I wouldnt pay much attention to that reddit poster. He is a joke as well as the rest of the players in this game that label themselves as pro or an elitist.
Gw2 is not difficult in any way and all the content can easily be completed by anyone. Unfortunately the players like the one who created the reddit post get upset about it. It’s what creates the false meta’s for pve, the reason players have to try and boast about their epic “skills” , and the reason people create these false accusations against casual players.
I’m highly doubt his reddit post is going to have any effect on Anets plans for raids.
guild wars just lost a long time customer for making this game free to play and placing restrictions on accounts, i have played this for 3 years your vets are getting the shaft in this free to play game
Not really getting shafted since there are a lot of restrictions. Just hope the 2 communities don’t collide in a superiority complex.
There’s already an Elysium (movie) like attitude voiced by some over the last few days that B2P kept the “trash” out and now that anyone is allowed the QoL will plummet. There is no reasoning with that group.
Bright side is if they all quit it can only raise our standing as nicest MMO community.
Considering f2p games are known for toxic communities, bots, and hackers; people voicing their concern over this game going f2p is warranted. Ignoring these peoples concern and writing them off because they have different views than you on these new changes only shows your ignorance. You need to remember that an opinion is neither right nor wrong.
It depends on when you purchased the original core game and where.
If it was within the last 30 (or between January and June 2015 – Source) days and from the official site here, you can get a refund by submitting a support ticket.
If it was further than the last 30 days and from the official site, you might be able to get a refund but it will be less likely to work. Submit a ticket and find out.
If it was from a 3rd party retailer, you are very unlikely to get a refund unfortunately.
Ah ok, i purchased it from this site but was 2 years ago so i probably wouldnt be able to get one -.- Thanks for the response
Are refunds for the original guild wars 2 still available if you prepurchase HoT?
I bought this game for somewhere between 50-70$ (idr the actual price) so if i buy HoT will i get that first purchase refunded to me?
Havnt been in the game for a month or two so sorry if this has been brought up multiple times, any help to these questions are appreciated
Except its not finding a “proper” price for the item.
Those that put buy order do so because they know players are impatient and want to get $$ asap. The trade off for instant profit is buy orders being placed at amounts lower than what the item is worth. So when the sellers end up reaching this price due to the 1 copper spam; its not finding a proper price for the item but rather decreasing its actual value.
And your example (which btw were your intentions to try and make it look “complicated” because there is certainly no need for so many letters in the equation) doesnt even make sense. You cant outbid without placing a higher bet in the first place. So your argument of “not being able to leave x at 0” makes no sense. I mean i think i get what your trying to say, which is that making players pay a set price to outbid or undersell players is going to cause a chain reaction and lead to items being undersold or overpayed to a damaging degree. But that is literally what is happening right now and it is currently forcing players to increase/decrease their bids constantly because of it.
Just wait for a week until you relist and your item is more likely to sell.
You a greatly exaggerating to prove a point without giving any specific example of an item or any other evidence that this is a widespread occurence.
If you think i am exaggerating then i’m going to assume you hardly use the trade house. The example i provided is not even close to being exaggerated.
Go take a look at the trade house in game. Only one look thats all you will need. And then look at all the buyers or sellers in front of the last person on any item. You will see that there are 10’s of thousands of buy orders in front of them and they are almost all in front of him because they dropped their price by 1 copper.
You suggest to wait a week and then relist it?
Ok….
This solves absolutely nothing because people are just going to under sell or out bid you by 1 copper again and push you to the back of the line once more.
You can wait a month or a year, the same thing is going to continue to happen because the trade system allows it and people abuse it.
For people that want minimum increments implemented, can you explain to me, why you think this would chance anything about the fact that you will get outbid?
It seems to me that you want a way to be able to place a bid and not get outbid without having to update your buy orders.
If you think someone who outbid you a copper on a 100g item before wont outbid you 10s or 1g now, i think you will be disappointed.
You already have the chance to minimize the risk of being outbid by bidding 110g instead of 100g, so i dont see, how this system would give your bid addional security that isnt already available via personal choice now.
All it would to is increase the pace of price spikes and dumps or in demand and oversupplied items.
I dont have a problem with people wanting to outbid or undersell players on the trade house. The issue i have is that there is no balance to it. A player can jump on the trade house and instantly step in front of 5k people for the price of 1 copper. I’d rather there be limits to to how much you can undersell or outbid someone so its a fair trade off to all the players who are now having to wait behind the person choosing to jump in front of them. And this issue is not just on the bidding side of the trade house. It occurs just as much (if not more) on the selling side of the trade house which is even more of an issue imo. You cant just list all your items for dirt cheap to ensure they get bought. It would defeat the whole purpose of grinding those items to make a fair profit off them.
And I disagree because the trading post is one of the most balanced areas of the game, as everyone is subject to the same rules yet has a free choice when it comes to his personal evaluation of an item.
Its up to the individual seller and buyer to make the right choice in order for his item to sell or his bid to fill in the desired time frame.Nevermind that any system that requires you to outbid/undercut by a certain amount (be it a % or minimum amount of gold) can be easily circumnavigated.
If a minimum bid for an item is 100g and by new rules i would have to place a bid of at least 101g if I want to raise it, i do just that, then place another bid at 100g and 1 copper, then cancel my bid of 101g.
You can not make “the right bid” in this games current trade house. Literally every time something is put on the trade house be it bids for buying or selling it is almost always immediately outbid or undercut by someone else for 1 copper. And this continues endlessly. That means that no matter what number you make up to sell or bid on an item, it will never “be the right bid”. The only items that are not affected by this issue are the ones in high demand (which is pretty much only crafting materials). That is a problem. The trading system in this game is not anywhere near balanced.
Heres an example of what currently goes on with it:
Item A is listed on the trade house for 10 gold.
I put item A on the trade house for 9 gold. (1 gold less should be good right?)
Immediately after, someone puts item A on the trade house for 8.9 gold
Immediately after that someone puts item A on the trade house for 8.8 gold
Immediately after that someone puts item A on the trade house for 8.7 gold
This continues endlessly or until an item is being sold for the same price as people are placing buy orders. The next day or sometimes even in the next few hours item A can now be as low kitten and my original listing can be behind thousands of other orders forcing me to pull my item off and start over.
This is part of the reason why prices on items fluctuate so often and so dramatically and that is not good for the trading system.
Edit: the “kitten” was five gold with the number and letter g. Not sure why that is bleeped out lol
(edited by States.6387)
For people that want minimum increments implemented, can you explain to me, why you think this would chance anything about the fact that you will get outbid?
It seems to me that you want a way to be able to place a bid and not get outbid without having to update your buy orders.
If you think someone who outbid you a copper on a 100g item before wont outbid you 10s or 1g now, i think you will be disappointed.
You already have the chance to minimize the risk of being outbid by bidding 110g instead of 100g, so i dont see, how this system would give your bid addional security that isnt already available via personal choice now.
All it would to is increase the pace of price spikes and dumps or in demand and oversupplied items.
I dont have a problem with people wanting to outbid or undersell players on the trade house. The issue i have is that there is no balance to it. A player can jump on the trade house and instantly step in front of 5k people for the price of 1 copper. I’d rather there be limits to to how much you can undersell or outbid someone so its a fair trade off to all the players who are now having to wait behind the person choosing to jump in front of them. And this issue is not just on the bidding side of the trade house. It occurs just as much (if not more) on the selling side of the trade house which is even more of an issue imo. You cant just list all your items for dirt cheap to ensure they get bought. It would defeat the whole purpose of grinding those items to make a fair profit off them.
The problem i have with opening strike is your forced into taking remorseless to make any use of it. I like everyones idea’s of moving the fury part of remorseless to one of the minor traits.
I think on top of that however it should be: Regain opening strike every x seconds while under the effect of fury. Cause as of right now i’ve noticed that remorseless cant get it to proc all the time when u pop fury to much. Plus making opening strike proc off of x duration under fury buff would also allow players to manage their fury buffs better and make better use of prolonged fury buffs.
To be fair, they only get 3%, although it is a GM Minor trait too.
Recent update bumped up [Stick and Move] to 10%.
Also, I’d rather see Steady Focus as a GM Minor and have Opening Strikes & Alpha Training merged. Warrior’s [Stick and Move] and Engineer’s [Excessive Energy] (copy/paste trait) are both GM minors while ours is an actual trait.
I like this idea i think steady focus would work better if it was a minor trait but only if it was placed in marksmenship tree and only if the other marksmenship minor traits were swapped with others as well.
Cause honestly right now the only way to make marksmenship minor traits effective is traiting for them with remorseless. They should swap those out and give players the choice to trait for opening strike in their builds and replace them with others such as Steady Focus.
The steady focus trait gives the ranger 10% damage while being at full endurance. The problem i’m seeing with this trait is it encourages the player to not use a combat feature of the game, in fact the only way to use this trait effectively is to ignore an entire feature of the game. Dodging. Is 10% damage a fair trade off for losing an entire (and extremely important) combat feature?
I’m not sure what the dev’s intentions for this trait were. Maybe it was to help bunker builds on rangers who sit in the back lines using LB?
However regardless of what their reasons for the trait are; forcing the ranger to be unable to use the dodge feature at all just for a 10% damage boost is a bad implementation of the trait imo. I think that the trait should be adjusted either by increasing the damage to maybe 20%? So that losing a combat feature is worth it. Or possibly change the trait to give the 10% damage buff from having at least 50% endurance.
Opinions/ suggestions?
Heres a couple more for the list
Pets:
-Cant “Stow Pet” During combat. This means that any room wide aoe’s instant kill pets.
- I know this has been a issue for a while but i think it needs to be addressed with the rest of the ranger bugs till it gets fixed *******
Traits:
-Remorseless does not activate all the time if fury proc’s are activated simultaneously to quickly. And sometimes it just chooses to not proc at all
I’ve seen this issue brought up a few times in the past. I completely agree that there needs to be limits up bidding players in the trade house. Up bidding by a certain % seems like a reasonable way of doing it.
However i also think that something also needs to be done to the other side with people down selling someone by 1 copper. It’s just as big of a problem with the trade house imo. Maybe use the same idea and have players down sell by a certain % of the person above them as well.
Implementing this to both sides of the trade house would be reasonable since you’d be sacrificing a fair amount of money in exchange for faster sell/buy.
Edited for trolls
(edited by States.6387)
The superspeed bug makes it nigh impossible to play. Did it seem like he had control?
Idk he just spammed grenades the entire time, idk how engi plays so idk if he was just spamming it cause he couldnt do anything or if thats what they’re supposed to do
Edit: He was able to play defensively the whole match while attacking our keep at the same time however being able to bounce back and forth between the two spots with no problem
Or he may have been experiencing the ‘SuperSpeed’ bug. You can read more about it over in the Bugs sub-forum.
Good luck.
Didnt know about the speed bug i’m so im going to assume this was the issue since no one else on my team mentioned the engi’s speed during the match
Before i accuse someone of hacking can someone explain how much speed an engi can obtain without any buffs?
Faced one in spvp that was able to run across the map in seconds. Every time he enganged in battle his speed never decreased and applying cripple to him did nothing.
To me this did not look normal but because everyone say’s “its a l2p issue” when ever the word hack is used, can someone explain how engi’s can manage to do this?
An issue that i’ve always notice in spvp is that players do not know how to play the maps properly (excluding pre made teams). A lot of times i see everyone scatter across the map while the other team groups up and stomps over everyone the entire match. Or players are not sure how to use the maps resources effectively, usually cause they are not sure when they should be used. I think a part of this could be that not everyone reads how the map works before the match starts. However regardless of this it sets a large gap between experienced players and the unexperienced.
My suggestion to lessen this gap and help increase more players skill in spvp is to implement a type of tutorial for each map. It doesnt have to be a hands on tutorial where the player is actual involved but rather a video that highlights the main objectives that need and can be done.
It could highlight important objectives to take control of, how and when the maps resources should be used, dangers that lurk in them, and more importantly why/when/if your team should stay together or if part of your team should break off and roam the map solo.
Opinions / suggestions on this idea?
It’d be nice if they made stealth behave the same as Archeage. If your stealthed and standing in front of an enemy player you become visible. If you take damage after x amount of seconds from popping your stealth, you become revealed. As much as i dislike that game i have to admit they really did stealth play well.
I used to main my necro with a spectral tank build. But due to the changes in traits that completely removed this option i have lost all desire to even use my necro anymore. He doesnt seem as tanky as he used to be and if you do spec into a tank build the damage is a lot lower it seems like than the old tank builds.
What sucks even more is my alt i played was a ranger which is doing better than necro imo but also doing a lot worse than before.
I definitely chose the wrong classes to main / gear up in this game o_o
1) Well your post history says so mate
2) I didn’t say you couldn’t.
3) Based off what you say you play Mesmer counters them. Necro fairly hard when running a CI lockdown build and ranger when traited for reflects. But lockdown doesn’t run inspiration it’s generally choas/Dom/illusion. Shatter is generally Dom/dueling/illusion. So this high survivability is the same as it was pre patch.
Mesmer has ALWAYS had some of the, if not the best, in combat mobility so why wouldn’t they be able to disengage at will? Again that’s nothing new.
High damage isn’t something particularl to Mesmer. All classes have seen a power creep after the patch so why even complain about damage? Each build has different uses and they work well.
Just because they work well doesn’t mean they’re OP.
Lol you need to work on your comprehension skills bud. You pulled a comment about me expressing why i am not as fond of necro’s anymore and an opinion of them being weaker than before on tank builds. So nice job on screwing up your personal attack
But maybe since you’ve been stalking me you have another comment from other posts you’d like to use?
As far as mesmers your losing more of your credibility by not actually explaining how my points are wrong. Instead your just pointing out that some of them have been aspects of the mesmer for a while.
To make things easier for you try to explain what potential the mesmer contains that can only be achieved through trading off another potential. (such as power for condi or cc for survivability)
But please when you respond try to do so in a mature and logical way, continuing with false assumptions and personal attacks is only going to make you and your argument look like a joke
As supreme said they cant punish leavers until they balance their matchmaking. Players shouldnt be forced to sit through a match when their team is all under lvl 30 while the other team is all seasoned 80s on broken builds. If they started forcing us to sit in these imba matches then more players would be pushed away from spvp
On the flip side of that coin, you can not hold anet responsible for fixing MMR and matchmaking in general if they can’t address the issue of players leaving. It’s a double edge sword for anet. Part of fixing match making is implementing some sort of punishment to discourage players from quitting. Even if they implements something like:
1 of each class only
+/- 3-5 Levels of your current level
50/50 Gender of IRL players
Balanced Intellectual and Economic status
Same operating systems for both teamsSay that ideal situation happens, you will still have people who will get up set that there team is not winning and decide to punish their team by quitting the match.
At that point, all of that hard work for making a fair and even game just went down the drain for a 5v4 and that player does not get punished or discouraged from quitting the match.
These two issues are bound together with each other, they can not be separated.
No its not a double edge sword. Punishing leavers is very minor compared to matchmaking actually being functional. Before a punishment could even be implemented anet would first have to address the core issues such as class stacking and player levels. Once these are resolved there would be less players leaving during matchmaking. Yes there would still be the players rage quitting but once matchmaking is rightfully balanced there would be no excuse for the players to quit meaning anet could rightfully punish them for those actions without hurting others.
If anet was to implement punishing before matchmaking; then the players who have valid reasons to leave the match would be getting punished and pushed away from spvp. Players would be forced to sit in a match whos fate is decided before the match starts or leave and take punishment. Basically it would serve as a lose lose situation sometimes which is something no one would enjoy.
I don’t believe one should be added before the other.
I believe that both systems should be implemented at the same time with the same patch.
Let it run its course for a week or two, let them gather data and opinions from the community. If it’s working, keep it in place, if it’s not working, disable the punishment while the next MMR fix is rolled out which would have the punishment feature enabled at the same time.
Well yeah i think anyone would rather have both issues fixed at the same time but thats also assuming anet is capable of doing both simultaneously :P
I think the bigger question, is the community going to be willing to wait the extra time for the developers to have both working… And would they be willing to be the test monkeys to ensure the MMR formula is working as intended since it can not reliably be tested in house with just a couple employees.
For the most part we all agree on what has to be done, it’s a matter of how it will be rolled out and the best way of doing it that we differ on :P
The answer is to that is simply no…
If they have matchmaking fixed then there is no reason to wait on implementing it. It would make an instant improvement to spvp. As far as testing it i think everyone already realizes that we already are their test monkeys for all their added content and changes in the game
I agree mesmers seem very broken atm at least in pvp
High amounts of cc
High survivability
Ability to disengage at will
High damageThere is no trade off for any of the benefits the mesmer chooses to take, they can just be extremely efficient at all of them at the same time
So because your necro isn’t good any more(your opinion not mine) and you probably have a hard time fighting Mesmers on Ranger due to reflects the class is broken? Lol ok.
Nice attempt at the trolling bud but
1.) i never said anything about rangers or necro (where have i ever even said necro’s are no longer good? )
2.) i never said i couldnt beat them (because i still do)
3.) i never mentioned anything about reflects (i havnt even seen an issue with reflects on them)
It’s like you read a complete different comment before you chose to reply to mine
But maybe instead of showing your immaturity you want to explain how i am wrong?
I thought the golem and minions were there just to make necro’s look more terrifying?
Are they supposed to attack? o_o
As supreme said they cant punish leavers until they balance their matchmaking. Players shouldnt be forced to sit through a match when their team is all under lvl 30 while the other team is all seasoned 80s on broken builds. If they started forcing us to sit in these imba matches then more players would be pushed away from spvp
On the flip side of that coin, you can not hold anet responsible for fixing MMR and matchmaking in general if they can’t address the issue of players leaving. It’s a double edge sword for anet. Part of fixing match making is implementing some sort of punishment to discourage players from quitting. Even if they implements something like:
1 of each class only
+/- 3-5 Levels of your current level
50/50 Gender of IRL players
Balanced Intellectual and Economic status
Same operating systems for both teamsSay that ideal situation happens, you will still have people who will get up set that there team is not winning and decide to punish their team by quitting the match.
At that point, all of that hard work for making a fair and even game just went down the drain for a 5v4 and that player does not get punished or discouraged from quitting the match.
These two issues are bound together with each other, they can not be separated.
No its not a double edge sword. Punishing leavers is very minor compared to matchmaking actually being functional. Before a punishment could even be implemented anet would first have to address the core issues such as class stacking and player levels. Once these are resolved there would be less players leaving during matchmaking. Yes there would still be the players rage quitting but once matchmaking is rightfully balanced there would be no excuse for the players to quit meaning anet could rightfully punish them for those actions without hurting others.
If anet was to implement punishing before matchmaking; then the players who have valid reasons to leave the match would be getting punished and pushed away from spvp. Players would be forced to sit in a match whos fate is decided before the match starts or leave and take punishment. Basically it would serve as a lose lose situation sometimes which is something no one would enjoy.
I don’t believe one should be added before the other.
I believe that both systems should be implemented at the same time with the same patch.
Let it run its course for a week or two, let them gather data and opinions from the community. If it’s working, keep it in place, if it’s not working, disable the punishment while the next MMR fix is rolled out which would have the punishment feature enabled at the same time.
Well yeah i think anyone would rather have both issues fixed at the same time but thats also assuming anet is capable of doing both simultaneously :P
I agree mesmers seem very broken atm at least in pvp
High amounts of cc
High survivability
Ability to disengage at will
High damage
There is no trade off for any of the benefits the mesmer chooses to take, they can just be extremely efficient at all of them at the same time
As supreme said they cant punish leavers until they balance their matchmaking. Players shouldnt be forced to sit through a match when their team is all under lvl 30 while the other team is all seasoned 80s on broken builds. If they started forcing us to sit in these imba matches then more players would be pushed away from spvp
On the flip side of that coin, you can not hold anet responsible for fixing MMR and matchmaking in general if they can’t address the issue of players leaving. It’s a double edge sword for anet. Part of fixing match making is implementing some sort of punishment to discourage players from quitting. Even if they implements something like:
1 of each class only
+/- 3-5 Levels of your current level
50/50 Gender of IRL players
Balanced Intellectual and Economic status
Same operating systems for both teamsSay that ideal situation happens, you will still have people who will get up set that there team is not winning and decide to punish their team by quitting the match.
At that point, all of that hard work for making a fair and even game just went down the drain for a 5v4 and that player does not get punished or discouraged from quitting the match.
These two issues are bound together with each other, they can not be separated.
No its not a double edge sword. Punishing leavers is very minor compared to matchmaking actually being functional. Before a punishment could even be implemented anet would first have to address the core issues such as class stacking and player levels. Once these are resolved there would be less players leaving during matchmaking. Yes there would still be the players rage quitting but once matchmaking is rightfully balanced there would be no excuse for the players to quit meaning anet could rightfully punish them for those actions without hurting others.
If anet was to implement punishing before matchmaking; then the players who have valid reasons to leave the match would be getting punished and pushed away from spvp. Players would be forced to sit in a match whos fate is decided before the match starts or leave and take punishment. Basically it would serve as a lose lose situation sometimes which is something no one would enjoy.
As supreme said they cant punish leavers until they balance their matchmaking. Players shouldnt be forced to sit through a match when their team is all under lvl 30 while the other team is all seasoned 80s on broken builds. If they started forcing us to sit in these imba matches then more players would be pushed away from spvp
Do you know if they have cd’s on their skills?
Just found this on wiki as one of his abilities
Shield of Elona (war cry) — grants a protective shelter that blocks all incoming attacks on all player allies and their Lord.
So i guess it is map wide but does anyone know how often he pops this? Saw this 2 or 3 times during the one battle between me and the other necro
It was a 1 v 1 situation, and there wasnt anyone around except for us. Both our teams and turai were on the opposite side of the map fighting. I pm’d him asking how he was able to keep getting that shield up and he wasnt sure.
I also know what protections the necro can do but this was not one of them and i’m not asking about how a necro can sustain. It was a huge blue shield that went around him and it blocked all attacks for at least 5 seconds at a time. (every attack on him just said block).
What is ravenent and guardian sanctuary?
It’s just a lot worse than before since the condi+burst update. Until Anet rebalance the game there is nothing we can do but play this or take a break.
It is just different. There are some things that need changes but over all the game is better right now(personal opinion) because the bunker/celestial meta was SO boring. BUT OP was not talking about skill balance, he was talking about class stacking which is different.
Almost every class can play a different role so it is nearly impossible to differentiate them before entering a match just based on class.
There isnt really any roles in this game which is why the issue with stacking classes doesnt come from how they trait themselves. The issue is about the abilities characters possess and how it affects the balance when you can stack them.
You have to remember that everyone is allowed to change their traits / gear / everything on them before a match starts. This means that nothing matters except for the classes put on the teams before the match starts. So it wouldnt be difficult or impossible to remove the ability to stack classes.
Was fighting a necro as a necro 1 v 1 in the new stronghold match. When he was about to die he gained a shield around him and had continuos block against all my attacks for 5 seconds at least. This happened mutiple times during the fight and each seemed to occur when he was low on hp.
Can someone explain how he was able to do this? When i asked he said it was from his team summoning turai but does that give a map wide buff and how often does he pop it?
In order to punish players for leaving matches; they first need to balance the pvp matches. Until then leaving a match (both for inappropriate reasons and valid reasons) needs to be allowed or else more players will be pushed away from the spvp environment
It’s not only on range, melee too. I noticed it a lot @ teq. No damage numbers pop up and combat log empty. It’s not limited to ranger only … i’ve seen it on guardian gs, thief’s dagger and many more. It started since the new trait patch.
Must have been something gone wrong with the network coding.
It was here before the trait patch. Prior to it though i only experienced it on my rangers LB. Now i’m experiencing it on my necro though :x Sucks to hear melee is being affected by this now too. Whatever is causing it though they need to figure it out and fix it.
Heres a post where it was brought up a couple months ago
https://forum-en.gw2archive.eu/forum/support/bugs/Many-Issues-Not-Just-One/first#post5013709
There might have been better threads that brought it up but this was the only one i had commented in so the only one i could find lol
Played a match against a MM necro and his minion were instantly restoring hp.
Every time i hit the minion it just jumped back to 100% hp right after damage was dealt. This only happened when the player and minions were not attacking. When they were both in combat the hp was not restoring.
Perhaps this is not a bug and someone can explain to me how minions do this?
On ranger pets there is a bug where if you attack from max distance (1500 on LB) the pets will not attack. It just says “Target is too far”. Instead they just sit next to you idle. This happens mainly during Teq fights. Another bug with Teq is that when attacking at max range my character acts as if it is not in combat. So i dont receive in combat effects and can swap my pet and weapon with no cd’s
There are invulnerability skills that do stuff like that.
I think Signet of Stone is an example of it and Endure Pain.
See the above comment :P
I know what about invulnerability skills this is not done from it. It’s a bug that causes ranged attacks to not register at all
Thank you all for your kind answers.
Yes I’m in a guild but I’m a noob so I’m honestly afraid of asking if I could go anywhere with them because I don’t want to ruin the thing for them. I think the part the fun-killer for me is the fact that I’m confused and not yet sure what I’m supposed to do in this game generally.
Just ask your guild then, i’m sure there are a lot that would be willing to help you with anything you need. It gives vet players something to do when they get to help newer ones out so it would be the opposite of ruining anything for them :P
There really isnt much to this game. They offer mass scale pvp in wvw which is hard to find in most mmo’s out there and there is an interesting lore to the game which is an aspect to mmo’s some people really look for. Other than that though there isnt much. The pvp isnt that great, you can find games that offer a better better pvp experience if thats what your looking for. The pve is alright with the world bosses (raids) and dungeons but like every mmo it becomes stale and boring without new ones added (which is to rare in this game) plus leveling up in this game is not fun at all imo, it seems more of a chore than anything (which is probably why some people say you dont even really get to play the game till 80)
This is ofc from my opinion of the game. I’m sure the white knights will disagree and flame on me for saying any of this
What happened to the balanced teams in spvp?
I just que’d for an unranked match and got put against a team with two mesmers on it.Last time i was playing gw2 the que’d matches never had double classes.
So wth is this?
Did i have some outstanding luck to never run into this when i was playing before?
Or did Anet remove the team balance in spvp?Some classes are stronger while other are weaker. This leads to deviation in numbers of players playing class X and make it impossible to balance, because if you got 20 Mesmers : 30 others players queing at same time you can’t avoid this.
The amount of players does not affect the way teams should be balanced though. If there is 30+ mesmers and only 15 of each other class then the mesmers should have to wait longer to join through que’s. Allowing multiple same classes in spvp really screws with the balance.
Why it screws balance?
Some abilities are not balanced for stacking in spvp. The double mesmers for example had an unstoppable focus fire, not only were there upteen million f’ing illusions all over 1 person at a time (which is more of a huge annoyance than an issue), they double moa’d, and had a perma cc chain going. Even with stun breaks there was no way to do anything against them. Double classes are sometimes an easy way to make fights a 4 v 5 real quick
What happened to the balanced teams in spvp?
I just que’d for an unranked match and got put against a team with two mesmers on it.Last time i was playing gw2 the que’d matches never had double classes.
So wth is this?
Did i have some outstanding luck to never run into this when i was playing before?
Or did Anet remove the team balance in spvp?Some classes are stronger while other are weaker. This leads to deviation in numbers of players playing class X and make it impossible to balance, because if you got 20 Mesmers : 30 others players queing at same time you can’t avoid this.
The amount of players does not affect the way teams should be balanced though. If there is 30+ mesmers and only 15 of each other class then the mesmers should have to wait longer to join through que’s. Allowing multiple same classes in spvp really screws with the balance.
Excuse me mate, but Judge’s Intervention is the only skill which a Medi Guard can use to teleport if he has a target.
3x Skills
Judge’s Intervention
Merciful Intervention
Flashing BladeNecro’s now has the ability to teleport allies to them.
Revenants now have the ability to displace allies, from what I understand.If all these occured in a span of 5 seconds, especially if people were teleporting the Guardian, he very well may habe looked like a popcorn kernel jumping around in a pan.
Necro’s can only teleport players that are downed
And only from a range of 600 from the necro
And just for clarity this is common through the que’d matches?
Because i know joining matches through the game browser its common to see multiple same classes.
The que’d matches, which are different from the game browser matches, i’ve never experienced which means i must have been very lucky with every que.
But if this is something that can happen through que’d matchmaking; has anyone brought this up to Anet about it being a huge balance issue?
I have run into this bug for a while now but only noticed it on my ranger, until now.
My ranged attacks are doing no damage. It doesnt show as 0, it doesnt say miss, it doesnt say evaded. Instead nothing happens. I can be shooting at someone that isnt moving and nothing is happening.
I first thought it was a bug with ranger’s LB/SB where the arrows were shooting into the ground but i guess thats not the case. I just experienced a match where my lich mode on necro was doing no damage to the other team.
Like i said before nothing is showing up, no 0’s misses or evades and the hp bar on the other players did not move. As soon as i switch to a melee weapon i start seeing numbers again and i’m able to damage enemies.
Has anyone else encountered this issue?
What happened to the balanced teams in spvp?
I just que’d for an unranked match and got put against a team with two mesmers on it.
Last time i was playing gw2 the que’d matches never had double classes.
So wth is this?
Did i have some outstanding luck to never run into this when i was playing before?
Or did Anet remove the team balance in spvp?
Minions seem to easy to counter and they dont work half they time.
Pop some aoes in pvp and the minions are gone, along with their abilities / buffs they provided you. That or use the environment around you to keep them from getting you (only works with ranged builds obviously though)
The idea of minionmancer is alright but i think their actual effectiveness in pvp is weak. Maybe if they had infinite hp and their lifetime was put on a timer instead i’d actually care for them.
I used to main my necro with a spectral tank build. But due to the changes in traits that completely removed this option i have lost all desire to even use my necro anymore. He doesnt seem as tanky as he used to be and if you do spec into a tank build the damage is a lot lower it seems like than the old tank builds.
What sucks even more is my alt i played was a ranger which is doing better than necro imo but also doing a lot worse than before.
I definitely chose the wrong classes to main / gear up in this game o_o
Try changing your build up a bit? I dunno lol, I know I had to completely revamp my build after the patch
I already did but none of the builds for necro we can do now amount to the previous spectral tank. I cant face tank a group of players anymore without getting dropped pretty quick and the dps potential on all the tank builds is pretty low. Aside from that i enjoyed the tanky gameplay with D/D that didnt require minions or conditions. It seems now that to achieve a “high” tanky build you would have to utilize both of those.
I used to main my necro with a spectral tank build. But due to the changes in traits that completely removed this option i have lost all desire to even use my necro anymore. He doesnt seem as tanky as he used to be and if you do spec into a tank build the damage is a lot lower it seems like than the old tank builds.
What sucks even more is my alt i played was a ranger which is doing better than necro imo but also doing a lot worse than before.
I definitely chose the wrong classes to main / gear up in this game o_o
LB took a massive hit. I came back today and spent all day messing with the different traits and no matter what i’ve done i cant get anywhere near the damage potential i had before the changes. And i think the decrease in damage is literally somewhere around 50% because i know i was hitting around 3k auto attack before this change and now i’m only doing around 1.5k
And another power build trait they removed was Strength of Spirit which converted vitality into power and instead changed it to convert healing power into power. (which doesnt even need an explanation for how useless that is)
I dunno what you’re doing wrong, but I still hit 3-4k autos at max range.
How are you doing this much damage then and with what build? Because i played with all of them and none are reaching anywhere that much damage.
And my gear is Power/Precision/Vitality/Ferocity (which is the same as pure zerk gear except i get vitality at the cost of a little precision)
A little precision goes a long way. You’re losing ~12% crit chance by not slotting pure zerker gear.
My initial post may have exaggerated slightly, but I generally open with strength of the pack and a marsh drake F2 to get some might stacks. With 5 targets, I hit 25 might instantly, assuming the drake’s attack hits them all.
So your gaining that damage through might stacking. My original comment about losing dps was without the inclusion of any buffs. Obviously stacking might is going to bring my damage up but prior to the changes might stacking would have brought my damage up as well which would have given me different numbers than 3k. This means that the issue is still present and the LB’s damage potential has been significantly nerfed.
And for my gear i’m waiting to find out if they plan on bringing back some of the ranger traits they removed before changing it back to pure zerk gear. Prior to the change there was a trait that converted 5% vitality into power which made the power/precision/vitality/ferocity gear worth it since you sacrificed a little precision for an increase in power. And with the fury buff you could still achieve well over 50% crit accuracy (right now with the changes to stats on gear i have over 50% crit before the fury buff). If they dont bring back some of the former traits however i will end up going back to pure zerk gear
The point I was trying to make is this:
I haven’t noticed any significant change in my longbow damage since the patch. Implying that longbow damage wasn’t nerfed.
You havnt been paying close enough attention then because its already been discovered why some of our damage is missing from power builds
We lost,
a +10% damage modifier from Hunter’s Tactics trait (turned into crit chance)
a +5% damage modifier from former trait Eagle’s Eye
6% critical damage via ferocity stat lossAnd on top of that
And we lost the 5% vitality converted into power trait
Which added a decent amount of damage for only using 2 points in the vitality treeThis was replaced with 7% healing power converted to power
Thats 15% damage
6% crit damage
and if you traited as a vit zerker, 5% conversion powerI never used any of those traits, favoring piercing arrows over eagle eye, vigorous spirits over strength of spirit, and two handed training over hunters tactics.
So yeah, I noticed an overall increase in my damage since the patch. As for the vit zerker argument, only 5 items in the game have that particular stat layout, each providing 18 vitality. Strength of spirit would have provided you a whopping 4.5 power over a pure zerker, which would only receive 46.3 points of power from base vitality.
Your now trying to defend that LB has not lost power (which has already been proven) by throwing out random traits that have nothing to do with the LB builds. Vigourus spirits? Two Handed training? So you ran a spirit ranger that didnt focus on the LB? Ok…. This discussion is about the LB and its loss of power in builds that focused on it. The vitality conversion trait actually added close to 100 power.
It’s obvious your just here to troll the thread now. There is no longer a need to take anything you further comment in this thread seriously.
Either way though it is unenjoyable for me and has caused me to give up on my necro for now (which is bad game design in my opinion since as a consumer i no longer play the class due to the removal of a playstyle i grew fond of and played frequently was removed)
That isn’t even remotely close to bad game design. Basically your entire point boils down to: they changed it in a way I don’t like, so it must be bad.
No game will ever satisfy everyone all the time ever. Game devs (or any customer service based industry) never try to satisfy everyone. They do what they believe and hope is the best thing for the game overall. There were always going to be people who hated these changes, they knew that going in. There will be changes in the future which will anger others as well. They will still make them if they think that it is the best thing for the game at the time. If this is something you can’t deal with, then online games are not for you.
Removing a gameplay style isnt bad game design? Dev’s dont try to satisfy everyone? Lol i think you have a lot to learn bud.
Any time a game completely removes a gameplay style from their game; it is bad. The said gameplay is what drew in certain players attracted to it. By removing it you are simply detracting a group of players from your game which in return is going to remove a portion of your profits. If a simpler mmo removed a character class half way through the games life; would that be ok?
And Dev’s know they cant satisfy everyone, every dev team for every game realizes this. However it does not mean that they just say “screw it, if they dont like it they can leave”. When they make changes to a game it almost always done to try and appease their playersbase and either hold the current players in or attract new ones to it. The way the new trait system has removed builds and playstyles; it is doing quite the opposite.
So no its not me being “unable to play online games” in this scenario, i think its you who just needs to get more experience with them. That or be a little more conservative on forums before making childish accusations.
I used to feel op with my necro. Jump into a group of players. Soak up all their damage. Wait for my team to capture objectives. Then help pick everyone off once my team showed up.
Now when i jump into a group of players. I die. Right away. Not even fun anymore x_x
