Showing Posts For ArchAngel.3807:
What? The only teleport thieves have that don’t require a target and don’t require initiative is the 50 second CD shadow step utility that goes 1200 range. Report thieves for hacking if they are shadowstepping across the map and back again.
either you misunderstood my post or you don’t know much about the thief. the short bow(which from my experience most thieves use) has a skill called infiltrators arrow (#5), which allows you to teleport almost any where up to a distance of 900 range(as long as you’re using ground targeting), most players just cloak and spam it off twice to get out combat and if needed just cloak some more and repeat. due to high initiative regeneration and no cool downs, its near impossible to catch a thief, especially if they’re cloaked. also keep in mind you can still teleport even if you’re immobilized, making it even harder to catch a thief
now that’s not even the worst of it, in some cases EX. starting at 1:45 http://www.youtube.com/watch?v=H0fvyTf2zH8 you have thieves who know what they’re doing and now it becomes “literally” impossible to catch them. this is what i don’t like about thieves, it’s just far to easy for them to get out of combat “after” they already tried to burst me down. maybe getting taken out of stealth when hit isn’t the best answer, but at least that way i would be able to track where they go and have a chance to catch them.
(edited by ArchAngel.3807)
In that case, why not make all boons get removed when you get hit? Same thing right? No defense should last when you get attacked.
aegis?
anyways while i don’t think thieves are impossible to counter, they are the most annoying class to fight. the second you mitigate damage properly they just cloak then shadow step all the way across the map auto heal then come back for round 2. seeing how immobilizing them doesn’t actually stop them from teleporting across the map you practically can’t keep them within range unless their poor judgement keeps them withing your attack range.
which is one of my biggest gripes about thieves, how is it ok for a thief to use up all his initiative (which can easily down most players who failed to mitigate the damage) and then before i can do nearly enough damage to down him, its regenerated enough for him to just flee? maybe the thief isn’t op, but he sure is cheap. which is why i also agree that a thief should get knocked out of stealth when hit. if we(non-thieves) have to react in half a second to a thieves burst damage to survive, they should have to play more careful while in stealth imo.
TLDR
the thief should have a little bit harder of a time getting out of combat if they chose to use up all there initiative trying to burst someone down.
I am glad that WvW is in the game. I just don’t think your argument holds weight here when you suggest that ‘SPvP doesn’t have DM so I’ll go to WvW for DM.’
WvW is an objective-based game mode on a large scale. It is not team DM. It allows for imbalances such as the size of your group and the stats on your gear—not necessarily on build or skill.
You could argue that the option is there for a group to focus on downing players but the idea is that it will all lead toward completing the objective. Much like sPvP.
actually there is some weight to that statement, i personally prefer to run in a small squad capping supply camps, why? cause, the most fun i have is when i run into an enemy squad death match style. i’m not saying that’s why everyone plays WvW, nor is that the only reason i play it. i’m saying that’s the most fun i have out of all the PvP in gw2. simply put, i feel death match is missing from sPvP from experience.
from what i read no one here was saying what WvW was about or talking about balance, so i dont really understand that part of your post. if you want to get technical many classes are still bugged and/or imbalanced, which makes even conquest far from perfect. others and i, are simply stating that we ran into “death match” style fights and found them enjoyable, that is all.
conquest is honestly why i hardly play sPvP, i have been playing it more now simply to get better. it’s faster paced then WvW , which makes it great for practice. however i feel sPvP really needs new game modes, even if it’s a twist on death match. something new is needed and its been far to long.
(edited by ArchAngel.3807)
One thing, while i support the idea of raising the aoe cap, they will become unable to solve skill lag with increased aoe cap. More aoe cap means more calculation for server
pretty sure that’s not the issue, as others have stated it wasn’t in the beta and that’s back when performance was even worse and i personally didn’t notice any lag back then. so to me this point is irrelevant, no offense.
now onto players complaining about small groups becoming over powered,i feel this point is also irrelevant. as a necro i have used death shroud(skill 2) many times as a means to bypass aoe’s and other skills. it’s not like i’m the only class that can jump past aoe’s, hell i’m not even the best for it. its not that hard to play smart and bypass a small area of aoe’s, start dealing some damage and moving on.
while completely removing the cap may not be the best answer, something needs to be done. when a small group can’t even slow a zerg down, when they’re “inside a fort” there’s a problem. for me this isn’t about getting rid of the zerg, this is about improving gameplay in WvW and i feel this is one needed step in the right direction.
Hanzo, i see where you’re coming from. even though i prefer WvW, i can admit it has its fair share of problems. a lot of WvW turns into zerging an undefended enemy tower, which i can say is very boring. most of the fun i have in WvW involves small squads of 10-15 players running into one another.
one thing i think not many have touched on in this thread, is “your build”. in sPvP your build is half the battle, you can lose simply cause you’re not speced to 100% perfection. in WvW many hybrid builds are viable in larger groups, which to some is more fun than sporting some cookie cutter build(no offense).
which i think is a result of WvW being more casual friendly, even if your build isn’t perfect, you can still be useful. also if you don’t know where to go there is usually someone(commander) there to guide you along if needed. where as sPvP seems a little less forgiving, this doesn’t mean i think WvW requires no skill, just easier to jump into and enjoy.
lastly your home server can have a huge impact on how much you enjoy WvW. i know there is hardly any one on at certain times of the day and your basically getting zerged the whole time, which is no fun. WvW experiences are different from server to server and tier to tier, just something to keep in mind.
really at the end of the day i’m left wanting more from both sPvP and WvW. imo there really isn’t much of an argument for which is best. they both get stale at times, they both have huge imbalances, and they both have tons of room for improvement. there really is no wow factor to either that makes one more enjoyable than the other, it’s all preference imo.
completely agree
also i think this would be a great opportunity for them to add a new gametype as well, maybe something like rising dusk suggested.
1UP
SAB is not only fun but its also rewarding , which is something that i feel is missing from GW2 in the area of “mini games”. keg brawl is fun, but if i stop to play it i wont get my legendary/exotic gear, right? and i don’t think i’m the only person that feels this way. its nice to be able to take a break from the real game have a few laughs and still be working towards some cool loot.