to mesh with Tainted/Rotting flesh/Toxicity combos which are spammed by the heroes. Pretty balanced so far, right?

We fall back into our NPC alcove, but are still taking tremendous pressure from their thumpers with splinter, so we drop three or four times. Guess what happened then? You got it, more fucking minions! The minion wall descends into our NPC alcove and makes moving around a nigh impossible task. Their insanely fast condition removal (thanks to broken hero AI and to the equally if not more broken Soul Reaping) strips thumpers of Weakness, Blind and Cripple immediately, so we can't impede their swath of destruction. The only thing we had that was mildly effective against thumpers were my hex snares, which I had to balance between throwing on enemy (hero) healers so our frontline could get to them and throwing on thumpers so they couldn't get to our backline. They managed to push in quite deep and take out our bodyguard, all the while minions keeping our monks from maneuvering to keep everyone alive.

Fighting against a minion wall and the still absolutely ridiculous soul-reaping-powered hero healers, we managed to base a healer (killed it right before a 2-minute mark, so it spawned back at their base instead of being rezzed where the body was). That allowed us to push into their base, but again, the Soul Reaping Energizer Bunny healers kept their party up too well to allow us any leeway to kill NPCs.

Then VoD hit. We wait at the flagstand, getting morale boosts; our players are more skilled and our build does more raw damage; what do we have to be afraid of?

OH, RIGHT, THAT'S ASSUMING GUILD WARS IS BALANCED. Back in reality, we get raped; every time we kill one of their heroes (which was quite often, with the damage boost from VoD) they summon more minions. After having roughly 8 of them, they zergrush; look at the radar in that picture. I haven't seen DoA mobs that big, but apparently it's perfectly balanced in terms of GvG. Heroes ftw, right?

After seeing the huge blue mob descending on our faces, I turned the camera a bit to see what it all was. Holy shit. Tabbing through that mess was a nightmare; every time I'd try to find a thumper to blurred vision, I'd find six minions instead. Every time I wanted to snare a hero healer, I'd find just as many spirits. If ANet allows that many non-player-controlled things on a team, they need a way to sort it so I don't have to select each fucking one.

Naturally, our team wipes, through a combination of hex/condi degeneration, Spiteful Spirit/putrid bile damage, frequent knockdowns that prevent our monks from escaping, and pure minion damage.

Our never fearless Guild Lord NPC waltzes out into the enemy battalion (because it can no longer be called a "team" - that would imply numbers less than 20) and gets obliterated. Game over, other team says gg, and it's all good, right?

Except for the part where there was absolutely no balance in that match, from beginning to end. Fuck this game, it blows. -Auron 04:06, 1 May 2008 (UTC)


Shitway in tombs[edit]

LOL AT "GAME BALANCE"

Seriously, this game sucks now. How long do we have to endure this bullshit before ANet fixes it?

PvP is stupid because ANet lets broken builds go on for AGES without fixing them. What is the reasoning behind that? Do they want to chase as many players as possibly away from the game? Oh, okay, it all makes sense now.

If izzy is too busy working on GW2, they need to hire another person, because they're failing more at balance than a AD1 pug would.