Showing Posts For FugueState.3842:
[s]There was nothing indicating reduction in damage done to static siege weapons that are available in the towers (mortars, cannons & oil) in the patch notes.
Was it intentional to nerf the damage done to mortar incendiary shells? At the moment, all they do is tickle our enemies, and aren’t a huge deterrent like they had been last night or the past 3 years. All towers get only ONE mortar, and all towers must wait a considerable amount of time to be able to repair that mortar should it get destroyed. Now this isn’t the same for keeps...but then again, there’s only 4 objectives in EB that can have multiple mortars. Each side has 4 towers.
I think with the beta world linking this change should be reverted, or at least reduce the damage done by incendiary shells by about 25~30% instead of what they are now (it feels like incendiary is only doing like ~15% of what it was previously capable of, and that’s WITH food/smolder sigils)
There are other things, like limiting the time the burning is active on the ground, that can be done to nerf incendiary mortar shells while keeping their efficacy intact...outright damage reduction will hurt defense capabilities.
Mortars also take 236243 days to turn....they take an additional 26274324 days to charge, and they have HUGE minimum range of impact...the only thing that isn’t limited by the outright minimum range is Concussion Barrage, and thankfully that can be shot off without turning the mortar. Not only all that, but swapping between shells and turning after firing shots are impossible, because the mortar is locked in position or the cooldown is applied.
I would ask that the devs really revise their decision to this or at least give us a heads up on these kinds of nerfs...[/s]
Edit: After some testing it seems that siege damage no longer scales with a character’s stats....which is unfortunate, which means that people who know how to actually use those siege weapons won’t be able to contribute the most to a fight. So since everything is now linear, the newb on a siege weap that doesn’t know what they’re doing is now hurting their team more than ever.
(edited by FugueState.3842)
Chasing a nearly perma-stealth, multi-blink class through one of the huge DBL keeps is a nightmare. One person’s hobby shouldn’t ruin the day of everyone else.
This, this, and this.
It also adds some fairness. People spent time and resources to place siege in order to get in and take it. Doesn’t matter if it’s a blob of 50 or a group of 5.
Mesmer is a gimmick that needs this nerf handed to them, disallowing a way too easy aspect of capping an objective that is a port.
Or… Wait for it…. Build a ballista.
A single defender can deter a group of 20, 3 or 4 defenders can stop a large group if they know what they’re doing.
Think outside of siege besides Arrow Carts. Ballistas, shield gens, counter catas and trebs are needed as well if you want a full defense.
What does building a ballista have to do with anything on outlying objectives? At the time of posting, I was specifically talking about defending Mendon, with Speldan gone and T1 walls, which leads to the bottom quote. Outliers are far harder to defend because of all the open space around them and being easily spotted by enemy groups. And consider this, allllll that open space and the cheesiest way to take the objective is to throw a cata ON the wall? Or consider Jerrifer’s. There’s a spot on the back side of the tower closest to spawn that you can still take down the wall by cata proxy EVEN THROUGH the natural wall!
In the time it takes to build a sup AC, a paper wall being hit by a cata will be down to ~60%. Given that the tower is, at best, secured, it will be hard-pressed to have the supply to both build the AC and repair the wall.
I don’t think it needs to be any easier to bleed supply, honestly. It only takes 2 passes to open the tower and that’s assuming someone was there to see the catapult being built in the first place.
This is exactly in conjuction with the above quote, it seems that Sviel is one of few who gets the problem in “big picture mode” rather than small “case-by-case basis”
If there as an enemy zerg build catas and shield gens and not kittened up bubble rotations it´s ok that there is no counterplay with siege for it. just grow some balls and push and cata .
always this mimim i cannot completly stop 30+ attackers as a solo playerdefending is way to easy in this game it´s just pointsless, if we where in a season right now and a server had full forces defending it would bee nearly impossible to take any t3 atm with all this stupid new siege/guld buffs.
defending is easy just l2p
I don’t know what to say to this except [Insert Jackie Chan hands on head .jpg here] English is easy for native speakers, l2E
@sviel
I agree with a lot of your post but I think you may of misinterpreted what I was saying. If a group is throwing down 2 catas + shield gens then yes if only 2 or 3 people are defending the group should definitely take the keep. I believe that is a proper situation in the game mode. (<—-If you’re playing with this mindset go back to EoTM)
The problem with your zergling argument here is that there are a few of us with an actual brain who know proper siege placement and can definitely deter larger groups. The other problem is that because there is such a thing as proper siege placement, there are not many who think about that and throw down siege that can easily be destroyed, which wastes time and supply. There have been numerous occasions where minimalism has saved the day because of proper siege placement. Servers suffering from a population imbalance shouldnt have to suffer with a blob running through and resetting towers whenever they decide to and then defending those said towers with little to no supply; it should be harder for those blobs to take anything. Anet went and made it easier for the cheese to go and dominate (cheese being power ele and chrono period) by wiping siege because of kittened AoE range, and now its even more apparent that things that worked fine in the past are now being abused in the present to win (like proxy catas).
The bottom line is that Anet once again got lazy with core aspects and did a kitten job by restricting siege placement on the INSIDE of towers and did not even consider how it would affect defense and siege placement on the OUTSIDE of towers. Throw in their “improvements” to AoE and splash, and it’s even worse. The same way there is a restricting buffer on the inside of towers and keeps is the same way there should be a restrictive buffer on the outside of the objective!!
Dear Anet,
I would love to play a game that didn’t have BS splash damage that went THROUGH walls. Mag has been guilty of abusing this method on lower level walls in overlook keep to breach inner walls ON THE TOP LEVEL.
Not only that, but siege out of the way of the additional BS range that ele has is killed by these wall humping catas ny simply turning them.
REDUCE THE RANGE ON SPLASH AoE AND REDUCE THE RANGE THAT ELE/CHRONO HAS TO PULL PEOPLE OFF SIEGE PUT IN PLACE TO DEFEND OBJECTIVES! This has made defending near to impossible with limited supply and manpower!
What the title says. We can’t rezz dead people anymore and points seem to increase in/after fights.
Really? Although it’s probably a glitch in the Anet Matrix… but… THANK HEAVENS!
I’ll take it early! And now we just need those WMD’s (nuclear warhead banners) reduced to rubble and maybe we can get back to having skill and tactics decide who lives and dies.
Shut up.
I’m glad the nerfs are coming. I’m also glad the banners only last 15mins. It does kitten, though, folks having to tab through and scan the crowd looking for break bars, then focusing that player down, and then finally getting around to actually fighting… IF the zerg doesn’t run away until they get another banner.
Other thoughts: Why haven’t we seen the SMC stealth complaints yet? Is it even happening yet?
You sir are a moron. I enjoy your tears.
There is no need to tab through anyone. The only time its hard to tell if someone has a banner up is when its on an Asura and that is because of the character model being shorter than everything else. Otherwise, learn the friggin animations, and learn to look at weapons!
Banners completely replace 1-5 skills…last 15 minutes, gets destroyed completely if you want to operate siege/drop siege/swap weapons, have up to 60 second CD on 5, have long cast time for skills, and because the user isn’t that affected by CControl until breakbar breaks, its REALLY easy to die to conditions while using one because the person using it isn’t focusing on their health bar/conditions applied to them. I’ve swapped characters and specifically hunted people using banners on my ranger, and god its really easy to put them down (except if it’s a DH). You need to learn to deal with it.
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I just meant that the people that don’t get organized and fight as one cohesive group, like the banners as a crutch.
Edit: ArenaNet made a huge mistake adding this to WvW. They’ll never admit it, though. The closest thing to admitting the Banners were a mistake is Corpening’s statement calling the Banners unintended “nukes”.
These banners that everyone are crying about are actually the best thing in terms of defense/offense in the hands of competent people with small groups vs. large zergs. Personally, I thwarted a zerg trying to take Overlook with Bomb Shell when they were dumb enough to get to the edge. It gives outmanned servers a chance to defend objectives rather than letting large blobs of skilled 80s and their leechey uplevels steamroll everything. Hell, I even delayed the taking of SM with a group of like 6 in a hallway with dragon banner against 3 omegas for about 6 minutes.
IMO banners should be accessible whenever outmanned is toggled on the map. However they’re accessible is up to anyone else. That’s just my opinion.
It’s also my opinion that you imbeciles without the coordination or BRAIN stop crying about a mechanic that you cant overcome without teamwork. Best thing to take down a banner wielder is to get in a squad and TARGET the person with the banner, they stick out like a sore thumb!!
anet has introduced so many new skills that daze stun imob yet they havent balanced stability to go with it. Trying to fight in wvw now is a complete joke even guardians are getting bounced about when trying to push into a fight i cant see why anet cant bring the old stability system back into wvw once u enter the instance
Pretty much this.
Edit: I really feel bad these past 3 years whenever I slap on hammer on warrior, ESPECIALLY against necro. Imo (I’ve said this before and I will beat it like a dead horse) some professions need stab enhancements and some need CC completely taken away coughcoughchrono/mesmercoughcough
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Remember when mesmer confusion was nerfed and suddenly the ubiquitous WvW mesmer was hard to find for getting your golems ported because no one wanted to play mesmer much anymore? Melee is a bit like that now since the stability nerf.
We run melee heavy and we do just fine. Lots of great fights today.
I really don’t get all these stability complaints. It’s more difficult now, yes, but definitely doable.
Not doable at all; coordinated groups will stun CC the hell out of people that make a difference. Anet needs to improve the cap on Endurance regen if they are going to keep the system the way it is. Otherwise, with the old system all you had to do was pay attention to boons under the health bar of your enemies and just run around in circles to avoid melee professions. TRUST ME ON THIS. The only reason stability is like this is because of the buffs to elite skills and their boon interval applications. Originally, it used to be you could boon rip elite stability duration; now you have stack intervals that essentially do nothing because they get wiped so kitten fast when you need to get out of the way of AoE stacks…ergo, pirate ship battles.
TL;DR, if the current system for stability remains in place then a simple fix is to expand on the Endurance regen system. Otherwise they need to revert back to the old system and improve everyone’s ability to boon rip/convert (since everyone and their mother at least have one CC skill)
+ they add a new class that can hit you for 18k with 3100 armor, skill with almost no cooldown … brainless.
This.
I suspect the dev behind thief and warrior got together, got busy under the sheets, and had a kitten child that they named Revenant.
Don’t even get me started on the ridiculousness that is Daredevil/Chronomancer. They took the cancerous players that require cancerous amusement (there is no skill involved in these two professions, don’t derail the thread with your kitten plox if you main one of these, its why I substituted the word skill for “amusement”) and made them stronger with endless evasion animations/long range stun STACK skills.
At this point I will be getting my money back one way or another. Do not buy HoT for wvw. PvE developers may have the best intentions but they have absolutely no business designing competitive MMO maps.
Needs a nerf.
It makes defending walls with limited LoS impossible if the opposing server has an Omega. Rockets now shoot through walls.
Dragon’s Tooth is also an ezpz way out of taking the siege and the person on the siege out (with the initial damage, and residual burn damage). Don’t even get me started on the meteor showers that have rings completely overlapping the wall. With the way the camera pans now, it would have made sense to restrict the range on the AoE, because people can now see where they are targeting...
This is almost as bad as when Arrow Cart WXP traits were first implemented, with their insane range (for instance, you were able to hit siege on the wall in QL from the cliff...something you normally need a ballista for).
The current camera system was badly implemented in respect to balanced gameplay in WvW...please fix.
Feel free to post your thoughts, but please stay on topic and make positive, meaningful suggestions.
You can learn from mistakes too. You should learn from mistakes.
That is the problem with Anet, only want nice comments. Constructive criticism are good too, this is not kindergarten. You should understand why WvW is what it is now and is not because good decisions. Don’t repeat that please, listen the community, you repeated it AGAIN one month ago with this last, swiss style, tournament.
Don’t take this wrong, I am trying to telling you you shouldn’t repeat the same mistake over and over. Just that.
QFT, cause this is the most constructive criticism I’ve seen contributed and I find it funny that since then, no one else from anet has commented on this thread for nearly 3 months.
lolfunny.
(edited by FugueState.3842)
(continued)
If you look at Aion, poison is nowhere near as powerful as it is here. Nor does it affect potions. The biggest advantage of having poison on a target is to force rangers and assassins out of stealth. The only thing we have close to that is Arrow Cart 4, AND YOU NEED T5 MASTERY TO UNLOCK IT! Thieves and Mesmers have way too much of a handicap on players who don’t have immediate access to condition wipes or AoE attacks to defend themselves against bleed. And the base damage for bleed on any profession is way too high in the first place. In fact, there is no purpose for bleed except on higher Toughness opponents, and this is where it should do the amount of damage it does-because physical attacks are not going to hit hard. This is where those players who excel in dealing conditions should find their use for bleed. This is where stats and smart gameplay should actually matter. But they don’t. Stats in this game are too linear in terms of what they are used for, Toughness to avoid physical attacks, ok, but wheres the mitigation stat against condition attacks? I dare you to say Vitality, which is just laughable considering most Vitality traits have healing power based on a raw number that gets reduced by a percentage…200 Healing wont do much once hit with 33% Poison reduction. And even then, you can heal with Conditions on in most cases and still die to a bleed.
Another thing I had to say about was communication across the map. Why is there no on-screen chat? Meaning, once again, in Aion, there are these Groups called Alliance, and the leader of the Alliance can send on-screen messages to EVERYONE in those groups, which can consist of 24 players at the max, which is 4 groups of 6 people. Why do we only have squads and parties? If ArenaNet had implemented a feature like this, we could organize at will without those who love to force people to get on TeamSpeak, and there could be clear communication from Commanders to even the people who have a hearing impairment because the text would be on screen in huge letters.
Anyways, I’m sick of the imbalanced matchups. And I’m sick of mindless sheep zergs. I’m sure others were too when last year [Os] decided to purposefully tank our ranks so we wouldn’t have to match with a server we would have clearly lost to. It’s sad to me when the playerbase, as a consensus, can tell what is right for their server and the devs cannot. Instead of these “Adopt a dev” events, how about you play the game more often instead of where, when you actually play the game, it gets turned into an event.
I’m calling out the Anet staff on what I’m about to write here. Any mod who wishes to dismiss it will simply have to keep on dismissing it because I am exercising my right as a dissatisfied customer, and voicing my opinion. I did pay $60 USD for it, I do reside in the state of California, and employees at ArenaNet/NCSoft fall under Federal jurisdiction by working in WA, therefore this post is protected by the 14th Amendment, Section 1. No censorship prz. I have scanned most of https://www.guildwars2.com/en/legal/ and found nothing preventing me from posting this.
Oh and its exceptionally long.
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It has been nearly 3 years since I’ve logged onto GW2 almost a daily basis, solely for the PVP and content related to it. I always found having an kitten nal of 5 characters to choose from and the diversity of professions fun.
What made it quickly boring, however, was when I realized that the server matchups and sPVP were governed by a small handful of people who could not possibly encapsulate or foresee balance problems between professions, servers, skills, or even the niche populations of servers (the PvE people vs. the PvP ones).
What I am referring to is, and this may be outdated information or even false because the last time I heard it was 2 years ago, that sPVP alone was spearheaded by only 2 individuals. That means that it was only up to 2 employees to oversee and fix the problems that arose out of sPVP, like balance, whatever.
Because of this, I thought the same to be true of WvW. At one point, matchups were so stagnant that we once had the same server as an enemy for 4 weeks in a row.
If you fast-forward to now, we have had RIDICULOUS matchups based on this “new” system. And if anything of what I know about the matchups are true, its that they are purely based only on server population. This is not only volatile, to me its pure laziness. Instead of incorporating a set of equations based purely on a player’s viability to contribute to 24/7 war on their home server, we get matched based on POPULATION.
When I say to take a lesson from other games, specifically Destiny, there is a Combat Rating that they use for each INDIVIDUAL player based on the matches they abandon, their K/D count, their 6v6 Win/Loss Ratio, and other factors. This makes for fun gameplay between players of equal skill. It makes things interesting. The game doesn’t just sit there and match based on internet connectivity and how close a person is in geography, or even worse, how immediately available a person is once they seek a match. There is actually thought that goes into those matches. If there was something like a Rating per player here, it would give value to their ranks. Anet, you did a POOR job of implementing ranks across sPVP and WvW. Rank should reflect time AND effort, not the ability to mob one person 20v1 or sit there in that same group of 20 for hours ranking up based on captures. There’s a reason major MMOs have loot go to the highest damage dealt players, its because they contribute the most damage to targets and do the most work most of the time. So instead of awarding WEXP to everyone when 1 person dies, boost the WEXP gained based on the level of the person and give it to the one person who contributed the most to killing them! Don’t just award ranks because of how long they’ve been running around in groups! Make people earn it!
This leads me to my next point. Condition meta in this game has made people so unarguably lazy that I have literally seen the same people who sit in those groups of 20 make a necro, equip a scepter, and spam 1. Or they made a thief, stole, inflicted torment, stealth, and then spam 1 using pistols. Or they got a warrior, 2 leapt to their target, used F1 after spamming 1 on swords, then proceeded to spam 1 even more. Why do I bring up conditions? Because conditions should have a purpose, not be a lazy mindless form of fighting. Currently the only ones I can agree with are Poison for reducing Healing, Freezing for reducing movement speed and skill, Torment because DoT while moving is actually forcing people to think twice before running away, Weakness for reduced damage and energy, and the powerful attacks on Burn.
There are skins like this already, Wiki the Mistforged Hero skins.
They aim to release the tickets for these on a yearly basis methinks
Hi!
Originally I wanted the concept of a huge sword finisher to slam down on foes and thought that the idea would be cool. However, I got to thinking that there should be something for the people who are dedicated to their professions, in the form of the weapon best suited for each profession based on Spirit Weapon animations.
What I mean is, lets say that I main Ranger now. It would be nice to have a finisher summon a Longbow with a Barrage animation that was akin to the painterly animations that the GW2 team came up with when they first developed the concept art for the game; for Warrior, it would be a Greatsword…for Guardian, a Hammer, and so on and so forth.
What does the community think? I hope someone there at Anet sees this and gives a crack at it…
Thanks!
I’m sorry…but am I the only one who ever thought that the story line “The Source of Orr” could be better?
Personally I love the song that goes with the cinematic (Fear Not This Night w/o vocals), but here are my list of complaints with it (no I’m not whining, but I see much more potential for a climactic near-to-ending of personal story)
1) Some see this as a challenge, I see this as a nuisance; currently I am 50/50 about the well in the center of the room being too bright and being unable to see your ground targeting circles.
2) Camera pan is HUGE. Way larger than some of the boss fights I’ve ever been in. It’s disorienting. IMO the camera pan should adjust with different aspects of the fight; however I do not know the limitations of the engine, so I don’t know if it’s possible.
3) NOT ENOUGH RISEN WAVES AT THE END!! We are near the end of the fight with Zhaitan! Make this an epic battle that we cant forget! It’s amazing how almost all sound is cut out to make way for the song, but to me it goes by way too fast
There are stories that people on a real battlefield tell about where these things happen, where all sound goes out the window because of the stress involved…make it the same way here! To me it would make sense that Zhaitan throws all his nearby corruptions at you to try to stop the ritual…
Just my .02 cents…anyways, I just finished that part again and it was what gave me a deeper appreciation for the game (especially those two songs “The Seraph” and FNTN playing in the background the whole time), but I see potential for so much more.
Hi, necromancer Trait “Spiteful Vigor” (Death Magic, II) is not applying -Retaliation- on Heal Skill “Well of Blood”
Currently “Well of Blood” is affected by and traited with:
Ritual Mastery (Blood Magic, VIII)
Ritual of Protection (Death Magic, IV)
Focused Rituals (Curses Trait, VI)
Can anyone else confirm if this is bug or working as intended because the tooltip for “Well of Blood” lists Retaliation with a 6 1/4 second duration?
Thanks.
so.. you attacking someones block.. is them passive applying torment to you?
To me, the 5 stacks of torment do not justify one block.
To clarify and put into perspective, I have played guardian and run a burn block build that at most, that fits in my playstyle, can only get 2 secs of burn in. Torment does way more damage than burn.
Mesmer needs help, i get it but buffing this cancerous condi build that they have? You are basically promoting no skill gameplay and if this build ever rolls into the meta, that is last nail in the coffin for your so called competitive play. WvW roaming will be deemed dead as well as all you will see is PU mesmers and P/D thieves ( you already see endless of this brain dead OP spec).
What cracks me up is how you PvP’ers think the game revolves around you. Mesmer has one spec that you can’t face roll, and you all start crying. Ever hear of a cleanse? Know how to use that skill? No, instead of thinking up a strategy to counter, you all start whining. The mesmer finally gets a buff, and the sky is falling.
Did you ever think that Condition Mesmer in PvE might need a buff, and this scepter change was much needed, so they can actually kill something? Sure, it’s doable now, but it takes forever. Did you ever think that your incessant whining about mesmer a is the reason Mesmers are nothing more than a support portal-bot in PvE? No, you don’t because all you care about is yourself.
Sethren, the game does and should revolve around PVP. Condition build is indeed a mindless and brainless thing any mesmer can contribute. I run cleanse all the time and Torment on mesmer seems to get re-applied when i cant roll and i attack. The problem is with the auto apply. You can in fact dodge it, or blind it, but there is absolutely no skill involved with trying to get Torment applied in the first place. Currently it is just
-block- -Torment-
Which got added to
-dodge- -clone- poofstealth
So now the USSR space monkeys can add yet another mindless chain to their ezmode combos.
I’m sorry…but the QQ I see about adrenaline nerfs is rather sad.
I run GS/LB cheese burst on 2 with Bull Charge and Frenzy. Long Bow is to chase baddies that run their hardest, or pin down on initial burst.
I have never ran Cleansing Ire as conditions in this game get reapplied way too kitten quickly and I lose out on Last Stand, and granted that it has a 90 sec CD, stability is something that is required when you run into groups of 4 or more people (or 1 really friggin annoying engi with 23925662 blowout skills).
There are arrows on the utility skills for a reason; learn to swap them out to employ a broader range of possibilities on the field.
Warrior has access to so many great things that people dont use because theyre too busy using their sword and gs skills to run away. Yeah I use my gs to run away too; but I rarely do it unless its an unfair fight (cough cough condi mesmer). Besides, throw Sigil of Intelligence in with Eviscerate, and you can see why people hate us (run from a fight with full adrenaline/regen your HP out of combat). The adrenaline debuff was a doable change. LB F1 still uses all adrenaline on ground hit anyways. Hammer missing and then not using all adrenaline always seemed like a bug to me.
One time an uplevel tried killing me in WvW…he accidentally aggro’d a boar, and then another one. He died to the boars without me doing anything.
This made me laugh sooooo hard because I’ve seen similar things with Moas…xD
Incoming rant
Back when Conditions were somewhat ok, somewhat balanced, you added a new one called Torment. Now instead of spamming one bleed, thieves and mesmers get TWO bleeds and one that does double the damage if you’re trying to get away.
What was the purpose of this? If I dont want to engage with a thief, or engage with a mesmer spamming conditions, then I shouldn’t have to be penalized for running from the fight with torment. Now, as of right now, it is easier to counter condition thieves with warrior’s many condition wipes, but the cooldown of those wipes do not equate to the time it takes to reapply them. Mesmer on the other hand…let me not get started on Mesmer. Other than it’s a joke that one person can troll 6 people while virtually still being able to get away at will.
There is no merit in fighting with conditions. It is LAZY. It requires NO SKILL, NO TIMING. The proof is when someone who is so used to spamming a rotation of skills gets dumbfounded when that “IMMUNE” sign pops up and ends up dying because they cannot adapt to a situation. They rely way too heavily on DoTs taking care of their opponent while spamming stealth and warping all over the kitten place.
Anet, you have further contributed to this situation by reducing 10% of my crit damage. Why did you do this? That raw damage was vital to my auto 1 attacks, and yes to my 2 as well, but instead of addressing the issue at hand with OVERALL crit damage, WHY DIDNT YOU ADDRESS THE ISSUE ON SKILL BY SKILL BASIS?
It is not hard to see what skills hit the hardest, and are easiest to apply, Eviscerate, Kill Shot, Back Stab, just to name a few; why dont you nerf those skills and give me back my overall crit damage huh?
And if you want to say something about PvE, what sense does it make to nerf Crit anyways? With the introduction of ferocity, you should have boosted back the raw damage. Any person with any sense will tell you that “if I hit harder, i’ll win faster” especially at low levels because people like to level fast. There are other sets available that you have done an excellent job of providing should they get bored and want to trade up their power build for something like toughness.
If anything, things need CAPS in this game, not nerfs. You have repeatedly made mistakes with nerfing things rather than capping them. It is better to cap something and release incremental increases as time goes on rather than allowing people to max one thing out and get stuck in it.
I won’t be checking this thread. I’ll continually pick on people with those little red castle signs so that they can get a clue about playing their own game IN PvP, NOT in PvE. Maybe if some more attention was garnered to improve the PvP in this game people wouldn’t get so bored of it and leave.
How about implementing a stun system that should be implemented to players as well?
That is, if you receive too many stuns at once, you gain stun immunity for like 5 seconds with a 7 second cooldown. It would be an inherent skill available in the background, like the aggro you get from WvW Veterans who switch targets (which I have still yet to figure out what the AI is doing in the background to switch targets)
The reason I say this is because most professions have access to at least 1 CC type skill on their main weapon without the need for Utility skills; defiant adds so many doggone stacks that drain so quickly that this system would make things much more interesting, because you could still time interrupts.
Idk, just a suggestion.
If you’ve ever had to play on the most minimally capable computer, you would know that jumping ability isn’t always trainable, it’s a software issue.
Actually if it is a minimally capable computer it would be a hardware issue, not software
If the computer fulfill the minimum requirements of the game (which might change over-time mind you) it should be fully possible to train it.
But since the player didn’t really seem to talk about having a bad computer but rather just being bad at jumping I would say that he could very much train up the ability.IF the issue is with computer slowing down and such, lowering graphics to the very lowest should help quite a bit.
Ok you’re getting on my nerves. You keep answering to this post like you’re some kind of expert on Mario on GBA.
Let me tell you something Krall; this is not SMA:GBA. Someone already posted in this thread about being in Australia.
Let me ask you, do you know anything about Ping? Jitter? Latency from your ISP to the host server? If you’ve got a ping of 250+ you are auto kicked from most Halo multiplayer servers based on script alone. This is because the packets of information are hiccuping in their course of travel causing unreliable connections to the host, resulting in what is called “warping” around the map. Since you keep answering blatantly, you must be one of those people who accuse someone with bad ping of hacking because you see them warping around the map; but they aren’t hacking, they just want to enjoy the game but their ISP is pure crap.
Forcing the jumping puzzles on people with bad ping is a bad move. Having jumping puzzles in an MMO like this is just plain kittened IMO. They should focus on improving the combat mechanics and implementing new terrain dangers that force people to actually THINK, not just “oh, let me match purple with purple”. I’ll tell you what, if we can pick up aspects around WvW it would make it much more interesting than what it is now. And that comes from killing nearly 31k+ people over the past 2 years.
So learn something about Ping, Jitter & Latency before you post again please.
(edited by FugueState.3842)
Excuse me, but me a pug?
I can hold my own against 3-4 mediocre players at once, ask anyone on NSP that has seen me take on full groups and rally at least 3 people within 4~5 seconds, all full 80’s lmao!
That isn’t the point here, your profession is EASYMODE with Black Powder and Backstab, the sole reason I don’t play a thief is because of how easy it is! I prefer greatsword, k, thanks, I don’t need to be changing my weapons in a game that likes to promote “play the way you want” simply because one profession is kittenedly imba. You can stealth in stuns, you can move 50% faster in stealth with traits, you can stun and block finishes on both sides of the coin.
It’s time Anet do something about balancing your armor stats with your health pool and nerfing several aspects of this coward’s profession.
Wukunlin.8461, another person who won’t bother reading what was typed above…
I can get rid of blind by hitting something?
What exactly am I supposed to hit? A tree I guess. IMO there shouldn’t even be mobs in WvW maps in the first place.
Which brings up another thing I had completely forgotten about: the cloak and dagger running thief, the ones that run to mobs and cloak repeatedly so they can rally.
Thief is shrimpy if you build it wrong.
But build it right and it actually can take more hits than anyone thinks.
My big deal with this skill is the blind pulse, 4 seconds and 4 physical misses is an eternity in EB. And FYI, I do not stand in it, but a thief that can abuse it will run around it for 2~3 seconds, combo out of it, stealth, and then repeat. So in those 2~3 seconds, you aren’t able to get a hit in because theyre all over the place, then you cant even see them so you end up wasting a CC/AoE skill…then the cycle repeats all over again.
The absolute worst though, is thief has access to stealth finish, blind finish, and negate finish through stealth. All easily accessible through normal skills that require initiative. So all they do is pop Black Powder when you’re downed and then you’re pretty much finished, a completely unfair facet to a game mechanic that was supposed to almost provide a second chance.
If I want to stomp someone without interruption, I need to waste a utility skill for stability and 0 damage. Or if I’m lucky, my traits aren’t on CD.
I’m pretty sure that this has been posted elsewhere before but this skill is ridiculous.
Being able to almost completely negate damage from a melee class, then being able to combo field out of it with stealth is also ridiculous. Being able to shoot and inflict blind over a distance with it is just adding insult to injury.
Warrior has a maximum of 8 second physical damage negation; we get no “Invulnerability” animation, which means we are still subject to control conditions and condition damage. Now coupled with Stability and Berserker stance you can stand there for 5 seconds and literally take no damage or anything at all; but that uses up all 3 of our utility slots and leaves no room for versatility
Thief can pop black powder, and combo field stealth a kittened amount of times staying in stealth for like 30 seconds+ if timed right. They have access to traits that allow faster initiative regeneration in stealth. WTF?
Blind by itself is completely overpowered.
My suggestion for nerfing this skill is to apply FUMBLE instead of blind, and keep the combo field the way it is.
Or, make blind 50% chance to miss, not 100%. There are varying degrees of blindness in the real world, and I do not like the fact that Necro and Thief have access to skills that can render a profession completely useless.
Or, if you insist on keeping the blind the way it is, change the Combo Field to Dark at least…or even apply stealth cooldown to the leap combo!!
I sorta wanted to point this out since it’s surfaced on Anvil Rock apparently:
http://www.guildwars2guru.com/topic/52037-guard-now-lets-your-pet-climb-walls-well-float-up-walls/
" Posted 22 August 2012 – 02:00 AM
“Guard” seems to have been significantly improved. I may have more details after reviewing footage, but… so far…
- It grants about 5 seconds of Stealth to the pet.
- It also granted my pet 15s of Protection… but I have quite a lot of +Boon Duration.
- When you assign the area to guard, the pet will walk to the wall, then float up.
- Once it is up there, it obeys normal movement rules and won’t go up or down walls.
- My pet could reach places previously unreachable… such as the tops of lamp-posts and statues.
- I did not get a chance to test it in WvW, but pets might be able to go up and down walls with “Guard.”
- On the Keep control point, the pet was able to climb up to the above platforms without problem.
- The Pet will fight hostiles that enter the area, but if they leave the area, the pet will return to its spot.
- Using any pet command will break “Guard.”
- Walking too far from the pet’s area will break “Guard.” (Decent range)
- A cat stuck on a lamp-post cannot attack anything not on the lamp-post, but ranged pets can.
- While you have a pet in Guard mode, you cannot capture a control point. (assume it is a bug)
- Changing “Guard” to another skill, while the pet was on guard, did not break guard.
- Guard did not seem to break randomly as it did last week."
According to the above webpage, using Guard will allow pets to climb walls in WvW to attack players or siege weapons. Is this effect intended or a bug?
(edited by FugueState.3842)
This has been an issue that has been discussed numerous times on the forums.
While I completely agree with everything which you have stated, I don’t feel that the forum needs another topic regarding the issue, and I have said all there is to say on the matter elsewhere.I’m certain that by now, ANET is well aware that people have issues with the right mouse button and it is only a matter of time before the issue is resolved.
What makes you the authority here? Sorry, I must have missed your red banner somewhere while reading your response /sarcasm
Anyways, since google threw this thread at me rather than the other “numerous” topics there are, I will reply to this one. I agree they need to push an option for this, because as it is right now it makes shooting people on walls a pain in the kitten (especially a bow user). This is one of many frustrations that are driving me away from the game in conjunction with a broken mouse
(edited by FugueState.3842)

