Original Member of Blackgate.
Member of HB.
Permastealth thief is dead. They are just annoying now. Once they’ve stacked invis they have no initiative to actually open more than once. If you really think they are bad now and not just annoying you need to spend some more time fighting them.
Because 5 and 3 and 4 are all statistically relevant data sets. Anecdotes are anecdotal. Hyperbole is hyperbolic. Oh, and turds are brown.
As a roamer in T1 the first thing I do when I hop in a map is to get bloodlust. After that I roam elsewhere until i see that one of the other servers is trying to take it. If roamers from all 3 servers are in there fighting over bloodlust, it can be fun, but most nights it stay ours for a couple hours after I flip it.
Some karma/gold reward would be nice, but just for decapping a 3 cap or getting bloodlust, not just for capping a point.
OMG, OP said Huttball!
huttball huttball huttball huttball
1000x pls o pls o pls o pls o pls o pls
I think they are trying to implement some kind of character progression and make spvp as fun as it can be. I think the lofty goals of making an mmo e-sport has floated away. Fairly obvious when they released skyhammer, really. Adding progression to wvw and then season 1 drastically increased wvw numbers, so they are applying those lessons to spvp. Wow arena had a better run in the esports world than gw2, and there was definately gear progression there.
Anet will eventually do something similar I think. Though a lot slower progression than wow, similar to how ascended has rolled out. Just my 2 cents.
Its post like this that make me want to come back to TPVP on my ele…..
All is Vain.
You do know that rangers have two legitimate stealths, three if you count the rune option?
As a condition mesmer with endless dodge roll clones, I thank you for the free bag.
As a backstab thief with endless stealth, I thank you for the free bag.
Thank you for making this thread…I didn’t even realize.
These strike me as a reward for those that do this kind of thing anyways. Not something to go after. These dailies are for folks like Oeggs and and all the guys streaming and playing 6-8 hours of tpvp already.
I like it better when the dailies were all win based. What is the sense of achieving something if you have no chance of failure?
Considering how successful this was, I’d be surprised if they waited that long. First week of the new year seems like the best time to kick it off with all the college age kids home for january.
I’ve said it before, I’ll say it again.
A. Prevent respawn on the team with more people so that it is always XvX. The advantaged team will still have an advantage until someone dies. But if the disadvantaged team knows this they can team up for that first kill.
B. No movement in spawn area for 30 seconds gets kick from match and loss plus 30 minute debuff that prevents requeue.
This seems just logical to me.
For hotjoin, when someone picks a team they are put into a queue until another joins on the other team. If someone leaves a match, prevent respawn on the opposite team.
How about the fact that using earth 3 dagger through a firefield to generate a flame aura doesn’t get shared?
I was playing around in hotjoin with glyph of elemental power (fire) and icebow 3 into 5 into 4 and 1500 condi damage. Everyone died….a lot.
Oh and I had 3300 armor while channeling, lol.
I don’t think ele’s are in a bad place. They just have a very high skill cap. Watch CMC, he has no issue staying on top of the solo queue ladder. Oh and I’ve seen some horribad warriors…they are not as faceroll as it seems.
I want to see a wvw video of two groups of immob warr’s running into each other!!!!
I think the sigil of paralization issue was an engine problem. The engine had to round up to the nearest second, now it rounds up to the nearest quarter second. Seems simple, but for coding and optimization I can imagine it being very difficult.
I’d really like to be able to move the target frame around the screen. It is really annoying have to look at the top of the screen for aegis/stability and then at the bottom of the screen for blind/weakness to go into a big opener or finisher, only to find that in the split second your eyes took to traverse the screen they now have the boon that you didn’t want them to have.
Also, being able to enlarge boons/conditions would be nice. I’m old, ma eyes they don’t work so good no more.
Just qol stuff here. Love the game, been playing since beta!
Well, alrighty then. I’ll go test it again when I get home, haven’t tested it since the June patch so…..
It’s 80% reduction. So it works well with 20% reduction runes.
He roams solo all the time. But yes, he often has friends. I put the site there cuz he has a blog and goes into the strengths and weaknesses of roaming with an ele, and some funny as hell videos.
One of oPP’s co-gm’s is a roaming ele. Just saying:
melementalist.com
Everybody says they should put more valor into winning, but with the ability to stack a team that just gives too much incentive.
The warriors are all in tpvp pwning. :P
Obviously hotjoin. Not like that in tpvp. I’ve found that the longer you play in one arena in hotjoin the more it tends to become all thieves and mesmers because everyone else leaves, and then the thieves and mesmers all leave and then the cycle begins anew.
I want to point out that it is currently limited to five. Makes no difference to tpvp but it does to wvw.
2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custome arena is for.
no. just no.
8 vs 8 anet public servers must stay.
there are already 5 vs 5 and 8 vs 8 servers.
there is no need to remove 8 vs 8 servers.
I’d love two different buttons though. Play Now 8v8, and Play Now 5v5.
And a huge open map with nothing but grass and a fence around the outside that allows for 30 people, to shut up all the gvg deathmatch people, lol!
Also, resign is a bad idea. I had a match just last night where we started out with 4. We played smart, and kept the match even. 4 minutes in our 5th joined and we ended up winning by 60pts. Great game too.
I’ve had this happen about 4 times over the last 3 months of play. It’s best to assume that someone dc’d and will be right back than to afk and take the loss imho. Granted those 4 wins are offset by the 30 or so matches that we were outmanned and never got that last player to come back but….it would have been 34 if we gave up.
Long thread is long. I didn’t read it all but I wanted to throw in my 2 cents.
Cent 1 – Make the queue pop a loud unique noise and have it pop once, then again at 30 second and then have the noise a third time just before the countdown.
Cent 2 – Rez prevention on over manned team. When one team is down a person, prevent the 1 person from rezing until the next member of their team dies.
Cent2b – Other option than rez prevention would be to perform a check before popping the queue to make sure all 10 members are logged in and then check again before the timer starts. If anyone is missing, immediately drop their queue and grab a substitute. If you grab a substitute just before the 10 second timer starts, reset for a minute for that 1 person to get their bearings.
I’d love something new every month in pvp. A new rune set, a new sigil, or a new stat distribution on an amulet. Of course that means it will get released, it will make one or two classes/builds op for a few days, they will patch it…..at least it will seem like something is going on and there is active development. And then a new map every 3 months, for 3 months of hot join testing and then put it in the rotations for single and team queue. PVE/wvw players have all new stat choices/runes, but none have made it over to pvp. I honestly think anet needs to focus less on balance and more on fun. But then again they did that with skyhammer and tons of folks complained.
I also miss the single map for 4 days system. It really made you learn the strategy of a map well. The new system with 4/5 rotating is too much, but maybe 1 is too few….so like do 2 maps rotated out every 4 days and have single and team different ones so that if someone really doesn’t like…cough…skyhammer…cough…they can swap to playing the single/team for the 4 days.
I was on my thief the other day and lost in a 430 to 500 match….some warrior I had just killed told me I need to reroll a warrior or a necro cuz I was useless to my team, lol. When I tried to rebut he had ignored me. Even funnier to me, I laughed for a while.
Sorry for interrupting, carry on.
On my ranger I switch to lb and zerker instead of axe/torch and carrion.
On my guard, i swap hammer for staff.
On my warr I swap in fear me.
On my thief I swap in scorpion wire.
All classes can make adjustments to make them viable on skyhammer.
What I want fixed it the “glitchiness” of the breaking glass and the general “I wasn’t standing there on my screen!” crap. I shouldn’t need sub 40ms just to play a game without being frustrated (I’m at between 70-100ms on the east coast.)
Having come to the ranger as my last class to learn and played one for the last 3 weeks in spvp, I’d absolutely say that it is the sheer unreliablility of the F2 skill that has me screaming at my monitor. An immensely powerful ability that for all intents and purposes fires randomly. About as compelling in gameplay as nightmare runes.
Maybe a change in how player stuns affect pets. Like, pets cast times increase 100% while player is stunned. A player needs to be punished for not bringing a stunbreak. I think the problem is that cc is only a quarter as effective to a pet focused build as it is to a non pet focused build and that is what needs to be balanced.
Out of all the nerfs and fixes to the class the RTL one made me the saddest. A friend of mine who also mains an ele said he felt like he got the tip cut off of his….well, you get the idea. And maybe 28 seconds instead of 40 would have been more of a “shave.”
I miss huttball….
Since you took the time to bullet stuff:
- You’re not the community – True! Just a member!
- There is no official statement from the devs – True – kind of the point of the thread.
- I and others got no problems with the launch animation – Others being the one other guy that agreed with you.
- The stun-breakers works at 100% – “breaks stun” abilities do not work during the animation phase of a knockback or blowout. Bug or “working as intended” Again, the point of the thread.
After looking at that image, I realize that the people in this thread must be at the low end of the matchmaking, because I play between 3 and 6 hours a night, half of which is totally solo, and I don’t have these issues.
If you are short a person, it is because they queued and logged off, or because they dc’d. The simple fact is that once you are queued into a match the game won’t let you go anywhere else. If you log out and log back in on any character, it puts you back in the match automatically.
Once your matchmaking/ranking rating goes up you see less of these people. The problem is at the bottom of the system you have all the people that don’t understand how tournaments work and just assume that their spot will be back filled like in spvp. Or people with just really bad internet. Or people that queued, not knowing what that meant, and then logged off when nothing happened.
I think this can be partially solved by putting a requirement of rank 5 or above on tournaments. You’ll still have the dc-ers, but really not much you can do about that.
One of the main problems of this thread is that you assume these missing spots are people maliciously sabotaging your game and its really not. But anet could certainly do something about the education of new players about how tournaments work.
If your character is “out of control” and you use a “stun break,” you should regain full control of your character. In GW2, this is the case except during the knockback and launch animations, in which case you get rooted for the duration of the interrupted animation when using a “breaks stun” ability.
Whether this is intended or not, we don’t know, but, while playing, it feels buggy and frustrating.
On the one hand, a more skilled player knows to wait or not get into a launch/knockback situation. On the other hand, when you do hit your stun break early or by accident, the whole situation feels “buggy.”
I’m on the side that a “stun break” should remove the launch/knockback effect animation immediately with no root and the game should then be rebalanced around the new, improved “stun break.” I think even if anet thought it was a good idea, and could work out the code, we won’t see this for at least another month and a half for the next big class design patch.
The only problem I have with this map is the lag. People with bad connections appear to fall off and don’t, appear to jump but don’t, appear the not fall off and do. Also, ever try jumping over the glass as it breaks? For me it stops me cold as i’m jumping and I fall through.
The map is generally fun, and the more I played it and got used to it the more I liked it. However, you do really need to build for cc/stab to play it effectively in tpvp. If the “glitchiness” of some of the effects can be ironed out, i’m all for it returning to tpvp in regular rotation.
I feel the same for the capture the flag one too though. Again it needs special builds to really maximise your play as a team.
What I see when looking at the rank image is 7 39+ rank necros beat a team with 5 sub rank 23 players, heck, 4 sub rank 10’s for that matter.
30/20/0/0/20
fully zerker gear with ascended zerker trinkets, MF runes and power/presc/MF infusions.
AoE the zerg, AoE loot.
I support my team by killing the enemy team.
And when you die, you rally everyone who hit you….gg!
So, get your tinfoil hats ready. It was on purpose so they could test out how much wxp people would get if nothing could be defended!
We have also branched out into guild missions, so if your primary focus is on wvw but you also like the group play of some of the guild missions we have a new partial rep rank just for you.
You can also message me in game, Jae.9682, with any questions!
Cheers!
Its been a great week for TW, all the guilds that used to come into SoR to fight us have now stopped. So in an effort to find fights we are now jumping BL to BL hunting zergs.
Are you finding fights? Choo’s having the issue where by the time we actually get to an objective under fire, whoever it was has already moved on (without capping). It makes us run around the map like chickens without heads. It’s a really frustrating tactic; yesterday in BGBL we must’ve gone to like 6 different places before we actually met the big Blackgate group at North Camp.
Actually we only had 20 people on the map when Choo rolled into garrison, then Icoa rolled 45 people onto the map just as you were taking the north camp.
Dolyak’s do not rally you on death and the “empty” chest they drop will indeed reset you to 10 if you have 15 from an upgraded camp. I’d assume it would reset you to 10 if you got the rank supply buff +1, but I haven’t gotten there yet to test.
Its all fun and games until you run into a banner warrior or three!!!
So +15 supply? Lol, and add that to the guild perk of +5 and you can carry 30? So you could set down your own ballista in the middle of the field and start firing without anyone else having to put down supply? They should really go all out and allow us to carry 40 so that we can just plop down a ram by ourselves without any help.
Why was a thread on thieves being OP necro’d to discuss mesmers?
OT?: Mesmer shatter builds are a bit ridiculous as are backstab thieves. However, both builds are one trick ponies, survive the burst and they will die quickly. The shatter build is literally a duelist build and if the mesmer were to get involved in any big fights they would just melt from aoe. Not sure why a duelist build should be nerfed because you can’t beat them with your generic zerging build. All classes have selfish duelist builds that, when played well, can beat a well played shatter mesmer.
Side note: I play a d/d ele primarily, and I leveled a mesmer and a thief to learn how they work so that I could beat them. They will still win occasionally as I do not generally run a duelist build, but that’s ok!
Commanding isn’t easy. If people are following you, ask for donations every hour and a half or so. You will be amazed how much siege you get. Recruit for your guild and make superior siege donations a requirement for being in your guild.
If you find you like commanding, growing a community that will auto-join you when you are running makes life a lot easier. 10 people that will stay on your icon no matter what makes the zerg a lot easier to maneuver. Use voice chat and openly invite people to join you. It is so much more fun commanding through speech than through having to type everything.
Alternating between sieging towers/keeps and karma training also helps to instill loyalty. I’ve seen so many commanders fail by continually walking their followers into a losing proposition over and over again.
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