The "marked" buff or how Arenanet patches WvW
Hiding in keeps was all I loved to do on my mesmer (Golden Mirage). There was a psychology involved to it that I loved. It punished k-trains and also managed to start some miraculous saves. Mesmers were the ace up the sleeve, the agent behind enemy lines. I recall so many times porting in my team to inner keeps/sm after flips to turn the tide of a zerg v zerg map conquest. Nothin ever in this game has gotten my heart racing as much as 1v25 for 10+ minutes in Bay while I coordinate with EB comms to come take a port.
RIP that experience.
Hiding in keeps was all I loved to do on my mesmer (Golden Mirage). There was a psychology involved to it that I loved. It punished k-trains and also managed to start some miraculous saves. Mesmers were the ace up the sleeve, the agent behind enemy lines. I recall so many times porting in my team to inner keeps/sm after flips to turn the tide of a zerg v zerg map conquest. Nothin ever in this game has gotten my heart racing as much as 1v25 for 10+ minutes in Bay while I coordinate with EB comms to come take a port.
RIP that experience.
Ha, I remember you used to scream in map chat " They found me" and other times you would sit in there for like hours waiting.
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lol, yeah I read a lot of books while in enemy keeps.
Nothin ever in this game has gotten my heart racing as much as 1v25 for 10+ minutes in Bay while I coordinate with EB comms to come take a port.
Nothing better than chasing a stealth spam build for 10 mins. Oh that PPT woot. They should add reveals to the marked buff.
And here I thought we were making progress with WvW. I strongly believe Anet needs to implement polls before they go messing up the mechanics that break the mold from other MMO’s.
Chasing a nearly perma-stealth, multi-blink class through one of the huge DBL keeps is a nightmare. One person’s hobby shouldn’t ruin the day of everyone else.
They let stealth get way out of hand, but aren’t willing to nerf it just for WvW. And so WvW loses another part of gameplay that often brought some excitement.
Chasing a nearly perma-stealth, multi-blink class through one of the huge DBL keeps is a nightmare. One person’s hobby shouldn’t ruin the day of everyone else.
That’s a problem with the kittenty bl, not the mechanic.
The towers are big enough you can still do it. Actually you can sneak most of the EB towers as well but you have to be lucky.
Sweeping was barely tolerable when the keeps were bite sized and the builds didn’t have massive amounts of sustain. Now running down a stealther is nearly impossible in the giant BL keeps without them being marked.
“Youre lips are movin and youre complaining about something thats wingeing.”
Chasing a nearly perma-stealth, multi-blink class through one of the huge DBL keeps is a nightmare. One person’s hobby shouldn’t ruin the day of everyone else.
That’s a problem with the kittenty bl, not the mechanic.
It was a pain in the Alpine keeps too, especially Garrison with the myriad hiding places.
To be fair, Garrison didn’t have a patch on Air keep for places to hide.
Chasing a nearly perma-stealth, multi-blink class through one of the huge DBL keeps is a nightmare. One person’s hobby shouldn’t ruin the day of everyone else.
This, this, and this.
It also adds some fairness. People spent time and resources to place siege in order to get in and take it. Doesn’t matter if it’s a blob of 50 or a group of 5.
Mesmer is a gimmick that needs this nerf handed to them, disallowing a way too easy aspect of capping an objective that is a port.
You can be sure with the new DBL if they remove the marked buff no one will care about searching mesmer…. Too anoying, too long… And useless, because keep have no value at all…
You can be sure with the new DBL if they remove the marked buff no one will care about searching mesmer…. Too anoying, too long… And useless, because keep have no value at all…
This. That is all.
Chasing a nearly perma-stealth, multi-blink class through one of the huge DBL keeps is a nightmare. One person’s hobby shouldn’t ruin the day of everyone else.
This, this, and this.
It also adds some fairness. People spent time and resources to place siege in order to get in and take it. Doesn’t matter if it’s a blob of 50 or a group of 5.
Mesmer is a gimmick that needs this nerf handed to them, disallowing a way too easy aspect of capping an objective that is a port.
The problem is the stealth though, not the act of being in the keep.
Anet could have easily done it another way. Instead of marked they could have made it so that being near a flipped keep add revealed for a couple of minutes. Hence no one can stealth there. Simple and effective without destroying the fun and putting a giant bullseye on you from across the entire kittening map.
Concerns about the sentries and marking of foes was raised from day 1. Most people was like “huehuehue now we can see the enemy so we can run to them and fight them, this will surely improve WvW!”.
Some of us saw the real issue – it take away the fun of player interaction and the “job” of a scout. And now look where we are. WvW is kittentier for it. Go figure.
I’m not really sure if the idea is that bad.
It should probably be lower than 5 minutes but the new keeps are like 3-4 times larger than the old ones which makes looking everywhere insanely time consuming and annoying. (And that is being said by someone who always went through the entire keeps to look out for mesmers)
Something like marked for 20-30 seconds and revealed for 2-3 minutes could work out I think. That way you can have an initial idea of where he is hiding and after that it comes all down to his skill of running and hiding.
All we wanted was a GvG.
Players that were too lazy to do a mesmer sweep pre-HoT will only make a half-hearted attempt to do it with the training wheels on, I’ve learned. You don’t even really need to try that hard to avoid that 5 minute buff. Just run, like you used to pre-HoT. They give up.
The problem is the stealth though, not the act of being in the keep.
Anet could have easily done it another way. Instead of marked they could have made it so that being near a flipped keep add revealed for a couple of minutes. Hence no one can stealth there. Simple and effective without destroying the fun and putting a giant bullseye on you from across the entire kittening map.
Concerns about the sentries and marking of foes was raised from day 1. Most people was like “huehuehue now we can see the enemy so we can run to them and fight them, this will surely improve WvW!”.
Some of us saw the real issue – it take away the fun of player interaction and the “job” of a scout. And now look where we are. WvW is kittentier for it. Go figure.
I actually suggested a revealed debuff and would have preferred as such, but I’d rather have the marks than have nothing at all. A short duration mark would probably still be a good idea, though. People shouldn’t have to sweep every keep they take.
As for the sentries, I completely like them. Crafty enemies will avoid them and, even if someone is spotted, a scout still needs to check it out.
I’m not really sure if the idea is that bad.
It should probably be lower than 5 minutes but the new keeps are like 3-4 times larger than the old ones which makes looking everywhere insanely time consuming and annoying. (And that is being said by someone who always went through the entire keeps to look out for mesmers)Something like marked for 20-30 seconds and revealed for 2-3 minutes could work out I think. That way you can have an initial idea of where he is hiding and after that it comes all down to his skill of running and hiding.
This sounds kinda balanced, I could live with it.
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