(edited by Svarty.8019)
5 mins Marked After Keep Capture...
No. It’s a good feature.
remove it, fortified structures are a bad part of this game from top to bottom
remove it, fortified structures are a bad part of this game from top to bottom
I say add more hide holes, secret passages for keeps but put in see through stealth guards that roam the hide holes.
Encourage stealth hiders in keeps but also make it way more challenging to not get marked.
Also, give thieves an elite that they can teleport one person through a wall to them (mesmers) but make it a 3min channel skill easily interrupted with a 15min cool down
I used to be the hiding type of Mesmer and all I’m going to say is good riddance.
since when you get revealed for 5 min? i didnt play my thief for like 4-5 days but i am 100% sure before that i only got marked not revealed, while stealthed that mark doesnt follow you fast enough so it was still possible to stealth cap stuff, yes some people search for 5 minutes but allways at the wrong places if you keep moving and most seem to leave after the mark drops, if they havent seen you only your mark.
since when you get revealed for 5 min? i didnt play my thief for like 4-5 days but i am 100% sure before that i only got marked not revealed, while stealthed that mark doesnt follow you fast enough so it was still possible to stealth cap stuff, yes some people search for 5 minutes but allways at the wrong places if you keep moving and most seem to leave after the mark drops, if they havent seen you only your mark.
Yeah Op is getting the words mixed up.
While I agree that marking is a good feature, I think there should be some safe places for the 1 person attempting to hide vs the 40+ people that will and DO simply chase the 1 dot. There is 1 “safe spot” in bay, but it is well known by now and if attacking zergs are going to send the whole zerg after the 1 person in that safe spot, then it’s just too easy for them!
There should be other safe spots for that 1 person to go. It should not be as simple as strong arm the structure and as a zerg hunt down the 1 person that managed to survive but now impossibly so because he/she can’t outrun the dot they leave behind. This is probably the dot that escorted half the yaks to upgrade the stucture in the first place and now, NOW they are being chased by a zerg! Where’s the love for this helpless bag?
Leave the timer as is, but add safe zones, make the zerg split to hunt their bag and initiate marking after a sucussful home defense regardless of how long home has owned the structure.
[HaHa] Hazardous Hallucination
(edited by HazyDaisy.4107)
No thanks. The last thing this game needs is more cheesy stealth spammers
Its great, they should just remove the claim buff, so it doesnt give massive advantage for defenders, they already have portals/siege/chokes, do they really need to have 2 to 5 extra foods worth of stats (400 or 800) to make them unbeatable in equal number fights?
EU Roamer, Dueler, Commander, Fighter, Scout
since when you get revealed for 5 min? i didnt play my thief for like 4-5 days but i am 100% sure before that i only got marked not revealed, while stealthed that mark doesnt follow you fast enough so it was still possible to stealth cap stuff, yes some people search for 5 minutes but allways at the wrong places if you keep moving and most seem to leave after the mark drops, if they havent seen you only your mark.
Yeah Op is getting the words mixed up.
Thanks for this, I’ve fixed it now.
Its great, they should just remove the claim buff, so it doesnt give massive advantage for defenders, they already have portals/siege/chokes, do they really need to have 2 to 5 extra foods worth of stats (400 or 800) to make them unbeatable in equal number fights?
Eh, a guild that hides inside a keep with even numbers isn’t going to fight you normally anyway and will most likely spam ACs regardless of the buff. The buff helps outnumbered groups defend against bigger ktrain blobs pushing in. If you want an even numbers fight just ask them to come out or draw them out to an open field through treb fire.
The problem, like a lot of WvW issues, isn’t the mechanic of being marked but the automated process behind it. Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.
Give some classes the ability to “spot” hidden players and “mark” them. Put the controls and the gameplay back in the hands of players. So many interesting and compelling additions to WvW gameplay could be made by letting people do the things that are currently done by systems.
Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.
The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.
edit: and the removal of supply costs on upgrades. That was just nasty, especially when pugs would steal supply during an attempt at upgrading.
(edited by Lahmia.2193)
Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.
The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.
They could have removed the gold cost without making it automated….
There were a lot of players who enjoyed upgrading and defending, auto upgrades and watchtowers destroyed that. It also encouraged blobbing because there is no longer a need to split up to counter small groups.
On topic: It would be more interesting if for a few minutes after the keep flipped it pulsed a short reveal on the interior (instead of marking). You could still attempt to hide by using terrain but you couldn’t perma stealth.
LGN
Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.
The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.
They could have removed the gold cost without making it automated….
There were a lot of players who enjoyed upgrading and defending, auto upgrades and watchtowers destroyed that. It also encouraged blobbing because there is no longer a need to split up to counter small groups.On topic: It would be more interesting if for a few minutes after the keep flipped it pulsed a short reveal on the interior (instead of marking). You could still attempt to hide by using terrain but you couldn’t perma stealth.
You can. Its called yak escort. As for blobbing, there’s no point splitting up if the enemy doesn’t attack multiple objectives at once. Pugs have always been mindless followers though. Changing upgrades hasn’t changed this.
Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.
The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.
They could have removed the gold cost without making it automated….
There were a lot of players who enjoyed upgrading and defending, auto upgrades and watchtowers destroyed that. It also encouraged blobbing because there is no longer a need to split up to counter small groups.On topic: It would be more interesting if for a few minutes after the keep flipped it pulsed a short reveal on the interior (instead of marking). You could still attempt to hide by using terrain but you couldn’t perma stealth.
You can. Its called yak escort. As for blobbing, there’s no point splitting up if the enemy doesn’t attack multiple objectives at once. Pugs have always been mindless followers though. Changing upgrades hasn’t changed this.
There’s no point splitting up when watchtowers, tactivators, shield generators, etc. delay small groups long enough that the omniblob can easily reach them before they cap.
Anyway this has nothing to do with pugs, it’s the solo/small groups that are barely showing up anymore. That’s what happens when you put everything on autopilot and only encourage zerging.
LGN
Also, give thieves an elite that they can teleport one person through a wall to them (mesmers) but make it a 3min channel skill easily interrupted with a 15min cool down
Are you trolling? Just have a dead/alive mesmer inside. If dead, ress him. If alive, just port the whole blob inside. If no mesmer there, get one. This perma porting has been prevented by using those markes which is one of the best features they added yet. If you have problems hiding with thief even with stealth, you fail hard. Why? Since the marker is bugged, you go stealth and the dot doesnt move, you do. So stop crying.
Also, give thieves an elite that they can teleport one person through a wall to them (mesmers) but make it a 3min channel skill easily interrupted with a 15min cool down
Are you trolling? Just have a dead/alive mesmer inside. If dead, ress him. If alive, just port the whole blob inside. If no mesmer there, get one. This perma porting has been prevented by using those markes which is one of the best features they added yet. If you have problems hiding with thief even with stealth, you fail hard. Why? Since the marker is bugged, you go stealth and the dot doesnt move, you do. So stop crying.
You might be trolling because I’m not.
I understand how to play, bro.
It was a fun pro-stealth strategies idea for game enhancemental.
#learn2chill
The case was for situation where there is no dead mesmer and only one on inside is another stealth class and mesmer isn’t exploiting in.
As it stands, mesmer are the only stealth classes with team advantage when inside a nonbreached structure. Other classes are going to do what in there by themselves? Contest or 1v1 gank? They aren’t an asset to team being inside an enemy structure other then as a scout.
The silly idea was simply to give another class a utility to get others into a fully repaired structure but also to not be OP. Hensel channeling and CD.
#learn2read #closemindrd
Also, give thieves an elite that they can teleport one person through a wall to them (mesmers) but make it a 3min channel skill easily interrupted with a 15min cool down
Are you trolling? Just have a dead/alive mesmer inside. If dead, ress him. If alive, just port the whole blob inside. If no mesmer there, get one. This perma porting has been prevented by using those markes which is one of the best features they added yet. If you have problems hiding with thief even with stealth, you fail hard. Why? Since the marker is bugged, you go stealth and the dot doesnt move, you do. So stop crying.
You might be trolling because I’m not.
I understand how to play, bro.
It was a fun pro-stealth strategies idea for game enhancemental.
#learn2chill
The case was for situation where there is no dead mesmer and only one on inside is another stealth class and mesmer isn’t exploiting in.
As it stands, mesmer are the only stealth classes with team advantage when inside a nonbreached structure. Other classes are going to do what in there by themselves? Contest or 1v1 gank? They aren’t an asset to team being inside an enemy structure other then as a scout.
The silly idea was simply to give another class a utility to get others into a fully repaired structure but also to not be OP. Hensel channeling and CD.
#learn2read #closemindrd
Seems like a very gimmicky idea. 3 minute easily interuptable cast time would be near impossible to channel, unless you had others to perma stealth you (patrols on higher tier keeps, 1500 range archers etc). In which case I’d wonder why you don’t just carry on taking the keep, if you were already on inner or lords.
edit: if you had a group waiting on getting a mes inside, couldn’t they just setup siege and take the walls/gates down in a shorter amount of time than 3 minutes?
(edited by Lahmia.2193)
Also, give thieves an elite that they can teleport one person through a wall to them (mesmers) but make it a 3min channel skill easily interrupted with a 15min cool down
Are you trolling? Just have a dead/alive mesmer inside. If dead, ress him. If alive, just port the whole blob inside. If no mesmer there, get one. This perma porting has been prevented by using those markes which is one of the best features they added yet. If you have problems hiding with thief even with stealth, you fail hard. Why? Since the marker is bugged, you go stealth and the dot doesnt move, you do. So stop crying.
You might be trolling because I’m not.
I understand how to play, bro.
It was a fun pro-stealth strategies idea for game enhancemental.
#learn2chill
The case was for situation where there is no dead mesmer and only one on inside is another stealth class and mesmer isn’t exploiting in.
As it stands, mesmer are the only stealth classes with team advantage when inside a nonbreached structure. Other classes are going to do what in there by themselves? Contest or 1v1 gank? They aren’t an asset to team being inside an enemy structure other then as a scout.
The silly idea was simply to give another class a utility to get others into a fully repaired structure but also to not be OP. Hensel channeling and CD.
#learn2read #closemindrd
Seems like a very gimmicky idea. 3 minute easily interuptable cast time would be near impossible to channel, unless you had others to perma stealth you (patrols on higher tier keeps, 1500 range archers etc). In which case I’d wonder why you don’t just carry on taking the keep, if you were already on inner or lords.
edit: if you had a group waiting on getting a mes inside, couldn’t they just setup siege and take the walls/gates down in a shorter amount of time than 3 minutes?
Yep…becuase else everyone will rant ghost thief nerf for the end of time.
I’ve never played one, but I have played wvw since launch, and I recognize portal captures and hiding games a vital part of wvw tactic, stop encouraging zergfests with your BS autoupgrading and roam hate.
Remove cap marking, remove radar towers, bring back sweeps and scouts.
I’ve never played one, but I have played wvw since launch, and I recognize portal captures and hiding games a vital part of wvw tactic, stop encouraging zergfests with your BS autoupgrading and roam hate.
Remove cap marking, remove radar towers, bring back sweeps and scouts.
Just because stealth capping used to be a “feature” in WvW doesn’t mean that it’s vital to WvW.
I’m sorry but I just don’t see the value to my gameplay experience when after capturing a keep every player has to inspect the grounds for 5 minutes for something they can’t see.