Baby Gates.
But what does this have to do with babies?
Oh you mean turkey pens. And yes they’re annoying.
Man, Guardians are virtuous warriors, defenders of the light, but to compete in this Heart of Thorns environment they must resort to cowardly fighting people at 1200 range shooting babies at them.
A travesty instead.
for there you have been and there you will long to return.
How has this not been nerfed yet is beyond me. These baby gates pretty much rip all your stab if caught in the middle of them.
CC overall needs a nerf, but they can’t do it because PvE needs it for breakbar play.
The current state is horrible when you add CC to the stability nerf, which by itself seemed to reduce the playerbase by 20%.
CC needs balancing, they can then make it more powerful specifically against breakbars for PvE.
The guardian is definitely strong enough for playing PvE anywhere in the game, that includes Raids, without the 5 longbow skill. In WvW it is massively overpowered against stability.
Then the knock back once very ten seconds trait is hopelessly weak and pretty much useless. It goes off against enemies when you don’t want to knock back and is unavailable when you do. Would be better off if this was assigned to a specific longbow skill so you could choose the exact time to use it.
CC overall needs a nerf, but they can’t do it because PvE needs it for breakbar play.
The current state is horrible when you add CC to the stability nerf, which by itself seemed to reduce the playerbase by 20%.
And that’s the elephant in the room.
You try to make a one size fits all balancing scheme for 3 very different game modes, and you get something that does all 3 badly. It’s just like why you wouldn’t use the same builds in PvE and WvW. You’ll be very suboptimal somewhere.
They can make any excuse they want. It doesn’t change the results.
In Starcraft II for example, IIRC, the balance changes in multiplayer did not affect the single player mode. It just made sense as such.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Babygates are fine. Some of us never should have been taken out of the playpen.
CC overall needs a nerf, but they can’t do it because PvE needs it for breakbar play.
The current state is horrible when you add CC to the stability nerf, which by itself seemed to reduce the playerbase by 20%.
And that’s the elephant in the room.
You try to make a one size fits all balancing scheme for 3 very different game modes, and you get something that does all 3 badly. It’s just like why you wouldn’t use the same builds in PvE and WvW. You’ll be very suboptimal somewhere.
They can make any excuse they want. It doesn’t change the results.
In Starcraft II for example, IIRC, the balance changes in multiplayer did not affect the single player mode. It just made sense as such.
Well, they have some skills that are already changed for WvW and PvP. It wouldn’t be that hard. I also think they need to setup AoE so that the rings do not overlap or can be placed on top of one another. When you can’t get trapped by a continual procession of DH traps, is gets ridiculous
Oh you mean turkey pens. And yes they’re annoying.
I vote for the “Turkey Pen” label! Baby gates …????… meh.
Also, HOW ABOUT MAKING THEM VISIBLE!!! I don’t mean the trap, the effect after proc’ing. kitten , they barely ever render and I’m stuck bouncing off of nothing.
CC needs balancing, they can then make it more powerful specifically against breakbars for PvE.
So much this! HoT introduced another level of interrupt and CC’s. Though, I do not believe the Dev’s truly understand how utterly anti-fun CC’s are in PvP.
Removing the bounce and making it like static field would be a big step in the right direction. As it is, you can get trapped between the edges of two of them and get stuck in an infinite bounce-knockdown combo for as long as the duration is up, which if multiple DH’s use lb5, can be pretty much the entire duration of a fight.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
It does not help that the fences are invisible in bigger group fights. I am stuck and i can watch the ground and there is literally nothing there but my feets. Fenses invisible and no red rings. And you can crash a whole group with those fences and i start to rage just by writing this. I tell you those need a nerf for wvw. What you do in pve i don’t care, but in wvw they NEED a nerf and they need to be visible.
OP, what is wrong with you? Clearly a necro well bomb with no organization required is good for getting rid of the pirate ship meta.
wait.
OP, what is wrong with you? Clearly a necro well bomb with no organization required is good for getting rid of the pirate ship meta.
wait.
This actually promotes PS because even frontline tanks do not have enough stability to move through a field of the gates, let alone the traditional CC effects. If you get caught in one of these as melee, it’s effectively a free kill since you can’t stunbreak it, and as such, more frontline players are increasing dependence on a defensive/ranged weapon.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Oh you mean turkey pens. And yes they’re annoying.
I always thought of them more as velvet ropes like at the airport or the night club.