Showing Posts For Kvitoq.9154:
psssst decease before you ask for a youtube link read the signature of the guy you’re talking to. He does know what he’s talking about with regard of PvP :-)
So I have a question. How’s the solo roaming as a RoS player in weeks not like this? Of course zerging is better, but I don’t always feel like zerging. Experiencing three way battles would be pretty nice too.
I can’t afford to transfer, don’t start crying RoS guys.But after being told we should transfer multiple times from people on higher rated servers, one starts to wonder how much greener the grass is.
Tnx for the shoutout, I am glad to see people start knowing our [CUTE] tag :-) .
As for your question, I’ve had some very good small scale fights this week, but it seems they are a lot harder to find in this tier than in the higher ones. So I do think the grass is greener on RoS, even if you’re looking for 1vX and 2vX.
Of course you’ll get zerged but not much more than now, as the action is more spread out so it’s not that hard to evade them.
Feel free to give me a shout if you feel like fighting again :-)
I main a mesmer and I don’t know what trait would cause this.
EDIT: Saki you’re probably right
(edited by Kvitoq.9154)
The weirdest thing happened to me today, and I was wondering if it is a (new) bug or not, as I am kinda new to the engi class.
While fighting a mesmer in wvw when I magnet pulled him he got pulled correctly but I myself got instantly pushed back myself (for about 300 or so). This happened 3 times in a row.
Does anyone else encounter this?
I hate the fact they always target the player with the highest tougness — usually being me.
Seriously nothing more annoying than seeing an enemy attacking a supply camp (of the 3rd server), attacking that player and having all the npcs turn around and start attacking you… Or doing a 1v1 near some mobs which all focus you, and having the enemy player realize that and deliberatly sttacking some more mobs.
If anything mobs and nps should focus GC players :-)
As a mesmer I try to ensure I have chaos armor on me at all times. When an enemy hits me with chaos armor on they can get 1 stack of confusion. If they have retaliation and continue to hit me the retaliation from the confusion ticks hits me like a truck.
How does this force me to play better?
I like the idea of retaliation but the execution is just bad.
Just tested this in sPvP and it seems I was wrong, retaliation does not tick from confusion ticks.
The weird thing is I swear I often have the problem in WvW that I see an enemy is using retaliation, I stop attacking and I keep getting hit with a lot of retaliation hits for the next second or 5. Maybe retaliation damage is delayed or something when the server is under load?
Anyway, sry for the confusion caused by my misinformation!
retaliation is based on power: http://wiki.guildwars2.com/wiki/Retaliation
It would require around 2.7k power to do 400 damage. Of course having Might increases your power so that should be possible.
As a mesmer I try to ensure I have chaos armor on me at all times. When an enemy hits me with chaos armor on they can get 1 stack of confusion. If they have retaliation and continue to hit me the retaliation from the confusion ticks hits me like a truck.
How does this force me to play better?
I like the idea of retaliation but the execution is just bad.
Quite funny that people seems to assume that this is because they have not tested it.
I wonder how many of these people have actually ever developed something in their lives.
There is ALWAYS a difference between a test-server and a live-server. There can ALWAYS be things that turns up on live that was not there on the test.
Which is why people invented a things called “public test servers”.
underpowered? overpowered? regardless, a class that can vanish out of sight every 4 seconds is just bad game design and makes it horribly unfun for those fighting thieves.
This pretty much sums up my feelings about thiefs. Can I beat them? Most of the time. Do I feel like an idiot wildly slashing the air in front of me and dodging after 3s? Hell yeah. Is that fun? Not really.
Also I always liked the idea of making them ever so slighty visible when stealthed. Much less visible than you see a friendly stealthed person obviously but like a slight shimmering in the air which you can only see when you’re really paying attention. Note that I don’t think it should be easy, just possible.
I also encountered this bug the other day, it’s higly annoying indeed. I can’t recal if I blinked to the AC or not, but I do have blink on me all the time so it’s possible.
Why can’t you simply put all the NPCs there when there is no queue and make them disappear the moment there is a queue for the map?
That’s a new bug introduced last patch https://forum-en.gw2archive.eu/forum/support/bugs/Sigil-of-Corruption-Bug
I’m having the same issue. For me it happened after being killed completely in wvw and then using the wp, so it’s not just after being downed (without dying).
I agree, just up the limit of trackable achievements. I like to go through the achiement window and check every achiement which I feel is doable. Even if that’s more than 5, I see no limit to simply allow us to show them all if we feel like it.
Hehe loved it. And to think I was expecting yet another QQ thread.
TY Slayer Lord
Bump.
Threads like this should not be ignored.
I have to admit this is also the first time I hear the February patch was a POTENTIALLY large month for WvW update.
Resetting the ratings really was a bad idea. Look at the projected rankings of next week. T1 will compose of a previous T6, T8 and T9 server, as they have little or no opposition. The current T1 servers will end up in T2, T5 and T8. No T2 server will rank higher than T5 next week.
This can’t be the intention? This will take months of lobsided matches before this stabilizes again.
Also while I’m at it I want to throw my vote in with the “winner goes up loser goes down” idea. The matches would be a lot less stale this way.
I run a similar build and I just want to say this post is a goldmine of small little (and bigger) tricks I will definitely try out.
Thanks for sharing this!
As the other people here mentioned, the repair costs are not that bad (around 11s for dying >6 times) once you get the hang of wvw. You won’t get rich but the loot will more than cover the costs.
Running with your guild or even sticking close to a random group of 3-4 people you find will help you get the hang of it. Off course zerging also helps but I personally love the small team play.
Good luck and have fun.
Also, what server are you on?
Only a wvw player feels that PvE players should fight and bleed if they want badges. Give us back the siege in the jumping puzzle! (even if I was always too busy capping supply camps and never bothered to camp the jumping puzzle myself).
I don’t think it’s as simple as ‘last one to queue is first to enter". General consensus in my guild is that the queues are shorter if you’re in a map with less people. Although we don’t have any proof of this so this could be totally wrong.
And I agree that having more information about queue position would be a very welcome adition, however that’s a new feature while what I describe here is a bug. Let’s hope they get their bugs fixed before adding new features…
I don’t mind them adding an estimated time as long as they will ALWAYS show the queue length as well (as estimated time will always be an estimate but queue length is correct).
Nothing (*) more frustrating than only seeing an estimated time and having that stuck at <1m (because no more people are leaving the map).
(*) Except having no estimate at all like now off course ^^
Also I made a post on the bugs forum about the bugged queues. If you experience the same post it there.
(edited by Kvitoq.9154)
It’s not because you queued first for a specific WvW map that you will be the first one to get the queue pop. We see this happen all the time when queuing for our guild event in wvw. Some people are stuck in the queue forever while some others join the queue much later but get a queue pop in a matter of minutes.
Extremely frustrating for the one stuck in the queue…
The problems described here isn’t the fact that there are queues but are 1) they don’t show you how many people are queued before you and 2) the queues are bugged. When we try to do our team event some people remain queued forever/a very long time while others queue much later and get a queue pop in a few minutes. It’s totally random as far as we can tell.
If Anet would at least show you how many people were in the queue before you you’d be able to see if/when the queue bugs out or even if it’s worth to wait. Right now you know… nothing.
Nobody will buy ascended rings with laurels? Im nobody
:P
I don’t run fractals, I do wvw. Guess that makes me nobody as well…
I agree with the OP, RI should either stop all damage or be removed altogether. This way zergs get a big advantage over smaller teams.
I also like the idea of removing it altogether, as that would indeed force people to actually defend their camps. If you are really afraid of camp swapping as an exploit you could make the duration of RI depend on the time since the last swap (and don’t put up the buff if the camp hasn’t swapped in the previous 5 minutes or something).
Only a WvW player knows why you shouldn’t be able to res from mobs.
Only a WvW player respawns and races to the spot where he just died in the hope for a rematch.
Seems to me a lot of people here assume you get 3 stacks of might for each illusion you shatter… that’s not true. You get 3 stacks of might when you shatter, independent on the number of illusions you just shattered.
Big difference…
So when all your damage goes into a single attack, when happens when I dodge roll or use a block?
Quoted for emphasis.
If you look at the minimap you can see wintersday presents so I don’t think this image is a month old.
Also 33k :-o
Maybe slow, high-risk spike damage is critical to the mesmer play experience, but I bet many players would be happy to see their phantasms a little more mobile and doing half-to-a-third the damage on each attack if they did those attacks two-to-three times as often! iZerker is so dang slow to act (even before the patch) I’m constantly wondering if the script hung…
That must be the best proposition I’ve read on this forum since like forever. It would also be in line with Anet’s statement that they don’t want spike builds.
@Wise yeah I know that feeling of being completely useless since 15/11 when sieging or defending a wall.
First of all, sorry if this has been reported before but I’m too lazy to read through this all.
One (extremely minor) issue I encountered is that searching for some items (like ‘Elonian Wine’) will just keep searching forever and ever without ever yielding a result (or a ‘no such item’ message). I verified with some guildies that they have the same issue.
Ok so its sounds like you could counter the summon delay by having a subset of traits. So we fixed a bug that lets all those triats work together but that also makes them not able to exploit the delay anymore. Since it seems like they were working and mostly balanced without the delay I am going to go ahead and reduce the delay on this stuff to .25 seconds. I just tested it at 0 seconds and that breaks some other things so I think .25 is the best compromise.
^ THIS! 10.000x THIS! This is exactly what we’d like to see more of. I’m not even talking about the change itself, but about the communication. Jon, this thread was handled exactly as it should’ve been handled. More of this please. Even the grey post worked, where it said that the issue has been forwarded to the team.
Keep at it
Indeed the most frustrating thing about these issues was the feeling of you guys ignoring them (even if I’m sure you weren’t). Communication is key.
Thank you
Let’s not overreact here people.
It was already posted in another thread that the delay has been here forever but that a bug caused it to disappear as soon as you specced Phantasmal Fury or Vengeful Images, which everybody did. Now that they fixed how all the boons and traiths worked on our phantoms the delay returned.
Given the fact however that no mesmer had the delay recently they ‘fixed’ the issue of people not being able to react to our phantoms again by allowing people to dodge/blind/… to them. Which results in having this fixed twice.
I’m sure Anet will realize quickly that fixing this twice is overkill and remove one of these methods.
I’d say lesson learned: Never try to balance a class without first fixing all the bugs ^^
I was able to fix this for me.
I was using some command line arguments (-email <EMAIL> -password <PASSWORD> -nopatchui) when launching GW2 in order to get the Mumble overlay working. I had been doing this for over a month without any issues until the latest patch.
Removing these command line arguments fixed the market issue for me.
Same error “code=10:59:1:252:101” here for the last couple of days
But after being told we should transfer multiple times from people on higher rated servers, one starts to wonder how much greener the grass is.
:P