WvW-Battle of the Red Circles
That’s pretty much it. See who can bait the other group to melt in the circles.
It’s sad that so many people refuse to adapt.
It’s sad that so many people refuse to adapt.
Said by so many backline players…..
It’s sad that so many people refuse to adapt.
Said by so many backline players…..
I guess I should equip a ranged weapon then so I can play backline.
actually, in my guild melee players did not complain when range meta came about, mostly because being melee = shut up and stick to commander…
it was eles and necros who started complaining that the meta is boring them to death, requires no thinking or skill and is just in general stupid and lame…
It’s sad that so many people refuse to adapt.
It’s not up to us to adapt, it’s up to ANet to change and rebalance skills and classes. The meta is this way because crowd control is too strong, while frontline is unable to actually make big pushes due to lack of stability
Beastgate | Faerie Law
Currently residing on SBI
Melee is stronger then it has been now and back line is easier to kill now. But i guess Rock never like paper shame no one is using scissors to fix this (also know as gank build / classes becuse thf and mez are burst dmg gods now).
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
It’s sad that so many people refuse to adapt.
It’s not up to us to adapt, it’s up to ANet to change and rebalance skills and classes. The meta is this way because crowd control is too strong, while frontline is unable to actually make big pushes due to lack of stability
That’s an omniblob problem. Split up a little in zerg fights. Even if its a 5-7 man stealth flank or portal bomb it makes a huge difference especially with the changes to death and rezzing.
With that said they could dial back the pirate ship a bit but in no way do I want a return to the hammer train.
Lately thiefs pretty much hunt in backlines.
And there are few inventor who try to introduce in wvw field new tactics: of stacking traps and pulling or stacking traps in vital points where they lure enemies.
Maybe minions of variety types will come as device to trigger those or there will appear further counterplay to trapps as new game mechanic like: destroying enemy traps in radious xyz at range xyz.
Actually would be really helpful to see different colored circles for different damages and traps.
Last night in EB the enemy blob put down so many circles, and overlapping circles it was just chaos for a lesser player like me. Trying to move between them and minimise the unknown damage type was very difficult. Some of the circles hardly affected me but others gave heavy damage. Different colors would help us to know which to avoid depending on our builds.
Not sure if it would unbalance fights or spoil game play. On the other hand it would give us more info about the composition of our opponents and visa versa.
By the way, i play Dragon Hunter and have no idea what my traps look like to opponents – need to check that out.
DH traps are invisible until triggered.
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
DH traps are invisible until triggered.
Traps on all classes are invisible until triggered.
Thats why its called a trap.
DH traps are invisible until triggered.
Traps on all classes are invisible until triggered.
Thats why its called a trap.
I know that. Was just saying in relation to the topic that they don’t leave red circles.
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
Lately thiefs pretty much hunt in backlines.
Thieves have been greatly watered down over the last couple years. They used to be in full effect hunting backliners now the position should come with hazard pay given the ridiculous amount of sustain and hardened back liners like DH and Revs running in the mix.
“Youre lips are movin and youre complaining about something thats wingeing.”
DH traps are invisible until triggered.
Traps on all classes are invisible until triggered.
Thats why its called a trap.
I know that. Was just saying in relation to the topic that they don’t leave red circles.
I didn’t know that – but now I see why my group ask me to place traps in certain places and also why some players activate my traps even when I thought they must look so obvious.
Guild Wars 2: Circles are Bad.
We are recreating the 1965 classic Spirograph but with AOE circles.
But seriously Anet, this Pirateship META sucks big chocolate salty balls and has done for a year now. You have not improved or changed it in anyway that would help wvw players.
Thief/burst combo builds being anti-backline and winning fights is nothing new. It’s what the most successful GvG guilds did years ago even during hammertrain. If anything it’s less effective now than it used to be with DH traps and all of the new passive defense skills and huge boost to invulns that have been put in the game with time and HoT.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Mortar incendiary rounds’ AoE fire still doesn’t have a red circle indicator on the ground.
That’s why so many ppl down to it. You’re welcome.
RvR isn’t “endgame”, it’s the only game. Cu in CU.