Showing Posts For KansasFF.9410:
sigh… half of my guild is constantly disconnecting and lagging now. We can’t even finish a dungeon.
And it is driving me crazy. I only need 100 more!
lettuce brings up a valid point. Maybe this system will create more teams. I still believe in the long term a solo queue is important.
I think it is fine for an initial implementation. The fact is the players want a soloQ. I hope it is in the plans. Mixing ‘teams’ and ‘solo’ or ‘partial’ into the same rating… and more important RANKING system, will have major flaws. Ranking will essentially mean nothing in this system.
Are we getting any updated ones? I am curious how close we (SBI) are to dropping Friday.
Does anyone know if Anet is working to improve the ones that are already there but obviously fall well behind the Twilights of the world?
It is pretty obvious that some legendary weapons are way more awesome looking and obvious than others. I have no clue if ANet plans on upgrading the effects on some, but I had a few simple ideas myself, and was wondering if you guys did too!
The Dreamer (shortbow) – Rainbow footstep trails.
Meteorlogicus (scepter) – shoot star trail behind weapon.
The Flameseeker Prophecies (shield) – pages fall off when you walk/run.
Quip (pistol) – confetti trail when you walk/run
The Bifrost (staff) – Increase trail of light when swung. Have unique sound.
Here is all of the legendary weapons that we know of:
http://wiki.guildwars2.com/wiki/Legendary_weapon
So I disagree with selected answer. I think ELE is UP if you consider the ‘skill’ to play the class (maybe a bit OP on some D/D specs). I think Ranger is now very powerful, but haven’t seen enough to call them OP. All I know is in paids I sure see a lot of rangers now. I also think Necro is pretty insane because of DS regen being so damn high.
So I agree Shadow Refuge is OP
So sorrow I’m not sure if you have played thief or not, but not many people use that trait when going glassy… and that AOE stealth is better as something to stop a stomp or stomp someone, than it is in a heal (basically kitten healing).
I saw this on the BLT, but there was nothing on the wiki about it. Do we have any details? What can you turn into? Where does it drop? I’m hoping it is like the Unbreakable Choir Bell and drops out of gift boxes. Thanks!
Completely serious now. It’s pretty impressive. Between the Mesmer’s clones being broken and the buffs to Ranger, they are really really good.
Man… they might be the best class now. SB1 is stupid damage and doesn’t miss ever now… pet damage is HUGE, and the traps/quickness/heals is just….
Sigh.
I’ll see if we can get our guys together. We ventured into paids for the first time a few days ago. We lost all 4 entries, but it was fun. It is nice to see you pay for mistakes you make, and be able to get rid of the lazy errors you can get away with in Free.
Do we know that chill doesn’t affect initiative regen? It very well might, I have never thought to check.
I agree there needs to be a better implementation to easily join a 5v5.
I hope they will separate tPvP solo queue and premades.
I dont care about anything else atm.
I just wish they’d get rid of paid/free and have one queue with rating… then add a single game ladder we can actually use.
You should be salvaging it all……
Single map ladder is really what we need. Like everyone else said…
I love the writeup and agree. For me they have to start getting the community growing with ladders. Until there is skill based matchmaking sPVP won’t grow in popularity. It sounds simple, but it is so essential.
This change essentially doubles your spawn time (if you consider a 10s average in the 20s window). I just would love to hear from Mr. Sharp as to why this change was implemented.
EDIT: on this note I saw many times late last night people leaving when they were downed (and knew they were dying) and re-joining because you get a fresh spawn time. Thus, you basically spawn as fast as you can load.
Which brings up another point …. can you leave before the stop and save the 5 points by leaving to the mists and reloading into the game?
(edited by KansasFF.9410)
I tend to agree… no one likes to sit around for 20s. On top of that the strategy of waiting on a stomp/kill to trigger longer spawn timers was something even my team worked at utilizing. I wish we could get a developer response for this change….
a Embellished Brilliant Coral Jewel. I have what I think are all the mats
1 Glob of Ectoplasm
5 Coral Tentacle
1 Mithril Filigree
But I can’t even see the ecto on the crafting station and I can’t see the filigree at the mystic forge. Can someone help?
What do you get as far as Gems for rewards?
So I think a common theme here is seeing how some things are balanced better in 5v5 vs 8v8. A lot of this to me relates to seeing a bunch of one class in a public game.
I believe that in an 8v8 game, there should be allowed no more than 2 of a specific class type per side. To me, this fixes a lot of the ‘balance’ issues that we see in 8v8 games that aren’t present in 5v5 games.
Thoughts?
Stealth stomping is a way for those classes that don’t have stability skills to actually get a stomp off. In tPVP it is hard enough against a well coordinated team to get a stomp off.
Mmh, I have to agree with you on this. Cause in all honesty most of the complaints about HB/PW even HS are based around the fact that they took “advantage” of quickness to just a degree short of idiotically stupid.
HB + Quickness = 2s to kill someone
PW + Quickness = 4s to kill someone (Double use of Pistol Whip)
HS + Quickness = Xs to kill (Just a spamable targeted nuclear missile)Without Quickness they were all quite balanced I’d have to say.
There are plenty of counters to this. 1) build with toughness. 2) Slot sigils/traits that activate at X% of health that do cool things to stop it. Also, teamwork.
I agree its annoying in pubs, but even with quickness its not nearly close to OP in tPVP.
You always want to wear different sigils when dual wielding. The effects do not stack.
“It also takes ages to respawn. 15 seconds downed state + 20 seconds respawn timer….are not fun (only happens sometimes).”
Spawns are every 20s (on the game clock). It’s completely independent of your actual death time. Pay attention to the clock, and you can make the correct decision on trying to stay alive vs dying. It’s also useful to make an opponent have a full 20s respawn, if you leave them up just a few seconds longer.
As Farzo said, its great in tPVP, and adds to the teamplay mechanic.
This topic applies to tPVP only.
A lot of the tougher matches we have on Khylo center around teams running two mesmers and portaling their mates around the map for very insane responsiveness.
Are others seeing this as an issue? The initial portal stays down for 1m (15s on the 2nd portal I believe), and what we have is Mesmers (already a very strong class) portaling eachother and mates to points, and then portaling back, for some pretty amazing results.
I don’t know what the solution is. Destroyable portals? Shorter life on the initial portal (15s instead of 60s)?
I also find the portaling pretty crazy to repair trebs, but I’m not sure how imbalanced that really is.
In the end, maybe there is a counter to all of this, but as of right now I find it very difficult to overcome when facing competent teams. Thoughts? Thanks in advance.
I think if you limit the amount of crazy damage the low initiative attack Heartseeker does, then the thief is much more balanced. Pistol whip is much more expensive and requires the player to stand (float) in one place for the duration of the attack.
I play thief, and won’t play dagger dagger, because I don’t think it will make me a better player in the long run. That said, I agree with the poster above who said thief isn’t that imbalanced in tournaments…. most people can see and dodge a heartseeker thief.