(edited by Exedore.6320)
Stronghold Feedback - TwitchCon Weekend
My team just lost after stomping the enemy lord in overtime. The enemy team had more score, but their lord died and my team still lost. Doesn’t make sense that this would be working as intended…
For we have held fast our ground and our loyalty to Tyria each and every day…
And it is time the Six show their blessings. Freedom for ALL doers of great and wondrous things!
- Break Channel Only on Interrupt This should probably be removed and turned into a standard channel. It’s too easy for some builds or professions to full channel mist essence while under multiple stacks of stability. Quickness + stability on guardian is hard to stop.
http://wiki.guildwars2.com/wiki/Bountiful_Theft
http://wiki.guildwars2.com/wiki/Shattered_Concentration
http://wiki.guildwars2.com/wiki/Mind_Stab
http://wiki.guildwars2.com/wiki/Mind_Spike
http://wiki.guildwars2.com/wiki/Signets_of_Suffering
https://wiki.guildwars2.com/wiki/Path_of_Corruption
The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.
The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.
CC counters it, but Stability counters CC.
I guess that unless you bring Boon removal or…you know….hit the channel with Trebuchet…which instantly cancels all casts…you’ll have to deal with it.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.
Trebuchet always does, it goes through Stability and knocks back. They even made that firing Trebuchet to Mist Essence channeling spots is easier to aim and land, we could say as a “-wink wink- use Trebuchet for this -wink wink-”
Definitely agree that archers still feel useless. Also agree that the treb should not auto-repair. I think breaking channel on interrupt only is fine though, the treb removing stab stacks handled that issue.
I said it before.. you get over this map real quick. No math or adjustments in the world will change that. Objective needs to be change.
I can’t say I’m an expert on this map…although nobody probably is yet.
However, I think the Treb self-repair is probably an overall good thing.
The matches I’ve played seem to be more balanced anecdotally and not simple rush jobs.
The treb self repairing adds more defensive strategy options for more time in the game. Overall, this is probably a good thing even though you can always point out scenarios where it’s not.
Archer can kills the guards very fast. Not many people notice that.
Already quit PvP. Just log in here and there to troll.
Archer can kills the guards very fast. Not many people notice that.
Yes, because players killed them before the archers ever got there. The archers were busy chasing players and dying.
I’m going to do something completely out of the ordinary here…
I just played a few matches across multiple classes (Power Ranger, HGH Flamethrower Condi Engineer, Power/Signet Necro) and I had fun with each one! The games seemed pretty well balanced without a ton of swing one way or the other.
If there’s an early zerg attempt, shutting it down early usually means a win, from what I’ve seen
Mains — Mathias of the Wood [Ranger]; Collaborator Bluatt [Engineer]
Alts — Necromancer, Warrior, Elementalist