I think that stripping of stab could change from 0,75 to 0,85 of second.
Anet recently changed it so you cant ress fully dead while you are in combat. Right now it’s in a good and balanced state except the bugs.
Like if you start reviving and someone gets you in combat you can just continue reviving. That must be a bug because you are in combat and you should not be able to continue.
Pre-HoT time maxing damage was about doing 10k damage. There were exceptions like killshot warrior and those exceptions were tuned down fast, in Anet time.
With HoT the damage overexceeded those magical 10k and its very common to see damage of 15k.
Pre-HoT also needed those classes that were able to do this insane damage to have specifical build for that damage. It required setup and skills usage. Most classes like thief relied on their own mechanics like stealth or adrenaline with warrior.
Sadly now you dont need to use those specific mechanics to be able to inflict this high ammount of damage.
Mesmers for example needed to do a combo with all their clones/phantasms and then needed to wait for cooldowns.
Now even if you avoid the first spike, with normal damage that is near 10k you are dead soon.
Bunkers were not so easy to kill because they focused on maximazing armor and health with using their abilities to keep those up. With current high level of damage bunkers now rely only on abilities, most of them on higher CD.
This “kill in second or two” is exactly what I am saying. Its just plain bad. Fight should be about minute or two. We are not playing FPS.
6 months after HoT I must say that I am disappointed by the way the game is going in terms or damage.
With change of traits, removing stats of them, moving those stats to base stats, and introducing new elite specialization it feels that damage is just too powerfull.
To get me right, MMORPG should never be about duration of fight in miliseconds. And that is current state of the game.
Most fights ends in 2 seconds, either you got oneshoted or you avoid the damage and oneshot enemy because he blew his cooldowns.
In PvE in old maps, there is no point going anything else than zerker and you can go rush in the middle of NPC group and kill them by one skill. On new maps its more difficult but once you learn attacks of the mobs you can do the same.
In PvP match turns quickly to “keep running back” because that is where you spend most of the time.
In WvW this high damage result in pirate ship. Melee in groups is mostly non existant and guild that keep insisting on melee train have problem to get to the enemy. Ranged groups wins 80% of the fights. And all fights ends very soon.
Even threeway fights in SM ends very quick, there are no longer 30 minutes or longer fights where you need to use some"tactics". Just range enemy,range enemy and more range the enemy.
With melee train disappearing we are also limited in group compositions as there is no melee train of enemy you need to counter with your melee train or build your melee train to be fast avoid enemy train and get to backline.
No there is currently just one group composition – casters.
Now seeing this makes me wonder why Anet changed the game into this direction.
Loosing to enemy player after 5 minute fight where you need to use all skills, enemy is almost dead several times, you are almost dead several times, its not so frustrating as current “press the key in miliseconds or you are dead”.
What i wanted to say is, why Anet not tune down damage lets say 15% to keep PvE damage on par with enemies, and allow PvP and WvW to be a game of skills again not game of miliseconds.
some points are valid.
- taking down outside and inside walls was bad, but not as bad heigh advantage at air keep where you basicly have zero chance to get enemy catas down. It also allowed defenders to build balista at inner and shoot down the catas before they breached outer. Or just use canon. Inteligent people also used canon splash damage as prevention against bubbles.
-traveling between camps is about the same time as on DBL,same for keeps, different is time needed to run form center of one keep(lord room) to center of other keep, but to walls and gates at outer, DBL is faster
-Lords will be adjusted
-sentries, on Alpine it will make sense if sentries will spot you, on Alpine they are strategically positioned, not so much on DBL through
-smaller structures helps defenders actually, having to run 5 minutes around the keep to be able to scout which sneaky wall/gate is enemy hitting is annoying. On Alpine Hills scout can be at outer wall and easily in 10 seconds be able to scout south/north.
Wut? Alpine is the perfect map for karma train. A map you can flip in 12-15 min without any issue.
But that was possible only because gates could be max reinforced.
Make gates on Alpine to go Fortified too and its much harder.
Btw you can flip DBL in 20 minutes.
Mostly what I read here is about mechanics. Like is it better to enemy run throught map or just save few steps and wp.
But noone talked about primal mechanics aka defending/attacking.
Defenders are bound to certain areas and thus having a way to get there is really crucial. Defenders cannot just say, ok lets go other keep and try to flip it. Defenders can just say: hey they are attacking that keep we need to defend it.
But attackers, with or without WP, have freedom where to go. They can even go 2 other maps.
If a group comes to enemy bl, its basicly their choice to go there and attack. They can choose if they will go west,east,south or north and try to sneak or brute force inside a keep or tower.
Defenders then needs to rally their forces and go defend.
And this is the primal mechanics = clash between servers.
WvW maps should not be about if you can get to camp in 20 seconds or 22 seconds.
WvW mechanics should not be about saving steps to guys who can choose what ever target on the map they want.
WvW should be about servers fighting and it does not matter if small groups or large groups or roamers either open field or siege.
While current DBL is “big” map thanks to current mechanics its small.
Attackers have advantage with side keeps and their waypoints, but this also limits them.It limits their targets.
While on Alpine with old WP system(i dont mean upgrades) most fights happened between bay-gari-hills with priority on side keeps, on current DBL fights rarely happens at south making half of the map useless.
To better understand what I mean lets make an example.
Two attackers group,one 25 man keep/tower flippers and one 5 man group camp/tower flippers. Same on defending side.
Because its easy to see enemies in Alpine, defenders take care of south and are able to spot attackers fast and call 25 defenders to bay to assist with defense. This results in “longer” fight/sieging in bay with 50 man “having fun” Spells flying everywhere, commanders calling their people, siege being built, gate finally down, lets fallback to inner.
At same time 5 attackers can go 10 additional targets. This also result in lets say siege of southeast tower aka Lake tower. Because defenders see swords, 5 defenders Wp to hills and rush to Lake tower to defend it.
This result in another fight.
Rinse and repeat for other objectives and people will be able to fight everywhere and every tower/camp is valuable. Either like a passive scout point (swords) or active (scouts in towers).
Most fights happen at south(if not heavily outnumbering enemies) while keeping north open to rushes.
Attackers have clear advantage and flips fire keep very fast. One problem is the area fire keep have. While in Alpine, its easy for scouts to see whats happening, on DBL its much harder as the keep is very “full”. This will result in lower time of alarm, thus defenders will just not care about fire keep mostly.
With south tower already belongs to attackers, camp was flipped on way to keep(same on alpine) 5 attackers have 8 possible targets. If we talk about east south tower, defenders will just not care because that tower is too far and basic map mechanics are telling them it was never their tower. Its enemy tower from the start. Route and travel time is favouring this mentality.
Now with this attackers gain 3 structures without even trying.
This severly limited another possible targets as north west (academy) tower is better accesible from fire keep. And this is not only about mere location of the tower, but also about “rotation” of the tower. Have you ever seen army that build fortress with gate towards enemy land? Most fortresses have gates facing their own lands aka away from enemies (no that back portal is not the main entrance).
Now the difference I wanted to say is that on Alpine, attackers had a choice where to go and defenders had a chance to defend. On DBL, with Waypoints really helping this, its just Gari that is worth saving.
On Alpine not having north towers meant that your gari will be trebed. On DBL not having north towers it means you wil loose some PPT.
On Alpine north having bay/hills and waypoints in it meant for defenders that they lost control of the map and needs to recap it. On DBL it just means that they lost some PPT.
So WP should be made usable to any server having the keep.(with contested WP by hit the gate, that will prevent enemies using gari WP all the time) And WP should be Tier 2 in upgrade. It should not be instant but it should not take long. But having all enemies just WP to keep after you just flipped it and maybe just because you managed to keep enemy group of the circle that is just bad.
lil devils x.6071 the problem is that Anet needs to recognize there are WvW players and PvE players and PvP players and players that play multiple modes as they want.
Until Anet thinks there are PvE players that occasionaly play WvW, and PvP players, things will never go right.
And then after they understands these types of players, they need to look what those groups want.
While PvE player want mostly to afk cleave trought NPCs to a chest to get loot, PVP players want to oneshot enemy, WvW players dont want any of those.
Those glorious days before HoT where only one class was able to oneshot and it was tricky and not reliable. Those days when WvW was not about onepush enemy or die in that push, because you could take few hits of damage.
With skill balance, Anet should change damage calculations. Or make a WvW bonus only that will give players 1000armor and 10000 health when entering WvW.
This would help against that silly damage power creep introduced with HoT.
And then they can have tactivators like they want.
What I am interested in hearing is how will the WP situation be handled. Will it go back to old way where you could use any you owned or the current way.
Of course not, they will change it to current state. Thats what they need to do on the old maps.
It would be foolish to release old map where stuff is working.
They need to be sure that those side keep waypoints stay bugged.
“when its ready”
ahh yeah, give it year or two and we weill release some info how its going
Vavume its easiyl, they unchecked the box saying Saturday Reset, but forgot to check the box saying Friday reset. And sadly only guy that knows where those checkboxes are is in cinema watching Batman vs Superman and he dont answer his calls.
people were sick of the alpine BL because it was so one dimensional and WvW because the map never changed. Now that the map is changed, people are complaining.
People just wanted greener grass. But noone expected that new map made for servers to fight in will be full of pve obstacles and corridors.
Some guilds told that it will be much more harder to fight in the new maps but pve players were louder.
I miss resets at friday night/saturday morning (depending on sumemr time)
Having reset at 1am was just so exhausting but so fun. All the people that were on the reset were actually there for the reset, and those parties before it happened.
1) Stability and skill balance – old stability was to OP and curent stability is too weak with all those CC’s flying everywhere, but what most people dont take in notice is that game is currently in a state that even if stability would be reverted to non stacking, melee trains like they were would not be possible anymore. Other classes are now too much powerfull for it to happen again. Back then, guards and warrior were the bosses because of survavibility and damage, now even tank wont survive more than 2 direct hits.
Reverting immediatelly stability to old system and working on skill balance in next weeks/months is the best way to keep people in WvW. People will still be interested, long time warriors and guardians could still play melee, small groups will have chance again against unorganised wvw blob which is just throwing CC around(and this is exactly why smaller organised groups have little,almost no chance, against unorganised blobs)
2) Alpine vs DBL – while common words against Alpine are that this map is old and boring, it really had much more group oriented fights where groups could fight. DBL with its narrow roads and canyons is not the best place for group fights, and yes massive battles means group fights not 1vs1.
Thinking about Alpine and DBL, Alpine would need some buffs.
- First it would need fortification of gates.
- Second it would need NPCs to get more health, specially dolyaks and lord guards(not lord). Gates and walls could use a buff to base health too, about EOTM health of base gate.
- Third, waypoints needs to change. All three keep waypoints on BL should be open only for home team. This is easy thinking, home team is the defender on this map and that means that home team is basicaly always 1vs2. Giving defenders a bit of chance to actually defend is a good thing and will make bay/hills much more strategic value for both teams.
3) Rewards – you should probably reinvent those tournament tickets but this time just give them for winning a matchup. And drop some random stuff with even ascended quality to the vendor. Ascended helm for 400 tickets while you will get 100 ticket for winning a week? Yay finally some rewards for pure WvW players so they dont need to farm pve to get ascended or spend a lot of IRL money. It will still take some time in the week to do requirements for getting the reward, it will take time to get full set but it will be at least worth it. (legendary weapon for 1000 or 1500 tickets? so you either save tickets for legendary or get ascended?)
4 and 5) population balance – for start keep PPK and PPT, with reverting stability and Alpine, keep it at least 1 month until things settles, in 2 weeks after the change get info how much is from PPT and how much from PPK and tune them so it will be about 50-50 between PPK and PPT.
This will also help against nightcapping, while nightcapping still will be a thing, it wont matter as much as before.
And even one week of failed nightcapping will then have a great inpact for the overall score if the other team is winning the rest of the week.
important is that if you want to change things, you need to change them fast, a lot of people quit the game, including me, because of not having fun in wvw anymore. If you want to be a roamer, EB is still the best place, if you want to be a small group organised player then you are sad as with stability and neccessary complex dbl its no longer fun, if you want to be blob fighter then you just dont care if its dbl or alpine and stability old or new. You just stand there and spam all skills.
YEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS Zachary, thank you.
@Menaki because you can clear that siege with balistas, catapults and trebuchets. Why you need to add something to rams that will make them OP?
Funny thing is that lower tiers because of less people playing have usually lower wxp ranks, but that dont mean players there are bad. They just dont have the option to badgetrain all day in eb
EOTM is pve karma train that happens to have pvp enabled mode on.
WvW – 7 days week match between 3 servers, no overflow
EOTM – 4 hours long matchups that dont impact wvw matchup, overflows turned on
Narrow roads which are basicly choke points all the way.
Guilds wont be interested in playing this.
Cya GW2, guilds will leave this game when the map will be introduced and then WvW will fall apart.
Servers wont be able to play without guilds, in wvw guilds there is too many players and comamdners.
Oh btw 2 NPC archers can apply more than 25 stacks of bleed on you.
Doon but just to bottom 4-5 servers. Not bottom servers in each “league”
Hyperbole doesn’t help; I reckon the current cap is between 60-90.
More precise would be saying that current cap is between 0-100
Because sometimes map cap acts really weird. You can get like 1 guild to enemy borderland and you queued and enemies have 6x your numbers.
I wouldnt say less than 2-3 hours per day. You can have servers where people spend usually about 1 hour in WvW but because there is plenty of people like that they have all the time full maps.
Well it will be interesting to see the algoritm once its deployed.
You are correct Hvaran, sadly I dont think Anet will have any solid algoritm. They just wont exclude pve players of it.
But i hope they will surprise me and servers like Blacktide, Underworld, FoW will be marked as low.
Well if medium is 500, tehn low should be free. And medium should be servers that at least once a week can queue up one map.
Low should be servers that dont have a queue whole week.
- The price to move to a server of a given population level isn’t changing. What’s changing is the way population levels are attributed to the servers.
Can you remind us what is the cost for each population level?
Full – no transfer possible
Very HIgh – 1800Gems
High – 1000Gems
and we havent seen other levels very long so reminding those gems would help too.
WHile I am very happy by this change I am also very affraid of the term “soon”
That means anything between 1 year and 4 years
a) people are using exploits and I mean a lot of people are using exploits this week
c) either you start using exploits and golems too or you dont have a chance to fight them
For me, C) is not an option. Even if some exploit is so popular and daily used I dont do it.
Well most of the gvg guilds will move out of wvw with the expansion because of guild hall arenas, no reason to be in wvw other than zerg busting. Smaller groups will remain in wvw, would they prefer the new eotm map coming or the older borderland map though?
HoT? No thanks for guild halls, thanks for new karma train map, many people will just leave the game.
I plaz WvW 99% of my playtime. The 1% is guild missions to get cheap ascended trinkets for all my 8 wvw characters with different builds as I dont want to keep swapping trinkets from one character to another.
16 ascended zerker rings FTW.
But i get why some people are kittened. They rolled a Warrior or a Guardian and went with the Hammertrain meta. For two years they were the golden duo above and beyond all else. Sucks that isn’t neccesarily true anymore.
Anyway i’d wait to see what Revenant does, that profession has some gnarly aoe projectile counters.
I would agree with you if the new meta would not be to stand in 1200 range and press 1 for ranged attack. Its more dull than having hammertrain.
And with current change in stats where going deep will just kill you because of all that damage, reverting stability is good idea.
If you dont want to be just a little tiny piece in blob that dont matter, but you want to enjoy openfield fights, commanding, attacking and defending and have the feelign that YOU matter than join Ring of Fire.
Its not like we are dead, we just dont have blobs 24/7. During NA primetime its quietter yes, but it just means that you dont need to run from one keep to another all the time.
Mostly there is just one group for a borderland consisting of 15-25 people, so its normal to spend 2 hours on one camp because they will just keep comming back all the time.
It has been a while now and let’s look at what happened after the change.
The death of WvW tank trains is the main thing I’d like to point out. Before the change, boon stripping was effective and trains had counters. Ranged and melee IMO had a balance. Tanks leap in for the tank bomb. Range use positioning and boon strips to deal with it.
Now in WvW, unless there is a very organized group with at least 2 coordinated guardians per party, tank trains are a thing of the past. Groups push and pull with a death zone between like two pirate ships circling and firing away. Often times, even an organized tank train has no chance to make it through the range-chase.
Fights more often than not end in one side simply disengaging.
Is this the kind of WvW we want?
I play ranged, I play melee. These fights are very lack luster if you’re not playing your scumbag ranger alt.
More like hammertrains were completely immune to anything ranged could do, hence GWEN. How can you call that balanced ?
Just FYI, my current favorite WvW toon is a flamethrower engi …. while I do have range on my mortar, it isnt my weapon of choice so I cant kill anyone with it, its not for the fields though, for some added utility, my FT is basically melee but less stab then guard or war, hell even my necro in plague, DS or lich gets more.
So you neitehr need a ranger, nor be a cog in a hammertrain. It is false for you to make such a claim.
Hammertrains were not immune to everything, just to hard CC like stun.
GWEN turned into NEER (necro,ele,ranger,engi). GWEN had some melee and some ranged, now melee is the only option for com mander and even that is changing and you see more and mroe commanders on necromancers.
Its not only stability, but stat changes influenced it more. Earlier it was not possible to oneshot tanky warrior from melee train. Now mesmer can just oneshot you.
I cant talk only about Ring of Fire.
Roaming – it exists here but you can spend minutes without seeing an enemy. On the other side if you poke their keep you will instantly get about 2-5 enemies. If you go for camp and wil ltake you long time expect incommings.
Roaming on EB is more ganking.
Early mornings – size of group varies, but mostly its one group per server, some servers dont even have morning crew, like RoF, we have problems with this
Early afternoons – much better than in the morning, this time is actually roamers paradise
prime time – every server have at least one bigger group of about 20-60 people, yup it depends on many variables like: is there stream of some pve stuff?
For example I stayed in Ogrewatch(we have norths this week) and scouted yesterday. There was about 20-25 guy in 30minutes that wanted to sneak to Pangloss camp. Not a group but roamers.
Your link is not working
Random thats actually pretty nice idea:-D
My only problem with new system is that there is no longer descriotion for trait lines if you choose them.
You know while line of text under trait line would be much helpfull than waiting for tooltip to show.
Not to be a bubble popper, but its unlikely. There is still 6 weeks of elite specs left to be shared and 2 weeks of Rev core specs left. thats 2 months in itself and push it past Aug 1st
Well considering how long it took to explain new PvP map and how long it took to show guild halls I would not be surprised if “something” happened and they changed plans with how to show stuff to people.
because Heart of the Thorns cames with free bonus of original game my question is if it will also contain LS 1 and LS 2.
My friend is tempted to buy HoT but seeing HoT as expansion of story arc from LS1 and LS2 he dont want to pay for middle part of story.
Thanks for response
Posted by: Hule.8794
If you buy HoT you will get 5 new character slots.
If you buy HoT you need to buy more character slots.
That is what kittens me.
Posted by: Hule.8794
And why should you have to delete any of your old/pre-existing characters? Isn’t the specialization and elite specialization horizontal progression? Doesn’t that mean that you shouldn’t ever feel the need to delete a character? The Revenant is the last stand alone profession they’ll ever add to the game, after that they shouldn’t have to advert or sell toon slots in future expansions. Because all your existing characters will have horizontal progression in the form of elite specialization. A character slot for all the expansion sets should be standard just for the new profession.
Revenant is newly added profession
Posted by: Hule.8794
yanipheonu.5798 when? Always.
You could have buy expansion, or more expensive expansion+base game.
we were looking how you play our game and we found out you play it wrong. What we seen were big and small fights. Players sieged structure and defended it. Players escorting dolyaks, killing sentries. Flipping of camps is one of favourites way how to spend time.
We said NO.
We dont want you to play your way. So we are making a lot of changes so you can return to play our way: running simulator.
You forgot they showed that gates will get fortify?
But yeah it looks like karma train
oh btw suckers you remember how we talked about one kitten map for months? We wont repeat it so here is some tidbit and we hope you will finally kitten up and stop bothering us with wvw which nobody care of.
You wanted longer post? Kitten up.
That is written between lines.
The old meta was terrible and boring. Move along.
You mean GWEN that turned into EN? As thats what you lately, eles and necros. Lot of necros.
3 balistas at choke point will kill enemy blob in no time
11. Change AoE to Fast cast
YOu understand that link you posted is 2 years old?
RNG was already implemented, but it needs to be reviewed probably.
I dont expect devs to respond, i hope they will end this endless matchup.