Showing Posts For Obscure One.4357:

Something big is coming in 2014

in Guild Wars 2 Discussion

Posted by: Obscure One.4357

Obscure One.4357

If I’ve learned anything about Arena Net and the hype, it’s that I should completely ignore it, judge it for what it is when I see it, and not waste my time calling them out on all the points in the design philosophy they abandoned to create it.

Maybe it will be big, but maybe it’s a little to late for big. We’ll see if Guild Wars 2 can earn it’s way back onto my SSD from my storage drive in due time…

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CDI- Character Progression-Horizontal

in CDI

Posted by: Obscure One.4357

Obscure One.4357

Horizontal progression additions that’d be healthy for GW2 are simple:

1) Scale the WvW achievements to actually all be achievable, because at this rate my 2 year old dog literally lacks the average life span to live long enough to see me complete them. Like that’s not even remotely a joke. In the time it would take me to finish them even my kid will have gone from not being able to say actual words right now, to the developmental stage of understanding how stupid of a concept that is and expressing that to me in complete and articulate sentences.

2) Sell Guild Halls on the gem store. Fill them with basically generic NPC’s that give special “Guild Achievement” lines for each one the guild “purchases” with influence. Now you can go do some specific set of things like any other achievement in some specific area, that isn’t a “guild mission” and gain Guild Accommodations every so many tiers. Ranking up in this Guild Achievement line grants titles every so often as well. Guild Hall’s main purpose would be just to congregate with the guild in an instanced zone, DUEL EACH OTHER, and have access to a few different convenient Asura gates (Lions Arch, Heart of The Mists, etc.)

3) Add a “Championship Mist War” pass to the gem store. This gives players access to a singular unique instance of WvW, and once it’s full it’s full, no more passes get sold. Players get to form teams, designate commanders, and then lock themselves in as Red, Blue, or Green, and it’s basically the pro-bowl of WvW. It lasts for 48 consecutive hours and run only on Sat-Sun. Put an observer mode in for this match up. Be sure to include achievements, titles, and unique rewards that should be seen as “I’m a bad mofo” and not “Yeah I had a lot of free time” like a solid 95% (possibly higher) of every other valued reward currently in the game.

4) Add Elite and Utility skills related to completing specific content. Scatter them around in low population areas, and make it rather difficult to complete the content so that guides are only as useful as the player themself is skilled enough to actually perform the tasks in the instructions. Make it hard. Like, smash the keyboard and cry in a corner for your mommy hard. That way, when you finally get that skill you wanted, it feels like an actual reward and not just another lump of cheese placed directly in front of you.

5) Make ascended crafting materials tradeable and then make ascended consumables that would also tradeable. But ensure they must be crafted by recipes that have to be found and cannot be “discovered”. Make those recipes account bound.

Put simply, focus on making characters stand out because they matter, not because they champ farmed for weeks. Because right now the only fun I’m having with GW2 is in the jokes I share with friends at it’s expense.

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The Obsidian Sanctum is not good enough

in WvW

Posted by: Obscure One.4357

Obscure One.4357

GvG, in its current form, is a player-organized and player-run gametype and for the time being, must be policed by players.

Which is a very precarious position for the development team to be in. This player created and player driven gametype represents perhaps only a fraction of the overall audience. But the fact that this fraction exists indicates a design oversight at the very least. There are people who enjoy the combat within the game, but not in the established modes by which Arena Net has presented it.

Notably steps are being made to revamp the existing structured PvP architecture, but none of it is taking into account the largest group of players who have already created their own structured PvP game mode: GvG. They’ve basically handed the staff the redesign concept, yet persist to be ignored, indicating a strong disconnect between the development team and their own fanbase. Resource limitations or not, this sends a negative message to this portion of the playerbase, regardless of the studio’s intentions.

This however represents a self solving problem. This under-served fraction of the fan base will simply leave when a product becomes available that caters to what they’re looking for in their play experience. I wouldn’t waste time developing it myself if I were in charge of anything at Arena Net, and largely wouldn’t waste the time on structured PvP either. That ship has already sailed, and “pro teams” looking for an “e-sport” aren’t talking about blazing the trail in a game that came out in August of 2012. Especially not with next gen consoles on the shelf, next gen MMO’s in the launch tubes, and Guild Wars 2 having a PvE-centric development model. Just let it be what it is and focus on the bi-weekly free cheese with heavy emphasis on the cash shop. It’s the only thing that’ll keep the game afloat as sales tank trying to compete with next gen titles.

If there isn’t a significant expansion to GW2, which includes new PvE & WvW maps, a GvG game mode, a new race, new skills for every class, and more social functionality (Guild Halls, Home Instance overhauls, etc.) I don’t expect GW2 to maintain market relevance past this time next year. Overall 2014 is going to be an uphill battle for the whole team at Arena Net as they are clearly not finishing this year strong. Little Timmy T for Teen isn’t asking Santa Claus for Guild Wars 2 for Christmas, he’s asking for a PS4, Killzone, Driveclub, and a pre-order for Elder Scrolls Online…gee I wonder why?.

Just ignore GvG. It’ll pass. We’ll find something else to play. Have A Merry Christmas.

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Engineer has insufficient condition cleanse

in Engineer

Posted by: Obscure One.4357

Obscure One.4357

Engineers who spec for condition removals have options to do so. Elixir C, Elixir Gun, Antidote, and Healing Turret all offer a measure of condition management. Coupled with Leg Mods (a Matster trait that is an overtly lesser version of an Adept Tier Warrior trait), Cleansing Formula 409, and Automated Response, can make for a very specific condition counter spec. This of course can be blended with options available to every class such as Runes of Lyssa, Lemongrass or Safron Poultry soup food to reduce durations or clear conditions altogether.

If the premise is that it’s difficult for the average Engineer to counter conditions, then you’re correct. Many classes such as Necromancers, Warriors, Guardians, Thieves, Rangers, and Elementalists have much more viable options for much less investment allowing for builds that do not specifically counter conditions to do so passively or as a byproduct of the play style.

Will it get addressed? Not likely any time even remotely soon. They’ll probably balance it the day after I completely quit the game…haven’t played in over two weeks anyhow, Engineers get no love.

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December 10th Balance update

in Engineer

Posted by: Obscure One.4357

Obscure One.4357

…how about ya start with fixing skills that still don’t work properly (overcharged shot bugs), are completely useless (Elixir R and Mortar are an insult), or have pathetic trait support (basically every gadget and turret). You want Engineer build diversity? Try making traits and skills that already see little to no use worth taking to compete with existing options. Don’t make existing options less viable or accessible to make other options appear more viable, that just decreases viable build diversity.

…taking a dump in the corn flakes to make the oatmeal look appetizing just ruins breakfast for everyone…

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Collaborative Development: World Population

in CDI

Posted by: Obscure One.4357

Obscure One.4357

Population imbalance is a symptom of a missing mechanic to account for deviations in populations. Traditionally in smaller PvP settings in one team versus another this is simple to handle with a basic numerical balancing to keep teams as close to even as possible. This is overtly not present in WvW, and has long been pointed to as the source of the reason WvW is imbalanced by design.

Points do not matter. Rewards do not matter. All that matters is that the end user has fun, makes memories, and has the opportunity to feel as if they personally made a difference in the grand scheme of the match-up. A fancy backslot item or shiny achievement isn’t going to supplement the notion of fun. At best it only serves to reward those who can obtain them easily, and at worst it only provides incentive to continue in spite of not having fun. The entire scope of the mode is being looked at with a flawed perspective that is attempting to balance that which is by design imbalanced.

Keeping in mind population discrepancies are unavoidable regardless of attempting to match servers with near identical populations, peak hours, and relative co-ordination, there remains a few methods yet to have been attempted: destructible waypoints, mobile anti-personnel siege, and weapons of mass destruction.

Destructible Waypoints would simply give all waypoints a toughness and health relative to the structural upgrade of the keep. It presents an element of strategy for long range siege to take out enemy waypoints prior to attacking, to force opposing groups to use the topography of the map to reach the point to defend it. Additionally it creates an objective for forces to take out to ensure the enemy doesn’t waypoint in en masse and win a fight they should’ve lost since weren’t strategically positioned to win.

Mobile Anti-Personnel Siege would come in the form of tough, fast moving engines, immune to mobility and stunning conditions (there are quite a few concepts strewn about the Black Citadel to take for a test drive) that would largely impede the movement of affected enemies, and much more so than causing damage. Knockdowns, Knockbacks, Cripples, Immobilizes, and Chills should be the idea behind anti-personnel. If the blob can’t get to where it needs to go because a few clever enemies are punishing them for bulking up it shifts the momentum in favor of the few.

Weapons of Mass Destruction should be a mechanic available as a purchaseable upgrade at any waypointed keep. Something like a massive Asuran Skyhammer as seen in sPvP could be assembled at an allied keep and could be fired by a player, utilizing all of that player’s supply in order to do so (more supply, more damage). The firing platform would of course be destructible, always built in a known position in a keep, have a limited range (perhaps slightly further than a Trebuchet), and have a obvious, highly telegraphed animation. The specific goal would be to do massive damage to enemy siege and players, with average damage to gates and walls. The goal is to provide means to outnumbered players to do more significant damage to large clusters of enemy players.

These are just general concepts that could be further refined into something more workable, but the theme is the point. Instances of population imbalance occur even during matches in which all three servers are evenly populated. Reducing the advantages of blobbing up across the map by implementing mechanics that make that tactic risky should be the focus as it not only serves to provide an illusion of balance in an imbalanced system, but adds more strategy and game play elements to invigorate a bored WvW fanbase…a few massive new maps might do a fair bit of good too…

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nothing wrong with stealth.

in Thief

Posted by: Obscure One.4357

Obscure One.4357

The counter to stealth is the revealed debuff, not blocking or blind fields or any other equally shortsighted nonsense. Revealed is the counter to stealth; Stealth makes you invisible Revealed forces you to be visible. Problem with that is the counter to stealth is not based on intelligent counter strategy of the enemy player but rather functions like a cool down timer to stealth…that’s kitten ing stupid.

Revealed needs to be removed from automatically being applied when stealth ends. It should only be caused by specific class skills (I.E. “On My Mark” Warrior skill, “Sic Em” Ranger skill which is already getting that buff, Utility Goggles Engineer skill, etc.) and also occur when a character in stealth gets hard CC’d (fear, daze, stun, knock down, knock back, pull, etc.) and be removed by all stun break skills in like fashion to the stun effect itself.

As for the infantile stealth spamming for Thieves in specific a few fixes are in order:

Heartseeker now a three skill chain. 1 ) Heartseeker unchanged, 2 ) Freeze the Lifeblood, melee 5 second chill, 3 ) Toxic Shock, melee deals 5% more damage per condition on target.

Black Powder smoke field removed. Skill now drops a Dark Field that still causes bind. P/P unload specs will enjoy the extra life steal damage.

Dual Wielding Mechanic never use that #3 skill you only get when you don’t have an offhand skill? Thieves with no offhand store stolen skills in the #4 and #5 slots and have a 10% shorter CD on steal. A optimal way to play a Slight of Hand spec.

That is all.

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Perplexity runes

in WvW

Posted by: Obscure One.4357

Obscure One.4357

I feel the same way as you do.

E.g. they are fine with P/D on thief as you have to time your traited daze on steal or your venom to interrupt. (CDs are 45 and 20 seconds.)
On P/P | D/P | S/P on the other thand…

S/p is insane. Seriously.

Fought one of these guys on my engineer and died a lot.

You’re an Engineer. Don’t get to comfy with a specific set of traits or utility skills, make adjustments based on what you’re up against. The only thing semi static is your trait spread, everything else you can tailor to murder these stealth, blind, daze spamming unskilled scrubs.

You don’t need broken perplexity runes to do it, just bring Utility Goggles, use runes of Lyssa, and Supply Drop these scrubs, 95% of which run builds like they’ve never heard of a stun break. Seriously there’s so many of these unskilled class mechanic abusers that given enough time any Engineer can learn to hard counter the class in 95% of fights (4% are just that good, and 1% can pull off magical unicorn 20k+ backstabs). Inevitability of any tactic that gets overused is people facing it become experienced in fighting it, ultimately making the experienced player immune to the tactic. Advantage of an Engineer is we’re jacks of all trades and masters of absolutely unexpected tactics…some engineers don’t even know what to expect themselves until they activate their skills.

Engineers are like a box of chocolates, you never know which one contains something your fiercely allergic to. S/P, D/P, P/P thieves however all play the same hand. With incoming buffs to Toss Elixir B and Toss Elixir S, expect a whole lot more QQ on Engineers than just for perplexity abusers.

I kill 99% of thieves for breakfast, but for some reason, this guy was just incredible. I am pretty sure he was running some type of rabid build, more condition cleanse than I have ever seen in my life and maybe some healing power? I have no idea, all I know was, he could spam head shot 5 times in a row, stealth, mug me for another interrupt and then pistol whip me…

And never was at less than 50% health. Just insane.

I’ve seen these guys before. It’s very technical to pull off the daze/stun chain to lock the target down long enough to put them down. It’s only viable against classes with extremely limited access to stability such as Engineers, Rangers, Elementalists, Necromancers, and of course other Thieves. But then again some use larcenous strike to make it work on Warriors with fewer buffs between them and stealing the stability. In such a circumstance you either run or you just get up and go get something to eat or drink or just stretch your legs while they’re busy converting you into loot.

You encounter them very rarely but when you do the best adivce is to run. They’re members of the 4% of players that’re just that good, and there’s nothing you can do but lose to a class that is mechanically superior in a single target scenario driven by a player that is heavily experienced with the intricacies of the games mechanics. I’ve beaten one such player on a few occasions..but there were 3 – 5 of us each time. Magnet Pulling into my allies and dropping a Supply Crate on their head was the key to winning, but I never could have pulled it off alone.

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HATE BLOODLUST & being outmanned

in WvW

Posted by: Obscure One.4357

Obscure One.4357

The best way to fix the problem isn’t for the devs to build balanced mechanics, but for everyone who plays the game to stop caring about them.

I used to think like you, but the truth is not that simple unfortunately.

With all the snowballing effects built into the system (of which the bloodlust buff is only the last example), the probability of having nice fights sharply decreases the more unbalanced the matchup is. You have less and less people bothering to show up at all on the losing servers, with most of them ending up queueing for the 1-2 maps on which you have a presence so it’s either “face a queue or get steamrolled on empty maps” (at primetime), or just “get steamrolled on all maps period” during off peak.
Also, bloodlust is implemented in such a way as to make even the single fight imbalanced by a global variable.

In the end, we face the usual MMO PvP curse of having to play 10 hours just to find those precious 10 minutes of fun in which you get a good, balanced fight, while the remaining 9h 50 are utterly ridiculous, totally unbalanced crap.

Self solving problem. The people who care will get fed up and stop playing and thus will no longer care about the game. The people who continue to play are the players who either don’t care already or just haven’t gotten to the point where they care enough for it to ruin the game experience for them.

The later group are mostly the MMO tourists who will only play for 1 or 2 hours a day and then go do something else. They’re notorious for only ever playing the newest games, and will vanish when something new comes out (Elder Scrolls Online, Destiny, etc.). The remainder that play the game mode will be PvE players hunting for an end-game that doesn’t exist. This will result in burn out and thus more players who stop caring or stop playing.

Presuming everyone who cares quits, all that’s left are players that don’t care and people who don’t play GW2. Problem solved.

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HATE BLOODLUST & being outmanned

in WvW

Posted by: Obscure One.4357

Obscure One.4357

The best way to fix the problem isn’t for the devs to build balanced mechanics, but for everyone who plays the game to stop caring about them. The moment you discontinue giving a kitten about the score, having balanced fights in the event of near equal enemy vs ally numbers, being rewarded equally for your time as a drooling PvE scrub, or being discouraged to play your alts by an arbitrary rank system, then and only then can you enjoy WvW.

The problem isn’t the overt incompetence of the dev team, it’s the fact that we give more of a kitten about this game mode than they do.

The devs just need to start asking themselves one question before they do anything:

Is it fun?

That’s literally all that matters. If the answer even might be a “maybe not” then don’t kitten ing do it! It’s not rocket science it’s kitten ing game design! If Game =/= Fun then you have a pretty big mother kitten ing problem.

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WvW - How would you improve

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Addition: double the bandwidth by leaching it off of the countless unpopulated PvE zones during peak WvW server loads.

Fix: Waypoints are destructible objects similar in durability to a tier 2 wall.

Removal: Devon Carver.

That would keep me intrigued for a month or two, but I’d expect my #2 most important addition, fix, and removal items to get addressed by then. Even still I’d presume the damage is already done, the ship has taken on to much water and patching it up a lost cause in the coming storm of next gen games, consoles, MMOs, and next gen console games that’re MMOs. She’s sinking into the sea of bad MMO’s and it was her own crew that doomed her.

“Yer off the edge of the map boy! Here there be monsters!”

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Again... and again...

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Devon’s already answered this multiple times, it’s just taking so long that it feels like they don’t give five ferinheight of a flaming kitten .

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Perplexity runes

in WvW

Posted by: Obscure One.4357

Obscure One.4357

I feel the same way as you do.

E.g. they are fine with P/D on thief as you have to time your traited daze on steal or your venom to interrupt. (CDs are 45 and 20 seconds.)
On P/P | D/P | S/P on the other thand…

S/p is insane. Seriously.

Fought one of these guys on my engineer and died a lot.

You’re an Engineer. Don’t get to comfy with a specific set of traits or utility skills, make adjustments based on what you’re up against. The only thing semi static is your trait spread, everything else you can tailor to murder these stealth, blind, daze spamming unskilled scrubs.

You don’t need broken perplexity runes to do it, just bring Utility Goggles, use runes of Lyssa, and Supply Drop these scrubs, 95% of which run builds like they’ve never heard of a stun break. Seriously there’s so many of these unskilled class mechanic abusers that given enough time any Engineer can learn to hard counter the class in 95% of fights (4% are just that good, and 1% can pull off magical unicorn 20k+ backstabs). Inevitability of any tactic that gets overused is people facing it become experienced in fighting it, ultimately making the experienced player immune to the tactic. Advantage of an Engineer is we’re jacks of all trades and masters of absolutely unexpected tactics…some engineers don’t even know what to expect themselves until they activate their skills.

Engineers are like a box of chocolates, you never know which one contains something your fiercely allergic to. S/P, D/P, P/P thieves however all play the same hand. With incoming buffs to Toss Elixir B and Toss Elixir S, expect a whole lot more QQ on Engineers than just for perplexity abusers.

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Stealth Disruptor Trap

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Just like the time when revealed was one second longer.

it was a mistake and indeed they reverted it.

The mistake was putting the counter to stealth in the hands of the person using it…revealed should never have been automatic upon dropping out of stealth and only should be caused by specific utility skills and all stun/daze type effects (fear, knockdown, knockback, launch, etc.). Making the revealed debuff was just plain stupid as an inherent feature of stealth.

But this is ANet we’re talking about, if they wanted competitive game play for the PvP modes they wouldn’t have win conditions for both based on who’s better at standing in a kitten ing circle…they need to fire the GW2 PvP staff and bring in the GW1 PvP team. They were literally better in literally every way, especially since they were actually good at, and knowledgeable about, their own god kitten game! …these kitten ing guys can’t even build a box and let one side kill the other side in that box until there’s only one side left…

Oh look! Stealth traps guys! …yeah they only screw up scrub thieves you can learn to kill without them. It’s the classes with less access to stealth that the trap hurts since a thief is never more than 3 seconds away from his next stealth. If these were meant to nerf thieves then ANet has proven again the incompetence of the team, and provided more grounds to be rid of these clowns who have, are, and will continue halfassing development. Either double the team size or replace them with people twice as good.

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Stealth Disruptor Trap

in WvW

Posted by: Obscure One.4357

Obscure One.4357

I don’t think thieves have limited build capabilities. It just that most thieves want to play the scrub permastealth build, giving the rest of us a bad name.

There are a wide range of builds for thieves and all but maybe 5 of them don’t involve sucking. A thief that doesn’t stealth as often as possible nor does high damage either as fast as possible or stacked as high as possible via conditions is just a loot bag with legs. There’s more ways to use one Engineer build than there are viable Thief builds. No matter how you slice it your build will spam stealth, spam one key, or both. Very easy to learn to beat a class that is mechanically limited to only doing one thing. It’s never a “oh wow I’ve never seen that before” moment when you go toe to toe with a Thief.

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Stealth Disruptor Trap

in WvW

Posted by: Obscure One.4357

Obscure One.4357

At this point in the games life you should have thief countering down to a science. They all do the same handful of uninspired things making none of them unique. Do you see the thief running towards you? He’s about to use steal. Did a thief just go into stealth? He’s about to use back stab. Did he just come out of stealth? He’s going to press 2 a lot until he can stealth again.

Stealth was never the problem, scrub thieves have always been a problem, but mostly for beginners. With the extremely limited build versatility thieves can do high single target direct damage that is just as vulnerable to the very thing they’re using. No point in a stealth trap. Just use blinds, blocks, CCs, and a quick burst of damage and collect your loot. Course it’s super easy for an Engineer since we have a blind immunity attached to a stun break that grants fury. It’s a one stop shop to countering basilisk venom and blind spam openers. By the time they realize they shouldn’t have kitten ed with me they’re already downed by a three CC chain and static discharge + pry bar + rifle skill burst rotation.

Just learn to turn around and punch the thief in the teeth, stealth trap is just for trolling Mesmer veils.

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Perfect example of transfer issue

in WvW

Posted by: Obscure One.4357

Obscure One.4357

All is proceeding as I have foreseen it. The match ups will be horrible, no work will be done to fix them, and both winning and losing sides will quit playing WvW.

Tack on the November launch of next gen consoles diminishing a portion of the game population, and PvE holiday events further devaluing WvW and come December, WvW will be a dead game mode. By the time they try to repair the damage next year the competition will be firing up their hype engines into over drive announcing their spring release dates and intensifying the draw to consoles as both Destiny and The Elder Scrolls Online will be onboard. The relevance of GW2 as a whole is entirely dependant on the success or failure of two huge IP’s competing for the 2014 market. The only thing GW2 has to keep it alive is the lack of a sub fee barrier. Both PvP modes are miss managed, under developed, and disconnected from what the audience wants. PvE is a shallow rewards driven low quality high quantity mode appealing primarily to the casual gamer, who are notorious for being unreliable as a core fan base, and will likely just go buy whatever next big game their friends are playing.

If they keep up with this unsustainable development model I don’t expect to even hear about WvW by this time next year…unless it’s in one of those “hey you remember how bad those ANet devs kitten ed up their version RvR? LOL! What a bunch of dumb sons of kitten s.”

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Hammer wariors

in Engineer

Posted by: Obscure One.4357

Obscure One.4357

I run ridiculously tanky in sPvP since killing things has nothing to do with winning. With Protection Injection, Protective Shield, Stabilized Armor, and Runes of the Forge, I get plenty of long duration protection and take even less punishment when stunned. Naturally I pretty much live in the FT in this build for the +200 toughness, it does well to outlast most attackers (0/20/30/20/0). Traits are Fireforged Trigger, Juggernaut, Protective Shield, Stabilized Armor, Cloaking Device, Protection Injection, Self Regulating Defenses. Skills are Pistol + Shield, Healing Turret, Elixir C, Elixir B, Flame Thrower, Supply Crate.

Note: this build is soon to get buffed when Toss Elixir B grants stability in the 10/15 patch.

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alt+f4 to deny bloodlust stomp must stop !

in WvW

Posted by: Obscure One.4357

Obscure One.4357

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Also if people are WPing into a keep while you are trying to cap it, that is on you. Someone (1-person even!) should be hitting a gate that is not broken as to keep the place contested, then the window is very small and requires good communication for enemies to WP in, designating a few to camp the WP is also helpful provided you are tapping the gate still.

You can waypoint to the keep while the keep is contested you do know that right?

Please re-read what I wrote, as I clearly stated: “Someone (1-person even!) should be hitting a gate that is not broken as to keep the place contested, then the window is very small and requires good communication for enemies to WP in

Example:
X Hawt Boi X: “what’s timer on SM?”
X Hawt Gurl X: “like 30 secs”
X Cool Dude X: “we just bannered lord again so start spamming the wp soon”

If the players involved can: A ) type in map chat * B )* are literate in the language it’s typed in, and C ) can rapidly click the left mouse button on the SM waypoint icon then they have all the skill required for successful use of this tactic.

To put this in perspective it requires far more skill for a full zerker thief player that presses F1, 5, 1, 2, 2, 2, 2, stealth, recover, and repeat to successfully use his notoriously “skill optional” class mechanics, than it is to abuse the waypoint refresh mechanic.

There isn’t much skill in this game, just a ton of siege, and an equal amount of crybabies.

Oh I’d beg to differ. The level of skill required of players versus the level of skill present in players are vastly separated. Moving in a tight stack, blasting combo fields, following a boon rip and CC order, following a veil rotation, following a banner rotation, following a water field rotation makes the guild I belong to decimate groups twice our size. Discipline in numbers is a valuable skill, making enemy numbers meaningless when any one of us is worth three of them.

Sure you can blob across a map with a group of PuGs that develop ADD as soon as something stands out in the land scape, “Let’s go to war! Let’s kill them all! Let’s…oh look a daisy! /wander off /gather . In that sort of environment all that matters is having more players that can stay vertical and attack the things with red names than the other side has. Lambs to the slaughter against a practiced and skilled guild zerg.

It’s why I main Engineer. It’s a class that’s only as good as you are, and skill with the game’s mechanics is mandatory.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Also if people are WPing into a keep while you are trying to cap it, that is on you. Someone (1-person even!) should be hitting a gate that is not broken as to keep the place contested, then the window is very small and requires good communication for enemies to WP in, designating a few to camp the WP is also helpful provided you are tapping the gate still.

You can waypoint to the keep while the keep is contested you do know that right?

Please re-read what I wrote, as I clearly stated: “Someone (1-person even!) should be hitting a gate that is not broken as to keep the place contested, then the window is very small and requires good communication for enemies to WP in

Example:
X Hawt Boi X: “what’s timer on SM?”
X Hawt Gurl X: “like 30 secs”
X Cool Dude X: “we just bannered lord again so start spamming the wp soon”

If the players involved can: A ) type in map chat * B )* are literate in the language it’s typed in, and C ) can rapidly click the left mouse button on the SM waypoint icon then they have all the skill required for successful use of this tactic.

To put this in perspective it requires far more skill for a full zerker thief player that presses F1, 5, 1, 2, 2, 2, 2, stealth, recover, and repeat to successfully use his notoriously “skill optional” class mechanics, than it is to abuse the waypoint refresh mechanic.

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Perplexity runes

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Perhaps the “on interrupt” trigger is all that needs to be changed. A native 10 second ICD would bring it to the level with other rune sets, and a “on crit” or “at x% hp” or “when you are disabled (stun/daze/fear/knockdown/knock back)” trigger would provide a better balance. Sure that’s a heavy nerf, and sure it’s great fun to have your interrupts proc 5 stacks of confusion, but based on the mechanics of this game with the classes in this game, interrupts are easy to do since everything is a skill and the runes can achieve this trigger even against auto attacks. So you can do nothing and die as all my other conditions melt you or you can do something and die as all my conditions melt you. Slower death or faster death are your options. I’ve only seen one build counter it and that was specifically a condition counter build; dealing with that involved simply walking away.

Doesn’t matter anymore, I discontinued using them, salvaged them off the armor set and resold them for more than I paid for them less than a week from them coming out. Then proceeded to tell everyone to not get used to them, the nerf is inevitable. Oh and look, it appears my conclusion was accurate.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

I rarely agree with ANET, but the problem I think a lot of people have is that what you see as being “broken” or abused is really how ANET intended it to work.

Not saying that in every instance, but I mean lets be real for a second…

This thread was started by someone raging because 10+ warriors were purposely trolling their blob with banners. If anything it is the exception to the rule, now if the meta shifts to groups of 10+ people solely playing warriors for the purpose of bannering then maybe it should be looked at.

IMO it is VERY VERY far from being abused at this point. It is meant to buy the defending team a bit of time to rally their defense, and 90% of the time that is what it does.

Also if people are WPing into a keep while you are trying to cap it, that is on you. Someone (1-person even!) should be hitting a gate that is not broken as to keep the place contested, then the window is very small and requires good communication for enemies to WP in, designating a few to camp the WP is also helpful provided you are tapping the gate still.

Actually the way point momentarily opens as the event refreshes. You’ll see something like “timer at 20 seconds spam the waypoint!” in map/team chat and suddenly when the defense event ends and the next one begins you’ve got 40 more people in the Lord room plus everyone who was defeated and stayed inside keeping eyes on the timer to inform everyone of when to waypoint.

But hey that’s been in the game ever since waypoints became locked when the point was contested so it must be working as intended right? I mean, being able to waypoint in to defend SM while it’s contested just because the event timer ended seems like a totally legitimate tactic right?

Yeah, it’s probably not working as intended…what makes it worse is Banner rez chaining to keep the Lord vertical long enough to just wear out the attackers as your reinforcements keep waypointing in every time the event refreshes. It’s really a terrible mechanic.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Also not a big fan of how the warbanners work currently, as this thread has shown alot of frustration for.

All this thread has proven is that people will whine about anything….

You could start a thread about there being too many ambient creatures in WvW and people will argue for and against….Don’t get too caught up in forums being worth too much regarding reality.

It would take days for me to compile a list of all the imbalanced skills, bugged skills, clipping issues, imbalanced mechanics, and design oversights. The forums tend to be filled with the exact same complaints refreshed in a new thread every other week. This is not the first time this skill has been called into question by the community, and for obvious reasons, it won’t be the last…likely because some kitten ing genius moderator will move this one to the Warrior sub-forums to die so the WvW sub-forum can give birth to yet another one.

Sure there’s whining going on, and sure it annoys me too, but underneath this QQ there’s an actual problem. Mechanics are being abused all over GW2, sure, but that doesn’t make any of those instances ok, this one included.

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WXP for laurels is not alt friendly

in WvW

Posted by: Obscure One.4357

Obscure One.4357

ANET has stated they never intended on WvW being a primary method of gameplay.

Therefore, it is not out of the realm of possibility that they never intended on you wanting to gear all of your alts either.

Oh really? Are you sure?

If you can provide me with one source of an ANet developer saying players will have to do content they don’t want to do in order to progress I can provide you with three that contradict it.

What are you on about? Devon the man himself said that people should leave WvW and experience the full game that WvW was not intended to be 100% primary method of gameplay.

You questioning me and changing the subject to ANET’s contradictory nature is basically you wanting to argue about the sky being blue….

Oh no don’t get me wrong I’m not trying to stir up the “they’re liars” argument again. Point is you should put absolutely no stock in what these developers say. They’re more full of kitten than a constipated politician. Judge the game design by how they design it not in how they say they designed it. Their words are meaningless bull kitten it’s their actions and inaction that have made WvW a secondary game mode and dubbed everyone who primarily plays that one mode a second class player.

Devon could show up and outline the entire development scope and explain what ever he feels like explaining to justify the abysmal state of WvW. “Go play PvE bro” is a kitten ing cop-out…what he meant to say is he doesn’t know how to make the PvP game mode of WvW balanced (populations aside), enjoyable, or rewarding enough to be worth anyone’s time.

He has one job! One mother kitten ing job! How are they this kitten ing bad at this?

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WvW Scoring Format

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Committing to defense awards points only if it’s being threatened, and if that attempt at defense succeeds. On the flip side committing to attacking a point awards points only if it succeeds, but the enemy will slowly be gaining points during the attack if they defend.

The real problem with this is the fact that spies can have a huge impact. They can go feed a team points, by fake attacking a keep.

Also servers could decide to trade back and forth (somewhat hindered by RI) in an attempt to inflate their score.


In general I don’t think a population based metric will work, but I do think there should be some point based bonus to attacking a server that has a much higher score.

It would take no less than 10 spies attacking the keep to generate the 50% defense point score and only if there are at least 10 players defending. That being the case there’s nothing stopping players from griefing the event right now in exactly the way you describe. With enough spies you could queue an enemy BL and let your home server hold down the whole place while you costume brawl at spawn.

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Perplexity runes

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Perplexity Runes are definitely on our radar. I talked with our designers about this and you can expect some changes to this rune-set in the near future. I don’t have specific details on what changes we’ll be making, but I figured I’d let you guys know that we are looking at it.

Thanks guys!

Pretty sure I knew this was coming the first day I used them. It was never a matter of should you nerf but when, how, and to what extent you nerf. Color me prophetic lol.

More just an indication of how obvious it was from the start that they were overpowered and really should never have made it past testing.

Testing?! Testing is for little kitten ing wussies! Real developers implement first and ask questions later…and if they don’t like the answer they call you a vocal minority and ignore you! That’s how real men make games, and if you don’t like it you can go kitten yourself!

…oh man, these kitten ing devs bro…these kitten ing devs…lol

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Perplexity runes

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Something that seems to be unaccounted for is there is no counter to condition damage, only condition duration via condition removal. Condition Removals limit the time you will suffer a condition based on it’s cool down regardless of the duration of the actual condition. Condition Damage can’t be countered unless you’re an Engineer under 25% health with Automated Response traited. This is the reason the runes are so potent, the additional damage produced by them cannot be countered. Condition Removals don’t mean a thing when I’ve put enough conditions on you to tick away over 5k of your hp per second and I can keep reapplying them as much as I want. As a matter of fact the first night I used them I face rolled a Guardian who died having literally only used his stun breaks and condition removals during the whole 10-20 second fight. If you play Engineer and don’t straight murder kids with these runes it doesn’t mean they’re balanced, it means you aren’t good at playing an Engineer.

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Perplexity runes

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Pretty sure I knew this was coming the first day I used them. It was never a matter of should you nerf but when, how, and to what extent you nerf. Color me prophetic lol.

Anet almost always nerfs around the problem and/or over-nerfs. So expect to see either:

  • Confusion itself being nerfed and not the runes (e.g. confusion damage nerfed again)
  • The runes nerfed so hard that no one will ever use them again.

Well when you’re right you’re right. Over nerfing is the Arena Net way. If they’re smart they’ll just give it an ICD after procing on a single target. If they aren’t they’ll do something outlandish like taking off the confusion condition entirely and make it summon glittering bunny rabbits that fart rainbows on proc in an attempt to annoy the target with offensively cute particle effects…because we all want more particle effects!

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

muddy terrain, spike trap, frost trap, frost spirit.

Berserker stance.

Which only last 8 seconds or so. After that I am going to be hit by several conditions all at once, and I have only a limited number of ways to remove those, and only 1 skill that can remove all of them at once (which means that I am running one less stance skill utility).

Waypoints in the keep is the core advantage that gives the defending team a chance against the enemy zerg. I would also point out that warriors aren’t the only ones able to quick revive the defeated lord, and warrior battle standard is on a very long cool-down. If you want to stop the defenders from reviving the lord, then stop killing the lord 10 to 20 feet away from the enemy waypoint. I like waypoints in the keeps because it can add a real challenge to the fight, otherwise it is just too easy for the attackers already in the lords room, to capture it.

Umm you know what it’s called when the enemy has breached your defenses and has overrun your position?

Losing

The waypoint refresh trick cheapens the game play as hordes of allies/enemies pour in to win a fight they under any other circumstance just lost. It’s a very negative element of the game I am personally guilty of using to abuse my way to victory.

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WXP for laurels is not alt friendly

in WvW

Posted by: Obscure One.4357

Obscure One.4357

ANET has stated they never intended on WvW being a primary method of gameplay.

Therefore, it is not out of the realm of possibility that they never intended on you wanting to gear all of your alts either.

Oh really? Are you sure?

If you can provide me with one source of an ANet developer saying players will have to do content they don’t want to do in order to progress I can provide you with three that contradict it.

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Perplexity runes

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Perplexity Runes are definitely on our radar. I talked with our designers about this and you can expect some changes to this rune-set in the near future. I don’t have specific details on what changes we’ll be making, but I figured I’d let you guys know that we are looking at it.

Thanks guys!

Pretty sure I knew this was coming the first day I used them. It was never a matter of should you nerf but when, how, and to what extent you nerf. Color me prophetic lol.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Sure, plenty of PuGs try and fail, but in organized groups which are more common the closer their tier number gets to 1, this tactic is par for the course. Voice comms, pre-established Mesmer veil, portal chains, and Warrior banner rotations are an integral part of how the guild I belong to, and guilds that run with us, operate.

To balance a game ignoring the players who’re squeezing every ounce of efficiency out of their builds and team composition is balancing for the lowest common denominator often resulting in incidentally making these players even more potent than they already are (I.E. Warriors) which causes more imbalance than you had to begin with.

Well coordinated groups, doing well coordinated things successfully is a sign of a success not a sign of an issue, more times than not.

I’d show you some old books about a well coordinated group doing well coordinated things but they were written in the late 1930’s and early 40’s and they’re all in German…

Sure a bit over dramatic, but the point is just because it can be done doesn’t necessarily mean it’s a good thing to be doing. Banner chaining long enough for reinforcements to arrive every 3 minutes is not what I think they had in mind for these massive SM fights. If this is working as intended then it doesn’t say positive things about their intentions.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

The problem isn’t that it resurrects the Lord but that it does so at range, instantly upon casting. It’s the latter part that requires balancing not the former. I don’t care if the Lord gets rez’d the whole week and SM never gets flipped, but those doing the rezing shouldn’t be able to do it with an instant ranged ability. Move the rez into the bar of banner skills while equipped, and make it AoE centered on the user with an obvious casting animation and 1-2 second cast time. Wanna rez the Lord? You have to put on your waders and rush into the K!tt3N and try to come back out clean.

It already is a 2-second cast with a range around 600:

http://wiki.guildwars2.com/wiki/Battle_Standard

I have had mine (when I am running warrior) interrupted many times (crippled and walking through null fields losing stability along the way), and also died while trying to “wade” into range of the Lord.

Indeed. The rez is however instant, and does not operate as other heal over time Rez skills (but other heal over time rez skills aren’t elite, so that is acceptable). Additionally casting does not lock the user in place allowing for a “hit and run” style rez.

It requires enemy organization to counter you, but with equal organization you’ll get your banner off. Just one consecration Guardian (Wall of Reflection + Hallowed Ground + Sanctuary) and Frenzy it goes off without contest. Then while your Frenzy is up you pop off a quick 16k kill shot that downs the two or three guys trying to stop you. Conditions? My warrior is not convinced they exist. CC’s? Don’t notice those either he automatically gains stability and ignores the effect that proc’d it. Boon ripping? Unless you have a buddy set to use an interrupt immediately, my friend dropped a stability spamming field, so if your timing lags a fraction of a second you’ve done nothing to stop me. Direct DPS? Endure Pain is an undeniable buff both on my bar and will activate automatically at 25%…and that consecration guardian friend is full clerics with over 2k healing power who’s entire job for that one moment is to make sure that banner goes off.

Add in 30 players on each side making a delightful mess of bloom effects and also prepping banners if one fails and you’ve got the ingredients for a really bull_kitten_ troll fight for SM.

Seriously you are describing a well oiled machine of a concerted effort to banner a lord, and wondering why it is possible? I mean what you are describing is probably in the minutest minority of the banner attempts that go down.

95% of banner attempts: “Im gonna warbanner the lord” then it either happens or they stop him/her. I mean if people are really building/gearing/grouping for warbanner attempts I say: bravo.

Kudos to you for being on the other side of the argument, but realistically people need to stop being irritated that stuff works as “intended”.

It is kinda like saying: Stability is OP because my guardian has a ton of it and I walk through people trying to CC me.

Think of it as a play in a play book rather than a dedicated purpose of the composition. It’s not the role the builds are built for, it’s just one of the many things they can do in tandem. If we ignore complex combinations and class synergy then we ignore the entire context of the combat system at large. Sure, plenty of PuGs try and fail, but in organized groups which are more common the closer their tier number gets to 1, this tactic is par for the course. Voice comms, pre-established Mesmer veil, portal chains, and Warrior banner rotations are an integral part of how the guild I belong to, and guilds that run with us, operate.

To balance a game ignoring the players who’re squeezing every ounce of efficiency out of their builds and team composition is balancing for the lowest common denominator often resulting in incidentally making these players even more potent than they already are (I.E. Warriors) which causes more imbalance than you had to begin with.

Don’t get me wrong, I love my Warrior. He’s the coolest looking of my four 80’s and I’ve dumped thousands of hours into the guy, but the class has way to much impact on any fight they’re involved in even before bannering the Lord over and over and over again. Something has to give.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

The problem isn’t that it resurrects the Lord but that it does so at range, instantly upon casting. It’s the latter part that requires balancing not the former. I don’t care if the Lord gets rez’d the whole week and SM never gets flipped, but those doing the rezing shouldn’t be able to do it with an instant ranged ability. Move the rez into the bar of banner skills while equipped, and make it AoE centered on the user with an obvious casting animation and 1-2 second cast time. Wanna rez the Lord? You have to put on your waders and rush into the K!tt3N and try to come back out clean.

It already is a 2-second cast with a range around 600:

http://wiki.guildwars2.com/wiki/Battle_Standard

I have had mine (when I am running warrior) interrupted many times (crippled and walking through null fields losing stability along the way), and also died while trying to “wade” into range of the Lord.

Indeed. The rez is however instant, and does not operate as other heal over time Rez skills (but other heal over time rez skills aren’t elite, so that is acceptable). Additionally casting does not lock the user in place allowing for a “hit and run” style rez.

It requires enemy organization to counter you, but with equal organization you’ll get your banner off. Just one consecration Guardian (Wall of Reflection + Hallowed Ground + Sanctuary) and Frenzy it goes off without contest. Then while your Frenzy is up you pop off a quick 16k kill shot that downs the two or three guys trying to stop you. Conditions? My warrior is not convinced they exist. CC’s? Don’t notice those either he automatically gains stability and ignores the effect that proc’d it. Boon ripping? Unless you have a buddy set to use an interrupt immediately, my friend dropped a stability spamming field, so if your timing lags a fraction of a second you’ve done nothing to stop me. Direct DPS? Endure Pain is an undeniable buff both on my bar and will activate automatically at 25%…and that consecration guardian friend is full clerics with over 2k healing power who’s entire job for that one moment is to make sure that banner goes off.

Add in 30 players on each side making a delightful mess of bloom effects and also prepping banners if one fails and you’ve got the ingredients for a really bull_kitten_ troll fight for SM.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

The problem isn’t that it resurrects the Lord but that it does so at range, instantly upon casting. It’s the latter part that requires balancing not the former. I don’t care if the Lord gets rez’d the whole week and SM never gets flipped, but those doing the rezing shouldn’t be able to do it with an instant ranged ability. Move the rez into the bar of banner skills while equipped, and make it AoE centered on the user with an obvious casting animation and 1-2 second cast time. Wanna rez the Lord? You have to put on your waders and rush into the K!tt3N and try to come back out clean.

It’s a legitimate problem with the mechanics that falls on the deaf ears of a dev team that overly favors Warriors, reserving the nerf hammer for those other 7 classes. Granted Warriors needed some improvements, they’ve gone a bit over the top whilst dismissing problems and need to start reining in the imbalances and taking a serious look at core designs if they want to maintain a healthy combat system.

I don’t see GW2 WvW being a sustainable game mode, and based on the lack of positive development I’m pretty sure ANet sees that as well, which is why they never balance it, but rather foster an environment of ever increasing imbalance. With stiff market competition months from launch, next-gen consoles mere weeks away, and an insurmountable amount of work required to balance WvW, I think ANet is going to just ignore this and every other thread concerning WvW as they focus on the strength of their studio: rapid development of PvE content. If GW2 is going to last the test of time, development and balancing of WvW will not be relevant to that success. Just an inconvenient truth, so expect Warrior banner rez spam to be in WvW lord rooms until the day they switch off the servers.

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Kill the warriors? oh really?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

I’d like to say the OP is just complaining, and the issue is a lack of focusing down Warriors, but the truth is it’s a fairly accurate depiction of how the mechanic is abused to the brink of exploitation. It’s broken and warrants a fix.

That being said, in my opinion the banner res should not be automatic on the use of the skill but instead the skill should produce an AoE stun break and stability on use with the res being an “AoE centered on the user” skill while welding the banner with an obvious 2 second casting animation locking the user in place. This allows groups with strategic control of the environment to prevent the banner user from performing an otherwise instant ranged resurrection of a Lord with current banner mechanics.

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WvW Scoring Format

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Scoring should be an active gameplay element not a passive gameplay element and the fix, as simple as it is, evades the dev team like a dog chasing it’s own tail.

Here’s what ya do. You gain points for capturing the point. No points per tick, just one lump sum of points paid to your server. Now if the point is under attack there’s this nifty thing that kicks off called an event, and the condition is to hold the position. The current rewards for this event are personal, but the result contributes to holding the point for PPT. But in a system without automatic PPT the only time the world gains points is for successfully defending the point. The amount of points is relative to the number of attackers and the type of point. If just one guy is contesting a keep by knocking on the door and someone defending repairs that door there’s not enough players to grant points to the defending team. Any group of 10 or more however should do a bronze tier point score (50% of max points) 15 or more should be silver (75% of max points), and 20 or more should be good (100% of max points).

Committing to defense awards points only if it’s being threatened, and if that attempt at defense succeeds. On the flip side committing to attacking a point awards points only if it succeeds, but the enemy will slowly be gaining points during the attack if they defend.

Also, turn off these ridiculous bloodlust buffs, but keep the points for stomps mechanic (2 points for any stomp) but also 1 point per kill, so open field combat can pay off big.

If this is done points accrued are relative to active fights, thus the more active fights the more potential points the fewer active fights the smaller the potential points. Basic. Simple. Uncomplicated.

Counters:
- Blob zerging for PPT
- Population Imbalance
- Playing the Clock
- Disincentive to Defend
- Unproductive Open Field Fights
- Genuinely Boring Meta to Win

Don’t even know why I bother posting this, they’re gonna do whatever they want to do regardless of the fierce opposition to it presented by the “vocal minority”…funny how if you speak up your a vocal minority and if you don’t your automatically a completely satisfied fan with no problems with the game at all… extremely hard to reason with that kind of logic -.-’

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[Merged] Think "Mounts" outside the box!

in Suggestions

Posted by: Obscure One.4357

Obscure One.4357

You see the Asura came to the surface and needed a large food source and met surface races that needed a faster mode of transportation…

…so now we have Asura gates everywhere and horses were just too kitten ing delicious to survive extinction…

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Ballista on the walls for defense not useful

in Suggestions

Posted by: Obscure One.4357

Obscure One.4357

I have noticed that the ballista is a siege equipment that is used less than others and I believe there are some reasons for it:

Hard to hit moving targets – I think this is a reasonable part of the ballista because when the rounds do land they hit for massive dammage. Some people don’t like this feature and prefer other siege instead because of it. I think maybe a small tweak to the projectile speed but it isn’t necessary.

No form of ‘CC’ – All other forms of siege have some sort of CC weather it be a knock-back, knock-down, or slow, ballistas however do not. When an enemy force is stuck in a choke point for longer from some sort of CC they are forced to take more damage. This makes other siege more effective than the ballista. Possible fix make a long cool-down attack that has some knock back for whoever it hits and call it heavy bolt or something, or maybe have some other form of CC such as a giant scorpion wire ability where it pulls enemies to the ballista (great for attacking people on the wall).

Requires LOS – This is probably the most problematic part of the ballista. It only allows for the ballista to be used in specific spots and makes it un-idea for a lot of situations. They are near impossible to use on a wall for defense unless you are on a ramp above the wall, they just hit they wall when you fire. I don’t think you should change it so they don’t need line of sight I just think it could be improved. A simple solution would be to just re-do the model a bit to show it as a higher standing ballista and move up where the projectile get’s launched from (allowing them to be used on walls easier to shoot out). I’m sure there are many people that would agree that it is frustrating to build a ballista just to shoot the wall you built it on.

Anyhow these are just some small change suggestions for the most part I like how the device works but would like it to be a bit more use-able so you seem more on the battlefield. Thanks for your time reading this post.

Balistae like Golems, are offensive weapons rather than defensive ones. In specific Balistae are used to counter siege placements, provided those placements have LOS to your Balista. The problem that exists with this concept is not a problem with the balista, but rather with other mechanics. The arrow cart is cheaper, deals comparative damage, is easier to use (ground targeted), doesn’t require LOS, and with extremely low trait investment has an equivalent range. It just makes the balista obsolete. Imagine if the Arrow Cart only had a maximum of 1200 range, did 10% less damage, and did no damage to siege weapons. The Balista as it is would have a place in the line up.

The only change I’d make to the Balista is adding a trait that allows it to pierce keep/tower/castle walls with skill #3 turning it into a serious threat to defending siege placements. Otherwise it’s fine, it’s just that the Arrow Cart is flat out too big for its britches.

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WvWvW progression - account wide

in Suggestions

Posted by: Obscure One.4357

Obscure One.4357

From Arena Net Themselves

“The goal for this system is to ensure that players always have something to constantly work towards. We want each character to have a unique experience in WvW, so World Ranks and WXP are all character-based values rather than account-based. We believe that in the long run, this will actually help incentivize players to experiment with various different ability builds for each character. It also creates a long term goal for players of multiple characters, as they can strive to rank up multiple characters to help show off their dedication to WvW.

I hold them to their design goals, none of which they have achieved with the system. The Rank should be account bound and feature a badge similar to world completion to indicate rank everyone can see (not just enemies), traits should be character based, classified into groups “Defender”, “Assaulter”, “Support” and characters are restricted to only one group (resetting costs 100 Badges of Honor), and trait points accumulated should be account bound.

Doing that achieves the goal of experimenting with different ability builds (since as it stands we all have the same build at different stages of progress in competition). This also achievies the goal of showing off our dedication to WvW.

I demand nothing more than the team achieve the stated design goal. The words they used to explain the goals of the WxP system and the reality of the WxP system simply don’t mesh…like at all…none of it was implemented nearly well enough to hit any of the marks they themselves set.

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Conditions damage fix suggestion

in Suggestions

Posted by: Obscure One.4357

Obscure One.4357

Technical constraints restrict conditions to their current stack counts of 25. Each applied condition is independently tracked server side. Raising the cap means increasing the already existing lag issues.

In my opinion technical limitations are not good balancing tools, and conditions could use a significant change in order to ease server load and encourage more balanced game play. The concept of stacking a condition should be taken under serious scrutiny and shifted to a more fluid design. Instead of stacks that needed independent tracking for each, a system that sets a varied coefficient for one stack as it is applied would be simpler. For example if a bleed is inflicted by a player and this bleed deals 100 damage per second, and then another player inflicts a bleed that does 50 damage per second the coefficient of the bleed condition changes additively to generate the appropriate damage number from bleeding to equal 150. Conditions would then be based off of the amounts calculated at application and be static for the inflicted duration, so gaining might after applying a condition would no longer increase the damage of already inflicted conditions. Also making the duration of a given condition additive would simplify the system positively. If a player applies 10 seconds of bleeding at 100 a second and another applies 5 seconds of bleeding at 50 a second, the target suffers from 150 bleeding a second for 15 seconds. Making the damage and durations additive however may require caps to preserve game balance. Even still, under this reformatted system servers would only need to track the player with the condition and not be constantly updating them with information from their sources. Stack numbers would still be present to indicate the intensity of the inflicted condition, but would no longer be relative to the number of packets bouncing between the server and the players involved in the condition.

Introducing a Condition Resistance attribute that is based on a players Healing Power would also prove to be beneficial in condition rebalancing for WvW and sPvP. A scaling coefficient of say .0001 would translate that 1000 healing power equals 10% Condition Resistance reducing only the damage dealt by conditions since the balance against duration of conditions is already present in condition removal. Ultimately making the whole applied condition experience simpler, easier on the servers, and more malleable to balance in development.

Notably making it simpler in practice is easy but programming this is a presumably nightmarish scenario given the level of code integration.

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Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Obscure One.4357

Obscure One.4357

This is an old thread and an old stick in the mud for the design of the Engineer and how nothing they release really applies to us. Legendary weapon? I’ll rarely see it since I’m constantly using kits. Ascended weapons? They don’t change kit damage more than maybe +4 to +8 more damage, which is absolutely irrelevant. Awesome backslot skins? Again, constantly in kits and bugs with it are common.

My point isn’t to complain but rather indicate that the issues are known, obvious, and important to Engineer players so if ANet is fixing it in a patch they’ll directly come out and say they’re fixing the issues by name, directly.

No need to speculate. If they don’t say they’re fixing kit cosmetic and damage mechanic issues in a patch then they aren’t.

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Does ArenaNet even care. Honestly?

in WvW

Posted by: Obscure One.4357

Obscure One.4357

The honest answer is yes, they absolutely care…and they absolutely suck -kitten- at doing anything properly. There’s been absolutely nothing I’ve seen in WvW development that indicates they’re doing anything but halfassing everything they implement.

Apparently testing, feedback, and polishing is something the WvW team would rather consider elements of reactive damage control than proactive quality assurance.

It would be better if they didn’t care, since at least then they’d be doing nothing instead of making everything worse with everything they implement.

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Really TC???

in WvW

Posted by: Obscure One.4357

Obscure One.4357

A little something we picked up from those tier 1 match ups we keep losing. Guess Zerg balling the map, always fighting under siege, and never engaging in any fight without a 5 to 1 advantage is rubbing off on our PuGs.

We can’t take credit for developing this tactic, that honor goes to SoR.

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WXP for laurels is not alt friendly

in WvW

Posted by: Obscure One.4357

Obscure One.4357

I’ve already mentioned the direction they need to take WxP in order to make it a good character progression system.

ANet has until December. The Q4 2013 market is the next gen console launch and given the state of GW2 it will not have a positive impact.

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WXP for laurels is not alt friendly

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Are your characters bringing in XP for your lvl35? no, so stop it. It’s character progression above level 80 and nothing else

XP and WxP are completely different progression models that do not mirror each other at all. XP has an attainable level cap. WxP does not. XP gain automatically unlocks features. WxP does not. XP gain gives access to class specific abilities. No classes exist in the WxP system.

WxP mirrors the Glory system, which grants mode specific points that are used to gain ranks, unlock mode specific content, completely independent of which character one plays.

So how about you “stop it”. Clearly one of us didn’t do his homework.

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WXP for laurels is not alt friendly

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Karma earned by my 4 level 80’s useable to purchase karma gear for my level 35 Elementalist.

Gold earned by my 4 level 80’s useable to purchase gear for my level 35 Elementalist.

Badges of Honor earned by my 4 level 80’s usable to purchase gear for my level 35 Elementalist.

Dungeon tokens earned by my 4 level 80’s usable to purchase gear for my level 35 Elementalist (once he reaches 80).

Glory earned by my any of my characters unlocks gear for any of my characters who all share a common rank.

WxP earned by any of my 4 level 80’s is exclusive to them individually for absolutely no well founded reason other than “we say so”.

Either redesign WxP so it makes sense as a character bound progression system or make it account bound. As it stands it sucks a big fat furry flea covered kitten with mange and random bouts of incontinence.

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Some ANET interfered with our GvG

in WvW

Posted by: Obscure One.4357

Obscure One.4357

“The most important thing in any game should be the player. We have built a game for them.”
-Ree Soesbee, GW2 Manifesto

…except for players who join guilds and would like to fight other guilds in open field death matches…cuz those guys, they’re playing the game wrong.

This thread is about as meaningful as the empty assurances of it’s pre launch hype. We know that they know, that we know they messed up in design, implementation, and scope of both PvP game modes. If they hadn’t we wouldn’t have this thread, and the our differing styles of play wouldn’t be causing all this player conflict.

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(edited by Moderator)

5,000 WXP from Laurel Vendor

in WvW

Posted by: Obscure One.4357

Obscure One.4357

Just another massive, “meh, I don’t give a $&@#.” addition.

So silly players who want to burn their laurels on WxP have a means to? Yeah, that’s a just another stupid addition.

The problem is it doesn’t matter, no one cares, and anyone who uses these will quickly realize it’s stupid. Add something meaningful dev’s. This stuff is pathetic.

But hey if ya want the game mode to be unattractive to both veterans and new players your doing a marvelous job. Keep up the abysmal lack of effort.

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