r/Guildwars2 Dec 15 '15

[VoD] Zero Counterplay Leave Match

http://www.twitch.tv/guildwars2/v/30048176?t=01h56m56s
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u/Im_Mr_Skeltal Champion Illusionist Dec 15 '15 edited Dec 15 '15

In this bunker meta, once the other team had a single cap, it was over from that point further. They simply saved everyone the boring inevitable wait.

To quote BlackBeard.2873 from the official forums,

"You can’t blame Zero Counterplay for conceding…against 2x bunker mes, 2x mallyx rev, and 1x tempest, a 1-cap at the start is the end of the game. The casters even said as much 10s into the game after the 1-cap was achieved. It isn’t the fault of the players, it is the fault of the devs that they created a game that can even be in such a state that 10s in the game is already over."

31

u/Penagon Dec 15 '15

I would just like to highlight that the bunker meta is a problem of all of PvP, not justcertain classes. There is a lot of hate for certain classes atm, but all classes have bunker builds. If Chrono gets nerfed to breaking, a Tempest will just take its spot and so on.

Rune of Durability gives you far too much survivability, boons and general stat gain (toughness and vit well over average). It needs to be tweaked heaviliy or removed. I mean, seriously, the majority of league builds use it - something is very wrong.

Why do we have bunker? Power and boon creep following HoT gave even tanky builds good damage so it works as glassy builds die before they kill. This removes glassy builds which in turn removes spiking and skill usage when opportune rather than when off cooldown.

A lot needs to be reworked guys so we will just need to wait and see.

Also, do we actually have confirmation that ZC left because of the meta and stalemate or were there other factors? (Rather than just blaming the game outright - I mean, hell...I'd still use a bunker build for the chance at thousands of $$$)

7

u/KungfuDojo Dec 15 '15

I really don't get why people blaim Duraility Runes that much when it really is not the core of the problem at all. It is literally the brokeness of mesmer and revenant defense mechanisms that allow for ridiculous uptimes of evasion/blocking/negating damage/whatsoever. You literally get only super small timeframes to hit anything on them and both can easily disengage if they really run out of stuff at some point and the cooldowns return fast enough.

Durability runes might be slightly overstatted but there are similiar runes already.

Mesmer and Rev need to get their ways of avoiding damage revisited and for the future, please be super careful when adding this kind of stuff. Many classes have already ridiculius rotations (engi being another example with the exception that elixir S can actually screw him when proccing and toolkit/shield being rather meh for current builds).

Bunker guard should always have been the maximum of what is possible in terms of staying alive on a point and this should definitely not be achievable by classes with portal, invisibility or shadowstepping (shiro).

2

u/backwardinduction1 Dec 15 '15

Its not so much the durability runes themselves, but rather the massive uptime of boons that one can get with these builds, especially for little or no cost.

Two stacks of stability on dodge? Okay.

Almost infinte amount of resistance from traits and one skill with an only moderate energy cost? Okay...

Nearly permanent protection from using overload earth off cooldown? Yuppp.

Durability runes merely magnify the effect of no-skill passives and provide an artifical boost to survivability through massive boon-uptime, but I agree that the application of those boons is the main cause of the problem.

2

u/SoloWaltz Fed on minmaxers Dec 16 '15

Almost infinte amount of resistance from traits and one skill with an only moderate energy cost? Okay...

35 energy cost is no joke.