Showing Posts For Glennage.6273:
So I’ve been away from GW2 about 6months, I left when I couldn’t think of anything to do and the grinding for ascended gear wasn’t really my thing. WvW at that time had also started to becoming tiring, with lots of balance issues going unanswered and Anets focus on the ‘Living Story.’
So I’ve come back to the game after what I consider to be quite a long time for a game and it really doesn’t feel like much has been added or changed. Sure there is a new WvW map a few new skins but what I was really looking for was some balance of the classes. It feels to me like there are still big issues when it comes to WvW, something that is a massive factor of the endgame. I’m not screaming for nerfs here just pointing out things that I’ve noticed so far in the 3 days I played after being away for so long.
Warrior – Still dominates most engagements with hammer/healing signet/dogged march meaning that I can still take out pretty much anyone that isn’t full condition burst, not much skill involved and I can be very reckless and careless without losing much health (lowest I got to was about 16k from 22k health) and still dishing out lots of damage. What’s going on here feels like nothing changed whatsoever? Its just easy mode still.
Thief – Still no changes to d/p or d/d to bring d/d into a viable weapon set over d/p. D/P just feels like easy mode again, I can dictate my engagements, still have lots of initiative, perma-stealth when I need to with no need to get close and take the risk as in d/d. S/D however seems to have been nerfed instead, making it pretty useless compared to what it was, removing the stun breaker from sword 2 and also putting that 1/4 second casting time and removing the 2 boon steal makes it feel sluggish. Its not bad but not great.
My main gripe with thieves balance is that they are still only really useful for roaming they don’t have much group synergy still.
Rangers – Well these guys still have it hilariously bad. I don’t think I even need to explain how useless I feel playing my ranger. Every other class does it better.
Group Balance – All I see still after all this time is Hammer Guard/War trains with their staff eles and maybe a necro or 2 for good measure. Still doesn’t feel like the synergy with other classes is there so no point in running them in a group.
So are Anet actually pursuing changes in the class balance areas or just sticking with Living Story and PvE which really isn’t my thing (I find most of the PvE in this game very dull). I would love to get back into the game as it’s a truly great one and balance is a difficult subject, but at the moment I can’t see me doing more than playing for a couple of days. I could be wrong maybe a lot has changed?
Are there any things that stick out to you guys which have gone unanswered for a long time?
Great fights tonight, I hope Arbor and RoS don’t chuck the towel in too early, best matchup RoF have had for weeks, was so fed up with the constant blobs! I look forward to some more small scale battles with you guys!
I have to join in on this. I don’t post very often but this is a tragedy in game design. The new ruins are great, whoever was the level designer did an amazing job there are tons of new open field fighting opportunities.
But isn’t it obvious that the buffs were and are an incredibly bad decision in game design? Will one of the Devs please explain to all the people on these forums what they were thinking as clearly none of us understand.
It took 30 mins for the winning server to gain all 3 buffs and there they have stayed due to the huge groups that are swiftly moving through them capturing everything and holding everything.
Gw2 is a great game and I’ve spent a considerable amount of time playing, which is why I want them to keep on improving it and gaining more players. But at the moment WvW is not improving, these kind of badly thought out ideas are killing a game that has so much potential and thousands of paying customers.
Would love a response here but know that it probably won’t come.
I don’t want to jump from that high (although that would be kitten) its just annoying when we’re losing a hard hitting skill that would have kept us alive just because of a little hill. Fingers crossed it gets a fix at some point!
So I play a lot of WvW and PvP, and recently have gotten into playing Warrior with hammer quite a lot. A great deal of my control and damage comes through my adrenaline burst skill ‘Earthshaker.’
However there is quite a huge problem with this skill when it comes to uneven terrain. It doesn’t hit…
If your enemy is on a different level of terrain e.g. lower steps, lower hill anywhere that is slightly lower that you you cannot hit the skill so it becomes useless. This is a big deal when it comes to 2v1s and you don’t have the time to manuever into a better position.
Is there any news of this being fixed or has it just been left like a lot of the obstruction and skill miss issues in the game?
Hi all,
Just thought I’d make a topic asking people their views on the current state of WvW and the game in general and whether you can see yourself sticking around in GW2.
So for me I hate the PvE side of GW2. Its lifeless, dull and the AI and build of enemies is incredibly boring. High health pool, high damage with 30 players spamming their attacks is super boring and the Living Story for me is poorly written (although tons better than the personal Story) and not ‘Living’ as the title seems to suggest. There is just too much repetitive boring and poorly designed PvE content for me to get interested sadly. But to each’s own. Some people like it!
Now after I originally bought the game on release and left it I came back a few months later to discover WvW. Wow I found an addiction to a game which I haven’t had in years. WvW was incredibly fun and I loved building up your characters with equipment and fighting intelligent players rather than high health pool boring AI. Coming from a low tier server I loved the small roaming groups battling it out or 1vXs you could encounter.
Then matchups changed. Since then its been week in week out unfairly numbered fights with probably 2 or 3 weeks with matched up numbers. Fighting a tier that is 7 tiers higher than you is ridiculously boring especially when you have constant face rolls of 30+ vs 10 with no players wanting to break off into smaller groups or running straight for their huge zergs if things look bad. I don’t mind that these servers run in huge groups but its just not fun to place them in lower tiers with much smaller populations.
I’ve invested a ton of time into the game so I really want to play it but really this has been disastrous to my enjoyment of what I think is a fantastic game. I can’t see myself playing the game much longer, as there is just too much content that seems like useless throw away rubbish (Living story) over really investing some developing into the content which is there week in week out (WvW).
Do you guys feel the same or is there still a huge draw to the game for you?
TLDR: Do you guys feel like the enjoyment of WvW is lowering due to unfair matchup systems and focuses on (in my opinion) incredibly boring PvE content making you want to leave the game. (Not good for the future of GW2)
The thing is, all other class mechanics of other classes have a way of countering them. Stealth does not. It’s not thieves that are OP, stealth is just a broken mechanic the way it was implemented in this game. Just about every other game that has some sort of stealthing class has some way of countering it. And no, all you people saying just AoE or swing where they vanished, that is NOT a counter. Pick up a kitten dictionary and look up the word counter. Countering would be a way to outright stop them from doing it or a way of removing it from them after they do it. All other class mechanics have a way to stop them from doing it. Stealth does not. And that is what makes it unbalanced. They don’t need to nerf thieves. They just need to give other classes a way of revealing them. Hitting someone who’s stealthed should reveal them. that’s never made any sense to me. in other games when you take damage while stealthed,, you get revealed. That actually requires skill to stay permanently stealthed and not get hit and thus being revealed, unlike in this game where its just a reset button for people to troll with. It has far too many advantages and far too few drawbacks.
How do you counter someone from doing anything? You use your attacks? You want to counter stealth? Use a stun/knockdown/knockback/daze/immobilise, stay ranged if they are d/d, p/d or burst them as they come out of stealth. OR like you say AoE the area.
What is the counter to a mesmer shatter? A block? Use that for a stealth attack. Stealth has plenty of counters exactly the same as other technicques of other classes have plenty of counters, the majority of them being stuns, immobilise, knockdowns, blocks and damage.
not every class has access to on demand wide area knockdown/knockback/stun/daze/or immobilize and not to mention immobilize can be easily cured or shadow stepped out of.
and most immobilizes need a target to cast, and with the range they can move staying ranged is a poor solution, and no theives aren’t squishy enough to just burst down in 3 seconds or less.you’re only solution to killing these people is needing a large group that is able to chain control skills, i.e needing a group thats only good at killing 1 to 2 people.
the main problem is that thieves have access to stealth fields, take those out or change it so heartseeker is no longer a leap finisher, or shortbow 2 is no longer a blast finisher, and that will be 90% of the problem people have with thieves
A lot of Thieves are absolutely squishy enough to burst down, maybe not always in 3 seconds but depending on their skills and cooldowns and your own skills and cc’s you can have way more than 3 seconds to get them. My solution is not having to be in groups at all its being intelligent with your skill use if you want to beat them. You can’t win every fight with the skills you select, some classes and builds will be able to beat you based on your own build, thieves don’t have the ultimate build to counter every class and everyones build.
The thing is, all other class mechanics of other classes have a way of countering them. Stealth does not. It’s not thieves that are OP, stealth is just a broken mechanic the way it was implemented in this game. Just about every other game that has some sort of stealthing class has some way of countering it. And no, all you people saying just AoE or swing where they vanished, that is NOT a counter. Pick up a kitten dictionary and look up the word counter. Countering would be a way to outright stop them from doing it or a way of removing it from them after they do it. All other class mechanics have a way to stop them from doing it. Stealth does not. And that is what makes it unbalanced. They don’t need to nerf thieves. They just need to give other classes a way of revealing them. Hitting someone who’s stealthed should reveal them. that’s never made any sense to me. in other games when you take damage while stealthed,, you get revealed. That actually requires skill to stay permanently stealthed and not get hit and thus being revealed, unlike in this game where its just a reset button for people to troll with. It has far too many advantages and far too few drawbacks.
How do you counter someone from doing anything? You use your attacks? You want to counter stealth? Use a stun/knockdown/knockback/daze/immobilise, stay ranged if they are d/d, p/d or burst them as they come out of stealth. OR like you say AoE the area.
What is the counter to a mesmer shatter? A block? Use that for a stealth attack. Stealth has plenty of counters exactly the same as other technicques of other classes have plenty of counters, the majority of them being stuns, immobilise, knockdowns, blocks and damage.
People crying about thieves killing them and constantly posting for nerfs. Maybe add a training zone for the people to learn that stealth isn’t invincibility with some easy counters and a weekly help meeting for people to talk about how thieves are OP and how they got downed by a thief in stealth because he was using his cheating mechanic.
Is this all your posts or something? Complaining about people complaining about thieves?
Haha at the moment it is yeah. I don’t usually post at all, there are just too many posts going over and over the same old stuff about thieves and it gets old on the forums.
A thing I’d like to see added is a squad list menu, so you can see people in the squad or turning on commander only for your squad to see, rather than the whole map.
People crying about thieves killing them and constantly posting for nerfs. Maybe add a training zone for the people to learn that stealth isn’t invincibility with some easy counters and a weekly help meeting for people to talk about how thieves are OP and how they got downed by a thief in stealth because he was using his cheating mechanic.
I definitely agree that you should become revealed after hitting aegis or a block, seems strange that it isn’t already a mechanic.
The main thing that people forget when they post another silly (which this post isn’t) “thieves are OP” thread is that thief is most probably one of the most used classes in the game especially for WvW. Stealth confuses the majority of new or less skilled either because they are casual players or just not so good at the game. There are a lot of great thief players, that can use stealth intelligently and tactically to confuse a great number of opponents but there are also a huge number of terrible thieves that think that stealth makes them invincible and they get flattened by anyone with a brain. This is the same with any class, there are great elementalists that can destroy groups of players, but others that can hardly face one, great mesmers that can take on large groups, also using stealth but others that can’t do anything without a zerg handy to help. This goes for all classes i’ve seen necros, guards warriors, rangers, engys the lot take on large groups of people and win. Yet you see very little posts about these other classes being ‘OP’ and I attribute that not to class balance but to the larger number of thief players that solo roam and the large amount of inexperienced players that do not understand stealth and get frustrated as soon as they use it more than once.
What i’m getting at is that the mass of ‘thief is OP’ posts come from being frustrated by stealth and not understanding it through lack of skill and/or experience. Thieves that are well played should not be nerfed into eternity and that is why Anet hasn’t. More players play them and therefore there are a larger number of skilled players on the field usually solo roaming or in small groups. If they do get nerfed too much then they will be boring to fight, I for one as a D/D ele have a great time fighting thieves of all levels as much as I do other classes and if they take me down I attribute that to their expertise in using the profession skills at their disposal, not cheating, being cowardly or OP mechanics.
Does no one else enjoy the current level of thieves, the ease of taking on less experienced thieves the challenge of taking on a skilled player?
It does get boring of all the people that constantly cry about stealth being a broken mechanic. STEALTH IS NOT INVINCIBILITY. Use your head a little bit and place down some aoe or set up for their next attack so you can lock them down.
Personally as a D/D ele I find that I never lose against thieves! Their attack patterns are just too predictable. Using shocking aura just after they go into stealth means they either have to wait out their time or attack you and become stunned allowing you to dish out more damage, use updraft for the knockdown, switch to fire for the burst then switch to earth and keep them in place with magnetic grasp (just first part of the skill) then if they re stealth or use shadow refuge aoe the kitten out of that area and prepare for their next attack with frost/shocking aura so they can’t get away. Be aggressive don’t just keep backing up and running away.
When they go stealthed don’t just give up and think ‘doh they are there I can’t attack them.’ Even on my guardian I don’t feel like thieves are a threat, are people that constantly moan about them being ‘OP’ little cry babies that get jumped by them and due to lack of skill can’t learn how to deal with them?
They are one of the most predictable classes to duel!
I have this exact issue with Medium Armours on my Sylvari and its driving me nuts. Its near impossible to make them look as cool as the humans do as nearly all medium armours have some sort of coat, which bulges out and looks really lame on my sylvari. I only realised this since I’ve been trying to get exotic armour and I love my sylvari, I realllllllly want a fix for this
My main character is a Sylvari wearing medium armour. I leveled him all the way up to 80 and have spent some considerable time playing with him, so much so that I could never delete him or start another. I love some of the medium armours in general they look great on Humans but there is a massive problem when it comes to Sylvari armour. As soon as a sylvari puts on medium amour it seems that their kitten grows substantially. It looks horrible especially with the smaller sylvari. All of the armours look really badly fitted compared to the humans. Sylvari don’t have arses so I don’t see why they bulge out like this?
Just wondered if anyone had heard about any fixes coming to the Sylvari armour? At the moment I can’t bring myself to invest in any exotic armour for the sake of it looking so stupid. kitten humans why do you look so good now I’ve got to high levels!
I orginally posted this on the Guild Wars reddit but thought i’d post it here too!
Its just some suggestions for WvW without including the things that we already know will be fixed and the awesome extras on their way in March.
I’ll get the ball rolling with my own suggestions!
1) SCOUTING
The ability to ‘spot’ enemy groups when in vision, so that they are shown on the map. If an enemy zerg is seen then a skill to be able to alert your server of their presence would be great for not only for more depth to scouting but for strategic placement of battles. This skill could be handled with a cooldown so for example “Send warning raven” which shows the enemy for 10seconds on the map and has a cooldown of 30seconds, allowing zergs or groups to not constantly be spotted. It also means groups will have to be sneakier when travelling and with the culling fixes on their way would make ambushes and scouting an exciting experience.
Also removing crossed swords on default when battles begin and instead making it so that someone has to “spot” or “send for help” means that zergs can move unnoticed in some circumstances as long as no one gets a raven away. When sieges begin instead of them turning up on the map straight away as crossed swords, there could be an option to send a messenger raven from inside the keep or tower, which then makes “DEFEND MENDONS GAP” for example, pop up in the corner of the screen on other players huds. This helps with map chat getting too full up with people saying ‘defend this’ ‘come help here’, which some people ignore and makes a more official way of showing players where to help out, while enriching the job of scouting into an extremely valuable WvW area.
2) SQUADS
A squad menu on the map or a new integrated squad screen could allow players to see how many squads there currently are, how many players there are in each, who they can join and their tagged objective. For example there could be squad 1, squad 2, and so on. squad 1 may have a tagged objective of ‘attacking Quentin Lake’ but have 30 players there, whereas squad 2 may have ‘defending Stonemist’ and only have 10 players. You then know that squad 1 should be okay for now I should join squad 2 and help there, and can make informed decisions on where to go and who to help out, as soon as you log in. This would help newer players and more skilled players direct their armies, rather than unorganised servers running around like headless chickens. It also makes objectives more official than someone writing in chat ‘we should try this’ and breaks up single zergs into more tactical and manageable teams.
3) COMMANDERS
Although there is progression coming in the next patch we do not yet now what it will entail so here are some suggestions for commanders. Give them the ability to see all allied players on the map, allowing for greater tactical decision making. Also allow them to see the members of their squad and the other squads, so that commanders can work together in arranging their armies allowing for huge depth to battle tactics. Commanders can each draw one arrow on the map highlighted as squad 1,2 or 3, etc which tells the server where they are planning to hit an army/direct themselves/etc. This makes it easier for unorganised players to see whats happening and what is planned, so they can understand where they can help, where they should go etc. Also changing the look of commanders names in map chat would help too, as sometimes you don’t know who is and who isn’t a commander on quick glance.
4) PEACE ON WEEKLY RESET
This is my last suggestion and is more for the fun of WvW and keeping the competitive spirit and community going. At the start and end of the week on reset why not for 5 mins turn the whole map allied and allow everyone to talk in map chat. Then you can congratulate the server who won, have some competitive banter with the server you are about to play or have just beaten and just generally have a bit of fun in the chat before the next game starts and at the end of a long week of play. I can imagine it now, an epic battle between two rivals and the clock times out, everyone turns to allies and begins dancing in the castle, celebrating an awesome battle and a great fun week.
So there you go sorry it was so long and excuse my grammar I don’t usually write this amount, but GW2 has a big hold on me and i’d love to see WvW turn into the amazing experience I know it could be. I have very little coding and programming background so sadly I don’t know how hard some of these ideas would be to implement. Can’t hurt to suggest though! Would love to hear your suggestions and feedback and you never know some of the suggestions on this post may be, at some point implemented!
I orginally posted this on the Guild Wars reddit but thought i’d post it here too!
Its just some suggestions for WvW without including the things that we already know will be fixed and the awesome extras on their way in March.
I’ll get the ball rolling with my own suggestions!
1) SCOUTING
The ability to ‘spot’ enemy groups when in vision, so that they are shown on the map. If an enemy zerg is seen then a skill to be able to alert your server of their presence would be great for not only for more depth to scouting but for strategic placement of battles. This skill could be handled with a cooldown so for example “Send warning raven” which shows the enemy for 10seconds on the map and has a cooldown of 30seconds, allowing zergs or groups to not constantly be spotted. It also means groups will have to be sneakier when travelling and with the culling fixes on their way would make ambushes and scouting an exciting experience.
Also removing crossed swords on default when battles begin and instead making it so that someone has to “spot” or “send for help” means that zergs can move unnoticed in some circumstances as long as no one gets a raven away. When sieges begin instead of them turning up on the map straight away as crossed swords, there could be an option to send a messenger raven from inside the keep or tower, which then makes “DEFEND MENDONS GAP” for example, pop up in the corner of the screen on other players huds. This helps with map chat getting too full up with people saying ‘defend this’ ‘come help here’, which some people ignore and makes a more official way of showing players where to help out, while enriching the job of scouting into an extremely valuable WvW area.
2) SQUADS
A squad menu on the map or a new integrated squad screen could allow players to see how many squads there currently are, how many players there are in each, who they can join and their tagged objective. For example there could be squad 1, squad 2, and so on. squad 1 may have a tagged objective of ‘attacking Quentin Lake’ but have 30 players there, whereas squad 2 may have ‘defending Stonemist’ and only have 10 players. You then know that squad 1 should be okay for now I should join squad 2 and help there, and can make informed decisions on where to go and who to help out, as soon as you log in. This would help newer players and more skilled players direct their armies, rather than unorganised servers running around like headless chickens. It also makes objectives more official than someone writing in chat ‘we should try this’ and breaks up single zergs into more tactical and manageable teams.
3) COMMANDERS
Although there is progression coming in the next patch we do not yet now what it will entail so here are some suggestions for commanders. Give them the ability to see all allied players on the map, allowing for greater tactical decision making. Also allow them to see the members of their squad and the other squads, so that commanders can work together in arranging their armies allowing for huge depth to battle tactics. Commanders can each draw one arrow on the map highlighted as squad 1,2 or 3, etc which tells the server where they are planning to hit an army/direct themselves/etc. This makes it easier for unorganised players to see whats happening and what is planned, so they can understand where they can help, where they should go etc. Also changing the look of commanders names in map chat would help too, as sometimes you don’t know who is and who isn’t a commander on quick glance.
4) PEACE ON WEEKLY RESET
This is my last suggestion and is more for the fun of WvW and keeping the competitive spirit and community going. At the start and end of the week on reset why not for 5 mins turn the whole map allied and allow everyone to talk in map chat. Then you can congratulate the server who won, have some competitive banter with the server you are about to play or have just beaten and just generally have a bit of fun in the chat before the next game starts and at the end of a long week of play. I can imagine it now, an epic battle between two rivals and the clock times out, everyone turns to allies and begins dancing in the castle, celebrating an awesome battle and a great fun week.
So there you go sorry it was so long and excuse my grammar I don’t usually write this amount, but GW2 has a big hold on me
and i’d love to see WvW turn into the amazing experience I know it could be. I have very little coding and programming background so sadly I don’t know how hard some of these ideas would be to implement. Can’t hurt to suggest though! Would love to hear your suggestions and feedback and you never know some of the suggestions on this post may be, at some point implemented!