Showing Posts For Felix.2613:

So WvW Warrior will get another boost...

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Posted by: Felix.2613

Felix.2613

Haven’t seen these heals yet, but looking at the warrior heal, and the elemental heal. They look as if designed to be zerg heals, only good if you are in a zerg vs zerg.

If you are alone vs zerg, that warrior heal will keep you alive for 3 seconds, and then 2 seconds after that you are dead even if it healed you to full.

The end of the WvW Roamer?

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Posted by: Felix.2613

Felix.2613

Try hitting the zerg at its tail, instead of at it’s front.

Always a risky proposition if this prompts the zerg to turn around on you.

There’s always one or two falling behind, it’s like the wilderbeast on the savannah. Sometimes the zerg even says MUH MUH

And they smell bad when there’s alot of them.

The end of the WvW Roamer?

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Posted by: Felix.2613

Felix.2613

Try hitting the zerg at its tail, instead of at it’s front.

But I’m a Warrior that uses perplexity runes! Everyone tells me how OP my class is so I figured I could survive a head-on assault.

Only if you use Stomp, else you actually can’t. So it’s not as OP as people say.

Perplexity runes

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Posted by: Felix.2613

Felix.2613

You must have missed his video of killing people with perplexity and fireworks.

brb, making a troll condition necro set with fireworks.

And then you will walk out into WvW, and you will get your behind handed to you again and again over and over. And then you meet this guy, who doesn’t know much, and he kills himself to confusion. And you have it frapsed and you put it on Youtube and you go here thinking you should get a Nobel prize or something.

We Need a PPT Cap!

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Posted by: Felix.2613

Felix.2613

Max ppt: 695
230 * 3 = 690
wow such math

And your point is? 230 is just a number. It can be anything you want it to be between 0 and 695.

Talk about the concept!

Would it helps to make the score of all server in a match up closer?

His point is, if you cap it at 230, then all 3 servers should have 230 points lol.

If it can be anything, I think it should be 695. Max, no more than that.

Any plans for account wide WXP?

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Posted by: Felix.2613

Felix.2613

I don’t see why someone who have played alot should have so unfair an advantage against newcomers. Why should his uplevel run around with guard leech and applied fortitude, when the new guy has nothing?

As is now, most of us agree that these 2 buffs are against the consensus of the game, to keep it fair across the board. At least we see the title and understand that this guy has played lots and lots on this very character.

I see no reason to give him this advantage to every char he rolls.

Account wide Legendaries would be a better idea infact, as their advantage is so much less.

Ode to Enemy

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Posted by: Felix.2613

Felix.2613

This is my song to the red guys:

And this is a song to my zerg:

I do love.

You know you've played WvW too long when...

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Posted by: Felix.2613

Felix.2613

It’s always 5 p.m. somewhere. And you know pretty much exactly where in the world it’s 5 p.m. right now.

25/10 FA/YB/CD

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Posted by: Felix.2613

Felix.2613

Thanks for the fight YB. You put up a good show and there where good fights af various nature to be had.

If FA ever goes bandwagon or something evil happens to it, I have a favorite in your server. I’m interested to see how you will hold up against SBI. We beat them with 1. week enthusiasm. They may be abit more than you, but play much like you. Abit more driven towards PPT I guess.

Thanks for the fight from FA.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Felix.2613

Felix.2613

good change to symbol of swiftness but can we have pure of voice removes 2 condi back?

I wouldn’t hold your breath waiting for that one.

What about warrior long bow. Why does it need to be traited to have 1200 range? It’s only 1 of 2 ranged weapons warriors have, and it is also the only weapons who needs two traits to be at it’s fullest potential.

Give it 1200 range pls and come up with something different for a trait. If you must have a 900 range weapon for warriors, then give us a shortbow.

I’d also like to ask, if or why, you don’t move the weapon traits into the first tier of traits. As is now you are telling us; you must play this way, with this weapon.

Is that a good idea?

How to nerf warrior PROPERLY.

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Posted by: Felix.2613

Felix.2613

What helps outs surge is the full adrenal bar. It’s a pretty strong sidekick. Don’t forget it raises Adrenal Health too, which might be as much as another 100 hp/s.

wxp for upgrades?

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Posted by: Felix.2613

Felix.2613

I think it’s a pretty good idea. Firstly boosting alts for gold, well it should be possible one way or another, in these alt unfriendly times.

Secondly the gold goes to the community, all benefit.

Thirdly it be a moneysink, as others would tear down what you just paid for, but at least the game rewarded you for your altruism.

WvW Jumping Puzzle Courtesy - /wave

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Posted by: Felix.2613

Felix.2613

I have been doing JPs for the first time because of the achievement. Met a few reds and we didn’t bother each other much. There was one incident though, this Charr character and me were doing fine doing the same jumps. Then right as he was about to jump, I made an autoattack by mistake.

He got into combat mode which means slow and so he jumped into the air and fell right down.

It reminded me of fail cat

Shield skills

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Posted by: Felix.2613

Felix.2613

I probably shouldn’t say this, since it’s the secret to my build, but coupling shield with the Mighty Defenses trait works really well.

Run or jump into the group and block on and see them spike your might skyhigh. Balance and 4 sec invul while you use sword F1 on them, jump out roll away and watch them bleed out their ears.

Works well for capping pve targets too of course.

Perfect rotation: pop elite. Engage with Beserker stance, use Longbow 5 to pin. Use Longbow F1 and run in and longbow 3 to give you might in the combo field. Switch to sword/shield. With the sigil giving might on swap, you can now engage with 11 might.

If there’s more than 1 enemy, or a fast attacker (mesmer with phantasms, warrior hundred blades, a thief humping you like crazy, it’s all good ),block and let the timer run. Now we are talking some serious might here. Shieldbash someone (makes fireshield in the firefield btw) and F1, or just pin them all with the sword F1.

I am condi warrior and I can spike my bleeds above 160 fighting on my own, but usually it’s just solid high 130 into the 140s. I use food and sharpener or whatever it’s called. And the sigil that give 10 condi on kill, and Guardleech, so the bleeds vary of course.

But the mightstacking is a strong part of the build.

It’s easy to practice the rotation on the veterans in the camps, the more the merrier.

(edited by Felix.2613)

just nerf heal sig to silence the whiners

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Posted by: Felix.2613

Felix.2613

I don’t really get this nerf debate. I am using a regen build right now and it works. But the signet, it heals for something like 470 a second (can’t remember exact number). I don’t know why people here say upwards of 1000 a second. That’s just way of the mark.

My previous build, was with a banner, and there I used Healing Surge. Now this healed me for 9000 points in a spike heal. That’s 20 seconds of passive regen you have to survive the fight (or the zerg!) before it evens out.

You are giving away the ability to heal when it matters, and the surge gives you full adrenalin. The surge has a 30 second cd, so this compensates for the 10 seconds longer cd where the regen is giving you free health.

It’s not really that far of the balance mark I’d say.

Maybe people are really complaining about stacking toughness.

(edited by Felix.2613)

Implementing Jumping Puzzles in WvW

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Posted by: Felix.2613

Felix.2613

To adress issues. Yes it would make a keep more open. The outer keep, mesmers getting in, and thieves being able to roam in an enemy keep. Both these things are good things, they make the game more interesting.

To understand correctly, for example a JP, at the Bay in BL. between the ridges between the two northern gates. Easy to see if someone is trying to do it, and fighting on the plateus there. Keepside and outside. Or from the ruins and to the arch above the watergate, easyer for defenders/scouts to cover both northside and southside keep if it’s in the middle. So not in an instance, but smack right in the middle of the map.

the JP will be easy to defend as it is easy to grief in the instances we have now. A single def or two could hold back mesmers untill they give up. It would be a more fun way to defend than as is now where the mesmer is dead at the watergate and someone has to wait.

About the needing a scout 24/7. That’s already the case with the 24/7 zerg. If a keep is undefended it will fall. If there is no coverage the map will be lost.

But what can a scout defend against? The pvd train? Or someone trying to get into the JP?

In other words, enhancing small scale combat at the keeps, means there will be defenders there who can actually warn of incoming zergs. Instead of semi afking for hours as you help out your guild as a scout, you’ll actually have something to do.

Lastly, you could strengthen inner gate doors and walls abit. So any porting in would take a while longer. Doing this may be a good idea regardless of JP or not, as we all like the big fights in the inner keeps and Gar. And it’s the only place where zergs actually keep each other engaged for prolonged time.

(edited by Felix.2613)

Implementing Jumping Puzzles in WvW

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Posted by: Felix.2613

Felix.2613

I am not a guy who does alot of jumping puzzles. As one who preordered the game, I still don’t know where the JP in EB is, and I play only WvW. I have taken some breaks, but I have a rank 130 and a rank 50.

So as I have been playing as I use to, the achievements are rolling in by themselves. I have taken 1 point in Ram Mastery, and drop those rams to take them myself and knock some doors down.

I have realised, I need to do 5 JPs to finish the achievement lists. Right now I am like; yeah, that’s not going to happen.

But it gave me an idea, that these JPs could have been part of the map. So that keeps and garrisons had a JP entrance to them.

Firstly, the zergs couldn’t use them, too many would just fall down. But small groups of players could.

Now it shouldn’t just be easy mode. Firstly any defenders of the JP route would have an easy time defending. But ARENANET have done a good business of having siege in good positions reach just the right place to become strategical.

So defenders could cover JP with siege and shut out the attackers, but attackers themselves could be trebbing defenders on their side of the JP.

Add in a few islands in the middle of the JP, where you could make a stand and add siege and stuff, and you could have small action forces that could actually achieve large goals. If not taking a keep or Gar by themselves, allow mesmers to come in and port in a Zerg.

This would add another dimension to the warfare, and break up the monotony of the often rail like way it’s played today.

It would just be a way to put the (pretty good) JPs in the centre of the fight, instead of in an instance, where it’s supposed to be PvP, but doesn’t really say why except you enter the instance from WvW.

(edited by Felix.2613)

Discussion: How to level the playing field

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Posted by: Felix.2613

Felix.2613

In light of the inaugural World versus World season, a troubling issue has come to my, and others’, attention. Namely, a large influx of players, who normally participate in non-WvW game activities and types, are struggling to enjoy the gameplay which many of us have had several months to learn and master. Perhaps the greatest issue which interferes with these players’ enjoyment of WvW is the current meta of high-player count “zergs” (also known as “blobs”) which dominate combat. With this in mind, many players who are not prepared for the state of gameplay find themselves in the downed state quite frequently, without much of a chance to rejoin the large-scale battle that is WvW.
Quite frankly, if something is not done to help these players, the state of WvW will be placed in jeopardy – the developers cannot neglect these players if they expect long-term growth and stability.

Now, with this problem outlined, I now bring a potential solution to discussion: Downed State Mastery

The intention of this WvW Ability Mastery Tree is to balance the current disparity present in WvW for newcomers, both PvE veterans and under-leveled players alike. In other words, this line of abilities seeks to strengthen these players’ chances to stay in the fight!

Below are my preliminary ability suggestions:

Level 1: Gain 300% more hp while downed.
Level 2: All down state skill cooldowns are reduced by 70%.
Level 3: You transfer 1 condition to your attackers once per second.
Level 4: Once downed you will be rendered invulnerable for 2 seconds.
Level 5: Instant rally once downed on a 180 second cooldown. Once rallied you will recieve: protection, regeneration, retaliation and swiftness.

Trying to fix zerg combat you are ruining small scale combat and 1 vs 1. And making it impossible for 1 or 2 newcomers to ever beat a vet.

18/10 SBI - FA - DB

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Posted by: Felix.2613

Felix.2613

Ah good ol’ FA, roflstomping yet another bandwagon server.

Didn’t CORE join you guys to join a top tier silver league server?

Bandwagon indeed.

You’re right, one medium sized guild joining a server makes it a bandwagon…
Whatever floats your boat, mate.

Good match all around, guys. My fav moment so far would have to be holding Briar at sbi bl last night. So many bagsssss

One medium sized guild doesn’t make up the numbers you guys have this week. So everyone else no showed against Mag and us two weeks ago and you claim you didn’t tank? Riiiiight.

Yeah because queues on all the other servers as a result of season 1 is not something you have heard anything about.

Discussion : Lags problem in WvW servers

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Posted by: Felix.2613

Felix.2613

If the 2 servers were lagging and JG was not, they would haver steamrolled the fight. If
the fight lasted 3 hours then all have lagged equally.

Warriors, warriors everywhere

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Posted by: Felix.2613

Felix.2613

I am a high toughness/regen warrior with condi damage and sword/shield and longbow.

I can beat some necros, but not all.
I can beat some thiefs, but not all.
Most DD eles can beat me, but not all.
I can beat all hammer stun wars, except this one legendary guy who I went 1-1 with.
I can beat all Guardians, except this one legendary guy who I went 1-1 with.
I can beat some mesmers, but not all.
I can beat almost all rangers.

Is mobility getting balanced cross class?

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Posted by: Felix.2613

Felix.2613

I find it humorous that a warrior wearing a ton of armor (that allow them to be tanks) can move so fast…tell me how balanced that is!

There should be trade offs for heavy armor versus medium armor vs light armor…one of them (aside from the protection (or lack there of) should come mobility issues.

How about an Ele running around in a dress. You don’t see that at the Olympics either.

Snuffles in JQ now

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Posted by: Felix.2613

Felix.2613

May I guess that you are infact, Snuffles?

WvWvW queqe

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Posted by: Felix.2613

Felix.2613

Nope. Particularly with WvW.

Player A logs in at 9am and plays until 10 pm.

Player B logs in at 4pm and players until 6pm.

Play times and length are as unpredictable as the players themselves.

And if they did put in a timer and it failed to be accurate you can only imagine the rage and threads bawling them out over “lies.” Queue timer is a no-win situation for them.

Not many are playing 13 hours a session. Most are playing only a few and the average will reflect that. Math isn’t hard. Many a game has an average wait time displayed.

GW2 isn’t a special snowflake that basic math cant come up with an average wait time.

I guarantee you its because to add that simple function would take resources from the already stress servers. Its the same reason why aoe is capped at 5, because the servers do not have the available resources to accommodate the extra load.

It’s not math it’s statistics Snowflake. If Diablo III has a million logged on, they can safely say that 100 people log of every second and then give you an estimate. If there’s 100.000 playing a game they can still make a pretty accurate prediction.

Now if there’s 80 on the map, and you are 15 in queue, then they can’t be precise.

If there was only one guy on the map and there was only room for one, when would he leave? That’s right you can’t say.

The fewer numbers the more inaccurate.

Huge buffs for zergs...

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Posted by: Felix.2613

Felix.2613

Charlie don’t surf, and zerg don’t block.

warrior leg specialist, broken

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Posted by: Felix.2613

Felix.2613

Bottomline is I think. The only way melee has ever worked in a pvp MMO, is by applying CC. Any game where you too often lose control of your character, becomes a bad game.

And so that is the balance for the devs. Lazy devs will be prone to just remedy any issue with adding CC. But if they don’t find good solutions, they will ruin their games gameplay, when people have their character control taken away from them all the time.

warrior leg specialist, broken

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Posted by: Felix.2613

Felix.2613

I’m a sword warrior, and I am bit surprised this skill trait is suddenly deemed imbalanced. Firstly, in any 1vs 1 situation trying to melee is hopeless and make you look like a joke.

Yes talking about running a meter behind you opponent swinging in the air while he just laughs and damages you down.

So the only thing a warrior can do, is to work in some cc, and then some more cc. Or he is a dead duck.

The cripple is on the third autoattack, which means 3 consecutive autoattacks on the opponent. Before getting this in, you have probably already used your shieldbash, your bulls charge. Every cc you have basically.

Because of server and skill lag, (and dodge mechanics, which is okay of course, but is overshadowed by the limitations of the gameplay issues) the F1 sword of warriors: Firstly it’s the only thing you got. If you hit with it you might win, if you miss it then you have lost.

And more often than not, it will miss, opponent is out of range and nothing happens, or opponent is out of range and gets snared while you swing in the air.

So, for me to have a chance in a small scale combat. I need a snare, so that I can land my snare. This forced me to drop offhand sword, and get a shield. Jumping in with sword 2 then instantly F1. Yeah that ain’t gonna happen F1 will hit air.

So now it’s sword 2, then shieldbash, then land F1.

The 1 sec cripple on third sword auto, okay, but you can’t rely on it. You don’t know when it will happen. It’s not like Bola or Bulls Charge where you click and know what you will do next.

Then in big groups which the complaint is about. Not sure if you can’t take many many skills, and stack them on chars and then that becomes powerful.

People do stuff and test out stuff. So this is first time you see sword wars in a group. And what they did works, for now at least. But they could prolly have gone with hammers, or with another class that have a skill that becomes strong in numbers.

RvGvB instead of WvWvW

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Posted by: Felix.2613

Felix.2613

The problem as I see it, is that instead of the zergs maphopping between 3 different maps, they would be hopping (guesting) between 100 different maps. So that all blue map, yes green zerg will go there and steamroll it. Will blue zerg be there? No they will be steamrolling an empty red server.

You’d basically make it improbable, that one zerg ever ran into another zerg.

Orbs of Power gonna return?

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Posted by: Felix.2613

Felix.2613

You could also allow the orb to be placed in keep or castle and then have that place be upgradable to a tier 4 of some sorts.

Defenders would have to hold out till keep was upgraded, so reset rushes wouldn’t be quite as important.

If the keep is lost the Orb would respawn 15 minutes later, probably forcing an open fight to secure it to a keep.

(edited by Felix.2613)

Dynamic repetition.

in Guild Wars 2 Discussion

Posted by: Felix.2613

Felix.2613

The Aetherblade scoundrels have a base inside Lions Arch.

I knew it!

warrior's discipline tree

in Warrior

Posted by: Felix.2613

Felix.2613

Let me guess…. Great Sword warriors?

Idea to improve/fix WvWvW

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Posted by: Felix.2613

Felix.2613

He wants multiple instances of each map, and all servers thrown into that one fight. I don’t like it, score will mean nothing, and you also lose the rivalry between different servers. It’s nice that you have some knowledge of the enemies you face and you have had good fights with them before.

Server merging EU and USA…. Only the english speaking EU servers or what? Then the German and french and spanish servers will be at a big disadvantage. Merging them all and you have the language problem reintroduced.

Server Match up is terrible

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Posted by: Felix.2613

Felix.2613

I’m on TC and I agree 100%.

We had near perfect matchups with DB and FA.

Now we have 1 server than runs around in a giant blob of 90 with relative ease and another with barely any coverage.

Who really cares if one fights SoR, SoS or SoT? It’s not like we get to say, “Oh look at SoR, I can’t believe the way Tom Brady runs their offense!”. It’s just a bunch of nameless people no matter who one is fighting.

And nobody wants to play stressful defense for a week so the server with huge coverage gets to steamroll the opposition.

It wasn’t broken before. This is variety for the sake of variety.

Hahaha man that’s rich. As a FA player, we had to accept your lame blop running at 5 am and then showing up again at 8 am. Jumping all over the maps. And now you complain that it’s been done to yourself by better players, while calling your blop for “perfect matchup”.

Glad to see you get a taste of your own medicine, from an FA player.

The Snowball Effect

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Posted by: Felix.2613

Felix.2613

Yes we are supposed to and I really don’t see this thread going anywhere.

Very simple solution to the AC problem...

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Posted by: Felix.2613

Felix.2613

There is no problem.

Alt Tabbing targets

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Posted by: Felix.2613

Felix.2613

I can get so extremely frustrated with picking targets in the blops. Mostly because the first handfull of targets is some dumb pet.

You can’t kill the pet, attacking it is utter pointless. Yet they are nearest and so you will always end up targetting it. I used to mostly use pick nearest target, but of course that won’t work at all. So tab targetting, but it has alot or problems. As I described.

You can keep on tabbing, and that’s what I do, and you get a real target and you have no idea where he is or if he is in range or anything.

You can try to point and click, but I am talking about the big sergs, which are the nowm, and trying to point into it is just as frustrating experience as anything else.

And then I wondered, why even target pets, it’s really detrimental to working with the lag, which the developers should. The whole thing makes you lose orientation in a laggy situation.

Man it’s annoying.

Gandara - Miller´s Sound - Far Shiverpeaks

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Posted by: Felix.2613

Felix.2613

I found it hilarious that we suddenly faced a 60 man FSP horde. We even wiped them once as they were running around our tower for no good reason.

Anyone else booted and unable to get back on?

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Posted by: Felix.2613

Felix.2613

Yes you should really consider fixing it. 3 hour coffee break is long enough customer says.

Gandara - Miller´s Sound - Far Shiverpeaks

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Posted by: Felix.2613

Felix.2613

Well we certainly fought you well at hills today. After that it seems you lost morale and bay and garrison were forfeited by you. I can’t blame you millers, it was a bloodbath.

[IMG]http://i42.tinypic.com/2nlp54.jpg[/IMG]

Traps: more zerging

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Posted by: Felix.2613

Felix.2613

So, if a trap affects 20 ppl 5 supplies each, the mindless zerg will get more ppl just for the fact that the impact on eating a trap, will be less harmful.

Now, the little ninja squads will be in a need of sending a scout to activate those traps, so guess what? Ninja squad needs now 1 more guy to take a tower or whatever.

And those traps beeing set in stealth… just a kittening joke how 2-3 ppl/thieves can ruin an entire siege.

This is becoming more siege wars and less guild wars IMO.

Delays sieges, since most ppl will deploy 2-3 traps in the same spot, so keep rushes are now kinda stupid. Each time you open a gate, you now must take some distance so the scout eats traps for the benefit of the group.

For the mindless zerg, as I said before, that’s not a big deal at all, unless you place more than 1 trap so you take them all the supplies… And this taking into account you use rams, since catas trebs or golems aren’t really affected by this. Specially golems.

I think that Anet are bringing good ideas into the game but they don’t know very well their own game so they don’t understand the impact of the changes they make to it…

We’re in a huge need of Map rework, because in the borderlands 50% of the map is water and an island… where it could be more terrain for fighting, a strategical point or whatever.

Anyways, hope you enjoy sending your suicidal scout to activate traps before you enter a keeps door/wall since i guess ppl will setup traps there and someone will need to activate them.

I think this is the best rant for and against (with rage) I read in a while. So the ninja squads now need to go stand in lions Arch shouting if there’s a trap guy who wants to join them?

And the mindless zerg will grow stronger while the traps are going to ruin them.

Auto-Loot in WvW

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Posted by: Felix.2613

Felix.2613

No autoloot please it would take away much of the fun in the game.

What if culling is unfixable?

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Posted by: Felix.2613

Felix.2613

According to this interview, they are removing culling all together. Instead players can set the graphic level of the opponents, to not bog down in lag.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/7169/Guild-Wars-2-What-Marchs-WvW-Patch-Will-Bring.html

What do you do to defend against a zerg?

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Posted by: Felix.2613

Felix.2613

Problem is the Zerg have 2 targets in one place, behind the door.

Jump of to the side all 6 of you, then try and start attacking and baiting from the side. maybe use 1 or 2 of you to make a few come running, then attack them. You might kill someone, or have a group of the zerg decide to go and fight you instead. The guys at the door won´t notice anything.

With speedboosts and the like you can kite the zerg around and giving them 2 different targets at once might mean they will all die

Desolation - Augury Rock - Blacktide

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Posted by: Felix.2613

Felix.2613

For you Blacktide players spouting fury and flames. I play on Gunnars Hold, and only last week we had to deal with Xaoc, at 6:30 A.M. precisely in Central Euro Time time, they would log on with their 50 man. Every single day of the week.

As they jumped from map to map it was extremely difficult for us 15-20 man scattered to just delay them. They could hit and take a keep before we could get there. And so went the whole map, and was yours for 6-10 hours.

Now it was clear you won because of this, as we got orbs and land back during daytime. And were ready to try and defend and delay you come next morning again.

Okay, here is what I thought. You Blacktide players are doing yourself a huge disservice, you are lifting yourself up into a bracket you don´t belong in and are not good enough to compete in. As soon as anybody is able to stop your morning raid you are in for a serious trashing.

It became sooner rather than later I see. Well here´s a toast to comeuppance.

(edited by Felix.2613)

Major issue

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Posted by: Felix.2613

Felix.2613

However you look at it, the orbs create a snowball effect pushing the game into a state that nobody enjoys.

HoD vs JQ vs ET

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Posted by: Felix.2613

Felix.2613

One day soon the good guilds will learn to leave quietly out the backdoor. And then for some weeks, we will all get the WvW we were hoping for.

HoD needs new guilds

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Posted by: Felix.2613

Felix.2613

It´s pretty bad if a top server is suddenly deserted. For week after week it will slip down the tiers as it gets stomped perpetually. Surely a vicious circle as more and more will leave.

Just get rid of orbs all together

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Posted by: Felix.2613

Felix.2613

The orbs exist to provide boost to the winning team, because in 3 way wvw, the second and third place teams are supposed to gang up on the winning team. They don’t need to be removed, people just need to stop crying and learn to double team.

Maybe you got a point, but as Arenanet have made both enemy servers red, it will end in a fight when you see each other (pun unintended).

If they wanted a team effort they should have made one server names red and another orange or something like that. You can say people are just stupid and can just read what server it is, but in the heat of battle it is not uncommon that it takes a while before you realise that this is actually the third server that showed up.

Mesmer changes Oct 7th

in Mesmer

Posted by: Felix.2613

Felix.2613

You guys don´t have damage meters to run your PvE and you dungeons, but Arenanet does. You can be sure they have found out that when a Mesmer has three phantasms out in dungeons he is doing too much damage compared to the other classes.

So it will take him longer to get all three out on a boss, and the phantasms may even die. I ran a couple of dungeons myself, and I didn´t find that my ranged phantasm the warlock died all the time. Same with duelist I´m sure (can´t stand the noise from that gun btw, never ever use him for that alone). Heck even the zerker often got himself out of harms way and could attack again.

The warden ate it, but not before he had unleashed his attack as an AoE, which looked pretty fine to me.

I was also very busy in those dungeons btw, maximising my dps. Not standing around looking at phantasms.

Invisibility

in WvW

Posted by: Felix.2613

Felix.2613

It happens because we know the engine is limited to a certain amount of people (The Culling), and then your own teammates have been in the field for longer so they are all drawn up and you can see them.

What if the engine decided, that at a certain density of teammates, it would draw half of them or something. If they could do such a thing to avoid you seeing all of yours and none of the enemies, that would really help.

Instead the green dots on the map would tell you exactly how many you were, and the engine would be ready to draw up some enemies when they entered the field.