Feb 19, 2010, 08:59 AM // 08:59
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#21
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Lion's Arch Merchant
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Quote:
Originally Posted by urania
i refuse to drop standards.
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This is why we occasionally still get matches and you (as far as I know) do not. I hope that did not come across in a mean-spirited fashion, as it was not intended.
Quote:
Originally Posted by Revelations
Defenseways are pretty gay to play against, but the solution isn't a VoD effect. In case you're oblivious to some of the reasons VoD was changed/removed, one large factor was that it allowed such defense heavy teams to finally start scoring kills with the added damage buff.
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If you want to discourage this sort of play more than it is already, you need to make the rounds shorter so draws are more common. A draw is pretty much a loss in Codex. There are multitudes of matches where we play against defenseball and cannot score a kill for whatever reason, and eventually our monk (usually a pug) finally lets a kill slip through around six minutes or so. If you have draws happen around, say, four or five minutes, the likelihood of this kind of win is vastly reduced.
Basically, you want to make it harder to play to not lose (as opposed to playing to win).
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Feb 19, 2010, 02:14 PM // 14:14
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#22
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Wilds Pathfinder
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
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Some general points about codex:- It is not always the case that the best hex removal is on a monk.
- It is not always the case that the best condition removal is on a monk.
- It is not always the case that the best healing skill(s) is on a monk.
- It is not always a good idea/must to run a monk.
- Try to predict which builds will be common and then look for counters to them. Often one can often be successful by simply running a slightly modified version of the popular build, that is, the popular build and the best counters against the popular build.
- Friend list of codex players or a guild network is a good idea (and I don't have either)
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Feb 19, 2010, 03:27 PM // 15:27
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#23
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Krytan Explorer
Join Date: Feb 2009
Location: Not Dead
Profession: W/
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Quote:
Originally Posted by Corporeal Ghost
Basically, you want to make it harder to play to not lose (as opposed to playing to win).
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You know me well enough to know that I fully concur with such. I refrained from suggesting reduction in match time based on the fact that doing so also increases the viability of intentional griefing via draw. Though I don't know if it's likely to be a big enough issue to avoid such a change, I can certainly think of a few people who would be happy to play full defense to ruin the streaks of those that stomp them in multiple consecutive matches.
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Feb 19, 2010, 04:28 PM // 16:28
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#24
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by Corporeal Ghost
This is why we occasionally still get matches and you (as far as I know) do not. I hope that did not come across in a mean-spirited fashion, as it was not intended.
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when i do drop my standards i lose to nubs.
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Feb 20, 2010, 01:04 AM // 01:04
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#25
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Krytan Explorer
Join Date: Feb 2009
Location: Not Dead
Profession: W/
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Quote:
Originally Posted by urania
when i do drop my standards i lose to nubs.
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We occasionally lose to some pretty terrible teams, and more often than not it's the fault of our pugged fourth man. Except we would much prefer to actually play and not win every game as opposed to stand around and use a 4GB chat client.
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Feb 20, 2010, 09:49 AM // 09:49
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#26
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Lion's Arch Merchant
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Quote:
Originally Posted by Revelations
You know me well enough to know that I fully concur with such. I refrained from suggesting reduction in match time based on the fact that doing so also increases the viability of intentional griefing via draw. Though I don't know if it's likely to be a big enough issue to avoid such a change, I can certainly think of a few people who would be happy to play full defense to ruin the streaks of those that stomp them in multiple consecutive matches.
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We both know my post was not for your benefit. As for griefing...I guess streak-ruining via draw could be viable. I don't really see the point. Probably because I do not and have never given a damn about the title. Additionally, a draw every five or six rounds is already happening from people who aren't trying to grief in the crappier metagames.
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Feb 28, 2010, 07:37 AM // 07:37
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#27
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Deleet
Some general points about codex:[*] It is not always a good idea/must to run a monk.
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I've yet to find a Codex where Monk wasn't a must-run.
There was one Codex where the best healer build was actually a Dervish, but we still ran Monk (along with the Dervish) for Light of Deliverance. Just loaded him up with Spear attacks.
I wish Spears weren't in the game. UGH.
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Feb 28, 2010, 11:24 AM // 11:24
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#28
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Lion's Arch Merchant
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Quote:
Originally Posted by Zuranthium
I've yet to find a Codex where Monk wasn't a must-run.
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Back when we actually got matches, we played no backline at least once a week. We played no monk easily two or three times that often because the Rit bar is often just better.
Seriously, if you just kill the other team, you really don't need to dedicate two or three slots to not dying in pools that have crappy backlines.
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Mar 01, 2010, 10:53 PM // 22:53
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#29
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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The backline selections for the day would have to be absolutely abysmal for me to not want to bring one at all. The Monk bars are often better than they appear at first glance. I'm very good at maximizing a few key spells and out-efficiency-ing the opposing team. This is why I sometimes don't mind grabbing a team of average players and going in: as long as I am making the best team builds and playing Monk better than anyone else in Codex, my team will win. Everyone else just needs to do their damage and not suck.
Also, I very rarely see the Rit being stronger. The lack of Divine Favor is pretty big.
You should come play more. I've got Sheepy to play Codex a lot now. I'm trying to increase the number of good teams to get some competition going.
Quote:
Originally Posted by Revelations
Though I don't know if it's likely to be a big enough issue to avoid such a change, I can certainly think of a few people who would be happy to play full defense to ruin the streaks of those that stomp them in multiple consecutive matches.
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This has happened to me once. There was a team that kept getting destroyed, and unfortunately "Make Haste!" was in the deck, so they made the most defensive set-up possible and went /P on everyone and just ran around the whole time.
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Mar 02, 2010, 02:42 PM // 14:42
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#30
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Lion's Arch Merchant
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Quote:
Originally Posted by Zuranthium
The backline selections for the day would have to be absolutely abysmal for me to not want to bring one at all. The Monk bars are often better than they appear at first glance. I'm very good at maximizing a few key spells and out-efficiency-ing the opposing team. This is why I sometimes don't mind grabbing a team of average players and going in: as long as I am making the best team builds and playing Monk better than anyone else in Codex, my team will win. Everyone else just needs to do their damage and not suck.
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We take the exact opposite approach. None of us is particularly good at monk. I'm better than most pugs, but nothing special, so we just play as much damage as possible along with multiple copies of all of the good snares, interrupts, and knockdowns and just kill the other team before our pug monk can explode. There are five or six skills we have to make sure are not available before we attempt this, though.
Quote:
Originally Posted by Zuranthium
You should come play more. I've got Sheepy to play Codex a lot now. I'm trying to increase the number of good teams to get some competition going.
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It's more an issue of our three or four guys never being on at the same time anymore. We were going to reform for GvG and somehow that made us have less people online on a regular basis.
Quote:
Originally Posted by Zuranthium
Also, I very rarely see the Rit being stronger.
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It's usually Resilient Weapon + some random redbar skill. That's all you really need. I ran Resilient + Rejuvenation once and we won like 20 in a row while everyone else tried to play a trash monk bar. We managed to lose to a few KMD tags (maybe two weeks after the arena opened) because they figured out they could just wand us to death if they stopped putting conditions on.
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Mar 02, 2010, 08:40 PM // 20:40
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#31
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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more often than not rits have 2-3 skills (be it WoR and vengeful weap or xinrae's and vengeful weap along with wielders remedy) that make a monk (that can only choose from elites such as SoR or sig of removal) completely obsolete anyway.
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Mar 04, 2010, 12:42 AM // 00:42
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#32
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by urania
more often than not rits have 2-3 skills (be it WoR and vengeful weap or xinrae's and vengeful weap along with wielders remedy) that make a monk (that can only choose from elites such as SoR or sig of removal) completely obsolete anyway.
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Hey don't knock Signet of Removal. It can be quite good as long as there is enough other healing (and enchantments) present. So good against hexes.
Also, if Xinrae's Weapon or Weapon of Remedy (along with another Rit Heal) are in play, that doesn't mean you don't bring a Monk. It just means you give your Ritualist a spear so that he can do lots of damage for free when not casting.
Again, spears are ridiculous. Hope to not see them in GW2.
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Aug 25, 2010, 12:52 PM // 12:52
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#33
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Frost Gate Guardian
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Quote:
Originally Posted by shadows of hob
The problem is that there are better options for organized teamplay, especially HA. For HA, you just get some guildies/ally/pug/friends, tell them to play a certain build they have played many times before and everybody is ready to go in about 2 minutes.
For CA, you first need 3 other people that even want to play the format, then you have to decide what skills and builds are availeble today, then you have to get some synergy between all the builds, then you have to wait till you finally get a game and then you get a few wins with no real reward or get stomped by some guild that understood the currect meta a little bit better than you did.
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Its just a matter of tuning... when I manage to play with guildie we just take some semirandom build, the best we can invent in 5 minutes and go in.
Do 2-3 runs, see what people is playing and decide what (or whether) to change, and so on.
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