I would disagree. It would turn into a nerf dps wise. The mechanics of meteor shower is that each meteor (there are 24 meteor’s in total) does splash damage up to a max of 3 targets. So when you cast meteor shower on a mob with a big hit radius or on a big clustered area of mobs, you’ll do a lot of damage and possibly do 72 damage hits in total. It’s a skill that shouldn’t be this strong on a single target unless it’s a boss (imo). And then 24 hits is still a lot of damage.
The simple reason I say no to a fixed amount of damage is that it takes away the incredible damage it can do to multiple targets because fixed damage is never going to overcome the damage from a 24 hits of meteor shower a target right now could get.
So what if a small mob only gets hit for 10 or 20%, doesn’t change the fact it’s awesome on multiple targets.
HOWEVER i do agree the nerf to non player targets is a bad one. Not sure how else to change it, but making the damage fixed is not an option to me for the reason explained above. Don’t change something that works so greatly in WvW. Would only make ele more kitten in another gamemode.
For example each falling meteor should have a damage radius larger, and the placement of them selected in a way, that each explosion reach to the center of the skill area. that way, if you place it on top of something, it will hit constantly. This way even placement (edge of the platform) of the skill wont have effect on the damage output. However if the target moves away from the center, now it is again affected by rng, so it keeps this aspect.
(I’m aware of in the earlier state it would have been a large damage boost, but then the damage itself could have been moderated, or the number of meteors)
For ArenaNet this wouldn’t be a solution because the reason (I think?) they put in this nerf is because large targets (often bosses) get hit by most if not all meteors, taking away the entire rng factor of this skill. Especially for raids, ele was the #1 (and probably still is?) DPS class because of this. The nerf effects those targets now the most because not all hits are registered into damage on the same target. But the nerf is really poor imo in general. Because like you say, if you’re casting it on a small target area which only gets hit by lets say 30% of the meteor’s, it’s quite annoying to see 1 or more hits not doing damage because it’s coincendentally within the 0,5 seconds after the other hit.
I understand that PvE players are annoyed that their meteor shower isn’t used to their full potential anymore. But probably any big mechanical change to MS is going to screw over the WvW player. The nerf is only to non player targets, meaning that the nerf didn’t hit us WvW players fortunately. I can safely say that MS is a very well designed skill because of the “RNG” factor and changing it would be a real waste. With this RNG, it’s still a very strong skill in WvW but not overpowered. The radius is very big and a well placed MS can have influence on the flow of battle. I think that if the skill gets changed drastically, it would make it a lot less powerful in WvW while any nerf or buff to the skill would be mostly unwelcome.
Instead of nerfing the skill over the entire game (It’s also nerfed on siege in WvW), ANet should have kept the nerf to the PvE raids only.
I was wondering if anyone else have the same problem.
Lag is a rare thing for me, something I rarely have. However after the patch it seems that desert borderland lags up sometimes. And it’s ONLY this map. The other borderlands and any map in the entire game stay fine for me. I can change to another borderland and the lag is gone, I go back to desert borderland and the lag is back.
So i’m thinking that it has to do something with the map or the server that the map is hosted on?
And it’s not regular lag either. When desert borderland starts to lag, it goes with high ping, from 400 to 4000. But what is worse is, the entire screen starts to rubberband. Everything I see is getting into a 1 minute delay with a rubberband effect and it’s just unplayable.
No, no, Lazarus can’t just turn into a good guy. I’ve already expected something was not right, and at first I just thought he’s toying with us. But now that he doesn’t seem to be lazarus at all, it would make total sense.
It’s totally possible that someone is strong enough. Look at jennah’s mesmer abilities, those are pretty sick, not to mention, she is said to have summoned an entire army of illusions once.
It’s clear that the person posing as lazarus doesn’t want to be recognized. But for me. the question would be, why pretend to be lazarus? What good would it do to pose as someone who has been one of the biggest threads to the human race?
Livia hasn’t been mentioned yet? Although since the beginning of gw2 i’ve been suspecting that jennah’s cat is more then just a cat, and had the quiet hunch that shadow the cat is actually livia. So I would rule out livia as lazarus
This fight needs to be be detuned more. It’s absolutely awful. A small room full of explosions and that jade construct while having to throw crap at the boss? Who thought this would be enteraining?
I thought the Jade was removed with the patch?
I thought so too. But he still appeared once in the final fight. The final fight is not so hard, just have to focus a bit, but once jade bow popped up, it proved to be somewhat of a challenge to stay alive. But got through it without getting downed. Going in with dagger/focus on ele helped tremendously though.
When i did it wednesday on my mesmer, i felt i got kitten slapped around the room.
Not sure what the fit is about. Dailies, core or HoT are incredibly easy to do, and you got PvP and WvW dailies as well…
If you have a level 80 character and still have trouble with your dailies, you might want to consider to stop playing the game if dailies in all game modes give you discomfort.
I might not make myself very popular here with this thread. But personally, even though I like to make use of every means possible to get as much loot as possible, I still prefer the experience above the most effective way to make money. So for example, champion trains is something I won’t do very quickly.
Now most of you should know about the multi loot that’s been going on in AB. Now that’s something I’ve been participating in myself. AB itself is not unpleasant and the loot with multi loot is too good. So effective yet fun in one package is nice and all. However, since it’s so good, it does attract many more players which is where the problem may lie.
Every 2 hours, I know AB (octovine event) is starting again, and each time around the time when AB starts, I seem to notice a lower or at times a lack of activity in other areas of the tyria maps. This has some effects on maps where population is welcome in order for the goals to succeed. In a sense, I don’t mind the multi loot, but it’s popularity might grow too much where it gets to an unhealthy situation regarding to other maps right now.7
Thanks and happy farming :P
First of all, fortunately I don’t really care about my rating. But if I knew that the first 10 placement matches would weight so heavily, I would have at least made sure to play my main class with a proper build.
What I’ve done is quite simple. There is an achievement where you have to win as a certain class a total of x times to finish that achievement with different classes. I don’t play anything else beside ele, but now I had to play something else and I simply wanted to get rid of this achievement as fast as possible. So in the first 10 games of this season I played as druid and mostly reaper (needed 2 wins on ranger and 5 on necro). As a result I lost more then I won and felt I lost a lot of games from which I knew it would have been won if I entered the game on my ele. The result is that my rating is exceptionally low I think and i destroyed it by playing classes I never play. Now after playing my ele for a few games (won 3 lost 1, sorry, i don’t spend too much time in pvp) I notice that it doesn’t give you a lot of points for each win you get (below 20 each time), so I can’t help but think that moving up is going to be a very slow affair. I would judge myself to be at least silver or nearing gold, so it should take awhile for my rating to “settle” like the devs have mentioned? Or will this really settle you anywhere you belong? because in the end, matchups are very RNG. Good thing it doesn’t influence the pvp achievements for the backpiece, so I don’t care.
Eitherway, placement seems to be too important in general? since moving up will be slow either way and it’s not like you can carry games (especially as ele?).
Question to the masses:
What is the highest amount of rating points you have won so far?
I’m just curious – does anyone use anything other than Fire as a fallback in Staff? I get that they just offer different types of utility, but seems like Fire is the only one that isn’t under-tuned in terms of DPS.
In particular, it seems like Lightning should be able to compete well, but it just doesn’t, at least not for me. What do people think about this? Am I doing something wrong?
Fire is your main DPS attunement and most content in PvE doesn’t challange you enough to get out of fire… Low risk high reward gameplay. If you want to make the most out of a staff ele by effectively using the other attunements beside fire, try WvW.
We would not display guest world names to enemies because we believe that would make fighting enemies more confusing since it would be harder to tell which world you were fighting.
Honestly I wouldn’t have any issues with this or even get confused. I don’t know which standards you have when it comes to player intelligence, but I don’t expect this to be a problem when people can see beforehand which servers are linked up together. Better yet, it would identify a group or guild much better because you KNOW they were from a specific server. Just generalizing a link up is not fun at all. And we all know that some servers in the past or in the present have some type of grudge or hostile feelings to eachother.
1. Which proposal is your favorite?
None. But if I had to pick, I would go for option 2 or 3 with some changes.
2. What, if anything, would you change about any of the current proposals?
See question 3
3. Is there another proposal you think is better?
Someone mentioned, displaying their server but infront of their server name, have either “red”, “blue” or “green” infront of their names so you won’t have a chance to be confused about it. You can identify yourself to a color like we have always done and you can identify yourself from a specific server towards the enemy. When your side captures something, either be it “captured by <color> alliance”. And maybe incase a big majority of a guild capped it, do “captured by <guild> from the <color> alliance”.
1. I’m very skeptical about the idea. My gut feeling says it might be fun and interesting in short term, but in long term it might spread out the WvW population too much over too many different servers, making the end result have these servers have almost no added values for any link up with other worlds.
2. Honestly I believe the only real solution to make things more balanced and more interesting in WvW is by merging EU and NA together into the same pool for WvW. But I don’t think that’s going to be possible is it?
Which is too bad, I used to play on NA for 2 years, never had problem with lag. Now on EU I had times I had more trouble with lag even though I live in europe.
I think you need to accept the fact you will always have differences in population and the way WvW is setup is never going to be 100% fair. Trying to balance too much is going to be at the cost of community experience which I think would hurt WvW overall way more.
Instead of opening up new servers, and adding a free transfer to them, why not try out opening up existing servers for free transfer that have a WvW population of (for example) 25% and lower. A guild that moves over has enough time to have all their guildies move over before this % changes (incase it’s a weekly change in number?).
3. Not at this moment. I would only transfer if my guild does.
Thanks for the solid feedback!
I’d see myself on frontline as well. But also depends whether it’s open or closed raiding. In open raids i’d be more tempted to stay in midline while in closed raids i’d be happy to be up front, just hoping 2800 armor is enough, but think it should be?
The focus is actually a nice suggestion, it certainly comes with useful skills. Is scepter/focus alright? I might have to try myself though. But main thing for me is that I like to have a ranged option available. Staff comes with defensive utility skills and chaos armor/field but with high cd’s. The greatsword at least offers some lower cd and alright damage even if it’s not too great in group play. Besides, can always switch weapons depending on situation if I can.
The calamity utility I put there because why not at that moment. It’s the utility slot that I can switch around basically for whatever is needed. Can replace with your suggestion, but also with veil or portal.
I had the well heal at first in my build, but thinking about the field effect and that the mirror has such a low cd, made me go with mirror. Well can interfere with waterfields or anything else and even though it gives a nice heal + condi cleanse, I might like the more selfish option of mirrors due to low cooldown. But I still consider well heal though.
Also thanks on pointers on concentration sigils
Hi,
I’m working on a mesmer/chrono build that I can enjoy in WvW and at the same time know it’s somewhat useful.
So a few things I wanted with this build:
I want it to do boonsharing relatively effectively. It needs to deal some damage. And lastly, it has to be sturdy enough to survive midline play.
My question is, with the build I worked on, does it kind of meet my demands?
Thanks.
Thanks for the feedback
The alternative build is the build that really matters. Find it better over the initial one I posted. Anyways, some responses from me.
on the WvW front you don’t nearly have enough toughness nor do you have enough vitality to actually survive in the front line and it would be hard in the middle. In addition to this your damage is a little on the low end. I’d think that most WvW front/mid eles would take focus because of its usefulness in projectile destruction and defense. Also, you went over the boon duration cap. 68.8% is way too high as you will likely get a Rev pulsing naturalistic resonance which is +50%. You don’t need sigil of concentration either.
You’re saying that I have too low survivability and damage on the low side? You do realize it’s nearly impossible to increase both (with runes/sigils disregarded). I’m aware of the boon duration cap and revenant’s usefulness. The alternative build has 55% boon duration, making it 88% with concentration. It takes in mind that I get that in PvE without revenant buffs. The boon duration buffs on my build are from food and traits as well, so it’s easy to replace them for another. For example, the food I’m using in the build is mussels gnashblade, replacing it with mussel soup would give me more vitality and I’ll keep the 10% damage reduction, which is also useful for survivability. In PvE I might be using food that enhances my DPS though.
Open world is pretty easy so in all honesty going full zerk with scholar runes should be easy enough.
I’m not exactly a beginner… I know PvE is easy, but that’s also why I come up with this build. In open world PvE you don’t have to maximize your damage for best results. It’s not like raids. Already have the gear and build for stuff like that. Like I’ve mentioned in my first post, the purpose of the build is to have an ele to casually cruise through open world content with ease. From experience I know that this build should do more then enough damage to contribute to the masses (with the right rotations). I agree that with all the old content it would be easy to just go all out on damage with fire and air because mobs from the older content hasn’t been made very well or challanging by ANet. The newer content however, act a little less predictable, where even unpredictable condition is dealt that can’t be anticipated. So if you have no or very little means to cleanse conditions, you’ll simply die a lot.
As for your utilities…Taking signet of fire, glyph of storms, and either lightning flash or FtB! should work just fine. Ether renewal is a bit of a long cast for healing and during that time you are most certainly not doing damage. You’re likely to get hit with a stray hit and lose more hp than you just gained.
Signet of fire is a damage enhancer, it’s useful in a DPS build, but this is obviously not a build made for max DPS I like glyph of storms, much used by myself, certainly something I’d still use often depending on the situation. I’m addicted to lightning flash and FtB is pretty good because of it’s somewhat lowish cooldown.
I have been using WTPA for quite some time, but the nerf to the heal is somewhat of a deal breaker now. Before tempest I always been using ether renewal. I know it has a cast time, but never really found much difficulty in using it. Be it WvW or PvE, always found the time to cast it. The great thing about it is that the amount it heals in total is decent while cleaning condi at a low cooldown.
You do have a point when it comes to the water traitline and whether I need it or not. I should get enough condi cleanse from my ether heal (every 18 seconds). But I guess it’s also a matter of what would I need for certain situations.
You must be wondering, why give counter arguments? it’s my way to discuss and think of my build and see if there are flaws in my ideas. So thanks
Purpose of this build is to create a dagger/warhorn tempest that can cruise through casual open world PvE content. Basically a solid build with enough dps but also enough survivability and sustain so you can simply cruise through the content with ease and even be tanky if I switch to focus if I want to.
Would also like to use this build for fun as midline to front tempest in WvW zerg content.
Here to ask for ideas, advise or tips regarding this build and its purpose. If something doesn’t make sense, I would love to know. And is lack of healing power alright?
edit:
Alternative http://gw2skills.net/editor/?vFAQJBIhdywA05A2fJ4gJwhJWaAMhCQA4D6eZ3sfWijwM4HA-TliXABEokZAlCiu/guPAAHUCCsyAYV/BU9AAoES2TAApAycMA-w
Thanks
(edited by Retsuko.2035)
Perhaps a silly question, but lately I have been toying with the idea of an elementalist with up to 80% boon duration as backline staff ele in WvW within raids/zergs. No aurashare, but mostly meant to enhance protection, stability and regen for survivability.
Is it viable with staff? and how is it best executed? Or simply not worth it?
(edited by Retsuko.2035)
There is one other case than Subject Alpha – Kudu’s Monster. And we have enough lore for Alpha to know that it was an Inquest experiment on creating a dragon champion of multriple dragon energies that they could control. Alpha was a failure, Kudu’s Monster was a supposed success.
Both are very much canon and not in question. There’s no reason to question its “reliability in lore”. We know it can happen. The question is: why don’t we see it happen without third party influence?
Well I wasn’t sure about it which is why I added a question mark. If it’s canon, it would be much appreciated if you can provide a source?
Can’t find it in the wiki, maybe in one of the books or other source?
My first guess to why it isn’t happening without third party influence is that anet simply didn’t think of making it happen yet? Another reason could be that the experiments managed to “corrupt” a being without integrating the will of said elder dragon that would normally come with the corruption? Just an idea and not based on anything really :P
As to your theory, you were only right in how every other bloke who theorized “sylvari=dragon minions!!!1!!1!” did. Nightmare has proven to not be coming from Mordremoth at all (given by the fact that the Nightmare Court fight Mordremoth too), and the Dream is explicitly stated to be what allows Mordremoth to get into sylvari heads. So by all indication, you were wrong on every account but tying their origins to Mordremoth and that the Tower of Nightmares hints at Mordremoth’s domain of mind. Which everyone else for the theory had kind of theorized too.
Honestly I felt pretty alone in this theory when I wrote about it at that moment or discussed it in other threads because most just told me that it didn’t make any sense. And didn’t the nightmare court share the same “Dreams” as all other sylvari? Reason to why not all of them were corrupted. Just calling yourself “nightmare court” doesn’t disconnect you from the Dreams I’d say now. I might not had it right entirely but I was kitten close anyway
It is never stated nor implied in any way shape or form that dragon minions cannot be corrupted by another Elder Dragon.
We merely don’t see it happen – but keep in mind that we’ve only had one case of two different kinds of dragon minions even coming remotely close to them – which would be the mordrem in Iron Marches.
True. Although we haven’t seen a single case outside subject alpha, nor do I know or can I find anything related to the story behind subject alpha so I can’t say in how much this is actually really reliable for the lore? But just because we haven’t seen it isn’t proof for either theory to be correct, nor would we actually see said corruption happening if it happens to already corrupted minions of another elder dragon. This theory needs to be proven through the storytelling by anet somehow? But like you said, the minions really stay away from eachother. And in many cases certain circumstances have to be met in order to have corruption happen (like seeking of power with sons of svanir).
The concept that dragon minions are immune to other dragons’ corruption is purely misconception created by people who used that as “evidence” as to why sylvari are dragon minions before it was confirmed (and since used the confirmation as proof their “evidence” was right) despite the complete lack of correlation and all evidence of sylvari’s “immunity” to other dragons’ corruption being, in fact, the Dream which we have known since release is neither unique to sylvari (White Stag) nor shared by all sylvari (Malyck).
Interesting you say this. After living story 1 ended I written my own theory here on the forum based on my observations, and looking back on it, I’m happy to say I was very much spot on.
https://forum-en.gw2archive.eu/forum/game/lore/Sylvari-s-Corruption-Theory-spoilers/first
Yes, one of the evidences I provided was that sylvari couldn’t or weren’t corrupted by zhaitan, but most of my theory was about the working of the dream and nightmare to explain my theory.
Either way, Sylvari haven’t been around for a long time but they have been heavily involved with the battle against zhaitan. There are many of them in the three different factions and none ever turned into a risen.
Now in the magus falls area, large areas have been corrupted or at least leave traces of mordremoth’s influence. The only exception is the area where the chak live. Why didn’t mordremoth keep them for what they are while they were eating on leyline energy, energy mordy wanted himself I would believe. And howcome we don’t see any chak getting corrupted (spiders didn’t get corrupted either though). Basically everything that lives in that area we see in a mordrem form, and while we see so many chak, none is ever corrupted. I find this intrigueing, just like the underwater tunnels underneath Tangled Depths.
(edited by Retsuko.2035)
It’s not really useful with staff. But for dagger/warhorn tempest it’s really good.
Not sure if I’m really happy about it.
Had a 1v1 with a condi rev once. Managed to keep my HP above 90 % for a while, but the moment my HP dropped below that, the rev’s condi ripped through my HP in mere seconds (2 to 3 seconds) and I was down.
Hopefully some of the offensive abilities on certain classes gets looked at or fixed?
I can completely relate to the luck factor.
I consider myself average in PvP. Not greatly skilled, but I know generally what I am doing and know how to play the capture game. Now my win lose rate is probably terrible by now. My losing streaks are much greater compared to my winning streaks. I soloq pretty much always and everytime I que up for ranked, it feels like a lottery. Most of them I end up with people who fight off points, cap with two at the same time, die incredibly fast, tank mmr, don’t bother defending points, do weird things like at start go far and abandon close+mid etc.
I’ve been able to carry the team on rare occasions which feels nice when that happens, but not as great as really good matches. Example of a really good match I had was yesterday when I went duoq with a guildie for a change who possibly had much higher mmr ranking then I. Was stuck in a 2v2 fight on a decapped point, my teammate was downed and managed to res him and finally won the fight by killing both opponents and capping the point. Intense fight of 2 or 3 minutes which is the kind of stuff I’m looking for in PvP. Finally lose the match but gained a pip from it. I don’t mind losing when I had in general a good time. But so far ranked is more of a frustration as solo que’er. MMR seems quite pointless because all it does it match you up with even worse teams and you just have to be lucky enough that the opponent is generally worse then the team you’re matched up with.
I just did DS meta event, followed the south path with the event. After the blight towers phase finished it didn’t give me anything. So I guess it’s still bugged.
Full berserker on a staff ele in WvW makes you a rallybot. If you’re following a random commander as a pug, surely you can get away with it. If you’re trying to do well within a specific WvW raid group/guild, you shouldn’t go full zerker.
Celestial is not the best armor for staff ele’s. With celestial you’re spreading your stats out too much, making your power really low and getting too much healing power and condi damage, stats that you don’t even need. Combining zerker with soldier gear is what I find most ideal since it keeps your power at max. Other alternatives to combine are knights, valkyrie and marauder stats.
So far I changed my staff and amulet into marauders and kept rest zerker. Running around in HoT is much easier with just an extra 2k HP. It’s just enough to give you time to recover or get away when you’re in trouble instead of that 1 shot to downed state.
Maybe I’d change 1 or 2 other trinkets to marauders if that ever becomes possible?
Getting too many marauders costs too much ferocity I think.
Revenant and warrior (dragonhunter too?) are simply much more effective in tanking while doing more damage in melee. Beside that, you’re lacking hard CC to deal with the breakbars in the raids.
The problem of turning a druid into a burst healer is that it’s mostly not needed at all.
Two reasons.
- Every class has it’s own healing skill and most of them can be considered a burst heal. This makes another burst healer an overkill, but a sustain healer very welcome.
- Water fields (from ele’s and engineers) are the best resource for burst healing since multiple parties can make use of one waterfield, whereas druid only heals 5 people at a time.
In the end, a druid with only a spare amount of access to burst healing is going to fall out of any meta.
I’m quite sure now that arenanet devs do not play this game at all.
In some content it might not make a huge difference and in most PvE content I find myself pew pew’ing with longbow anyway. But in certain content like WvW, which is the main reason I made a druid it is an awful change.
Normally druids start out with maximum AF. Now after you were in a fight, chances are you’re out of AF because we actually like to use it to heal our allies.
Now before the next fight comes up, there will be no opportunity to generate your AF because before we get into the next fight, nobody in the wvw group will take damage. The consequence is that in the next fight, we’ll be forced into using staff to regain our AF in order to do a part of our job, and at times it could take too long even to get it before it’s needed. I don’t think it’s right to force players into using a weapon to make your class effective, it’s bad design imo.
Now I wouldn’t have minded if staff itself had decent dps ability and other interesting skills. But sadly the staff is very underwhelming right now, and is more of a utility weapon (skill 2 needs complete change, 4 needs a buff).
Ideas:
- Maybe give AF a natural regeneration based on healing power for quicker regen, 20 seconds with 1000 healing power, 30 or 35 seconds with 0 healing power.
- Throw out the AF regen and just put CAF behind a cooldown.
- Keep things the way they were as before this nerf, but instead make regeneration 1/3th slower?
Using healing power into the mix if your build should be rewarding. This change to AF right now is purely a punishment and doesn’t make for interesting builds at all.
The same guy who says zerker days are over, is now making changes to make it come back again. gj
(edited by Retsuko.2035)
I started out on SoR. Moved to TC (with the guild I was in back then) when SoR exploded. Reason of going to TC was simple, the guild was partly a european guild and we wanted to keep fighting active servers in that timezone. Another reason is that basically, the SoR community moved all along to TC, making SoR an empty shell.
SoR felt like a fun community at first and managed to get tough times when reaching the high tiers. Once in tier 1 and with the league system in WvW more and more drama emerged. Low pug population and commanders making extra hours was too much for some people. Resulting in some guilds leaving, putting even more pressure on guilds/commanders who remained on SoR. Lots of factors and drama that resulted in the entire community leaving.
TC was a very nice warm and welcoming server when I came there. But again, being in tier 1 (since SoR took a freefall), having to compete against other servers (BG and JQ) in numbers and coverage, especially during league caused again for drama. I think it’s cheap to say that all the trouble in TC started when the SoR guilds came to TC. Perhaps a hand full was causing some trouble, but in general it gave a nice boost to the TC server. Until WvW league happened.
It’s no surprise I think to see the same sort of happened to TC as what happened to SoR when moving up the ranks and finally hitting tier 1. It probably has more to do with the desire to compete with the other servers and simply putting too much drain/pressure on your players because otherwise you can’t fight the higher numbers.
I started this thread because I was looking for a server who had a similar community as the servers SoR and TC used to have. But I quickly realized that such servers don’t exist anymore.
I moved to deso at some point since I wanted to join a guild there. And even though it’s a tier 1 server, I never witnessed so much drama within a community as in deso. It even came to a literal split where people used 2 different websites and 2 different teamspeaks. Not sure if it’s still the same situation now. But it still remained at the top somehow, largely due to coverage I believe? but honestly you couldn’t speak of a community there. I moved away from deso to piken to join a specific guild instead of looking for a server.
Now I’ve seen a lot of server “hatred” before which I find quite silly. And even now I see people blaming groups/guilds/players/servers for things that happened. But I rather not go there and instead point my fingers in another direction: ANET.
WvW should have been a great place for servers to build communities and eventually that happened, but the lack in balance of the gamemode and the lack of attention the gamemode gets, I think it causes communities to suffer and partly get dissolved due to players splitting from others or losing interest in the game entirely.
The new maps and system again proves the devs think they have the answer when they don’t. Since when do WvW players want a labyrinth to play in? The new mechanics in some places are interesting and even fun at times but the map in general is hard to navigate through. But they could have kept things simple as with the alpine map with big fields and forest to keep things more straightforward. In the end, people come into WvW to fight and not to enjoy the scenery. How often have devs asked us what we like to see in a new map ?
WvW needs more love and attention from anet, because right now all I see are bleeding communities waiting for a miracle to happen for WvW that probably won’t come.
(edited by Retsuko.2035)
Was really surprised one time when I got hit by this skill for 12k after trying to burst dps the rev without succes (too tanky) so didn’t make sense to have a tanky rev dealing so much damage. CoR needs a damage nerf, not a cd nerf imo.
Also the rev in general needs a nerf. It currently takes no skill to play the class succesfully.
Ok, this might have been discussed already.
But I like to know how much healing power you like to have on your Druid. What amount do you think is nessecary and why? or is it not needed at all?
I’m trying to make a build for druid and getting closer to what I want (balance is difficult). Sadly I can’t use any decent reference on this forum when looking at the builds section however. They either go very heavy on healing power or toughness or both. And that’s not what I think is the way to go for me.
So really wondering what people think about healing power after playing druid for 1 or 2 weeks.
People keep posting on the raid forum that full ascended is only 2% better than exotic armor with ascended trinkets and weapons, so it may be of some use. We all know how “deftly” anet can sense what 2% is…
Maybe that 2% is in the same statistic section of the ranger’s pet doing 30% of all his dmg…
It’s 5% and if I remember correctly they wanted to make it 10% with HoT (no change yet). I might have remembered it wrong or mistaken it for something, though.
It was developers’ confirmed you won’t be able to bear raids without it. You’ll either lack damage or agony might get implemented for it. We don’t know yet.And unbuffed, cats deal roughly 30% of your DPS. Full buffed (assuming your pet is too) it still deals around 20%. When it comes to AoE, well… weak.
First of all, devs have confirmed that agony is not going to play any part in the new raids. Second, their statement on needing ascended armor is bullkitten and doesn’t hold much value due to the simple fact that they haven’t even told us anything more specific when it comes to the needed stats. You can be fully ascended, but what if you’re using the wrong stat combo on it? so it doesn’t make much sense.
Of course, in my opinion I think that ascended weapon+trinkets is standard since they are easy to obtain. So the extra few stats that ascended armor brings over exotic is neglectable. An above average skilled group can easily go in with exotic armor. If ascended armor would be nessecary, something would be wrong with the raid, not the players.
As for druids role, it’s still unsure, but previous experience has shown that druids in a healing role worked quite well.
So many full servers is only driving the new players into the non full servers. Those new players who try out WvW, will witness an empty borderland most likely and will not even bother IF they are even interested in the game mode. So goodjob anet
Making full servers is also not going to make WvW guilds move down a couple tiers. Simple reason is that nothing really happens there in WvW in the first place. Anet can “force” us to balance it out by making higher populated servers full, but in practise, nobody will transfer in the first place because they rather stay where they are, even if they are unhappy. It’s a stale situation and the only thing that you prevent is from making a handful servers even more stacked compared to others.
I don’t understand though how some tier 3 and tier 4 servers on EU can be full. WvW is pretty ded right now in tier 3 and 4 when it comes to the new borderlands.
If anet wants to fix WvW, they need to make a complete overhaul on how server match ups work, and maybe even get rid of the entire server system and put alliance wars in place or something.
Also it would be great to see some sort of better rewarding for our time in WvW. Maybe make the experience from killing (not capping please, don’t wan’t eotm 2.0) count towards our tyria masteries would be a great start.
I understand that you need to do HoT content to level the Jungle masteries, but it’s a bit unfair to force everyone to do general PvE stuff in order to train the other masteries.
(edited by Retsuko.2035)
I fixed my crashing problem so far it seems by updating my computer from vista 32 bit to 8.1 64 bit. It’s even much better then ever before… (made me wish i updated it sooner). Luckily I was able to get a newer windows version, but i’m sure there’s people who are not in a position to do so. So it’s still a shame that the game runs pretty badly on 32 bit OS systems.
The tab was already turned on for me. But apparently my max virtual memory was set to 3600 or so while having 4gb ram memory. And advised is to put 1,5x the amount of ram you have. So i turned the tab of and set the min and max to 6800 instead. We’ll see if that works.
Also got another reply from support ticket back, and sadly their only solution is to make you buy windows and do an entire clean installation of your computer. Even though they admit it’s their own client’s fault.
“I looked further into this and found that Heart of Thorns is currently having compatibility issues with 32-bit systems.The best thing you are able to do right now is upgrade to a 64-bit Operating System. Once that is done, the problems should be gone.”
And what I don’t understand either is that their min requirements to play the game says you need at least 2gb of memory, why does it use so much more to play it? Sorry if I’m clueless on how it exactly works.
Druid right now seems indeed pretty useless.
I contacted Anet on my crashing issues ever since HoT. Even on lowest settings. Seems I’m not the only one though. So far it only happens on verdant brink and Auric basin. Inside story instances my client seems safe, and haven’t seen myself crash outside the new zones either yet.
I’m dissapointed with anet though, in the support ticket they asked me to give them the needed information. I gave it to them with a thank you for responding, and their reply is.
“You are very welcome! Please enjoy your game and feel free to contact us again in the future if you need assistance.”
No more no less. Pretty vague and no answers.
OOM crash again after patch.
—> Crash <—
OOM: Heap, bytes=4266844,
App: Gw2.exe
Pid: 4792
Cmdline: -isRelaunch
BaseAddr: 01230000
ProgramId: 101
Build: 54522
When: 2015-10-23T19:31:47Z 2015-10-23T21:31:47+02:00
Uptime: 0 days 0:12:54
Flags: 0
—> System Memory <—
Physical: 451MB/ 3326MB 13%
Paged: 3238MB/ 6880MB 47%
Virtual: 154MB/ 2047MB 7%
Load: 86%
CommitTotal: 3642MB
CommitLimit: 6880MB
CommitPeak: 3644MB
SystemCache: 775MB
HandleCount: 28713
ProcessCount: 58
ThreadCount: 934
—> Process Memory <—
Private: 1696MB
WorkingSet: 1597MB
PeakWorkingSet: 1598MB
PageFaults: 1960699
—> Memory Category Usage (Inclusive) <—
[Category] [Size(MB)] [Count]
Root 884.10 1326430
Programmer Data 386.75 455404
Art Assets 375.20 15353
VRAM 294.01 24456
Anim Import Models 174.18 360
Anim Import Packfile 174.18 360
Engine 159.17 279298
Game 145.48 115977
Map Assets 101.59 12330
Gr 100.10 173622
Content 96.49 37301
Prop Models 90.02 4962
Character Models 87.80 1045
Prop Packfile 86.42 549
Uncategorized 86.21 807682
VRAM – Gr Postproc 59.44 18
Collections 56.54 8732
Dictionary 54.35 1713
Composite Models 47.03 381
Character Packfile 40.37 164
Composite Tex Pool 40.14 144
Composite Tex 40.14 144
Text 36.98 6271
Collide 35.94 47991
—> Memory Category Usage (Exclusive) <—
[Category] [Size(MB)] [Count]
Anim Import Packfile 174.18 360
Content 96.49 37301
Prop Packfile 86.42 549
Uncategorized 86.21 807682
VRAM – Gr Postproc 59.44 18
Dictionary 54.35 1713
Gr 40.96 7829
Character Packfile 40.37 164
Composite Tex Pool 40.14 144
Text 36.98 6271
VRAM – Gr Geometry 34.98 195
VRAM – DirectX Geo Buffers 30.56 1520
VRAM – DDI Shader 29.25 19377
VRAM – UI Textures 24.96 612
Collide Havok 16.81 38258
VRAM – Prop Tex 16.28 958
VRAM – Prop Geo 15.55 581
Model Granny 14.34 23362
Gr Cloud 14.29 21196
Map Zone 13.32 18322
Collide 12.81 8972
Gr Umbra 12.31 1487
Audio FMOD 12.03 8455
Audio 11.86 1755
[DbgHelp.dll is C:\Windows\system32\dbghelp.dll]
[DbgHelp.dll version 6.0.6001.18000 (64/32-bit compatible)]
—> ClientContextThreadProc Thread 0×10ac <—
—> Trace <—
Pc:0153d86f Fr:06daf69c Rt:01e3fd20 Arg:00000000 00000000 023e70a4 000004b3
Pc:01e3fd20 Fr:06daf8dc Rt:01e40a77 Arg:00000000 04587410 00000025 00000025
Pc:01e40a77 Fr:06daf914 Rt:01e380f8 Arg:00000000 0153eda9 000007a0 0157cde0
Pc:01e380f8 Fr:06daf964 Rt:0187654b Arg:3d178d50 3d18bd27 06daf9f4 0706dab8
Pc:0187654b Fr:06daf998 Rt:01878def Arg:3d18bd27 016ec723 0474d010 0474d460
Pc:01878def Fr:06dafa40 Rt:016ea5fe Arg:0474d010 00000002 00000002 00000010
Pc:016ea5fe Fr:06dafabc Rt:016eb802 Arg:74d495d9 01d10dc9 ba8b9267 00000001
Pc:016eb802 Fr:06dafafc Rt:016e9dd1 Arg:043f2d30 0045c6a0 0153ef28 00000000
Pc:016e9dd1 Fr:06dafb1c Rt:01690970 Arg:043f2d30 ba8b93cf 00000000 0045c6a0
Pc:01690970 Fr:06dafb54 Rt:01690a98 Arg:00000000 06dafb6c 75d8d3c9 0045c6a0
Pc:01690a98 Fr:06dafb60 Rt:75d8d3c9 Arg:0045c6a0 06dafbac 776c1597 0045c6a0
Pc:75d8d3c9 Fr:06dafb6c Rt:776c1597 Arg:0045c6a0 71ebb5cd 00000000 00000000
Pc:776c1597 Fr:06dafbac Rt:776c156a Arg:01690a1c 0045c6a0 00000000 00000000
Pc:776c156a Fr:06dafbc4 Rt:00000000 Arg:01690a1c 0045c6a0 00000000 00000000
—> Thread registers <—
eax=06daf210 ebx=06daf658 ecx=023e70a4 edx=06daf658 esi=75d7fcc6 edi=00000000
eip=0153d86f esp=06daf634 ebp=06daf69c
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000246
eax-32 06DAF1F0 00000000 00000000 00000000 00000000
eax-16 06DAF200 00000000 00000000 00000000 00000000
eax 0 06DAF210 80000003 00000000 00000000 75d7fd1e
eax16 06DAF220 00000000 00000000 00000000 4012fec5
eax+32 06DAF230 ffffffff ffffffff 62000000 429e0000
eax+48 06DAF240 42c60000 06daf3a0 00000001 000068e7
ebx-32 06DAF638 023e70a4 000004b3 00000000 6ffe7c10
ebx-16 06DAF648 06daf6d0 6ffe7c50 00000000 00000009
ebx 0 06DAF658 70616548 7962202c 3d736574 36363234
ebx16 06DAF668 00343438 00000000 000ec8df 000ec8df
ebx+32 06DAF678 06daf6a0 01644145 00000000 06daf6cc
ebx+48 06DAF688 06daf69c 06daf6d0 06daf6cc 00000000
ecx-32 023E7084 65646f4d 7270206c 616f6c65 656c2064
ecx-16 023E7094 20736b61 65746564 64657463 0000002e
ecx 0 023E70A4 2e5c2e2e 2e2e5c2e 676e455c 5c656e69
ecx16 023E70B4 65646f4d 6f4d5c6c 466c6564 2e656c69
ecx+32 023E70C4 00707063 006f004d 00650064 0020006c
ecx+48 023E70D4 00690066 0065006c 00250020 00200073
edx-32 06DAF638 023e70a4 000004b3 00000000 6ffe7c10
edx-16 06DAF648 06daf6d0 6ffe7c50 00000000 00000009
edx 0 06DAF658 70616548 7962202c 3d736574 36363234
edx16 06DAF668 00343438 00000000 000ec8df 000ec8df
edx+32 06DAF678 06daf6a0 01644145 00000000 06daf6cc
edx+48 06DAF688 06daf69c 06daf6d0 06daf6cc 00000000
esi-32 75D7FCA4 e805b70f 8375e0f5 e8d10cc4 08c25d5e
esi-16 75D7FCB4 fc45c700 00000002 00b511e9 90909000
esi 0 75D7FCC4 ff8b9090 83ec8b55 458b50ec b0458908
esi16 75D7FCD4 830c458b 458901e0 39c033b4 45891445
esi+32 75D7FCE4 bc45c7b8 75d7fcc6 8b65840f 458bfffd
esi+48 75D7FCF4 0ff88310 7ce5870f 45890002 02e0c1c0
—> Code <—
0153D84F 806a1902 8d45bc6a 4050e802 6affff83 .j…E.j@P..j…
0153D85F c4108d55 bcb90500 00006a00 ff751453 …U……j..u.S
0153D86F e81c9500 008b55b4 8b45b88d 5a178b75 ……U..E..Z..u
0153D87F 1883e3f0 8bcb8843 fa8ac32a c2668973 …….C…*.f.s
0153D88F f88843fb 0fb6c02b c8897bfc 3bca7414 ..C….+..{.;.t.
0153D89F 68e50300 00bafc69 1902b990 6a1902e8 h……i….j…
—> Stack <—
06DAF634 0153d874 023e70a4 000004b3 00000000 t.S..p>………
06DAF644 6ffe7c10 06daf6d0 6ffe7c50 00000000 .|.o….P|.o….
06DAF654 00000009 70616548 7962202c 3d736574 ….Heap, bytes=
06DAF664 36363234 00343438 00000000 000ec8df 4266844………
06DAF674 000ec8df 06daf6a0 01644145 00000000 ……..EAd…..
06DAF684 06daf6cc 06daf69c 06daf6d0 06daf6cc …………….
06DAF694 00000000 ba8b9e07 06daf8dc 01e3fd20 ………… …
06DAF6A4 00000000 00000000 023e70a4 000004b3 ………p>…..
06DAF6B4 0000007c 00000001 00000000 74d4e3f9 |…………..t
06DAF6C4 6ffe7c10 02a92e24 00411b5c 010ed7de .|.o$…\.A…..
06DAF6D4 c2eb0000 44012002 00000000 42dd4673 ….. .D….sF.B
06DAF6E4 429de4b1 441fd3bb 00000000 06daf7d0 …B…D……..
06DAF6F4 06daf714 016bae08 54c13eec 4341080f ……k..>.T..AC
06DAF704 c2eb36ab 44012002 00000000 06daf864 .6… .D….d…
06DAF714 02036730 441fd3bb 00000000 02a92e24 0g…..D….$…
06DAF724 00000063 1cfa2a10 ba8b9fab 06daf7a0 c….*……….
06DAF734 0203878c 06daf7ac 0203878c 06daf750 …………P…
06DAF744 06daf770 01d90637 02038796 4341080f p…7………AC
06DAF754 c2eb36ab 44012002 00000000 00000020 .6… .D…. …
06DAF764 046b5148 02193bcc 00000020 06daf78c HQk..;.. …….
06DAF774 016bbb9f 07016000 00000020 00000000 ..k..`.. …….
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06DAF794 046b5148 00000000 00000020 00000000 HQk….. …….
06DAF7A4 00000001 00000000 06daf7c8 016adaf7 …………..j.
06DAF7B4 00000020 06daf7d0 06daf7c4 00000000 ……………
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06DAF7F4 046b5148 02334df4 00000070 06daf81c HQk..M3.p…….
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06DAF824 046b5148 00000000 ba8b90ab 06daf854 HQk………T…
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06DAF874 256a5ca8 0233435c 07c2603c 06daf89c .\j%\C3.<`……
06DAF884 01e48622 0cf2b534 00001909 0233435c "…4…….\C3.
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06DAF9B4 00000002 00000002 00000010 06daf9d8 …………….
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06DAF9D4 0000000c 00000000 0706dac8 00000000 …………….
06DAF9E4 0474d054 00000001 0474d010 06dafa30 T.t…….t.0…
06DAF9F4 0706dac4 0474d04d 016ab247 0474d38c ….M.t.G.j…t.
06DAFA04 016ecae3 0474d010 00000000 00000000 ..n…t………
06DAFA14 06dafa40 06dafa58 016eac9f 0474d010 @…X…..n…t.
06DAFA24 0050f226 00000001 0474d358 00000000 &.P…..X.t…..
—> Error Logs <—
Content is referencing a propID that doesn’t exist propId=‘1907337256732033536’
Content is referencing a propID that doesn’t exist propId=‘1907337037688701442’
Content is referencing a propID that doesn’t exist propId=‘1907337699113665028’
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×118f71
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×1346fc
Texture missing mip chain: 0×1346fc
Texture missing mip chain: 0×1346fc
Texture missing mip chain: 0×10369f
Model ‘0×082244’: Failed to resolve AimIK bone indices.
—> DirectX Device Info <—
VendorId = 0×1002
DeviceId = 0×683d
Version = 8.17.0010.1191
Description = AMD Radeon HD 7700 Series
Compat = 0×00000000
VidMem = 2417 MB
My client keeps crashing as well. Played on lowest possible settings, before HoT it never crashes at lowest settings, I can even record 2 or 3 hour long WvW sessions while playing. Now it crashes after going to a waypoint or with event encounters.
No idea what this log says. But error is bad
- Error Logs <—*
AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×09d1da’: Permutation ‘default’ not found, auto selecting permutation
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×09d1da’: Permutation ‘default’ not found, auto selecting permutation
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Texture ‘0×03539b’ dimensions too small
Loading ‘0×03539b’ texture failed
Model ‘0×09d1da’: Permutation ‘default’ not found, auto selecting permutation
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Texture missing mip chain: 0×134700
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture ‘0×03539b’ dimensions too small
Loading ‘0×03539b’ texture failed
Model ‘0×082245’: Failed to resolve AimIK bone indices.
Map load hang on STATE_MODELS_STREAM detected: MapId: 1052, Position: (5321.759766, -994.742004, -16930.500000), Completion: 0.000000
Texture missing mip chain: 0×118f71
Texture missing mip chain: 0×010140
Map load hang on STATE_MODELS_STREAM detected: MapId: 1052, Position: (-19769.900391, -10905.200195, -20101.500000), Completion: 0.000000
My client keeps crashing after playing for a bit. Normally that only happens after playing for a couple hours, and never happens when playing at lowest settings. This time I played at pretty much lowest settings possible and still crashed after 1 minute playing (after restarting computer). So definitely something is not right with this patch/client.
The beta didn’t give me this problem either.
It seems clear at this point that moving reset to Saturday is non-negotiable for the time being. While this may upset many people, I think this is one of those times where we need to cut Anet some slack. They are pushing out their first expansion and want as many developers to be available as possible during the weeks post-launch to fix the inevitable series of bugs and exploits that come with any new content.
Is it a major inconvenience to some, yes. Is this the end of WvW, absolutely not. The sky is not falling people; the game will still run all seven days, whether you give up on some of them as “karma train days” or not. And as was stated, it may only be temporary.
Also, to those stating that this is a terrible change because of even more bloated queues, you do realize you are making a case FOR Anet to do this right? The idea of readjusting the server population caps was to spread people out and long queues would do just that.
Thanks for these insights. I believe you’re looking at things logically, and I appreciate that.
It saddens me that you seem to have only “eye” for those who have a more positive opinion on this change and the way ANET has handled it. Even though, many have valid concerns with valid arguments. And your customers have a very good reason to be upset. The way you and everyone so far at ANET has handled this issue is quite poor in my opinion. I appreciate the communication, most if not all other gaming companies would be silent, but it still shows that some of your developers lack the experience or knowledge on how to communicate something. If your people at ANET would communicate this better and knew what the impact of this change would be, it might not have been such a long rage thread.
Anyways, a good post I agree with:
Gaile and John,
What the anet dev team needs to learn from this episode is that the WvW community makes real life chnages to their play schedule in order to accustom themselves to be able to play reset. From what you would have seen in the posts here, many people are really unhappy because the change in reset effectively means one day less of useful gametime on a weekend. For wvw community to have one less day of gameplay, this would also ultimately translate directly or indirectly to lesser income for anet.
Unless you give the community something else to do on Friday nights, over time you will probably see fewer and fewer people logging in to play the game as they would migrate to other games to occupy what would have usually been reset day for them.
Do not simply expect the gamers, your customers, to adapt to your proposed changes because of your data findings etc. The number of negative posts is enough to tell you that the data may be incorrect. People make adjustments to their real life schedules to play the game, for such a big change to occur at a whim without consultation is a bad move.
Valid post with valid concerns. Taking away friday will make WvW players play another game altogether. So in a way, this change is killing your game mode and it is sad that your collegues at ANET don’t see reason but only look at numbers.
I predicted the sylvari being minions right after Mordy “awakened”.
https://forum-en.gw2archive.eu/forum/game/lore/Sylvari-s-Corruption-Theory-spoilers/first#post3739146
Looks like it was spot on. My next prediction is that in 6 months, the new WvW borderlands are going to be like EotM is today, three giant karma trains. Meaning you failed to deliver and keep your most exciting game mode.
That is if this reset change is not changed back within a month. Hopefully I don’t have to link back to this post like I did now with this lore prediction :P
Make it ealry Friday instead.
People will have 3 full days to enjoy the beginning of the matchup (which equals the highest motivation and therefore best fights) and you won’t have everyone joining reset in the evening, creating massive ques.There ANeT, you just had your solution given to you.
ok… I don’t think so… people complain mostly because they want to do reset as well, not get rid of it alltogether.
And friday wouldn’t be convenient for anet. Their own convenience outweights customer experience.
Another reason is the emergent gameplay that has come from reset. It has become one of the most exciting times for WvW and we would really love for more players to have the opportunity to experience it. We have many more players logging in on Saturday than on Friday which means with this change many more people will be available to experience the rush of claiming objectives for their world during reset.
Like I and others already said, Que’s prevent from “more” people experiencing reset.
If you like more of us to experience reset, why not do a reset twice a week? This prevents us from having pointless days during weekly match ups, and might kill karma trains.
Hello All,
There are a couple of reasons for the change to reset time. One is for the overall quality of the game. The last few years we have been careful to not disrupt the WvW reset time but this has at times made it difficult for our team to address issues during reset day. This change will give our team an extra day of the week that they can use to respond to issues that may occur with WvW or any other area of the game if it is necessary. In the early days we wanted reset to be during a weekday to ensure we had people available to monitor the game at reset time, but at this point we have seen the ongoing stability of World vs. World and resetting on a weekday is no longer necessary.
Another reason is the emergent gameplay that has come from reset. It has become one of the most exciting times for WvW and we would really love for more players to have the opportunity to experience it. We have many more players logging in on Saturday than on Friday which means with this change many more people will be available to experience the rush of claiming objectives for their world during reset.
However, given the concerns posted here we will be moving the Saturday reset to earlier in the day to give most players the majority of the day to enjoy the start of the new match. Immediately after launch the new time will be 11am PDT / 2pm EDT (6 pm UTC) for NA and 11am BST / 12 pm CEST (10 am UTC) for EU. Keep in mind that the following week with the end of Daylight Savings Time / Summer Time the reset times will be pushed even earlier to 10am PST/ 1pm EST and 10am GMT / 11am CET.
Thank you for your feedback. We realize that no time we pick is going to work for everyone but this change is going to benefit even more players overall while at the same time giving us a little more breathing room to improve the quality of the game during the week.
Thanks,
John
I can understand that you wish to make changes to increase the quality of the game. But with quality I would think of the quality we experience while playing the game… And not the quality of your own convenience. But it seems we both have different opinions on this matter.
Your reasoning for changing it to saturday because most people play at that time is of course nonsense since we have que’s on the borderlands during reset anyway. A lot of our core WvW players mostly play during the weekend and reset is their highlight. One of the reasons reset is a highlight is because at reset everything is fresh and paper, and everyone starts from scratch which makes WvW a lot more fun. You actually have things to take or defend and play WvW the way ANET wants us to.
By setting it to saturday you basically shorten our fun experience by HALF on the weekend. Most match ups end up decided 2 days before reset, and not much happens by that time. So friday is going to be boring and unsatisfying for many of us. So yes, I think the quality we receive while playing this game is dropping with this change.
Now the change to saturday afternoon is just amazing I think, in a bad way. Because it proves you have not done any demographic research on your playerbase. Surely there are people who can spend their time on a saturday morning/afternoon on a video game in WvW, but so many people have lives and other things to do during the day… Not to mention, for OCX/SEA it will be too late to do reset.
Yes, you can not satisfy everyone, and every hour or minute during the weekend is bad for someone. But we can see that the majority doesn’t like this change and wants to keep it on friday. I guess now is the time to see if you really take the WvW playerbase and the gamemode seriously. If not it proves you’re basically doing the same as with dungeons, making it less popular to put incentive to play other things. But I can assure you that changing it to saturday (at whichever time) is going to lose you loyal longterm WvW players.
The tempest was better in beta 3 and felt somewhat fun to play. But I never had a feeling that I was doing something really new or useful that other classes can not do. And it definitely doesn’t compete with my staff or D/D ele.
Right now I believe the fix is not by changing numbers or altering a few minor traits. I think the mechanism of the elite spec needs to be changed dramatically.
First of all, making us stay in one attunement for a long time or locking us out of an attunement is too much to pay for the current overloads. Overloads are fun and they seem to be getting to the right place, but what they offer, I can do the same with the existing weapons already and since active battle usually asks for different skills I rather keep all my weapon skill options open instead of turning myself into an obvious target that people will easily avoid.
Instead of using the existing mechanism where attunements get a long cooldown, I’d rather see a cooldown on the overloads themselves. Make it like 40 or even 60 seconds per overload, so they can’t be spammed, or give a global 20 seconds or so cooldown on them.
Right now we have to pay too much in order to use overloads (long cd on attunement + dropping a useful traitline).
To make it worthwhile to drop one of the existing traitlines, I think the overload change should go a bit further. They should be an aoe you can place on range, either by placing on ground or on target. Souns OP maybe, but I can’t think of another way to make the tempest really viable.
Still, that spec in particular more reflects a problem with the content itself than a problem with the spec itself. This is more apparent with new content – if enemies move, no one wants to run Staff Ele. This makes sense. Since you need an enemy to simply stand still in Lava Font in order for the build to be effective, if enemies start walking around the room (see, the new raid boss), it becomes a lot harder to get a big burst AoE combo, or even get full value off of your Lava Font.
Staff has soft and hard CC’s that help you pin down enemy mobs quite easily to make your aoe’s land. Any decent staff ele should have little to no problems with any mobs in the new content. Also my experience when trying out tempest with d/wh was that I switched to staff mid battle with the champion wyvern because it’s just that more convenient and better to play over melee weapons.
Tempest right now is interesting and offers a “fun” different way of playing it. The healing is somewhat weak though and aura’s are not very strong. Aura’s become stronger with boon sharing effects though, but you’re almost forced to run powerful aura in water, meaning you’re forced in two traitlines. And even then, guardians offer better support + healing. I don’t think the tempest strength should be in the area of healing or aura’s because basing it on them makes the spec too underpowered.
Overloads is a creative idea, but at the end of the day, at it’s current form it’s never going to work even if you buff them up. The reason is quite simple, like the OP has already explained, it takes 10 seconds for the entire effect to emerge after swapping to the attunement. My playstyle and I think of many others are all about swapping from one attunement to another. When playing tempest I usually caught myself swapping to another attunement because I want to use certain skills in combinations/rotations before I can even use the overload in each attunement. So that makes you wonder if there is even a point in going tempest in the first place. I do agree that the overload skills themselves have been buffed somewhat sufficiently now to a point where they are fun and effective to use but I think two very simple changes could make tempest more worthwhile in many ele builds.
1) Lower 5 second activation time after attunement swap to at least 2 seconds.
2) Make Overloads a target AoE skill at 900 max range. (ground target would be nice, but OP?)
You sound like you don’t want to think that Tempest is strong. In a nutshell, this is how I teamfight (and remember, I said I 1v1 with fairly strong success):
Team begins fighting
First person takes damage on my team
I overload air
I walk to teamfight
Overload completes when I enter
I have a zone to free-cast my staff skills
We winOh and if they do not bring cc anywhere I just cast in middle of teamfight to get the few extra procs.
It’s not a matter of thinking it’s weak or strong. Fact is that in any gamemode the tempest offers no competition to existing builds. Won’t say it’s interesting to play, but it doesn’t add anything better somewhere or at least equally as good anywhere.
You can tell awesome stories about your tempest, but fact is also that nobody is going to just sit there and take your damage. Most people with some skill can find their dodge button, know how to kite, or are range class and can easily handle with tempests trying to do oh so “amazing” damage :P I can make a tempest “work” as well in fights where I have someone with me, no achievement there.
If only overloads could be used not on the character itself but as a ground targeted aoe you could place on 1200 or 900 range, perhaps at the cost of losing break stun from it. That would make tempest/overloads viable with staff and usable in WvW.
Any other changes to tempest right now will never make it any good for WvW and won’t see much use there at all.
and just in case, this spec is not meant for PVP to begin with. trying to have a discussion of why it doesn’t work on that game mode is a moot point to begin with.
It’s clearly not meant for WvW either… So what is the spec meant for? Don’t tell me PvE because anything goes there.
It’s perfectly fine to talk/discuss about tempest in PvP and look at benefits and shortcomings in the hopes to improve the spec.
It’s not for PVE either because it doesn’t have a single damage modifier.
If the “anything goes in pve” logic is true, we would see people running dungeons in magi. It’s quite a stretch, don’t you think? And tempest main strength, at least to my finding, is the endless access to auras that give heal, boon and aura specific defensive mechanism. And i dont know what you’re talking about how it does not have any dmg modifiers. Do you even math out how much dmg you get from the air overload every roughly less than ten seconds when compared to the situational modifiers? That on top of other dps skills that you still have like dtooth, phoenix and air scepter #2 and the just-as-much might stacking capability. I tested tempest in pvp, wvw, pve, fractals, all dungeons for at least 12 hours streak. It is most viable for small group contents like pve, dungeons and fractals. Looking forward to test it in raids which i think the spec will shine most.
That modifier is a bit of a joke since it’s only for a couple seconds. And having to keep overloading to get that modifier working won’t exactly help you do much DPS. Other traitlines have modifiers as well, air + fire has better returns in DPS over tempest traitline and i’d rather go with at least water or arcana over tempest next to fire and air.
As for aura’s, the only real good one is magnetic aura (love using it on my staff). Others are relatively weak. I don’t say it’s wrong to use/have them, but I really hope tempest isn’t going to be mainly about aura’s because that would make it a very weak elite spec.
On D/D, aura’s are mostly relevant for me because of Zephyr’s Boon and Elemental Shielding and not for what the aura itself does.
(edited by Retsuko.2035)