Hey Danny not sure if you already transferred, just wanted to let you know you are not the only victim those players in IOJ targetted just take a look at this:
I think CD in general is a very respective community, if you haven’t transferred yet why not give us 1 more chance, the new server linkings will be happening soon.
thanks for the responses ya had to make a couple changes to my build.
hey dude Sorry to hear it, players were frustrated because they felt they were delivering bags to FA. The drama that went down was instigated from a player in IOJ (as we know the guild Kinda Disruptive has some very irritating people in it.
Any Tips for fighting Chronomancers as a power engineer/Scrapper?
I run a power scrapper build. I’ve been running into quite a bit of trouble when I roam on a Scrapper and I encounter the following Chronomancer build or one similar to it.
I found a video of the build in action but its pvp
In general I have an issue dealing with the shatters, how exactly do Scrappers/ Engineers avoid being kitten d by the shatter.
(edited by FirstInfantry.2795)
does not matter if it does not do anything useful, if you encounter an enemy group do you want to fight them and possibly kill them or just be trolled?
Recently came back to the game, met some new friends who started and started a new guild.
There is no structured group composition in this guild right now, the aim of the guild is to run about 5 people.
At the moment we are average 2-5 people depending on the timezone.
However for the past 3 weeks since coming back I have not been having fun when roaming in WvW. I will simply outline the reasons why I think Roaming in WvW is a piece of (insert the word you like).
1. Condi pressure: It feels like there is no variety in the fights when it comes to roaming, it is a constant cycle of condition based thieves, and condition based mesmers. Admittedly, there are occasional Power Warriors.
When fighting in small scale group fights (5 or less), it is a constant cycle of condition based classes and condition based group compositions, notably epidemic spam from necromancers.
As a new guild with players still learning the game as well, this is not very fun to fight, we literally walk up to find a fight of relatively even numbers and the whole group is suddenly dumbfounded with conditions which we do not have enough cleanses for. This continues to be the case even when running a shout guardian with trooper runes.
2. Blast finishers do not benefit roaming: There are not enough beneficial skills that also happen to be blast finishers for roaming builds, as such we cannot take advantage of the light field blast finisher combo.
3. Thieves have way too much mobility, when they have low health they are able to run all the way till they are out of combat and then run all the way back in the fight when many of us still have cooldowns, this just seems unfair.
They are possible to kill with conditions but it is a nightmare to deal with when running power builds for many classes.
4. Warriors have way too much everything, its not like they are impossible to kill but after cycling through their high burst, defensive stances and crowd control, then they finally start running as if they Usain Bolt.
5. Mesmers and Usain Bolt Comparision: Speaking of which mesmers have the same thing combine blink with continuum split and they become Usain Bolt.
6. Druids also play like Thieves: I feel like there is way too much stealth on a class that already has access to range and mobility.
These encounters become problematic, because they become irritating to deal with especially when trying to develop a new roaming guild for a server that constantly has to deal with being outnumbered by higher tier servers. It is hard to keep players motivated when you get into a fight and its not even fun, hell sometimes the fight either does not last 10seconds due to the amount of conditions or it lasts like 10minutes due to the amount of mobility and stealth.
Yes there is always the option of ignoring those players but as soon as the opponent notices a new or inexperienced player in the guild they relentlessly chase after that player forcing them into combat. It is very stressful exhaustive and quite frankly not very fun to play. It actually makes me want to zerg or quit playing instead.
(edited by FirstInfantry.2795)
Just had fun playing wvw 2day in EBG ONLY
agreed very good read
i had problems but liked wvw b4 expansion,
after expansion i just quit cause of the new borderlands
so answer is no not worth coming back till something changes.
Seriously wishing could get a refund right now!
(edited by FirstInfantry.2795)
update sucks that is all…
Award for the most new player friendly? Git Off My Lawn (GIT)
It was amazing seeing a guild coming together for the sake of defense, probably one of the most neglected features of WvW. Almost everyone I meet wants to A: command B: ZergBust C: Karma train. This guild took it upon themselves to engage in the tasks that people usually do not, upgrading seiging, and overall solid defense and scouts. They have even taking it yet another step further and moved into offensive play as well. What makes this guild truly remarkable is the time they took to work with each of their members. During runs their driver took the time to explain combo fields, group comps and the like. To be honest, I cannot tell you how many times I have joined a guild only to have no idea what they were trying to do, accomplish, or how they wish to be structured so I love GIT’s approach to work with people individually and to teach during raids as well.
camelot unchained couldnt come any slower im willing to pay that sub fee if stability change ends up being crap
@ funassistant.6589 PvP and roaming are not even the same. For starters you cannot use your WvW character in pvp. The way you play the two are different, you are not worried about sitting inside a capture point. Roaming is basically open field battles, and you are actually fighting alongside your allies, Structured pvp you are expected to rotate and seperate from allies.
The stability changes sound exactly like interrupt armor from wildstar, why is wildstar and gw2 so painfully similar?
@ Kungsmurfen.2861
My personal response to this is that: this actually is not a bad result. Say RoF loses players to WSR, WSR now gets stacked and competes in a higher tier. What plays out is WvW Politics, where a circumstance creates a new server matchup. RoF loses players but now has the opportunity to redeem. They will lose their former rank to a lower one but will either drop down to a tier which they are competitive with or will be a ghost town until more leadership steps up. There are two advantages I see with free transfers to your scenario.
1. Matchup variety: instead of constantly stale matchups, politics play out and create new matchups For instance for NA: I never received the opportunity to fight Maguuma because they were in a higher tier, ever since they lost players and dropped down tiers I now have the chance to fight that server. In addition another server received the opportunity to move up tiers and create a new matchup; new guilds to fight.
2. The falling server RoF in your scenario now has the opportunity to move to another matchup which it will be more competitive with. Since you highlighted that they were already doing bad in the first place. New leadership will step to the show and I believe there can be incentives for people to transfer down.
3.If the WvW Tournament taught us anything: it is that server stacking still happens regardless of free transfers or not. With free transfers we can receive the opportunity to create more matchup variety and create drama/politics. Right now there is too much risk and not enough reward when it comes to the decision to transfer. I do not want to take the risk to transfer to a server I may potentially not like because of the cost.
I do believe that free transfers or at least reducing the transfer fee, in addition to creating incentives to destack is not a bad thing. Bandwagons seem to always have the same fate; if it simply a bandwagon we find that those servers end up losing guilds/players that prefer less competition/zergplay, then lose guilds that wanted to stimulate their wvw interest or have a more prevalent role, then finally losing guilds/players that simply want to avoid the ques. There can be restrictions to reducing spies, for instance transfers may be required to be level 40 maybe higher and cannot transfer again for a certain duration.
I read every post so far, I like this debate and I very much appreciate the responses. I decided to check the forums after being bored from doing RL only to see this thread still getting responses:O So first of to all you passionate players who probably saw this thread and said TL DR. I just wanted to put in a shorter summary of my main points:
1. WvW does not support guilds very well; PvP and PvE guilds have a much larger pool of players due to megaserver.
2. Free transfers will assist guilds that focus on world vs world; by allowing guilds to recruit players especially new ones they meet in PvE because they can simply transfer if it turns out they are in a different server.
3. Populations are imbalanced regardless of whether there are free transfers or not. What higher tiers have is coverage along with more leadership and more interest/participation. Lower tiers I believe lack these features (they definitely exist)
Scenario example to consider: you are in a server that lacks a world vs world presence. And you are a member of that server that wishes to recruit members for wvw, acquiring members previously can be done from PvE then treating WvW as an endgame feature. With current transfer prices, it really is overly expensive to take that option.
4. This current method of transferring simply serves to limit the number of competitive tiers, close coverage matchups, and creates very stale gameplay because you rarely see substantial changes to server standings unless in the event of one server being bandwagoned. Free transfers is flawed, but with further incentives can create varified matchups due to the movement of guilds and players.
5. More of a question here; what are the incentives to create server destacking?
@Kitiara.2706, “This will require scouts to be on maps, in towers, in keeps” you realize how boring and unrewarding it is? Consider the following scenario, you are outmanned during a specific timezone the enemy server decides to send a 10man to flip your upgraded structure. You are a guild that plays during those outmanned hours looking to have engaging fights as well as provide for your server by defending against those enemy forces. Your enemy force decides to avoid the sentry point or even flipping the camp and there are no white swords that pop. To me, it seems more like that outmanned guild will be running around aimlessly.
I personally do not even see a benefit of such a change, how will commander’s/drivers/guilds know where the enemies are. I rely on white swords to indicate to me that an enemy group is at a structure and that the enemy numbers are likely below 25, as such can take a five man group and respond accordingly. Without white swords I basically have to guess where enemies will be? If i hit a structure enemies would not know where I am if I skip the sentry. This will lead to a lack of response and as such a lack of fights simply promoting karma train mentality.
@Deli not everyone in your position, $20 yeah sure even for me personally I can pay the $20 fee if there were gem cards sold in my area. I have friends who wish to join a guild for world vs world but they find themselves in a different server from the one they are currently in as well it is a barrier. Not like its just one person if you have five friends suddenly in another server that wishes to join your guild for world vs world suddenly its not just $20 its $100.
(edited by FirstInfantry.2795)
Currently, World vs World strives when there is a large participation of guilds, both for ppt as well as openfield and GvG. If there are a lot of guilds gvg focused guilds will have a variety of enemies to fight and compete against. Ppt focused guilds will have a variety of open field guilds that can assist them when it comes to holding down a structure. Furthermore, guilds tend to formulate better organization, strategy and can play world vs world as they please with the people they wish to play with.
Unfortunately Guild Wars 2 does not assist guilds that wish to participate in World vs World activities. First of all, PvP and all PvE events such as temples and dungeons even edge of the mist (its basically pve hitting constant doors, avoiding fights for the sake of exp and karma) are not constrained by servers due to the megaserver system.
Guilds that focus on PvE, or PvP have a large pool of players they can recruit, this is especially true for new players that come to the game. If someone is new to the game but is interested in conquest mode, they are more likely to join a new guild trying to establish themselves in PvP. On the other hand if a World vs World guild that is new is trying to establish themselves the barrier that faces them is a lot higher.
This is due mostly due to the fact that most players invest in PvE and that there are a lot more updates and content releases for it, More importantly however, Pve, PvP guilds are not limited to simply recruiting players from their own servers.
With megaservers, it is hard to determine whether someone is in my server, I can recruit a player to the guild and only to find out that the player is in another server and the cost to transfer is much too high.
Free transfers will assist guilds that focus on world vs world and will also boost world vs world interest. Guilds will then be able to recruit individuals especially new players who are in other servers convincing them to transfer in order to participate in World vs World.
In addition if a guild or individual is facing a negative experience in world vs world either due to harassment, or lack of participation they are not constrained and are free to transfer. Free transfers will allow greater competitive environments because guilds can make the decisive decision to move servers and assist the servers that remain uncompetitive in their tier.
I am aware that free transfers can also mean having an increase in spies or trolls. This can be dealt with by maintaining transfer restrictions. For instance if someone transfers servers they cannot transfer again for another month if they insist on doing so they must be willing to pay an extremely high gem fee. Presently, it cheaper to buy an all new guild wars 2 account than it is to transfer servers.
Imagine the following scenario: you are in a server that lacks a world vs world presence as such most casual players are spending their time in the new living story update and new players that show up in world vs world immediately leave because they do not know what to do. Yet a guild in the server that wishes to change this plight is unable to recruit players that are actually in their server. Amongst the lack of participation in world vs world, the players that are spotted are already in guilds that are Pve based and have recruited these potential world vs world enthusiasts due to megaserver.
I am a fan of all modes of world vs world from ninja operations, defense, upgrade, commanding, karmatrain, open field, guild vs guild but I consistently see that it is the same guilds that own the show, it is not that world vs world is dying but rather the barrier that contrains new world vs world guilds is far too high. Free transfers will thus allow guilds to recruit players even in different servers and can grow, evolve add new faces to the GvG scene as well as stimulate world vs world participation.
1) What do you like best about WvW? What keeps making you come back for more?
opponents to fight and having a purpose for that fight.
What keeps you interested or keeps it fun?
the community, the people I run with keep it entertaining because even if there are no fights we still use voice chat talking usually theorycrafting strategies.
2) What do you like least about WvW? What makes you frustrated about it or makes you want to stop WvW in favor of something else like PvE, PvP or even EotM? (I consider EotM play separate).
I dislike when wvw is not taken seriously and is simply as a means to karma train (continously hit doors to accumulate karma, and loot).
3) What tier are you in?
Devonas Rest atm, I think t4
4) Have you switched servers for WvW? Why?
my old tier had a lot of blob lag on lag fights, so I moved down in an attempt to avoid such fights but then my new server ended up rising in ranks anyway.
Really think the best way is to see what other commanders on your server do, learning from their mistakes as well is always a good thing contact the ones that you know are popular or at least seem to know what they doing. The one tip I say not to be overlooked, is to try not to seem kitteny, or arrogant, secondly since your tagging up usually means dealing with trolls, inexperienced players as well as elitist types, its also a good idea to command at consistent times. For instance if you command at the same time, same day then over a period of time, you get to meet other people who tend to be on at that same time on that same day as well. This allows you to build some relationships which is useful cause suddenly its not about a commander and puppies, you actually know the people by name, personality, tendencies, and moreover they know you better. Usually this means their more inclined to support you with what you need, best of luck!
Grats on 80,
First of, i recommend using a build calculator to determine help you determine good stats for your build. You can simply type in gw2 build calculator on google.
I’m assuming you got some karma left you may want to consider using your karma to buy some exotic(level 80) gear from the temples in Orr. If you got badges of honour and a bit of gold you can also purchase some exotic gear(level 80) gear. You can also do dungeons for some gold and gear for example citadel of flame for berserker (power precision fero)stats.
http://wiki.guildwars2.com/wiki/Karma_merchant,
http://wiki.guildwars2.com/wiki/Historian_Vermoth for Dwayna temple
http://wiki.guildwars2.com/wiki/Tactician_Deathstrider for balthazar temple
http://wiki.guildwars2.com/wiki/Lightbringer_Surefoot
http://wiki.guildwars2.com/wiki/Keeper_Jonez_Deadrun
I think I’m forgetting some of them
Personally, I suggest having some toughness, since your new once you get a hang of the class and comfortable enough you can go more power oriented and have less toughness. for instance berserker (power, precision, ferocity) and cavalier (power toughness, ferocity)may be a good mix.
If your looking to zerg, you may want to have a shortbow to get tags, I believe your auto attack shots bounce to other targets otherwise your primarily looking to gank people and quickly retreat.
Last thing would be I recommend joining a wvw oriented guild, following a commander tag can be quite the bore, but depending on your interests guilds can really change the way you play the game. If your into roaming, then a small sized roaming guild usually a good choice for example. Joining your server’s website or teamspeak/mumble usually a good way to meet people I think
Goodluck
In my opinion if you are more into smaller scale fights you should consider lower tier servers like t5 down to t8. I would say theres a decent amount of activity in every server based on your particular interests and knowledge of wvw. The one thing I would recommend is regardless of if you transfer or not you should consider joining a wvw based guild. At least for me it really changed the way I played the game and what I thought about wvw.
When I first started playing, I thought wvw was the best game mode ever made. After a while, I became more and more irritated with the game mode following a ppt oriented commander just wasn’t exciting you focus more on doors than fights. I preferred small scale group fights roaming, and havoc squads so once I joined a guild that catered to that interest, suddenly wvw became a gamemode I always look forward to logging on to day after day.
In my experience recruiting for a wvw guild in a pve map was not never a viable strategy, even without mega servers usually those with wvw interests are in wvw.
I found wvw guilds with reputable wvw commanders usually have the most members.
Pve maps:
When someone posts in map chat for lions arch that their guild is recruiting, they post what server their guild is situated in as well.
If whispering a guildless player in a pve map, I guess you would want to confirm what server they are in and if they have wvw interests.
I think mega servers are beneficial for pvx guilds, for instance if a player in a guild feels comfortable with those players but is in a different server they are usually motivated to transfer servers to also wvw with those members in the guild (yeah it is expensive though) but if their low level players deleting like an lvl 20 alt for a tree transfer then helping them level is something I’m willing to do for example.
Personally I believe all servers have some level of organization, however the organization is generally determined by key commanders and guild groups that spread out their resources and communicate with each other on voice chat or whispers simply by having each other as contacts.
You can actually get started yourself by adding those you see as primary commanders in your server, even those who are beginner commanders as well as adding guild driver contacts. Get info on their raid times or simply stalk them to see what map their in and the role they are fulfilling in that map (ie karma train, defense, upgrading) and act accordingly based on your resources and interests in wvw.
For example, if you run a 5 man group and you know the primary force in your server is defending against a map blob, you can move maps to an enemy borderlands and wreck havoc there while getting good quality and relatively even numbered fights.
Personally, If i see a commander tag on one side of the map distracting an enemy force, that becomes the instance in which i decide to ninja an enemy upgraded structure on the opposite side of the map. Usually at that point is when I whisper that commander of my intentions, which starts a beautiful coordinated relationship which the enemy constantly has to defend against two simultaneous attacks.
I’ve only been in two servers T2 and former t6 server and I like the second server( former t6) I’m in a lot better than my original server (t2), however despite the wide gap in tiers I would definitely say that the level of organization is about the same. The primary commanders communicated with each other, high activity in voice chat,use of website shoutbox, and guild coordinations.
I see your point, the other side to it is that commander tag’s mean the guild driver is now accountable to the non guildies. For instance, as a guild group on the map, the driver or the guild may have a personal interest in simply fighting the enemy map blob, and seeing how far their organization can take them. Once that driver tags up, non guildies, people not in voice chat may insist that their interests be taken into account as well such as actually defending the structure or karma training doors.
For me personally, I did not use a tag due to fps/lag. I currently use a laptop and love to be the only ones in a map mainly cause it helps reduce my fps. Blob vs blob fights usually mean lagfest for me which I like to avoid by running a smaller group of people rather than a large 50man group because of the use of a commander tag.This is not the best of examples, but in my opinion there is good reason not to use a commander tag.
That being said I would love to see a guild commander tag exclusive to just the guild members to see:O
i just don’t see how adding a new wvw map, fixes the problems in wvw, I mean sure it gets you excited to see an update for the game mode, but then your back to same old drama. I was excited when eotm came out, tried it and instantly thought this is not game mode to enjoy even for casuals.
how does a simple weather pattern make wvw more enjoyable? if one server rolling your home borderlands with 60 and you got 5, making it rain makes it more fun? besides i prefer not having an fps drop thank you.
idk if this is helpful but, like for me anytime I can’t find fights we go straight for an upgraded structure that the enemy owns, suddenly the enemy group comes out of hiding.
just my 2cents i didnt read the other comments but through personal experience I can live with the damage numbers the warrior can deal I win some lose some ( I do lose more than win against warriors in general). My issue is their mobility, most warriors had the same thing in common it takes quite a while to get them to low health at which point they usain bolt away from the fight then when their cooldowns are back come back to chase you. As for me once a warrior uses their ridiculous mobility to retreat I know theres no point in chasing them. First of all, I’ll never catch them (power necromancer) and second the they will often regen their health back along with refreshed cooldowns as they outrun me everytime. I personally want to see something done about their high mobility, I dont mind their damage numbers.
Personally, I can accept the damage numbers, I just can’t stand their mobility that allows them to escape my power necromancer till they out of combat to reset the fight.
Just my opinion, since I primarily play world vs world i can only offer my perspective of the class in world vs world. I’m definitely a fan of rangers when it comes to world vs world groups, although their contributions can be replaced with other classes. For example, their ability to provide protection to allies is often substituted by guardians and elementalists. Their ability to snipe key players of the enemy is often substituted by thieves. Their ability to provide fury is often substituted by warrior running shouts.
My experiences fighting rangers 1 vs 1 is if they do not use double bow or simply back pedal then they do great. I feel like rangers lack sustain overrall unless with a regen build. However, their use of evades, range, and condition based ccs really makes them effective due to the fact even classes with a lot of access to stability still get cc a lot from the immobolizes, chills and cripples that are available on the ranger.
Lastly, one of the attributes i like on other classes such as the guardian, warrior even necromancer, engineer is that they can play backline or frontline. Whereas I think playing frontline on the ranger does not work well at all at least in comparison to other classes. Rangers could use some improvements so that their attributes that they offer are not simply replaced by other classes, that being said I believe they are in a fairly decent spot and can be played effectively in duels, groups, zerg play.
Personally I do not recommend simply going all out trapper ranger, spirit ranger or condition ranger, but rather a build that offers high physical dps or high sustain with moderate balance of physical dps and some condi.
(edited by FirstInfantry.2795)
a thief is complaining about high damage numbers? wait even worse a p/d thief? sir u just made my day. Fights against p/d thief half the time is never ending because they cant stop resetting the fight.
Introduction:
This is probably more fit to be on a wvw discussion, but I thought it may relate more to profession balance issues therefore I decided to post this thread here. My thread seeks to bring attention to the recent meta shift of for the thief profession (pistol dagger condition shadow art thieves. As this is kind of long I decided to add subtitles as well as a tl:dr section at the end of this post. As a final note, I’m trying to sound like someone whose not just qqing.
Point of thread:
I seek to provide an illustration of my recent experiences when attempted to solo roam and am looking forward to any comments that experience agreement or disagreement.
Getting to the point now:
The Mesmer and Thieves are two professions that one is most likely to see the most off (practically every engagement) when solo roaming. Once you decide to roam solo in world vs world, it is imperative that you know how to handle Mesmers and theives more so than any other class. I did so by playing and leveling both professions to 80, roaming with it and experimenting with builds. It is also imperative that you understand how to read the map in order to search for contested areas, and how to avoid being ambushed by a zerg.
Solo Roaming Encounter:
As of recently, when I attempt to solo roam I constantly encounter Pistol Dagger condition thieves running 6 in shadowarts 6 in trickery I believe 2 in the first trait line for Mug trait, and condition bunker based gear. I believe the second weapon set can work with short, sword dagger or dagger pistol. On average about 90percent of my 1 vs 1 engagements are against this spec. For instance this morning was probably about 30mins of solo roaming, I met a total of 9 opponents in 1 vs 1, all of which were thieves running this same setup before I finally became frustrated and decided to do pve instead (yeah thats how you know I rage quit).
Reflection:
From my understanding, this build allows a fair bit of regen, stealth, condition application, mobility=amazing survivability. Typical rotation I believe involves: basilisks venom, auto attack to apply bleeds, pistol number3 if your opponents gets close. My counter is currently maintain a range to avoid allowing the thief to use cloak and dagger as well as pistol 3. Of course chaining ccs such as my flesh golem charge allows and fear allows me a window to apply a burst.
My Woes:
Unfortunately this method fails because my burst does not apply enough damage to actually down the theif, simultaneously the theif is able to stealth and come back with close to full health. I understand that this can be result of having the traits in shadowarts or use the heal in shadows.
Possible solution?
A possible solution for me may be increasing my burst capabilities, switching to a condition build overwhelm these type of thieves with conditions or playing minion mancer necromancer in order to to apply even more pressure and aggression perhaps forcing the thief to at least retreat or waste initiative cloak and daggering off minions.
2 vs 1 or outnumber encounters:
When I run into a 2 vs 1 90percent of the time the 2 vs 1 involves two pistol dagger condition thieves that coordinate body shot (pistol 2) to stack the immobilize. As a power necromancer roamer this usually requires that I cleanse the conditions with my heal, and run shrouded removal to cleanse additional conditions such as immobilize. However, due to the fact that pistol main hand theives do not have have an internal cooldown on immobilize it allows them to continue to stack immobolize as well as more conditions such as torment and bleed, because I am now left on cooldowns after cleansing the original conditions. 2 vs 1 engagements I use to find enjoyable, however I am now left practically helpless.
My concerns for developers based on experience (TL:DR section as well)
Therefore I have two primary concerns:
1. I would like to see an internal cooldown on body shot, to allow for leeway to allow me to actually move and potentially survive long enough to get my cooldowns or lifeforce.
2. I would like to see a change to the shadow arts trait line specifically. so that thieves are not instantly saved by going into stealth, it is like playing wack a mole, and is quite discouraging when you are winning a fight only to see them stealth and come back with full health or even worse stealth for long periods of time using smoke fields n blasts or shadow refuge if i fail to fear them out of it.
Final note challenge:
I would like to see how your solo roaming experiences have been recently to confirm if I’m just having bad luck or am I right and are 90percent of your 1 vs 1 engagements involving fighting pistol dagger condition thieves and being frustrated at the profession and current meta build. Oh ill take any suggestions for how to fight against this build as a power necro as well thanks:)
1 hour of roaming 15 enemies, 12 were p/d condi theifs running 6 points in shadowarts 6 points in trickery 2 points in the first line. The rest were Prismatic understanding mesmers condi mesmers…. well then i think i’m done roaming for long time. Even if you beat someone running these builds its not even funny cause of how cheese it is, just frustrated trying to play wack a mole with these guys and they are everywhere!!!
u do realize how easy it is to die in world vs world the time it takes to run back is more punishing enough its like taking the walk of shame after u get …. in a duel or after u get steamrolled by a zerg. I like this change, since the majority of my game play is spent roaming either solo or with friends, as it so happens we tend to die not because we are disorganized but sometimes you are just outnumbered or focused and these occur in outnumbered maps which you do not have to repair anyway. You still feel the impact everytime you die especially in a group in which you realize you let your teammates down because you were a critical component to the group composition. I just do not understand why you want to punish people for dying more so especially knowing it happens so easily.
TL:DR — If you like fights in the open field then please know that creating death penalties will mitigate that.
Your suggestion on-DEATH
“This needs to cost and not by paying money to use a waypoint as too many rich folks have plenty gold to ignore this. There needs to be a debilitation to skills that increases by the amount of time a person dies (not downed). Also when when a person dies they have to use a waypoint and they must be out the game for five minutes. Call this hospital time.”
I Completely disagree, I did not read your other points. Hospital time as you call it makes for very uninteresting gameplay. More than Likely you will die because 5 people decided to gank you or you just got steam rolled by a zerg, why should I be punished for losing in an unfair fight. It’s not like you can always see it coming either, I’ve seen zergs stealth or portal just to gank like two people. [/quote]
i logged off 2x thought it was a bug:(
rooting 4 u guys for bronze league title, Spirit Ritulist- just know your old friends from maguuma are all proud of u:P
If you lost a t3 keep recently, its safe to assume these guys are the culprits. Legit group of people learned a lot during the few times I ran with them.
good thread looking forward to read more of what people have to say:)
a day too early for me to be fooled:)
What kind of issue are you specifically having that could be related to lag?
Skill lag, and rubber-banding-lets say I follow a commander tag with 50 people also following, any pve/pvd such as capturing camps, sentries, using seige on keeps there is no problem. However as soon as an opposing server shows up with their militia and engages then I begin to experience the skill lag and rubberbanding. I would like to add that this was not an issue for me previously, rather it seems to have occurred recently like within the month.
What server are you on?
Maguuma
Has there ever been a time when you or a friend are experiencing lag, while others in your party are not?
Not sure
Has there ever been a time where one party in a map is experiencing lag, while other parties in that same map are not?
Not sure
Do you experience the lag at very specific times?
No, this happens on all zerg vs zerg battles in world vs world, on the other hand in spvp/tpvp I do not experience any lag or rubber banding.
If so, can you estimate how many players are in each zerg?
Seems to be engagements that involve 20plus people on either side.
I didnt read the rest of the comments so I don’t know if someone answered your question, I believe the setup theives use to achieve this is:
Traits will be: 30 in shadow arts for sure: IV, II, XI. This can be accompanied with 20 in acrobatics: VI and VIII the other 20 points I don’t think matter.
In my experience theives with that setup wont be full burst rather they will have some toughness, cause their aim is to be more or less tanky. The build is more common with pistol dagger theives. Although 30 in shadow arts seems is viable with other setups as well.
Utilities tend to be hide in shadows/withdraw, blindingpowder, shadow refuge, the last utility i dont think matters too much but most likely a shadowstep. These utilities 2 maximize stealth as well as the condi cleansing from the trait in shadow arts IV.
last point: they may have other food buffs such as: lemongrass poultry or saffron scented poultry soup.
supply drain is fine, its hard enough to defend when outnumbered
(edited by FirstInfantry.2795)
yeah got a friend into gw2 told him 2 check out wvw, boy did he regret it cause he logged in when we lost everything and would only run in circles to pvd then lose it again by the time the buffs lord down
yeah cant even contact people in game, check whose online, the game automatically keeps stating my status is offline (invisible) despite the fact that I change it back in addition to rubberbanding for a week now. At the same time for some others, they had lag on monday but then everything went back to normal afterwards.