Gunnar’s Hold
Stability changes - general
Gunnar’s Hold
Can you describe what WvW activity you mean by “raiding”?
Northern Shiverpeaks
Pirateship meta is more real than it ever was
No. but the so called “pirate ship meta” will find more popularity. zergs/guilds will just range dmg each other and wont engage at all because its too easy now to strip stability.
The whiner/haters among us will shout “yea no more braindead melee train meta” but they actually haven’t understood how large scale fighting works at all.
Looks like gw2 large scale fights are getting less dynamic and more stale with a ridiculous amount of range pressure.
Callous Philosophy [LaG]
† Good Old Days [GD]
Medieval Naval Battle Meta!
Enjoy the 2 in 1 game!
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
Rangerspike making a comeback.
*tucks warrior on his shelf.
Capturing anything besides camps won’t be possible anymore with this changes.
If you push you’re dead.
@sorel
here is your new meta:
https://www.youtube.com/watch?v=GJokTxBjCd0
have fun dying from boredom, and thats even before stab patch
dunno how it will pan out. however from what i heard and played myself, there is one big reason why people keep playing wvw or even gw2 nowadays:
the most dynamic, intense (group) combat experience in any group/mmo pvp currently available.
My experience with alot of games is, that range fighing is the norm, everyone stands at safe range, casts aoe and single target dps on the other side….and frankly, in my opinion thats boring.
On of the greatest things in gw2 combat was that it was viable!! to engage in melee combat (which is almost extinct in pvp games where range is an option), being really in there, fighting foot and nail instead of yawning and semi afk stand afar.
In my humble opinion it would really water down the experience if it will become just another range vs range combat system, because as everywhere, melee is just not worth the risk anymore
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
(edited by Kasteros.9847)
Relax everyone. You need to look at this from ANET’s perspective. In their new map, they want to focus on defense. The goal there is for everyone to stand in a tower. Now, with everyone standing in a tower, there will not be any fights. If there are no fights, why do you need stability anyway?
I would like to know why anet promotes blobbing because that’s exactly what this change encourages. The bigger zerg has more CC.
Pirateship meta is more real than it ever was
This is 100% true. Current zergbusting meta is not charging through massive amounts of cc.
It is good to see my investment in utility slots that are CC Skills are no longer completely neutered into oblivion, by what was previously over powered stability. A good change indeed.
https://www.youtube.com/watch?v=6q3em9s5I4c
It is good to see my investment in utility slots that are CC Skills are no longer completely neutered into oblivion, by what was previously over powered stability. A good change indeed.
For paper yes, for Meele kitteng no!
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
That TA vs LaG video which was posted earlier was a good example of a strategy to counter this; dance around and kite till other zerg/blob is brave enough to push and get melted on a necro bomb, which happens to be much harder to dodge now
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
That TA vs LaG video which was posted earlier was a good example of a strategy to counter this; dance around and kite till other zerg/blob is brave enough to push and get melted on a necro bomb, which happens to be much harder to dodge now
That is how we fought today, 1 fight for 20 or 30 min against 23 man guild with 19 man guild
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
That TA vs LaG video which was posted earlier was a good example of a strategy to counter this; dance around and kite till other zerg/blob is brave enough to push and get melted on a necro bomb, which happens to be much harder to dodge now
That is how we fought today, 1 fight for 20 or 30 min against 23 man guild with 19 man guild
I’m probably going to cry if this happens to us tomorrow in our next raid ;_;
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
Fake an impact to bait out the CCs? Have some warriors use rampage instead of battle standard? I don’t know, I’m not a skilled zerg fighter. GvG takes real skill, I was told, so I have no doubt good guilds will come up with new strategies. Of course your commander was insta-killed: he tried to use outdated strategies.
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
Fake an impact to bait out the CCs? Have some warriors use rampage instead of battle standard? I don’t know, I’m not a skilled zerg fighter. GvG takes real skill, I was told, so I have no doubt good guilds will come up with new strategies. Of course your commander was insta-killed: he tried to use outdated strategies.
Sadly our problem is that the fore-casted most viable strategy will be an incredibly dull one and drives away all the excitement and adrenaline that came with 20man guild fights in gw2.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
That TA vs LaG video which was posted earlier was a good example of a strategy to counter this; dance around and kite till other zerg/blob is brave enough to push and get melted on a necro bomb, which happens to be much harder to dodge now
Yeah and I was bored into oblivion about 3 mins into watching that fight. I don’t see this pirate ship kitten as good news.
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
That TA vs LaG video which was posted earlier was a good example of a strategy to counter this; dance around and kite till other zerg/blob is brave enough to push and get melted on a necro bomb, which happens to be much harder to dodge now
Yeah and I was bored into oblivion about 3 mins into watching that fight. I don’t see this pirate ship kitten as good news.
Same here, was watching it live and left after the first round since it wasn’t as exciting as I thought it will be
Before the patch a good team could cut a even 2 times bigger zerg in pieces, but day 1 after the patch it s over.
5 times wipe because stability was gone in 0,5sek and after that → r.i.p.
It was clearly said from the wvw – experts before the patch, that if the remove of stability is to easy, the whole wvw will change.
And here we go and it will getting much much more boring.
Old meta:
pack survivability in from of high toughness, constant condi-clears and perma-stability to rush into the enemy and hope to be the last man standing once the dps from your backline overpowered your enemy.
Does not work anymore since both clashing melee groups will rip each others stability and effectively disable each other.
New meta:
Dunno, pack ludicrous amounts of aoe-cc, strap it on the back of something mobile and let it run wild mid- to melee-range to cause havoc.
Lets face it, engineers are the new preferred front-liners. Even tho they are a medium armor class, they can spec to be incredible tanky, and their old flaw to have a lack of stability is now one shared by everybody. On top of that they bring 5-target aoe-cleave, instead of warris 3-target, more frequent aoe-cc, higher dmg (even on full tank-specs), and equal mobility.
try something like this to replace your warris:
http://gw2skills.net/editor/?fdAQFAUlUUpPrdZxkLseNicBNyrMGRfkImkPWgAA-TlRJwAwVCGa/BAPAAeK/4eBAdA4V/hUAMpMC-w
- still virtually immune to chill/cripple/immob
- longer leap range
- easy perma-swiftness
- immob on demand, both single target or aoe
- boon-ripping
- 3 blast-finishers
- aoe-heals
- water / fire / smoke field
- and tons of cc (including magnet-pulls to deal with other pirate-ships^^)
Ofc you still need guardians for their superior heals and cleansing, and a proper backline with eles/necros helps as well. But honestly, warris are outdated now.
GWEN got replaced by GEEN.
This was the single best change to the game up to date, bye perma stability, hello skillful gameplay, no more stack and ignore everything the other side does, totally and absolutely awesome.
No more “hey they are shooting at us with 2 catas, haha no problem we got perma stability”, zergs actually have to move now.
Flat 11/10 for this one to the people who came up with this.
@kontrolle
“I hope the safety noobblob spam shouts ftw strategie died today.”
No need to hope, its already dead. Give it 2 weeks and youll regret your words…
“This is what you all deserve, feel the pain.
My main is engineer since release! So i am used to having no stability. "
Sounds like you are that kind of guy standing back there free casting, ofc not on TS, while others do the hard work…
PS: since when does aoe spamming require ‘skill’? what did i miss?
Its more alive than ever before it was about time they nerfed some of the crutches that allow superior numbers to always win.
Its more alive than ever before it was about time they nerfed some of the crutches that allow superior numbers to always win.
While I appreciate your optimism, I think time will show that they nerfed any real opposition to the blob (other than hiding in a tower with siege)
This change brings more blob, more caster standoffs and less meele fights. Capturing objects will not be possible anymore, only if you heavily outnumbers you enemys you’re able to capture a keep.
If you’re dying in a zerg because you blobbed up and expected stability to carry you, it’s a L2P issue.
The meta is changing. The way forward is there.
The melee trains dictated the pace of the combat and made pushes happen. When everyone gets tired of playing melee because it’s not only more difficult, but less rewarding, then we will have fights where nobody wants to push because they know whoever pushes into the well bomb will just lose. We basically had that before, but at least it was beatable.
Some of you people seem to think the melee trains were brainless, but what is really brainless is afking behind a door waiting to drop your necro wells and meteor showers on the poor sods pushing in.
The way forward is getting on the pirate ship and no actually melee fighting. Melee has become less relevant lately as it was, now it will be there for clean up work only.
I would like to think anet made this change to thin out blobs, but since anet’s balance team is heroically stupid they made the only change that they could make that would encourage more blobbing and then patted themselves on the back. That is anet for you though. They are the Lennie to our George, except instead of costing us both money we just fork it over to Lennie like idiots when he kills some chick because her hair is soft.
(edited by Aaron.4807)
Lets be 100% clear on why Blobbing or Zerging occurs in the first place: Numerical Superiority. What that means is so long as larger forces and larger groups have a clear advantage against smaller or medium sized groups people will continue to “blob.” So if 40 guys can still completely run over 10 or 20 guys with little to no effort people will continue to blob together.
The Stability changes do not change that fact. Superior numbers will still typically win and Blobbing will still be a viable option.
What the Stability changes do change is the way people fight when in a blob. As some people are pointing out the “Pirate Ship” ranged combat is certainly going to be an early favorite. Ranged CC heavy builds are also going to be an early favorite as Line of Warding, Static Field and Spectral Wall have unlimited potential for Stability stripping. Not hard to see where in a ranged heavy meta it becomes common place to hot-drop siege in the middle of fields to fight.
Where the meta develops from there is anyone’s guess. However until they remove the incentive for blobbing or actively take steps to reduce the effectiveness of numerical advantage it is here to stay.
Engies and necros are the new meta now, AoE is the new meta. Melee classes go into history to make place for the new meta soon: The Revenant.
I think this change may get me to come back to WVW. I got seriously tired of the blobfests that happened all the time.
TS during any fight
“Stack, Stack,Stack,Stack,Stack,Stack,Stack,”
“Might, Might, Might, Might, Might, Might, "
“Blast, Blast, Blast, Blast, Blast, Blast, Blast”
“On me, here, On me, here, On me, here, On me, here, On me, here, On me, here, "
“Go round, go round”
The change in stab basically forces players away from the “one pixel” standard. Not sure how many EU players are here, but the blob fights were brutal.
Now, I envisage players fighting along a much broader front to minimise the boon strips.
The new style of fighting will be lots of skirmishers with necros and engis in the front trying to draw the main group into engaging by stripping their boons and peppering them with conditions. If you don’t engage, the enemy skirmishers and main group will attack with their boons up while your forces will be weakened.
The new fighting style isn’t going to be about breaking a blob, but breaking a line
Literally unable to fight outmanned, as GvG and hardcore guilds pride themselves on doing. Just ONE thief running venom share that shares basilisk venom is gg. Nevermind all the cc’s from warriors, guardians, necros, eles. 20 man groups now stand ZERO chance against 40-50 man pug blobs. GG Anet, as the old saying goes.. “Don’t fix what ain’t broken” #RIPStability2015
I think this change may get me to come back to WVW. I got seriously tired of the blobfests that happened all the time.
TS during any fight
“Stack, Stack,Stack,Stack,Stack,Stack,Stack,”
“Might, Might, Might, Might, Might, Might, "
“Blast, Blast, Blast, Blast, Blast, Blast, Blast”
“On me, here, On me, here, On me, here, On me, here, On me, here, On me, here, "
“Go round, go round”The change in stab basically forces players away from the “one pixel” standard. Not sure how many EU players are here, but the blob fights were brutal.
Now, I envisage players fighting along a much broader front to minimise the boon strips.The new style of fighting will be lots of skirmishers with necros and engis in the front trying to draw the main group into engaging by stripping their boons and peppering them with conditions. If you don’t engage, the enemy skirmishers and main group will attack with their boons up while your forces will be weakened.
The new fighting style isn’t going to be about breaking a blob, but breaking a line
You seem to completely misunderstand the situation.
Blobbing will still happen. Only difference is the last part where people no longer say, “Go round, go round.” Everything else will still happen, just at range.
Boon Strips are not the issue. The issue is the large amount of CC all classes are capable of dishing out. When you are blob vs blob, there’s enough of them going on that you will use any and all stacks of stability you could possibly have in seconds leaving you entirely CC’d. Stability is also one of the last things stripped, so again boon strip isn’t the thing.
No one knows what the new meta will be. However as it stands ranged stand-off is pretty terrible. It’s the same blob taste only without the old blob finish. Now two sides just stand there neither capable of doing enough ranged damage to finish the other until one side gets bored and pulls off. Not seeing how that’s better.
I have a feeling that the true benefit of these stability changes won’t be felt until the new borderlands map, with its greater quantity of narrow passages and more maze-like terrain, is released, along with the new shield generator siege weapon.
Right now all the maps have fairly open terrain, which would normally make professions using melee weapons sitting ducks, as there’s so much open space between them and professions using ranged weapons and not a lot of environment to use as cover. However, until now stability has allowed melee professions to readily overcome this disadvantage by letting them ignore most CC and use gap-closers to easily catch up to ranged professions, even in the open field. The changes to stability move the game a bit toward the more realistic expectation, which is that in an open terrain scenario ranged weapons will have an advantage. This is how it is in games like FPSs too; out in the open, SMGs have an advantage over shotguns (or if you play TF2: out in the open, heavies have an advantage over pyros).
But the new borderlands map seems like it will have a greater amount of close-quarters spaces. I think it’s in these spaces that melee weapons will really shine, just like how in FPSs shotguns tend to do well over SMGs in close-quarters spaces. And the shield generator, with its stability bubble and force walls, seems like the perfect tool to use to help a melee ball both close the gap on another force as well as pack that other force into a convenient corner.
In the meantime, I don’t think this rules out a melee ball in open-field fights, but I think there’s going to have to be some new tactics to make it viable (probably a lot more veils) and you may have some warriors and guardians opting for a ranged secondary weapon.
I think this change may get me to come back to WVW. I got seriously tired of the blobfests that happened all the time.
TS during any fight
“Stack, Stack,Stack,Stack,Stack,Stack,Stack,”
“Might, Might, Might, Might, Might, Might, "
“Blast, Blast, Blast, Blast, Blast, Blast, Blast”
“On me, here, On me, here, On me, here, On me, here, On me, here, On me, here, "
“Go round, go round”The change in stab basically forces players away from the “one pixel” standard. Not sure how many EU players are here, but the blob fights were brutal.
Now, I envisage players fighting along a much broader front to minimise the boon strips.The new style of fighting will be lots of skirmishers with necros and engis in the front trying to draw the main group into engaging by stripping their boons and peppering them with conditions. If you don’t engage, the enemy skirmishers and main group will attack with their boons up while your forces will be weakened.
The new fighting style isn’t going to be about breaking a blob, but breaking a line
You seem to completely misunderstand the situation.
Blobbing will still happen. Only difference is the last part where people no longer say, “Go round, go round.” Everything else will still happen, just at range.
Boon Strips are not the issue. The issue is the large amount of CC all classes are capable of dishing out. When you are blob vs blob, there’s enough of them going on that you will use any and all stacks of stability you could possibly have in seconds leaving you entirely CC’d. Stability is also one of the last things stripped, so again boon strip isn’t the thing.
No one knows what the new meta will be. However as it stands ranged stand-off is pretty terrible. It’s the same blob taste only without the old blob finish. Now two sides just stand there neither capable of doing enough ranged damage to finish the other until one side gets bored and pulls off. Not seeing how that’s better.
As you say, players haven’t established a new way to fight yet. The mexican stand off is a stop gap until the commanders get to grips with it (probably after some tweaking by anet). Before the blobbing we consider the typical way of fighting, people just fought in disorganised mobs attacking things willy nilly until the zerg came about.
I figure it’ll be a couple weeks before something new happens
Stabo Change:
Lets give the players yet ANOTHER reason to Zerg, instead of breaking it apart. Lets punish the 15-20 man skill groups some more. That makes sense.
Formerly [QT] Questionable Tactics
Stupid change.. can hardly even push into a blob now
I have a feeling that the true benefit of these stability changes won’t be felt until the new borderlands map, with its greater quantity of narrow passages and more maze-like terrain, is released, along with the new shield generator siege weapon.
Right now all the maps have fairly open terrain, which would normally make professions using melee weapons sitting ducks, as there’s so much open space between them and professions using ranged weapons and not a lot of environment to use as cover. However, until now stability has allowed melee professions to readily overcome this disadvantage by letting them ignore most CC and use gap-closers to easily catch up to ranged professions, even in the open field. The changes to stability move the game a bit toward the more realistic expectation, which is that in an open terrain scenario ranged weapons will have an advantage. This is how it is in games like FPSs too; out in the open, SMGs have an advantage over shotguns (or if you play TF2: out in the open, heavies have an advantage over pyros).
But the new borderlands map seems like it will have a greater amount of close-quarters spaces. I think it’s in these spaces that melee weapons will really shine, just like how in FPSs shotguns tend to do well over SMGs in close-quarters spaces. And the shield generator, with its stability bubble and force walls, seems like the perfect tool to use to help a melee ball both close the gap on another force as well as pack that other force into a convenient corner.
In the meantime, I don’t think this rules out a melee ball in open-field fights, but I think there’s going to have to be some new tactics to make it viable (probably a lot more veils) and you may have some warriors and guardians opting for a ranged secondary weapon.
Regardless of how hard anet is pushing for it, I will never use open field siege for a fight.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Stab change is the worst thing ever. WHY even change it. It was fine just the way it was. No one complained about it.
I don’t keep track of everything the devs say on here – is there a place where they described their reasoning for the change, or what kind of play they wanted to encourage/discourage with this change?
I don’t understand what the intention of the change is basically. Are there any posts where they explain the intention?
Well. Just change and move with the meta…. I suppose….
Formerly [QT] Questionable Tactics
I don’t keep track of everything the devs say on here – is there a place where they described their reasoning for the change, or what kind of play they wanted to encourage/discourage with this change?
I don’t understand what the intention of the change is basically. Are there any posts where they explain the intention?
You can bet its something to do with benefiting spvp
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Heres why I disagree with this nerf, yes I said nerf:
1) No explanation given whatsoever, just a change to perhaps the most important boon in wvw/pvp with no reasoning.
2) No balance: There are tons of cc’s available to all professions plus cripple, immobilize, and chill that work around stability, yet not every profession has reliable access to stability that can fit in workable builds. Most if not all skills/traits that give stability have short durations and long cooldowns. Yet no cc’s skills traits were changed to compensate, are you kidding me, and no stability skills were given reduced cd’s. And we are supposed to believe this was not some outright nerf?
3) For those who believe that this will somehow break up or damage blobbing or stacking, and zerging in wvw, newsflash this only promotes it even more because now whichever side has the most cc’s plus most ranged damage will win because frontline professions will quickly lose any stability trying to push and will be rendered useless.
4) With the new wvw maps anet plans to force on us to replace the regular maps with the upcoming expansion, and later with no eta plan a rotation of the new maps and old ones, all the narrow sections will making pushing incredibly difficult if not almost impossible for many groups because it will be nothing more then bombed with ccs that will strip all stability stacks in seconds if not instantly.
I honestly just cannot believe how clueless anet is about wvw, how they thought this was a good change, or any of their upcoming plans will be good for wvw.
Many of us asked for less pve in wvw- anet decided we need more
Many of us asked for less ppt focus in wvw- anet decided we need more
Many of us asked for better ways to counter blobbing- anet decided to promote it more
Many of us asked not to mix Eotm with WvW-anet decided to make it a permanent part of wvw
And still they stay silent, guess they know better then the ones who are in there everyday. Alienate your core player base for wvw and watch what happens, this is the most neglected part of the game and you decided to give us exactly what many asked you not to. Just because its a change, doesnt mean its a good change.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
Gee, I’m glad that Anet thought that stability was so overpowered even though boonrips, soft cc, and counter play to it already existed!
I’m so glad that the boon that is supposed to prevent hard CC get’s striped by hard CC! Such game design, whoever came up with this is a complete genius!
This will definitely promote FUN and EXCITING play consisting of roleplaying as the sleeping captain of a pirate ship! /Extreme sarcasm
But seriously? It already took may weeks of practice and cooperation for smaller guilds to take on 50 to 60 man pug blob, and now they can just spam all their skills and expect to stop a well timed melee push for stability. There’s absolutely no counter play to larger numbers anymore, as you absolutely need to be a pirate ship to even survive now.
This change feels like a dev tried to CC someone with stability and failed to do so because they neglected the fact that stability is meant to block incoming hard CC.
Class Officer of [oT] – retired || [IX] – Necro
Sea of Sorrows