Guard Stacks
They gave advantages that weren’t needed. There were even some disparity between players who had the trait.
For example, offensive players had an advantage, because they had near endless supply of guard stacks when they were attacking keep because guards are constantly popping and dieing, while defenders had no way to regain their stacks after they lost them.
They also gave huge amount of stats, 100 power and 250 vitality. Thats A LOT.
It’s a good thing they removed them. And if you can’t live without that extra 250 vitality, you need to recheck your build.
Edit: Oh and at least I didn’t personally like the game of getting stacks back after every death. Boring stuff to run to nearest enemy camp.
Mouggari – Warrior – Candy cane Avenger
(edited by Paavotar.3971)
Guard stacks gave me a reason to actually take camps. Now I don’t even bother, for the most part.
Yeah the stacks gave me 5 seconds of life in a 10v1, now it’s 2. Welcome to Condi Hell. I’m parking my Guard, my Ranger can out survive it.
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They gave advantages that weren’t needed. There were even some disparity between players who had the trait.
For example, offensive players had an advantage, because they had near endless supply of guard stacks when they were attacking keep because guards are constantly popping and dieing, while defenders had no way to regain their stacks after they lost them.
They also gave huge amount of stats, 100 power and 250 vitality. Thats A LOT.
It’s a good thing they removed them. And if you can’t live without that extra 250 vitality, you need to recheck your build.
Edit: Oh and at least I didn’t personally like the game of getting stacks back after every death. Boring stuff to run to nearest enemy camp.
Defending players already have the advantage of doors to run in and out of, walls to bomb you from, guards to hide in, defensive siege, etc.
Seems to me this was anets way of dragging players out of WvW to do PvE and crafting to attain better stats.
If they really wanted to keep it fair they would have downscaled all gear to exotic stats while in WvW.
They gave advantages that weren’t needed. There were even some disparity between players who had the trait.
For example, offensive players had an advantage, because they had near endless supply of guard stacks when they were attacking keep because guards are constantly popping and dieing, while defenders had no way to regain their stacks after they lost them.
They also gave huge amount of stats, 100 power and 250 vitality. Thats A LOT.
It’s a good thing they removed them. And if you can’t live without that extra 250 vitality, you need to recheck your build.
Edit: Oh and at least I didn’t personally like the game of getting stacks back after every death. Boring stuff to run to nearest enemy camp.
Defending players already have the advantage of doors to run in and out of, walls to bomb you from, guards to hide in, defensive siege, etc.
Seems to me this was anets way of dragging players out of WvW to do PvE and crafting to attain better stats.
If they really wanted to keep it fair they would have downscaled all gear to exotic stats while in WvW.
There is more to defending than standing in walls and going in and out of a tower or a keep. Defenders usually roam as well, and in those situations that extra 250 vitality is a big difference.
It is also easier to bomb the wall than bomb from the wall and guards don’t do much. If it’s 5v5 fight, then the guards might matter a bit because those scouts blind, dam those scouts!
And the difference between excotic and ascended isn’t that big. Full set of soldier for example, gives 100 more power and 60 more toughness and vitality. This is taking consideration that everything is ascended on the other set and everything is excotic in the other.
Also, if you do get ascended to get that minor buff to yourself, you aren’t going to lose it on death (unless multiple deaths and you are too lazy to repair). While as the guard stacks you always had to get them again and again and again.
Mouggari – Warrior – Candy cane Avenger
2500 HP isn’t the same on all class. 2500 HP on a thief/guard/mesmer is worth a ton more than on other classes.
My current issue is that they want to allow the PvE mastery effect in WvW(Ex: Autoloot). Last time I checked my siege mastery from WvW don’t apply in the PvE siege.
They should add WvW mastery trait variation of those PvE trait. If they ever implement Glider in WvW I don’t want the PvE mastery to affect those. I want our own masteries.
I think this isn’t fair.
Good riddance, it was unfair to new wvw players and for the people who like wasting time prepping there still is the superior sigil of bloodlust.
Good riddance, it was unfair to new wvw players and for the people who like wasting time prepping there still is the superior sigil of bloodlust.
granted, for new players, but thats tough luck. I think it was silly to add them in the first place, but removing them after 2 years, is it ? is even more silly.
gw1 – healing signet/frenzy/charge
Guard stacks were a moronic game element so it seems a good thing that they were removed now. Sadly other moronic things happened in the meanwhile like that one update which in effect boosted damage across the board and resulted also in loss of HP and boon duration amongst other things. When stacks were implemented I was roaming on a medi zerker guard with something like 16-18k hp, after that fateful update I still could get around 15k. Now I’m left with 12,5k hp. There is more and more damage and less healthpool. This make fights unfun, random, and combat depends more than ever on passive and escape skills like stealth, stances etc. The problem lies not in the guard stacks but in the general increase of damage output and the resulting overimportance of runaway/escape/damage negation skills.
While i liked having the guard stacks, i think its overall better for the game that they where removed.
I mean i really liked them, but as someone else stated it gave a pretty big advantage that wasent needed in the first place, also literally all my wvw rank points went into guard stacks when ranking up slowly and i much rather had them spend on ram mastery or w/e, something group orientated, rather then personal (useless) power.
Not really sad on seeing them removed.
I don’t really miss it, especially when it became the norm anyways.
However, they hardly gave enough things to replace it and now there’s even more useless world ability points to spend things on.
It would have honestly made more sense to spend the hero points on masteries (place a cap so that people won’t get it on day one. Oh WAIT, people got it on day one already— proving how silly this worry it. Grinders gonna grind, and everyone else pays for it)
for there you have been and there you will long to return.
The problem I have with is they buffed condi damage and nerfed the anti side (food). Also they didn’t change or help on the clearing side. Just a personal whine…
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2500 HP isn’t the same on all class. 2500 HP on a thief/guard/mesmer is worth a ton more than on other classes.
This and I honestly wouldn’t give a kitten if they removed any other stat boosting buffs like food and oils. WvW to me is a PvP map with a more long term goal and a bigger map as opposed to SPvP so everyone should be equalized and have access to the same level of gear with no outside buffs.
But I’m pretty sure there are people out there that will complain about more PvE being added to WvW and still want buffs from sources other than the player’s skills.
Found a lot of 1v1 duels since guard stacks were removed to be easier (playing as a thief). Now that can be utterly circumstantial as they’re not the same players obviously, but I was surprised that I was beating ele’s, mesmers and guardians (some, not all )
I thought I would miss them but the fights have been better without them. Strong players abused them to some degree such as allowing full zerk builds to go unchecked thanks to the 2500 HP buff.
Good riddance and they will be missed at the same time.
“Youre lips are movin and youre complaining about something thats wingeing.”