WvW Guards: Big Joke or Biggest Joke?
Feels about the same as they always have to me
I usually run a very tanky warrior build in wvw and still do after the patch. However, even though i tried to run the same build as before, I got quite a bit of dps added to my build, through additional traits.
In my case its mostly from the the quickness i gain, once i strike a foe with under 50% health. That means that i can usually kill them before they get their heal off, so I solo camps faster now.
Maybe you also got additional traits post patch that added to your dps.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
The NPCs in WvW are also quite outdated.
If you look at the one they’ve put in EotM, those ones are more serious. The sentries actually take a little bit of effort to kill, and they can actually be quite a thorn in your side if you’re fighting an enemy player in their proximity.
The aetherblades can also be pretty deadly if you overdo it in that middle section, and the keep lords and such are pretty much non-solable… well, some of them still probably are.
In the new WvW borderlands, they’ll be using those kind of NPCs rather than the lame paper ones that they’ve always had in the standard borderlands we’ve had now. So once those come with HoT, that should help solve the issues regarding lame, useless, insignificant NPCs.
It’s not just a gross damage buff. They are literally melting in a quarter of the time they would normally take. It’s like they aren’t scaled properly at all. After the specialization update it wasn’t too bad, the most recent scaling change made everything totally wonky afterward.
The NPCs in WvW are also quite outdated.
If you look at the one they’ve put in EotM, those ones are more serious. The sentries actually take a little bit of effort to kill, and they can actually be quite a thorn in your side if you’re fighting an enemy player in their proximity.
The aetherblades can also be pretty deadly if you overdo it in that middle section, and the keep lords and such are pretty much non-solable… well, some of them still probably are.
In the new WvW borderlands, they’ll be using those kind of NPCs rather than the lame paper ones that they’ve always had in the standard borderlands we’ve had now. So once those come with HoT, that should help solve the issues regarding lame, useless, insignificant NPCs.
To be fair, EoTM is a poor comparison for the strength of NPCs.
A 30 man EoTM pug zerg can wipe half the zerg on a keep lord in a minute long battle, while a 10 man guild group take down the same EoTM lord in 6 seconds.
The NPCs in EoTM arent that much stronger, its the players that are weaker.
Personally, I only feel that NPCs should be smarter based on the amount of players attacking them. Just use more skills, more CC, invincibility, knockbacks, summon reinforcements, etc.
This is inevitable due to the power creep; they were going to buff ascended gear too but at least that was decided to be not a good idea.
We’ve getting massive skill buffs, even the most casual of casual players will have maxed out guard killer by now, but beyond that most people are also decked out in those +% guard infusions; all those things really matter when put together.
for there you have been and there you will long to return.
I would make some differences on the guard NPCs:
>> Camp NPCs are still in a decent spot. For experienced camp flippers a regular camp is no problem to take alone. A camp with guards waiting on stationary dolyaks – you can have some problems. A fully upgraded camp still is challenging.
Two people on the other hand can take pretty much every stage of camp. If you do not want to take away solo roaming and camp flipping, it should stay that way.
>> Sentinels are weak. No use asking for a buff now, but they are addressing this in HoT when Sentinels will severely cripple dollies and not just reduce their health by 50% as long as they walk by.
>> Tower/Keep NPCs are the worst. The only person that finds them annoying is the solo player trying to build a ram on his own by a gate, because he will have to run to a close by camp to resupply and respawning NPCs or the lone archer on the wall might damage the blueprint before the siege is completely built. Archers ignore pretty much everything that is built at walls, like kitteno once a sneaky cata is up, you can take down the wall effortlessly. If NPC archers would patrol on the walls, they would at least force a small attack force to deal with them. Right now we know very little about the HoT updates to the NPCs in the towers and keeps and if they get a bit smarter. We will have to see.
Still keeps a volume of Kurzick poems ;)
(edited by Gorani.7205)
To be fair, EoTM is a poor comparison for the strength of NPCs.
A 30 man EoTM pug zerg can wipe half the zerg on a keep lord in a minute long battle, while a 10 man guild group take down the same EoTM lord in 6 seconds.
The NPCs in EoTM arent that much stronger, its the players that are weaker.
Personally, I only feel that NPCs should be smarter based on the amount of players attacking them. Just use more skills, more CC, invincibility, knockbacks, summon reinforcements, etc.
Are you saying that BL and EBG npcs are as strong as EoTM npcs?
Omgosh, nonsense to the max!
OP: yes, npcs are a joke now, I can solo camps with no trinkets, and i didn’t notice the difference, just a little later when i thought “aren’t these camps taking me a little longer than before” and then I noticed I wasnt using trinkets :P (btw, no ascended, just exotic gear -.-)
PS: sry eng :o
FC
Retired
The NPCs in WvW are also quite outdated.
If you look at the one they’ve put in EotM, those ones are more serious. The sentries actually take a little bit of effort to kill, and they can actually be quite a thorn in your side if you’re fighting an enemy player in their proximity.
The aetherblades can also be pretty deadly if you overdo it in that middle section, and the keep lords and such are pretty much non-solable… well, some of them still probably are.
In the new WvW borderlands, they’ll be using those kind of NPCs rather than the lame paper ones that they’ve always had in the standard borderlands we’ve had now. So once those come with HoT, that should help solve the issues regarding lame, useless, insignificant NPCs.
To be fair, EoTM is a poor comparison for the strength of NPCs.
A 30 man EoTM pug zerg can wipe half the zerg on a keep lord in a minute long battle, while a 10 man guild group take down the same EoTM lord in 6 seconds.
The NPCs in EoTM arent that much stronger, its the players that are weaker.
Personally, I only feel that NPCs should be smarter based on the amount of players attacking them. Just use more skills, more CC, invincibility, knockbacks, summon reinforcements, etc.
I dunno, man… Ever fought Kodans as a zerker? Those guys have a lot of toughness, lol.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
I don’t want the NPCs to be more noticeable than they already are. I’m there to fight humans, not guards. As is, the CC and blinds put out by gaurds (especially upgraded camps) is pretty devastating if you’re fighting humans at the same time. That’s as far as I want to go, otherwise I’ll just run dungeons.
There is no power creep in GW2.
Read the manifesto
Youtubes: https://www.youtube.com/playlist?list=PLpXd26ZeABJNWi83dXDjtoZ8Lf-4IJ9Gu
Condi ranger: my bleed stacks melt NPCs wayyy too fast.
Condi warrior: 30+ bleed stacks in seconds. NPCs melt.
Condi thief: venom thief. Even more crazy if Improvisation trait lands on venoms. Oh man.. The melts are real.
Current NPCs in wvw are evidently out/dated and are WAY too easy to kill. At least the vets in EOTM have unique mechanics to fight back. Sheesh.
Boost Sentries and Guards into Legendary Defenders.
problem solved!
Anet gave birth to Gw2 – Anet killed Gw2.
Murican law 2015.