Showing Posts For Chrysalis.5983:
Anyone that thinks transfers can’t send a server from hero to zero needs to just take a look at what has happened to Henge ever since Titan Alliance dismantled and its core group transferred to another server (Blackgate). For further study, you can take a look at the meteoric rise of Blackgate ever since the transfer.
It doesn’t matter what you asked for, what you’re getting is the dubious honor of being one of this month’s “Server of the Month”, with all the bandwagon transfers and WvWvW queues and riveting zerg vs door battles that comes with it until some major guilds leave because they’re burnt out or bored of playing zerg vs door and the bandwagon follows them and you’re left practically a ghost town.
Being able to just push a button and server transfer is absolutely not only killing WvWvW, but also making its ranking system irrelevant. At any moment a very significant chunk of a server’s population can spirit themselves away to a new server for whatever reason. As long as that is possible, WvWvW will never be anything more than a crapshoot. (You can’t get assured balance until populations stabilize, populations will never stabilize as long as the lemmings can follow the major guilds around)
@Wolfe: Pistol Whip was honestly your worst choice in PvE anyways. Mobility or range is king in the land of bosses that do one shot KOs in melee range, which is a lot of them.
Mesmer: On paper the nerfs make sense. In actual play it’s a very minor nerf on the “spam phantasms and run around like a ninny” build.
Thief: Pistol Whip nerf nonsensical. Quickness is the issue with that skill, not its damage output.
Basilisk venom nerf surprising but not unexpected. It was one of the components of an uncounterable opener. (BV → stealth+C&D, have fun watching the thief backstab you without being able to do squat)
Except projectiles CAN’T travel further than the maximum range or my engineer would be able to tag things from further than 1200 units away.
Would be nice if ANet ran a script that cleared out all of the old “below vendor price” buy orders.
Witness the sarcasm doesn’t bloody well work in plain text.
It is a very, very thin line between being a genuine idiot and satire.
Xenos, are you an idiot?
There’s not a developer on this planet that would knowingly give a class in an MMO an ability with infinite range.
Assassin’s Signet
And not so much OP as promoting frustrating gimmicky gameplay.
SPvP and TPvP are self contained units that have no influence on other parts of the game and are likewise uninfluenced by other parts of the game.
Or perhaps the people looking to buy the item are incredible cheapskates like the majority of MMO players and here are empowered to place buy orders at whatever price they wish so long as it’s above vendor price.
And technically they’re not even that limited, but the AH won’t fill orders for under vendor price so the only thing that does is clog the system with junk orders
The toolbelt of S is underrated. Either effect is a secured stomp against most classes.
So basically you have this nice dichotomy here. R is very defensive in nature and supporty in a pinch, S is very offensive in nature.
Exposure would be worthwhile if you could actually do something with it, which you can’t. Or at least, can’t do anything more than you’re doing. Besides which I expect cheating is going to run rampant across multiple servers in the coming weeks if the hammer doesn’t come down soon.
@Scorpio: The Keep Lords thing is an in-game exploit where Determined isn’t dropping from the Lord when it should, no out of game hacking required. Also more aggravatingly, ANet has a fix for this in the works but it isn’t coming until the next patch. :|
@Sharpclaw: What on earth makes you think it’s about desperation? Cheaters gonna cheat no matter what the matchup is.
Whoever it is might as well have named their character kitten Dastardly.
@Dwok: So what should GoM players do, just completely abandon WvWvW entirely until the hackers are banned? Yeah, that seems reasonable. Completely and totally reasonable. Never ye mind that there are people that bought the game specifically to play that game mode, no, they must abandon the field or transfer due to committing the incredible sin of playing on the same server as a speed hacker.
zerofault, do you really think that trying to reason with someone whose idea of a good time is cheating in multiplayer games is going to do any good?
The main leveling herd moved on.
This always happens in MMOs. After the initial rush, the newbie zones are never really blitzed that hard ever again.
All I want for christmas is
1. Assassin Signet go bye-bye. It’s the source of much of the whine about backstab builds, and the class can honestly live without it.
2. Shortbow becomes a reasonable weapon instead of this godlike THING that is a mandatory weapon for all thief builds.
@Cal: You can steal during C&D’s cast animation. This basically means that your one and only warning of a surprise thief attack is that lone damage event just before the backstab lands. (And if the thief is on top of their game, the window you have to react in is infintesimally small because activating signet turns autoattack on)
Sure, if you see them coming, you can dodge as the steal is incoming, but that’s not a case of you being good, THAT’S A CASE OF THE THIEF BEING BAD AND TOO DIRECT.
I kind of expected it. It’s a little detail that most MMOs already miss when it comes to ‘beastman’ races, so it’s not surprising that ANet missed it or simply decided it wasn’t worth making a specific mesh/texture for every single piece of leather chest armor. It’s only surprising in the context of all the other little details they got right.
I have yet to really be frightened of a Necro unless I’m playing my bunker guardian. And Necros essentially counter each other, which is kittening hilarious. (First person to use Plague Signet loses :U)
Thieves have so much going for them it’s friggin amazing. Even the most selfish builds can be credit to team as long as their alt weapon is a shortbow.
@Zachariel: Like it or not low man battles (1v1, 2v1, 2v2, 3v’s, etc) make up the majority of tournament gameplay. You can’t hide in the faceless masses to make up for any shortcomings your build might have. You can barely do that in 8v8s, you sure as hell can’t do it in 3 point capture point maps when playing 5vs5. At a bare minimum you need 2 dedicated point holders. That leaves you 3 guys that can run around, and only 2 guys on Khylo. (Often you’ll have 3 dedicated holders, 1 for a small point and 2 for the big center one, which leaves you even less room for roamers) As a result, low man skirmishes are a constant.
ANet will have to balance around that reality. This isn’t the age of GW1 5v5 deathmatches. You can’t balance around 5v5 teamfights because the maps themselves forbid those from happening unless the teams really don’t care about playing optimally.
It’s just a display error. The underwater helm only applies its stats/runes when you’re underwater, but the game counts the rune as if it’s always active.
You missed Assassin’s Signet.
How the existence of that skill is justified is beyond me. Amplifying the already top of the line spike damage the Thief has is just a bit too much. It is really aggravating to see a full third of my bunker necro or engineer’s HP vanish just because hurp durp assassin signet backstab.
Pls disable the Mesmer skill "Portal" untill you fix the server lode issus
in WvW
Posted by: Chrysalis.5983
“Hurr durr suprise tactic”
No, you little kitten. You are knowingly and willingly abusing an issue with the game’s engine to gain an advantage. That is the bottom line and your endless spew of rationalizations is just empty words.
First world problems.
(Also what the hell are you trading that many of?)
Your problem is that you’re using power/prec gear with the one weapon in the game that scales absolutely horribly with power. Pistols are for condition damage builds based around bleed stacking, prec/cond is the preferred stat pair for that. Power/prec is more rifle burst damage stats.
Before balance issues, before map issues, before any of that crud, the problem of people shopping for winning matches NEEDS to be addressed. It’s getting out of hand.
There are really only two problems with the Engineer down state
1: The 1 is a random condition that only grants a damaging condition 1/3rd of the time. Cripple is USELESS the vast majority of the time when you’re down and so is chilled. More annoyingly it doesn’t have access to poison or burn. If it’s going to be random, it should have a chance of inflicting anything that isn’t an interrupt or stun. Otherwise make it semi-reliable. (It really should have access to burn because just about any other class’s 1s outdamage in a conditions build.)
2. The 3 ability has a self damage component.
PS: Dude above me, Moa can be cast from stealth and most 1v1 mesmers are going to have Decoy in their build. For every counter, there is a way around it. Practically the only balance Moa has is its incredible cooldown of 3 minutes.
Teams need ways to confirm kills in large fights or it will be very hard to actually finish people off, and that’s not very satisfying. Stability/stealth/immunity is how this is being done currently to secure stomps. These abilities often have significant cooldowns, so it’s not like your opponent is spending nothing on the confirm.
It’s a ranged option for 1h/OH sets, it’s the condition option for 1h weapons. (The 3 is an instant 5 stack confuse)
You would primarily use the Scepter for a conditions builds, and those builds generally make liberal use of the shatter that adds confuse stacks, so the spammed clones are actually worth something to that build.
MH sword is a direct damage weapon that works best in a direct damage/phantasms build, which is what you’re probably running if you ‘main’ S/P.
The short durations of the buff/debuff finishers are problematic. 3 seconds is not exactly a lengthy amount of time. Retal or Might finishes aren’t worth much unless you essentially stack blast finishes in the field just to build a big stack of it.
Which of course brings us to sPvP/tPvP vs WvWvW. WvWvW zergs have a MUCH easier time building gigantihuge stacks of retal or whatever else in a field from sheer numbers.
Stop using the play-now button. It has this obnoxious habit of dumping you into empty servers.
If you think quickened stomping is annoying, just wait until an engineer Elixir S stomps you. (There is no way to stop this stomp short of stealth or the downed person being able to teleport)
No, I’m pretty sure the orbs are a problem as managing to nab all three is a pretty ridiculous combat effectiveness boost. (If you manage to lose anything with +150 all stats and +15% HP, you deserve to lose EVERYTHING)
About the only real things I want fixed about the class are the weapon kits not benefiting from equipped weapon stats and sigils, and making turrets less… what they are now. (And making them scale with your stats.)
Such. a. bad. map.
Seriously, it takes a good 3-4 people to dislodge ONE GUY holding the Ruins. Whoever takes Ruins first often wins the map simply because the ‘respawn zerg’ should be able to take and hold the point closest to respawn while threatening the other point, and the ruins guy can handle anything short of a full blown zerg thrown at him. The map turns into this boring slugfest where only two points ever really get contested because SHARKS DO SO MUCH DAMAGE HOLY CRAP WHY
The answer that you’re not going to like is “both”.
Vitality: extends your HP bar
Toughness: makes each point of HP worth more.
It’s not going to be about stacking a ton of one or the other, but finding an efficient mix of the two, especially since condition damage ignores defense altogether.
Stealth classes get complained about because stealth classes in MMOs always combine high burst with multiple target drops/stealth. GW2 Thief is no exception and is just as irritating to fight.
1. Clones and Phantasms are persistent until their duration expires or their health does.
2. Shatter only uses clones as ammunition.
Boom, fixed. Even if #1 never happens, #2 NEEDS to happen in order to make the class’s design work with itself instead of against itself. Phantasms do so much damage that shattering them is almost always a loss.
“Super blast finisher combo” was the only thing the mines had going for them. As damage they’re inferior to other damage skill picks. As a boon ripper they’re incredibly inferior to other classes.
It was gimmicky, yes, but there wasn’t much else you could do with the skill. Only good for putting up 18 stack mights or 18 seconds of stealth.