Oceanix Commander ~ Sanctum of Rall
Could anet please play WvW? Blobbing sucks.
Oceanix Commander ~ Sanctum of Rall
To be fair, it’s not like stability in zergs wasn’t an issue prior to the patch. Try do play in a few zerg fights in the next few days and see how it goes. Don’t forget that stab doesn’t stack in intensity anymore, so just saying “pop SYG” in TS will result in an awesome 25 stack, 5s long stability for your zerg.
This change definitely makes a zerg that much more potent when trying to zerg bust.
Commander Twerknificient
Joey Bladow
We used stab during fight against SFR blob( 5 guard party) all used every stab they had during clash, we didn;t even run 2m, stopped at spam of walls etc. THANK YOU ANET FOR THIS CHANGE!
LOL… I do not understand why a person ever thought they SHOULD be able to run through 5 or more times their numbers with impunity? Stability has been OP since launch. Sorry to see that that reality has smacked you around so hard today. We all knew the nerf was coming.
btw. for the blob comment, more number’s of equally geared and leveled players should always have a high probability of winning an engagement. Again, its the reality of the situation.
Also Anet does play WvW and there are also GMs running around…
As far as anti-blobbing, what do you propose?
WvW is pretty much designed for large scale fights. Don’t like large scale fights, don’t run with the zerg. There are also plently of smaller roaming groups you could engage instead of blobbing with the rest of the server.
It’s the chain I beat you with until you
recognize my command!”
btw. for the blob comment, more number’s of equally geared and leveled players should always have a high probability of winning an engagement. Again, its the reality of the situation.
You have clearly never played in an organized group.
I would agree with you if you talked about equal skilled players but
an equal geared blob should lose against a much better organized/“skilled” guild group.
Same goes for the small scale guild. Where is the point in running with 2 friends in ts if the system doesnt allow you to win against 3 pugs?
Callous Philosophy [LaG]
† Good Old Days [GD]
We used stab during fight against SFR blob( 5 guard party) all used every stab they had during clash, we didn;t even run 2m, stopped at spam of walls etc. THANK YOU ANET FOR THIS CHANGE!
Next time, put a veil in front of your zerg, take it, brutally stop, and watch them waste every static field/fear wall they have. Then pop stab and roll them over.
btw. for the blob comment, more number’s of equally geared and leveled players should always have a high probability of winning an engagement. Again, its the reality of the situation.
You have clearly never played in an organized group.
I would agree with you if you talked about equal skilled players but
an equal geared blob should lose against a much better organized/“skilled” guild group.Same goes for the small scale guild. Where is the point in running with 2 friends in ts if the system doesnt allow you to win against 3 pugs?
I believe you should be able to win with a skilled zerg. The problem is, everyone being on TS with good gear, good group compositions, and following the commander closely is an advantage of course, but if you use the same tactics as a PU blob (buff, pop stab, run into the blob spamming CC, blasting water fields, repeat), you can’t really call yourself skilled, and you deserve to loose against a much larger force using the same strategy.
In the new system however, if you are coordinated enough, you can use this coordination to really take the advantage. I’m not a commander so unfortunately I will not be able to try it myself (though I’ll suggest it to my commander, of course), but the following could work:
- Faking an impact to bait out the CC (static fields, etc.), and stopping brutally mid-charge.
- Carefully time your CC to stop the zerg (easily done now). Maybe bring more CC to the battlefield (venom share thieves? focus mesmers?)
- Popping your stab one skill at a time to increase the duration.
- Bait out a blob stab. In a blob, a commander will say “pop stab”, and you’ll see 25 stacks of stab lasting for a ridiculous 5s, and then the blob will be vulnerable.
Faking an impact to bait out the CC (static fields, etc.), and stopping brutally mid-charge.
Only low skilled player would blow everything in one go
CD of veil vs CD of ccs make your idea unviable
…
It does the job well :-)
I think this fix is legit, but something else need to be addressed too.
All the CC fields that have infinite targets should be fixed to apply up to 5 targets only. Static field shouldn’t cut stabilities from 100 players, and wall of warding shouldn’t block 100 people from entry.
(edited by Aomine.5012)
Stab is only part of zerg busting. You can charge around through cc all day long and not bust zergs. This is actually better for zerg busting since zerg will not be able to dodge bombs as easily.
I haven’t tried it yet but sounds like zergs will need to bait the cc’s out of each other, similar to how people engage in smaller scale/pvp.
Sounds like it will take more skill now, which is not something the smaller guild groups should be complaining about?
Space Marine Z [GLTY]
People need to stop complaining. Complainers and ANET need to remember the following:
PvE: There is plenty of living story for that.
Small scale fights: Go to PvP
Large scale fights: Go to WvW
Unfortunately, ANET still think people want PvE in WvW.
I love the changrs. Now my investment in utility skills that are CC related, are no longer absolutely neutered by the previously over powered stability.
https://www.youtube.com/watch?v=6q3em9s5I4c
Faking an impact to bait out the CC (static fields, etc.), and stopping brutally mid-charge.
Only low skilled player would blow everything in one go
Well that’s the point isn’kitten I thought one complain was that, supposedly, smaller, more skilled zergs would not be able to beat PU blobs anymore. Well PU blobs are uncoordinated, and only have one commander, so if the commander say “cc”, the blob blows almost everything it has. The little CC it has left you can run through with stability, and prevent its application by applying CC yourself. Because that’s right: blobs are no longer immune to CC either.
edit: the profanity filter thought I was speaking about breasts, while I was merely using a common rhetorical expression. Paranoia much?
So necros are the new meta? haha Aoe meta.
I think this fix is legit, but something else need to be addressed too.
All the CC fields that have infinite targets should be fixed to apply up to 5 targets only. Static field shouldn’t cut stabilities from 100 players, and wall of warding shouldn’t block 100 people from entry.
no
I think this fix is legit, but something else need to be addressed too.
All the CC fields that have infinite targets should be fixed to apply up to 5 targets only. Static field shouldn’t cut stabilities from 100 players, and wall of warding shouldn’t block 100 people from entry.
Called it.
People think “blobbing” will be fixed by this, but it won’t, people will just blob in another way besides melee train. When you got 20 v 20 or 40 v 40 it’s impossible to avoid all the various amounts of ground CC on the ground. 5 Eles? That’s 5 static fields castable on top of you. Still got CC? Here comes Unsteady ground. And Line of Warding. And Spectral Wall.
Every single other thing in this game is capped. All AOE’s are capped to 5 targets. Stability is capped by charges now. It’s time to be consistent and also make these unlimited AOE CC’s also capped as well.
I think this fix is legit, but something else need to be addressed too.
All the CC fields that have infinite targets should be fixed to apply up to 5 targets only. Static field shouldn’t cut stabilities from 100 players, and wall of warding shouldn’t block 100 people from entry.
Smaller groups have fewer AoE CC skills than bigger groups. Limiting the target numbers would favor larger groups.
I think this fix is legit, but something else need to be addressed too.
All the CC fields that have infinite targets should be fixed to apply up to 5 targets only. Static field shouldn’t cut stabilities from 100 players, and wall of warding shouldn’t block 100 people from entry.
Why not though that IS a way to counter a zerg with low numbers if lines do remove that many stab stacks. I am not sure if you can remove 2 stacks per field and i am not sure if more then one static field would work (from what i understand static field has a hidden icd so ppl will not get dmg by the same static or other static with in a set time).
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Want to bust the zerg? Remove stability altogether. Staying in one blob would be suicide
Faking an impact to bait out the CC (static fields, etc.), and stopping brutally mid-charge.
Only low skilled player would blow everything in one go
Well that’s the point isn’kitten I thought one complain was that, supposedly, smaller, more skilled zergs would not be able to beat PU blobs anymore. Well PU blobs are uncoordinated, and only have one commander, so if the commander say “cc”, the blob blows almost everything it has. The little CC it has left you can run through with stability, and prevent its application by applying CC yourself. Because that’s right: blobs are no longer immune to CC either.
Where are raid player when the guild is not raiding ? They’re un PU blob. I usually keep my CC to aovid fake impact. Add player not on TS, noobs, all of them still have their CC.
A blob ALWAYS have CC
+ as i said somewhere, cooldown of stab are usually higher than cooldown of CC
…
It does the job well :-)
I could not test any changes, wvw was way too laggy yesterday. On paper the changes dont sound that bad. Stability in zergs where always a pita for a caster, but that is from my point of view. It could very well chance the meta for the best, people are very inventive in this game. But what we dont want is to stop people from playing because their favorite play was just nerfed.
I think this fix is legit, but something else need to be addressed too.
All the CC fields that have infinite targets should be fixed to apply up to 5 targets only. Static field shouldn’t cut stabilities from 100 players, and wall of warding shouldn’t block 100 people from entry.
Instead how about 80 of 100 people wise up a little, stop for 5 seconds and not run through the static/warding that caught 20 of the allies in front of them.
So, standing in front of the other zerg and throwing AoE. Very dynamic, much adrenaline.
So, standing in front of the other zerg and throwing AoE. Very dynamic, much adrenaline.
I believe the term is called Pirate Ship and yes it’s very lame.
So, standing in front of the other zerg and throwing AoE. Very dynamic, much adrenaline.
On the other hand you had a zerg that just went through every possible AoE you can throw at them and they didnt even blink. Is that so much better?
this change to stability is only going to promote guilds to play even more pirateship meta which is boring as hell , i don’t know what anet wants to do with this because this is going to demote guilds even more to not play wvw but if thats anet’s plan sure.
(edited by Arathor.7419)
So, standing in front of the other zerg and throwing AoE. Very dynamic, much adrenaline.
On the other hand you had a zerg that just went through every possible AoE you can throw at them and they didnt even blink. Is that so much better?
No, it did not go through all possible AoE. Boon stripping was always a working and actively used technique and stability was not making you a god. You made a mistake and your group was quite possibly going down soon. You still had to deal with CC just you were still able to pick up the fight against the odds. It was letting smaller groups able to deal with bigger enemy forces while still give a good, active, dynamic gameplay that was actually enjoyable.
So, standing in front of the other zerg and throwing AoE. Very dynamic, much adrenaline.
On the other hand you had a zerg that just went through every possible AoE you can throw at them and they didnt even blink. Is that so much better?
No, it did not go through all possible AoE. Boon stripping was always a working and actively used technique and stability was not making you a god. You made a mistake and your group was quite possibly going down soon. You still had to deal with CC just you were still able to pick up the fight against the odds. It was letting smaller groups able to deal with bigger enemy forces while still give a good, active, dynamic gameplay that was actually enjoyable.
I see what you mean, being cc-ed do death is not fun for anyone. Melee needed that stability to make the hammer and lootstick train work I guess.
I have a slight feeling that this was not tested very well, and just made for the HoT expansion. Could be wrong I guess but…..
Crit dmg nerf, might stack nerf and stab nerf = ggwp for smaller groups fighting blob. Best thing to do now is range the blob and become a pirate….aaaasrrrrggggfhhh kill me now
Commander Twerknificient
Joey Bladow
Faking an impact to bait out the CC (static fields, etc.), and stopping brutally mid-charge.
Only low skilled player would blow everything in one go
Well that’s the point isn’kitten I thought one complain was that, supposedly, smaller, more skilled zergs would not be able to beat PU blobs anymore. Well PU blobs are uncoordinated, and only have one commander, so if the commander say “cc”, the blob blows almost everything it has. The little CC it has left you can run through with stability, and prevent its application by applying CC yourself. Because that’s right: blobs are no longer immune to CC either.
Where are raid player when the guild is not raiding ? They’re un PU blob. I usually keep my CC to aovid fake impact. Add player not on TS, noobs, all of them still have their CC.
A blob ALWAYS have CC
+ as i said somewhere, cooldown of stab are usually higher than cooldown of CC
Noobs don’t slot CC skills, a player who’s not on TS is slower to react, and even if the blob still has CC, you have stability, so there’s still a fair amount of CC you can run through.
the solution to anti blob is always answered with technical limitation, not able to remove the aoe limit of 5 but then u have ac that can hit 50.
that limitation encourage people to stack up, that limitation encourage ppl to blob up.
now, changing the stability, encourage more people to blob up for obvious reason, more people means more cc and ironically, more stability stacks.
Henge of Denravi Server
www.gw2time.com
Anet does play WvW. Theres one on my server that joins our zerg every now and then.
-Sorrow’s Furnace-
the solution to anti blob is always answered with technical limitation, not able to remove the aoe limit of 5 but then u have ac that can hit 50.
Well, I’ve never seen a fight with 60 ACs on each side firing stuff at each other while running, and buffing their allies at the same time. That’s why the AoE cap is needed on player skills imo. Can you imagine how much calculations per second would be needed if a mesmer dropped a single Chaos Storm in a zvz fight? All the boon ticks, condi ticks, combos. Now multiply that by 120. ACs have a huge cap to be a counter to zergs, precisely.
I wish this limitation didn’t exist, or was extended to ten, but on the other end I hate lag and my PC is not that powerful, so I’m satisfied with the current system.
With this recent stability change blobbing is going to be even more ridiculous. It’s rendered zerg busting near impossible as all you need is guardians and eles to have everything perma-CC’d. The more the merrier, eh?
I feel like the change was implemented because someone couldn’t CC someone once so they thought “I know, let’s add something that makes stability act like an NPC in PvE so that when tonnes of people all drop CC at once then at least one will work”.
Could anet please play WvW for a change and actually understand how terrible it makes things when it’s just “who has the biggest blob”.
Losing faith in this game more and more rapidly.
Newsflash: any mmorpg with wvw/rvr gameplay has blobs. It is just the nature of the beast. The whole ‘safety in numbers’ thing, ya know.
Doesn’t mean you have to be part of the blobs.
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-