Stability changes

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Posted by: Sorel.4870

Sorel.4870

Man, don’t be so negative! Of course we’re a little worried that our favorite game mode might be changed for the worst! But that’s a real problem on the WvW forum: people complain that devs never do anything for WvW, and when they do they get insulted. That’s not the way you’re gonna get anything new.

People want changes that are designed specifically to improve WvW.

This change is clearly not designed for WvW. That it affects WvW is simply a side effect of what they want for PvP/PvE.

It is nearly impossible to balance the number of stacks of stability properly for WvW play… not that they will even bother. They will balance for 5v5, which is why this has potential to be disastrous.

Answered to that in a similar thread. Five stacks in PvP will change nothing. It’s a WvW change.

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Posted by: Phantom.5389

Phantom.5389

Guardians are not running staff because of lack of ranged weapon. They run it for the might stack+heal (Empower). Also the use of lines (skill 5) when disengaging. Also an easy way to get swiftness (staff 3). Anyway they use it for teamplay reason.

But yes, we shall see. I just hope melee are still fun. I love being the one running to the target and dodging the spells they cast on me. I will never play a ranged class because I just don’t like the playstyle of caster/ranged class.

I just want to see more of that :
https://www.youtube.com/watch?v=i-lwMH-SZQE
https://www.youtube.com/watch?v=AgzR7rtVsV8

Do you see Ac’s in those fights or tower humping? The adrenaline must have been pumping during those fights. 10/10 would play that for years to come. In here we see a melee train AND ranged class. Dont tell me they dont exist in WvW. They do and are essential for what they can provide to the team (see here spike/burst aoe dmg from necromancer + boon strip, water field from engineer/ele, fire field+static field from elementalist, veil/time wrap from mesmer).

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Posted by: Sorel.4870

Sorel.4870

Guardians are not running staff because of lack of ranged weapon. They run it for the might stack+heal (Empower). Also the use of lines (skill 5) when disengaging. Also an easy way to get swiftness (staff 3). Anyway they use it for teamplay reason.

But yes, we shall see. I just hope melee are still fun. I love being the one running to the target and dodging the spells they cast on me. I will never play a ranged class because I just don’t like the playstyle of caster/ranged class.

I just want to see more of that :
https://www.youtube.com/watch?v=i-lwMH-SZQE
https://www.youtube.com/watch?v=AgzR7rtVsV8

Do you see Ac’s in those fights or tower humping? The adrenaline must have been pumping during those fights. 10/10 would play that for years to come. In here we see a melee train AND ranged class. Dont tell me they dont exist in WvW. They do and are essential for what they can provide to the team (see here spike/burst aoe dmg from necromancer + boon strip, water field from engineer/ele, fire field+static field from elementalist, veil/time wrap from mesmer).

I’m sure it will still be a thing. It will just play out a bit differently. And you can expect to see a lot of revenants and hammer engis in the melee phalanx too!

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Posted by: johnno.7543

johnno.7543

GG blobs will put out so much CC just based on the amount of ppl throwing out skills that any smaller group will have their stab gone pretty quickly. Sounds like this will make it alot harder to blob bust or win outnumbered fights. Seems to me that this will make blobbing around even more effective, hopefully i will be wrong. inb4 80v80 all ranger battles from 1500 range

Syndictive Exalt-human warrior
[Syn] Syndictive
Dragonbrand

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Posted by: met.3518

met.3518

I always found it a bit strange that it is a good thing to stack 100 people on 1sqm. That is not really realistic when you imagine that strategy in RL.
Introducing the limit of AoE damaging max. 5 ppl even more encouraged this behavior. I can remember actually using different formations for the zerg before that change. E.g. going in some sort of “line formation” after buffing up was actually useful and successful depending on the situation.

So this COULD encourage a more diverse playstyle than just 50 meelees running through all static fields with stability up and cleaning all soft cc conditions. And also the other way round – targeting AoE spells might become more interesting that just targeting that tightly packed mob (of course, depending on the commander, you also have casters not running with the pack that add a little bit of cloud around that knob)

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Posted by: Stazee.6749

Stazee.6749

I always found it a bit strange that it is a good thing to stack 100 people on 1sqm. That is not really realistic when you imagine that strategy in RL.
Introducing the limit of AoE damaging max. 5 ppl even more encouraged this behavior. I can remember actually using different formations for the zerg before that change. E.g. going in some sort of “line formation” after buffing up was actually useful and successful depending on the situation.

So this COULD encourage a more diverse playstyle than just 50 meelees running through all static fields with stability up and cleaning all soft cc conditions. And also the other way round – targeting AoE spells might become more interesting that just targeting that tightly packed mob (of course, depending on the commander, you also have casters not running with the pack that add a little bit of cloud around that knob)

The aoe limit of 5 discouraged people stacking in 1sq. meter as you put it. Why…because of retaliation. If you hit 20 people in the same spot with retal and no aoe limit you instantly die. So people would stack tight and buff retal…then a not so clever necro or w/e would drop a well on said group and get hit by 20+ retal procs and die. With an aoe limit of 5 you dont die, and people have less of a reason to stick so tight cause they will be taking damage faster than they can dish it out. Melee sticks tight to mitigate some damage yes, but range can’t take that sort of heat(they stick close enough to melee to be safe and not get picked off…but not so close that they are in the bomb). The reason melee can stand there is because they can use bunker skills like shelter, Virtue of courage, Defiant stance, dodges, etc. Well without stab you cant use your bunker skills properly and you pretty much die in less than a second when in a large scale fight…and no amount of tankiness will really change that.
The stab change promotes scattered unorganized range sort of play…which to me isn’t a good thing. Any melee will be useless without reliable stability on him…just becomes a ranged game. If anything make boonstripping faster/better not stability more unreliable. It will promote running into towers rather than fighting in open field (especially when against servers with larger zergs).

It’s already hard enough to go against larger groups than you, so why not make it near impossible? No anet is trying to turn wvw into a siege and defend fest, cause that is probably what their ideology of what it should be. They want it to be even more of a gold sink and have more people sieging rather than open field fighting (which imo is where the real fun is at).

(edited by Stazee.6749)

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Posted by: the krytan assassin.9235

the krytan assassin.9235

meleetrains form the hearth of the command center of WvW, they put organisation in the battlefield. Without a meleetrain WvW becomes more like 50 1v1’s instead of a group battle. Meleetrains are not OP in any way aslong as the oposing team is well coördinated aswell (voice communication). Strategies form the hearth of warfare, i see no reason why people would like to get rid of this….

DDD|elementalist| Piken commander|RaW|

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Posted by: Ballads.2509

Ballads.2509

If stability will only give you a set # of Immunity, then to balance it how about a fix the amount of targets CC can hit. Specifically ground targeted control effects.
They need to close the 5 target Limit loop hole in that is Ground Targeted Area of Effect spells. Ground targeted spells now have infinite amount of targets, while “Some” can only effect 5 targets a pulse/second the total # is not capped. As long as it remains on the ground it can effect new targets not in the original 5. Sure as long as those 5 are in the AoE of the ground target they should be effected but not new ones.
1 CC (ie Spectral Wall, Static Field, Line of Warding) should remove a 1 Stability stack from or effect 5 Total people not 20,30,or even80 potentially.

(edited by Ballads.2509)

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Posted by: Sorel.4870

Sorel.4870

If stability will only give you a set # of Immunity, then to balance it how about a fix the amount of targets CC can hit. Specifically ground targeted control effects.
They need to close the 5 target Limit loop hole in that is Ground Targeted Area of Effect spells. Ground targeted spells now have infinite amount of targets, while “Some” can only effect 5 targets a pulse/second the total # is not capped. As long as it remains on the ground it can effect new targets not in the original 5. Sure as long as those 5 are in the AoE of the ground target they should be effected but not new ones.
1 CC (ie Spectral Wall, Static Field, Line of Warding) should remove a 1 Stability stack from or effect 5 Total people not 20,30,or even80 potentially.

Unfortunately, I read somewhere that AoE was capped because of technical difficulties. You see, take chaos storm for example. That would be 80 RNG rolls to know which condi every foe gets, plus 80 RNG rolls for every allie to see which boon they get. Times 160. You see the problem? The AoE cap is great for people like me (or the amazing Sizer) who play GW2 on toasters, but it means more zerg play, obviously.

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Posted by: Zetsumei.4975

Zetsumei.4975

If stability will only give you a set # of Immunity, then to balance it how about a fix the amount of targets CC can hit. Specifically ground targeted control effects.
They need to close the 5 target Limit loop hole in that is Ground Targeted Area of Effect spells. Ground targeted spells now have infinite amount of targets, while “Some” can only effect 5 targets a pulse/second the total # is not capped. As long as it remains on the ground it can effect new targets not in the original 5. Sure as long as those 5 are in the AoE of the ground target they should be effected but not new ones.
1 CC (ie Spectral Wall, Static Field, Line of Warding) should remove a 1 Stability stack from or effect 5 Total people not 20,30,or even80 potentially.

That would turn what is quite a beautiful combat system into a incredibly dull and unintuitive one and tbh anet is in some danger of going down that road atm

Kurodaraku – Necromancer | Kuroshikon – Ranger
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia

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Posted by: Jski.6180

Jski.6180

If stability will only give you a set # of Immunity, then to balance it how about a fix the amount of targets CC can hit. Specifically ground targeted control effects.
They need to close the 5 target Limit loop hole in that is Ground Targeted Area of Effect spells. Ground targeted spells now have infinite amount of targets, while “Some” can only effect 5 targets a pulse/second the total # is not capped. As long as it remains on the ground it can effect new targets not in the original 5. Sure as long as those 5 are in the AoE of the ground target they should be effected but not new ones.
1 CC (ie Spectral Wall, Static Field, Line of Warding) should remove a 1 Stability stack from or effect 5 Total people not 20,30,or even80 potentially.

That would turn what is quite a beautiful combat system into a incredibly dull and unintuitive one and tbh anet is in some danger of going down that road atm

So having big stuns skill on very long cd have no effect most of the time is not dull? If any thing if you can land these stuns and key times you get a very cluch play but as things stand you cant do this becuse ppl simply play safe and just stab when they want to heal making fights endless.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: met.3518

met.3518

The aoe limit of 5 discouraged people stacking in 1sq. meter as you put it. Why…because of retaliation. If you hit 20 people in the same spot with retal and no aoe limit you instantly die. So people would stack tight and buff retal…then a not so clever necro or w/e would drop a well on said group and get hit by 20+ retal procs and die.

You are right, I didn’t think about retaliation. On the other hand, I don’t remember that actually happening to me back then.
Still, standing at the same spot is only possible due to the technical limitations not allowing proper collision detection for that number of players. But in reality this is totally awkward (and would end in a lot of “friendly fire”). 100 guys hiding behind one tree… erm.. yess.

And yes, the limit of 5 targets was due to technical reasons afaik.

When the groups are more disbanded, I actually have to think about where to place my fields. Of course it wouldn’t be nice if everything ends up with ranged skirmishing only.

On the caster topic:
There are a lot of public zerg commanders who absolutely want the casters to run with the train (and die). I always wonder about that – sure, the casters also mitigate a bit of the damage but the additional dying for me means more rallying at the enemy side.

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Posted by: Joey.2769

Joey.2769

Between this upcoming change and the crit change a while back they continue to push the advantage to blob. GG anet WP. I guess it only makes sense since most devs out in WvW just zerg the kitten around anyways.

Commander X Swagalicious X
Commander Twerknificient
Joey Bladow

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Posted by: johnno.7543

johnno.7543

Between this upcoming change and the crit change a while back they continue to push the advantage to blob. GG anet WP. I guess it only makes sense since most devs out in WvW just zerg the kitten around anyways.

Yeah that is my main concern with the stability change. My guild and I enjoy fighting outnumbered one of the reasons we are able to do this is because we manage our stab effectively in the melee. This change is going to encourage more blobbing simply because the blob will be able to remove all the stability stacks on the smaller group faster than the smaller group will be able to remove the stability on the blob. So alot of fights are basically going to be who can remove the others stab first, or like other people have mentioned fights in WvW will become all ranged fights which in my opinion are some of the dullest fights in wvw, when 2 servers stay at max range afraid to push each other.

Syndictive Exalt-human warrior
[Syn] Syndictive
Dragonbrand

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Posted by: eithinan.9841

eithinan.9841

With the might nerf and the stab changes are we going to see melandru runes coming back for frontline?

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Posted by: Joey.2769

Joey.2769

With the might nerf and the stab changes are we going to see melandru runes coming back for frontline?

Actually, you might look at boon duration, monk, water, travelers etc since resistance will be a buff.

Commander X Swagalicious X
Commander Twerknificient
Joey Bladow

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Posted by: DarkSyze.8627

DarkSyze.8627

WvW and Spvp is a team effort mode, Not a team have everything easy mode.

I am happy for change that is coming. Team effort is good thing. Effort is challenge, not have no reward with no effort. Not have reward with no risk or little risk.

Good Job! Arena net for take serious step to make Guild Wars Challenge. (More serious step is need still)

" Solutions To A Problem Can Only Be Found, When You Want To Get Rid Of It "
Ankur

(edited by DarkSyze.8627)

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Posted by: Zadarh.1932

Zadarh.1932

This NEEDED to happen! Aegis blocks 1 hit and vanishes why should stability make players completely immune to CC? Stability is THE REASON I don’t play interrupt mesmer. “Oh just strip it” yeah, have a build that needs to boon strip before becoming effective, thats a great idea.

I am already testing builds now, when this goes live I will be having a good time!

~Gw2 Machinima, WvW Tips & Much More~
https://www.youtube.com/user/SuperJunkShow

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Posted by: Joey.2769

Joey.2769

This NEEDED to happen! Aegis blocks 1 hit and vanishes why should stability make players completely immune to CC? Stability is THE REASON I don’t play interrupt mesmer. “Oh just strip it” yeah, have a build that needs to boon strip before becoming effective, thats a great idea.

I am already testing builds now, when this goes live I will be having a good time!

You think you will but there will just be a bunch of range and gank instead of melee trains.

Commander X Swagalicious X
Commander Twerknificient
Joey Bladow

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Posted by: Kicast.1459

Kicast.1459

I think Anet don’t give a kitten to balance in wvw.

Gwen meta for years with profession left in nowhere.
I don’t think they really care on having cancerous blob class stacking.

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Posted by: silvermember.8941

silvermember.8941

I think Anet don’t give a kitten to balance in wvw.

Gwen meta for years with profession left in nowhere.
I don’t think they really care on having cancerous blob class stacking.

Like always people hate change and react like children.

This is a good change, at the very minimum it will completely change the way combat works in WvW. People will have to more conscious and simply not rely on stability to do the thinking for them. At the very minimum the current meta might get flip changed for good.

Which is great. The forums have been shown to be wrong on multiple instances (ascended gear ruining WvW for example).

This thread seems to be full of people who simply hate change because it is different. This is good and it will increase the skill cap for everybody in the game, whether it destroy WvW is something no one can predict.

As u know im pro. ~Tomonobu Itagaki

This is an mmo forum, if someone isn’t whining chances are the game is dead.

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Posted by: Joey.2769

Joey.2769

I think Anet don’t give a kitten to balance in wvw.

Gwen meta for years with profession left in nowhere.
I don’t think they really care on having cancerous blob class stacking.

Like always people hate change and react like children.

This is a good change, at the very minimum it will completely change the way combat works in WvW. People will have to more conscious and simply not rely on stability to do the thinking for them. At the very minimum the current meta might get flip changed for good.

Which is great. The forums have been shown to be wrong on multiple instances (ascended gear ruining WvW for example).

This thread seems to be full of people who simply hate change because it is different. This is good and it will increase the skill cap for everybody in the game, whether it destroy WvW is something no one can predict.

Actually the people complaining are those that try to use skill in this part of the game. What people are complaining about is the fact that Anet doesn’t want people to think but instead run around in 80 man groups spamming skills however they want. If 20 go against 40 they are already crippled by aoe restrictions and critical dmg nerf. When you add the stability change it basically will make it close to impossible for the smaller group, even being more skilled, to win.

Commander X Swagalicious X
Commander Twerknificient
Joey Bladow

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Posted by: Rimmy.9217

Rimmy.9217

Actually the people complaining are those that try to use skill in this part of the game. What people are complaining about is the fact that Anet doesn’t want people to think but instead run around in 80 man groups spamming skills however they want. If 20 go against 40 they are already crippled by aoe restrictions and critical dmg nerf. When you add the stability change it basically will make it close to impossible for the smaller group, even being more skilled, to win.

This is always such a strange assertion to read – twenty people going against forty would be subject to those same unlocked aoes and crits.

Trollnado Ele – Ehmry Bay

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Posted by: the krytan assassin.9235

the krytan assassin.9235

Btw who claims that the current meta only allows the GWEN to be in the meta? as far as i know most of the classes are quite viable in the zergs (maybe not the same amount of numbers but same goes for pve/pvp/any other game).

Guard-no further explanation required
war- no further explanation required
necro-no further explanation required
ele- no further explanation required
mesmer- 2-4 per zerg (depending on size) mainly for veil+TW+feedback
thief- no specific amount of players, ganksquad+venomshare always welcome in a zerg, around in zerg 0-6 (depending on size)
ranger- quite nice ganker both for commander sniping and castersniping, 0-6 ranger should be fine depending on zergsize
engi- often not properly played, but can achieve nice dps, vulnerability and condi coverage for cripple etc. 0-5 (depending on zergsize)

i’m not saying that engi, ranger, mesmer and thief have the same amount of players as the GWEN meta, but all the builds actually work in wvw. One of the main reasons people run the GWEN meta is because of the amount of lootbags you get, if anet wants to give this any attention they should focus on giving these classes (xcept for engi, there is just overall a really small part of the population that actually plays engi) more aoe’s. Don’t nerf GWEN because it’s the most frequently used setup. thief, mesmer engi and ranger all can be very effective if played on the correct way.

DDD|elementalist| Piken commander|RaW|

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Posted by: Jski.6180

Jski.6180

This NEEDED to happen! Aegis blocks 1 hit and vanishes why should stability make players completely immune to CC? Stability is THE REASON I don’t play interrupt mesmer. “Oh just strip it” yeah, have a build that needs to boon strip before becoming effective, thats a great idea.

I am already testing builds now, when this goes live I will be having a good time!

You think you will but there will just be a bunch of range and gank instead of melee trains.

And that bad why? Right now we having mostly war and gards and necro with a few ele and gank sprinkled in. Bombs melee meta will still be there but this lets other ranges meta and gank meta to counter start to pop up. If any thing we may end up with a paper rock scissor type meta and not just the hammer meta.

Btw who claims that the current meta only allows the GWEN to be in the meta? as far as i know most of the classes are quite viable in the zergs (maybe not the same amount of numbers but same goes for pve/pvp/any other game).

Guard-no further explanation required
war- no further explanation required
necro-no further explanation required
ele- no further explanation required
mesmer- 2-4 per zerg (depending on size) mainly for veil+TW+feedback
thief- no specific amount of players, ganksquad+venomshare always welcome in a zerg, around in zerg 0-6 (depending on size)
ranger- quite nice ganker both for commander sniping and castersniping, 0-6 ranger should be fine depending on zergsize
engi- often not properly played, but can achieve nice dps, vulnerability and condi coverage for cripple etc. 0-5 (depending on zergsize)

i’m not saying that engi, ranger, mesmer and thief have the same amount of players as the GWEN meta, but all the builds actually work in wvw. One of the main reasons people run the GWEN meta is because of the amount of lootbags you get, if anet wants to give this any attention they should focus on giving these classes (xcept for engi, there is just overall a really small part of the population that actually plays engi) more aoe’s. Don’t nerf GWEN because it’s the most frequently used setup. thief, mesmer engi and ranger all can be very effective if played on the correct way.

Having other classes as more token classes to show they do there one repented job dose not make them part of the GWEN meta they just happen to be there. A group of 20 having 5 war 5 gurds 2 ele 6 necro 1 thf 1 mez dose not mean the thf or mez are doing major things to the over all meta of the fight they may enhances some what what the gurds and wars are going to do but that it they are less of a class and more of an one trick pony. They are token classes who do one thing for a fight most of the time one ability.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

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Posted by: Relentliss.2170

Relentliss.2170

Rip WvW

The future of WvW will be balls of people ranging each other, like every other MMO.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

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Posted by: Kaiser.9873

Kaiser.9873

GG blobs will put out so much CC just based on the amount of ppl throwing out skills that any smaller group will have their stab gone pretty quickly. Sounds like this will make it alot harder to blob bust or win outnumbered fights. Seems to me that this will make blobbing around even more effective, hopefully i will be wrong. inb4 80v80 all ranger battles from 1500 range

This is EXACTLY what has me worried. With stability the way it is now a good guild group has an outstanding chance to wipe a blob by cycling stability. Depending on the change it might make an outnumbered fight favor the larger force even more. Honestly ANet needs to put more information out there on how things will synergize. Otherwise all they’re doing is inspiring ridiculous amounts of angst among the players that no longer trust them to make good decisions regarding WvW.

@ poster above talking about guardian bow etc etc.
I don’t play a heavy class to wield a bow. If I wanted to shoot arrows I’d play a ranger. I play a heavy class to jump into melee range and bash people in the face with a hammer. Same reason I don’t play bow or rifle on a warrior.

Some of this almost feels like devs look at EotM, and feel like that is what they want their WvW to morph into.

(edited by Kaiser.9873)

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Posted by: Stand The Wall.6987

Stand The Wall.6987

stability is op. making it stack intensity imo would benefit the smaller more organized force who is more experienced in pvp, for one reason. they play more. they know when to dodge, what to not use at what given time, and when to leap in for bombs. if you are a casual who is upset over this change then thats something you will have to suck up and adapt to.
if i end up being wrong, then, oh well. was a good run. there are other games.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

(edited by Stand The Wall.6987)

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Posted by: snarfrificus.4230

snarfrificus.4230

i hope arenanet will just destroy the 20 vs 20 gvgs and the 15 vs 15 gvgs they are doing nothing else then create queues on map while letting garrison die and not caring about it (t3 wp and stuff).
Those guys are not willing to play WvW they only like to stay in their own little world full of ego festing.

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Posted by: Victory.2879

Victory.2879

Strangely the thought of huge ranged battles makes me happy, where the winning side would be the one that can successfully call targets and organise spikes, buffs, heals, boon stripping, blasting, etc without there being a brain dead hammer train ignoring incoming damage and laughing as some poor squishy melts himself from retal.

Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)

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Posted by: Sorel.4870

Sorel.4870

i hope arenanet will just destroy the 20 vs 20 gvgs and the 15 vs 15 gvgs they are doing nothing else then create queues on map while letting garrison die and not caring about it (t3 wp and stuff).
Those guys are not willing to play WvW they only like to stay in their own little world full of ego festing.

I don’t like zerg fights either but you have to realize that WvW is a sandbox mode. If you want to defend, good. If you want to do GvG, I’m okay with that. If you want to just roam and kill players, then do! If you want to level up doing something you like and not go karma training in HotM, why shouldn’t you? Let people play the game the way they want. Large guild groups tend to defend important objectives when needed, so they are not hurting the server really.

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Posted by: Sorel.4870

Sorel.4870

Some of this almost feels like devs look at EotM, and feel like that is what they want their WvW to morph into.

Off topic. Does stability stack in EotM? Didn’t think so. Besides, I had a commander in EotM once who decided we would only defend our objectives, and I had so much fun defending a keep against a see of up-leveled players (aka trash mobs) who went down in a single arrow cart shot. If they really make defense rewarding, this kind of map with defendable choke points could be really fun! No more “Oh there are two defenders in Durios, let’s zerg around to another tower”.

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Posted by: Kilger.5490

Kilger.5490

Stability has always been the “must-strip” boon for my necro. Without it the melee train unravels. On one hand it makes necros very desireable for boon removal, on the other it makes our fears actually have some bite to them. Not sure if this is a net benefit or loss to the game but I have some faith anet put thought into it.

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

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Posted by: Rimmy.9217

Rimmy.9217

Large guild groups tend to defend important objectives when needed, so they are not hurting the server really.

Not when they’re GvGing they don’t.

Trollnado Ele – Ehmry Bay

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Posted by: Sirendor.1394

Sirendor.1394

SOoo… no more standing against a blob as a 5-man group? This is a bad change, because 30 people will strip a small group of their stability in no time, and they can’t even retaliate against all their attackers at the same time because of the AOE cap…

good job anet, good job

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: Sorel.4870

Sorel.4870

Large guild groups tend to defend important objectives when needed, so they are not hurting the server really.

Not when they’re GvGing they don’t.

Well in that case another server misses 15 players as well, big deal.

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Posted by: Sorel.4870

Sorel.4870

SOoo… no more standing against a blob as a 5-man group? This is a bad change, because 30 people will strip a small group of their stability in no time, and they can’t even retaliate against all their attackers at the same time because of the AOE cap…

good job anet, good job

Hello. Please take the time to read the thread before posting your (certainly valid) opinion. There were several people expressing the same concern you do, and people replying. I think it would be more constructive to bring arguments to support your statement: your post typically looks like a conversation opener, while this thread is four-page long already. Thank you.

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Posted by: Sirendor.1394

Sirendor.1394

SOoo… no more standing against a blob as a 5-man group? This is a bad change, because 30 people will strip a small group of their stability in no time, and they can’t even retaliate against all their attackers at the same time because of the AOE cap…

good job anet, good job

Hello. Please take the time to read the thread before posting your (certainly valid) opinion. There were several people expressing the same concern you do, and people replying. I think it would be more constructive to bring arguments to support your statement: your post typically looks like a conversation opener, while this thread is four-page long already. Thank you.

While I applaud your concern for a lively and constructive discussion, I didn’t have any explicit wish to join the discussion and react on what other people posted. I was just throwing in my thoughts, in support of anyone who is voicing similar concern.
Excuse me if this was unclear. Feel free to carry on, by all means!

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: Ballads.2509

Ballads.2509

So after reading the TTH interview, It seems player will get the new defiant bar as a form of Stability? I think thats what he was saying but was a little vague.

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Posted by: retsuya.4708

retsuya.4708

This NEEDED to happen! Aegis blocks 1 hit and vanishes why should stability make players completely immune to CC? Stability is THE REASON I don’t play interrupt mesmer. “Oh just strip it” yeah, have a build that needs to boon strip before becoming effective, thats a great idea.

I am already testing builds now, when this goes live I will be having a good time!

awesome! with this patch you can just spam interrupts mindlessly and be effective!

[WB] Fort Aspenwood

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Posted by: mistsim.2748

mistsim.2748

we need more information before jumping to conclusions imo.

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Posted by: coglin.1867

coglin.1867

This NEEDED to happen! Aegis blocks 1 hit and vanishes why should stability make players completely immune to CC? Stability is THE REASON I don’t play interrupt mesmer. “Oh just strip it” yeah, have a build that needs to boon strip before becoming effective, thats a great idea.

I am already testing builds now, when this goes live I will be having a good time!

awesome! with this patch you can just spam interrupts mindlessly and be effective!

You mean versus spamming stability to be effective now? At least with this option, those who are not guardians or warriors can be effective agains them. Every pprofession has CC. Not every profession has stability. They all have CC options though.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: xDudisx.5914

xDudisx.5914

This NEEDED to happen! Aegis blocks 1 hit and vanishes why should stability make players completely immune to CC? Stability is THE REASON I don’t play interrupt mesmer. “Oh just strip it” yeah, have a build that needs to boon strip before becoming effective, thats a great idea.

I am already testing builds now, when this goes live I will be having a good time!

awesome! with this patch you can just spam interrupts mindlessly and be effective!

You mean versus spamming stability to be effective now? At least with this option, those who are not guardians or warriors can be effective agains them. Every pprofession has CC. Not every profession has stability. They all have CC options though.

Actually you are wrong, every profession has at least 1 source of stability. If it is used or not is another discussion.

http://wiki.guildwars2.com/wiki/Stability

Ouroboro Knight’s [OK]

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Posted by: Coyote.7031

Coyote.7031

Actually you are wrong, every profession has at least 1 source of stability. If it is used or not is another discussion.

http://wiki.guildwars2.com/wiki/Stability

Thief only has dagger storm though. And that’s an elite and a situational one at that, I don’t think most builds use it. And mesmers have a mantra, but I don’t think many mesmers run mantras except for maybe the condition removal one. Some professions have way better access to stability.

My necro for example has her elite, her well, and when in WvW she’s traited for stability in death shroud. So much stability from just one profession.

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Posted by: xDudisx.5914

xDudisx.5914

Actually you are wrong, every profession has at least 1 source of stability. If it is used or not is another discussion.

http://wiki.guildwars2.com/wiki/Stability

Thief only has dagger storm though. And that’s an elite and a situational one at that, I don’t think most builds use it. And mesmers have a mantra, but I don’t think many mesmers run mantras except for maybe the condition removal one. Some professions have way better access to stability.

My necro for example has her elite, her well, and when in WvW she’s traited for stability in death shroud. So much stability from just one profession.

Like I said I was not discussing if it used or not. Just saying that all classes have 1 or more sources of stab.

Ouroboro Knight’s [OK]

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Posted by: Stand The Wall.6987

Stand The Wall.6987

On the topic of 5v30

One thing you can do is continuously range bomb and disengage, i.e. string them out by making them waste their stability and condition removal. Regardless of whether or not this works, if it did, soft cc skills like frozen ground, muddy terrain, well of darkness (with chill trait) etc. would need to have their aoe cap removed.

tldr – Stacking stability could be balanced by removing the aoe cap on skills that cripple/ chill.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Jski.6180

Jski.6180

I did not realize this but persisting ground aoe stab effects maybe the strongest version of stab for wvw so necro well of power may become very good soon. Image one of the worst stab classes will be getting a lot better at self stab and stab support.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: xDudisx.5914

xDudisx.5914

I did not realize this but persisting ground aoe stab effects maybe the strongest version of stab for wvw so necro well of power may become very good soon. Image one of the worst stab classes will be getting a lot better at self stab and stab support.

The problem that I see is that ground target pulsing skills require you to stay inside its small are to get the effect. Normally stop moving is a bad thing to do in wvw. Look at how everyone runs stand your ground and not hallowed ground.

Ouroboro Knight’s [OK]

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Posted by: Jim Hunter.6821

Jim Hunter.6821

I did not realize this but persisting ground aoe stab effects maybe the strongest version of stab for wvw so necro well of power may become very good soon. Image one of the worst stab classes will be getting a lot better at self stab and stab support.

The problem that I see is that ground target pulsing skills require you to stay inside its small are to get the effect. Normally stop moving is a bad thing to do in wvw. Look at how everyone runs stand your ground and not hallowed ground.

Yup but when the change goes through and ranged combat becomes the new meta everyone can stack on the ground target pulsing skills and pew pew each other without moving. As long as you have the bigger group you will win!

Also known as Puck when my account isn’t suspended
LGN

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Posted by: Zetsumei.4975

Zetsumei.4975

I did not realize this but persisting ground aoe stab effects maybe the strongest version of stab for wvw so necro well of power may become very good soon. Image one of the worst stab classes will be getting a lot better at self stab and stab support.

Well of power only gives the user stability and it doesn’t pulse stability it gives you in once and it’s only 1 second long

Kurodaraku – Necromancer | Kuroshikon – Ranger
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia