Just saw this. Your next run through I’m totally in to learn more.
How is this a me problem? The fact that there is no LFG tool? That’s a me problem?
I’m not asking for the difficulty of raids to be lowered. I don’t even know the difficulty of raids because I’ve never run one. I shouldn’t be pigeon-holed into joining a PvE guild solely for the purpose of doing raids. Anet doesn’t decide how to you play. That’s been their whole appeal with Guild Wars 1/2. And somehow your opinion changes that fact?WvW bag, and raid. I don’t know what you’re saying here. Zero coherency.
You are the one blocking yourself. I want to raid so I’m bashing down the obstacles in my way to get my group set up and see what happens. You on the other hand are too afraid to leave your comfort zone. Not every PvE guild requires 100% rep time. You have 5 guild slots I don’t see why one can’t be used to start making some PvE friends. You want to focus on the problems opposed to the solutions.
Anet isn’t forcing anyone to do any content either. There is no sign on the game saying you must do the raid to access other content. The rewards are no better than any other gear piece or weapon in the game currently. The legendary armor being a raid item isn’t a huge issue in my eyes either as legendaries should be a grind and difficult to obtain which is the group of players the raid calls to anyways. The people I see being an issue here isn’t Anet but the players themselves. They want a way to walk in press a complete raid button and then stand in a shower of balloons and confetti. The game is still 90% casual friendly but players still need to put in effort.
77 is the highest most people will run because swap fractal is OP. Anything higher than that is either a wee wee measuring contest or back pack farming.
I think focusing on the hardcore is a good option for Anet. Hardcore players burn through things quickly and are more apt to get bored and leave. Casual play can be sustained on more of a budget. The mistake Anet made was to not release anything else with the second wing of the raid and no plans until summer.
I would prefer a second PvE source of dungeon tokens at a much lower gain per time invested. This way you can still get dungeon gear but you won’t be acquiring it as fast as a group that runs the actual dungeon.
When people cry for “harder” content normally the following things happen :
- mobs get more HPs
- mobs make more damage, often one-shots
- mobs get more CCs so that you are often more often disabled / stunlocked then you could fight.And that does not only happen in GW2 but in ALL MMOs. Personally i’m not a fan
of one-shots and lying on the floor until i’m dead, thats why i’m always against it
when people cry for “harder” content.
I think one shots can be done right to make content harder without making it cheap. A one shot that just happens because the boss looked at you is bad, but if there is a mechanic to it that makes it avoidable or makes a counter for it is fun. If say you had to ensure a break bar was done every few mins or else the party would wipe, or hiding behind a shield to avoid a massive attack are one shots done more correctly.
While I can’t attest to doing the story mode dungeons solo, I did run up to and including Sorrow’s Embrace in a 3 man warrior/ele/thief party. A few learning mistakes but nothing we didn’t get by.
https://wiki.guildwars2.com/wiki/Mastery_point_unlocks
A lot aren’t easy but I would hardly say most the Tyria mastery points are necessary. Even without the living story achievements there is 50 points and you need 49 to max out. The living story season 2 adds 16 more available points.
As for triple trouble, TTS on the NA servers does it every day a bit after server reset and later at night closer to about 10 pm est.
Let me just make sure I’m getting this correct. Mesmer is OP in WvW? Roaming WvW is the game mode we are choosing as the basis for this discussion?
If that is indeed the case why mesmer over trap dragon hunter? Traps are by far some of the best skills for working in close quarter points like in WvW or sPvP. Most mesmers I have fought either have blown up or run off, assuming I don’t make rookie mistakes like I do.
Here is a guide for sales tax based on your US state:
http://www.nolo.com/legal-encyclopedia/50-state-guide-internet-sales-tax-laws.html
In general though, if the company has a physical presence in your state, they have to charge you sales tax. If not then, at least here in NY, you have to report a use tax at the end of the year when you file.
If you are EU I believe the VAT exists and is like 20% or something but I’m iffy at best on the rules of that.
It’s just a brain dead way for them to check for bad players. Logic is bad/new players will have less ap and those with more ap should be more experienced in game. It falls apart when you realize the game has bread players who can only stack and spam 1 and then reward them for it.
I would be extremely glad if a lot of those players who use zerker without being able to handle it would switch to something different rather than relying on those in more defensive gear to rezz them all the time.
I know, in this forum everybody is pro, so this one does not go out to any of you.
Totally agree.
Even if you don’t reach the one’s that better switch gear, you for sure reach the one’s that tell them to wear zerk and nothing else
I guess that’s even more important.
Except that gear like PVT gear helps enforce bad play styles. If an attack one shots you in berserker gear, you learn to avoid because you only have one chance. If the same attack doesn’t kill you in PVT you don’t learn the pressure to avoid it. Speaking from experience PVT gear encourages face tanking. Carry bad players with support builds not their own gear.
I ran something similar for awhile but that was a long time ago. Personally I always swapped out deadly mixture (alchemy VII) for cleaning formula 409 (alchemy X), and then switch elixir C for S. Back then it was really hard for conditions to be kept on me long enough to do much and gave stealth. Worked well back then but that was over six months ago so it may not be as viable now. The other option I think would be go with backpack regenerator (alchemy IX) for constant healing while using the FT.
My take as someone just coming back to the game after a decent sized break:
I personally feel the horizontal progression always was lacking in this game. Yes I have done stuff to create a unique look for my characters and tried to get weapons I liked, but in the end I felt like I was just running through the same motions most of the time. More variation is really needed for horizontal, unless that has changed in the 6 months I been away.
Vertical progression isn’t a bad thing. Having new gear sets to get for that stat growth is great. What is bad is the fact that it is very stiff in this game where one of the best features was flexibility. I understand that it should take time to gear out one character in the best. Alts are generally behind that main character in most other MMOs. That is acceptable. What really bothers me is the lack of stability I feel when choosing a set to work towards. Last patch brought a lot of class changes. Those changes are rather common here in comparison to most games, and they will probably remain common as well. Therefore, there is no way a build I go for today will be a hugely long lasting build, that may require multiple gear changes. Now suddenly after a patch, or maybe just on whim, I am farming hours to just be back to where I was.
In short, long time consuming progression is bad for the best feature of GW2 and that is the fun of just trying out new builds and playing around with stats.
I’d be in, just maybe not on my main account.
I’m pretty much done with WvW for the moment, just completely bored. The whole Zerg v Zerg mind set is draining. I get real sad when I here “we are a small group of only 30 people” to me that is the ideal size. Until some heavy anti zerg measures are put in, my opinion won’t be changing. If sPvP ever sees something that enables mid sized group fights with out the capping objectives, I’ll probably stop playing WvW all together.
My issue is the fact that adding more weapon skills per each weapon would require a lot of rebalancing. As is one of the largest issues is class balance. We also aren’t looking at just making weapons balanced between each other but between different traits and utility skills. At best you make some things OP, but there is a high risk of a worst case of just adding useless junk. Much easier to whittle down OP than to buff something to par it seems judging from just general class progression.
The better option is to add new weapons in controlled amounts, then they are looking at balancing 5 skills per class and maybe adding new traits to go along vs 5 skills per weapon per class along with changing existing traits and possibly adding new.
Second addressing your class getting marked based on your traits, bad idea. PvE this wouldn’t be a horrible thing at all of course. Issue lies in PvP, both WvW and sPvP. Knowing what you are up against is half the battle in PvP, something that takes that away and even partially reveals your build is like playing poker with all your cards on display. Unless you are just referring to the weapon you are currently using only, in which case why would this addition be of any value?
In PvE I think almost hands down the great sword will win out in pure dps. It just fits into offensive traits well, has a lot of mobility to help compensate for less defensive stats. The main advantage of the hammer is control and allows you to obtain decent damage while mostly defensively traited. The big downside to PvE with the hammer is anything with defiance is going to greatly reduce your dps.
WvW is a different story and I’d suggest hammer as you can easily preform a stun lock combo on a player and down them very quickly. On the other hand the great sword takes some setting up as most people know how to dodge hundred blades unless you cc them first.
The sorry I’m against an internal cool down for leg specialist, just fix it on the arrow carts.
I use the naga and it basically has made me unable to play without some sort of gaming mouse. Be careful what you are getting yourself into.
Personally my favorite trait with the hammer is leg specialist. AoE immobilize is really nice. Helps make you the ultimate lock down king.
Basically what Vanthian said for traits is pretty spot on in my opinion.
It really depends. Some games are really a collage of different art pieces coming together with beautiful graphical displays, great story delivered correctly, and spot on sound to drive home feeling. On the other hand some games are just copy paste factory push outs to generate money. The deciding factor is really the player. If a game hits home for you and instills feeling and other such things why would it be any different than a painting or a symphony?
It’s supposed to be 10 a month but the introduction of the new system to allow for the pvp monthly to count for laurels allowed for 20 this month and only this month. Essentially the new system didn’t check to see if the PvE monthly was done first before rewarding the pvp monthly, only due to the mid month addition.
Stability, oh look at this guy do minimal damage. That was cute.
——-The gaping hole in all knockdown builds.
Condition removal the gaping hole in all condition builds
Toughness the gaping hole in power builds
CC the gaping hole in mobile builds
Death the gaping hole in glass cannon builds
See a pattern? Every build has a counter, you will never be 100% effective 100% of the time. And the classes with builds with 90% effectiveness are looking at nerfs.
As for the mesmer AoE GS right now it is a bit buggy with a width range that just seems too much for AoE. I expect it to be put into place sooner or later.
The disadvantage warrior has is mostly in lack of defensive self buffs and condition removal. Closing gaps isn’t a big deal as most weapons have a way to get in close, along with a few utilities.
As far as damage goes, we can dish out pretty well just you just have to watch for that condition and CC stuff I mentioned.
Overall, one of the most lacking classes but I wouldn’t say as terrible as a lot lead you to believe.
In order to break up zergs you have to give more reasons to the smaller groups to exist. Right now you get the same exp and what not if 1 person takes a camp or if 100 take it (assuming everyone gets hits and gets in the right spot). Instead make the 1 man get a scaled amount of exp in comparison to the zerg. Buff the small groups. Set the base rewards at say 25 (amount needed to pull oranges), scale up rewards for less than that, and scale down for more than that. Second change up the down/rally system. Ikittenerg it’s much easier to keep people rezzed up and rallying when 1 person can tag countless others. Limit that number so that when a 10 man skilled group is fighting that 20 man pug group, that one guy who dies doesn’t rally the 7 from the larger group who tagged him. Small things like this I would think would greatly push towards smaller groups having an edge.
Look at a traited warhorn to fill in some of what the warrior lacks.
Just learn how to time your skills to apply either high burst or CC to the thief. Stealth is about where it should be right now. The most annoying part for me is having a thief stealth and then killing him, searching everywhere for them and realizing oh he is dead at my feet. Even larger issue is that with shadow refuge, they are half way to back up by the time I find them.
Ah the days back at the start of the game where I had to wait 3 hours for a queue pop and by the time it actually did I would be so busy doing other things I had to close it.
Seriously, reset night plus new WvW stuff plus large server equals large queue times. Unhappy about it, transfer to a smaller server.
Whatever the reasons, I think it’s fair to say that Blackgate is the new underdog. Looking forward to see you all on the battlefield!
Because one week proves everything.
It was 3 but listed as 5, now its 4 and listed as 4. Seems like a buff to me.
Even the wiki listed it at 3, http://wiki.guildwars2.com/wiki/Endure_Pain
Change up the buff a bit and see what happens.
Sadly it’s an issue ever server will have to face one way or another until there are means that are put into place to prevent it, though I can not think of any that wouldn’t be abused. For the time we all just have to be ready to deal with it when it comes up and do our best to fight it.
Hmm. I think I just learned what I’m missing in trying to translate this build to sPvP for myself. Outside the fact I have no idea what I’m doing in combat outside of pressing buttons to make something hopefully happen.
Oh and don’t post on the official forums Talentless. 1 gold please.
You forget that any jumping puzzle will have a high amount of traffic making things easily trolled.
Yeah I will say the fights are fun when the numbers aren’t a blow out.
For me the only additional PvP I would like to see is something in between the WvW zerg fights and sPvP. I would like something like 15v15 in a form for the use of GvG and larger scale but still skillful play.
This thread has been really uninteresting this week, just a bunch of trolling, chest thumping and arguing about GvG.
Isn’t that what it always is?
Depends really. Using this site: http://gw2buildcraft.com/calculator/engineer/
and my build to test, I find that as long as you are at or below 10 stacks of might you do have less effective power than the might stacking runes. At 11 stacks they are roughly the same. So my conclusion is as long as you can keep 3 at least 3 more stacks of might on average higher than the person using only fire runes, you will be doing more damage. In short it all breaks down to how you use it.
Hmm they still die when I push them off the cliff.
Well if people aren’t dumb and remain patient the guy who bought it all out will lose lots of money.
Dyroth, why in the world would you want people to gravitate towards smaller groups? WvW is realm vs realm, if you want small battles stick to spvp, or make a camp squad for skirmishing in wvw.
At least in my tier, two opposing zergs spend time trying to find each other, not looking for groups of 4-5 guys to wipe. Those 4-5 guys are usually dealt with by 5-6 of our guys.
Anyways, I know a lot of you feel irritated that you’re beaten by 30 guys all the time and feel “I’m a great player! I have skills, all those people that killed me have no skills, we should really buff smaller groups so those 30 guys get punished and so our 5 guys can farm zergs and show off our skills”. What most people don’t realize is that they’re most likely AVERAGE. That’s a law of statistics. Those guys in the 30 man zerg? There are bad players, there are good players, but mostly they are average players. They don’t need to be punished just because they like strength in numbers".
In direct to the 5 man aoe cap, there’s a 5 man boon sharing cap. You remove the aoe cap, then i will argue for removing the boon sharing cap. You shouldn’t have your cake and eat it too.
Besides, there is no way for smaller groups to actually take defended towers, upgraded towers, keeps, or SMC. There’s just too much siege for 5-6 guys to take on if the structures are actually defended, and last time I checked, it’s those objectives that are worth points.
It’s more about taking away strategic advantage from a large zerg. There is nothing wrong with a smaller zerg of say 30 or so people. What is wrong is in higher tiers where a 30 man zerg is a small one. The reward out weighs the disadvantages of joining the 40-60 man group on the map. It just shouldn’t always be the best option to have everyone on the map in one spot and that is what the need to balance out. What I ideally want is people to have to weigh the option of joining up together or running with a smaller more team, and right now the smaller scale teams need some mechanics to help aid in making them a more valuable option.
Sorry if you want to ride around on horses so bad here is a game for you:
http://t1.gstatic.com/images?q=tbn:ANd9GcT08C-9GepOc051haNB_6ZZObio0ycA2JDaHCnV2o4jRnM_-CexOQ
That is basically what the arguments for mounts equates to it seems.
I honestly think the way point system is much better than having to ride across an entire map to get to a place. If I have been there before let me quickly get back and not waste my time trying to find the place again.
The only room for mounts this game has are for cosmetic ones in LA, but I don’t even know if those would be worth the insane clutter of having 50 people standing on an npc with giant horses blocking the way.
I’m not a fan of a dynamic population cap like that. Means you spend more time waiting and less time playing. Not really a solid game foundation. Factor in the chance you might get suddenly removed and you just killed WvW. Not to mention bumping would happen indiscriminately so the commander trying to rally up to make progress on the map could go poof while the afk guy and the PvE guy are left untouched.
My thoughts on breaking up zergs are to change how players interact with them and not create new queue mechanics. Things like changing AoE caps, changing/removing down state and rallying, and in an extreme case, buffing people in smaller groups. I think all these would naturally drive players to smaller groups while giving others the option to remain in a larger one if they so choose but at a cost.
Guild Wars 2 has done a lot right that even if we assumed the game is a complete and utter failure that future developers should look at taking into new games. These are:
1. Dynamic events to make the world feel more alive
2. Easy side kicking set up, hit a monster a few times and you are counted as helping despite not being in a party.
3. Personal rewards, separate exp and drops from killing and chests.
4. Easy access and relatively balanced arena style pvp.
5. Minimal content blocking, you can easily revisit most areas and do things that feels mildly productive and rewarding.
I almost exclusively play a flamethrower engi in WvW I love it. I have a good amount of control while still maintaining pretty good burst damage and sustained damage. I have a friend I play with who uses the grenade build and that is a very solid choice as well, with good AoE and denial potential. I watched him keep a group at bay by making them afraid to cross into his grenade range.
What I love the most is how much survivability the class has. By being quick and elusive, I have run out of more situations than I ever should have when zerged on my engi.
One thing to keep in mind is you do have to learn the class pretty well to be effective. If you are looking for something easy that can still wreck pretty hard look at thief more.
Jade Quarry Borderland has been renamed to SoR bordeland#2…lol
PvErs and PvDoor-ers on Jade quarry can’t do kitten when all things being equal, but they will keep acting like they are tough. We all know that Jade Quarry won those matches not because of the skills and tactics they have, but time coverage, they are still in T1 because of their great-skills in night-capping and PvDoor; this server’s WvW is entirely carried by Foo.
JQ ppt at Friday night: 175, one keep left, completely wiped out in BG BL, and one tower left in their own BL
PvDoor says the guy at 3am.
I’ll celebrate when I see it in action. Changes like this usually come at some sort of cost and that cost is what I’m afraid of.
Something has definitely changed server side it seems to me. Currently when I get near the main enemy zerg, all my skills have clear delay. Only seems to be enemy though, maybe because I run into them the most.