Just because something is working as intended, doesn’t mean that what’s intended is what people want.
Since when Anet listen what the community wants?
Since when has the community wanted anything other than to DESTROY ALL ENEMIES with minimum effort?
To be fair, I’d rather drink bleach then fight a Daredevil
I think this is why lots of WvWers are secretly rubbing their hands at the prospect of the Deadeye.
I posted my suggestion here:
https://forum-en.gw2archive.eu/forum/game/wuv/SP-NA-Server/first
Make a server for NA [SP]
I can’t be the only one sick of having other players way point away[..]
I can’t be the only one sick of thief being able to teleport half way across the map to escape.
Make THAT interruptible.
Necropost level = 2 years.
It’s important to note that in the 2 years of players complaining about the armor repair mechanic being a useless waste-of-time, they still haven’t removed it.
Either update the system so it serves a function or remove it, please, ANet.
Also stop giving me those worthless instant repair cans from my Black Lion stuff. GRRRRRRRRRRRR.
Luckily, there are old systems they have eventually fixed… so maybe we can still hope
I’d laugh if they solved this issue by making us pay again.
This is obviously working as intended and doesn’t need to be fixed.
Scourge is much easier to deal with meta Thief, I duelled several Guild Thieves ans Spellbreakers in that Weekend and Thieves who usually wait out Shroud, had alot more issues with Shades. Scourge is strong vs Melee classes, really strong. As long as they linger near a Shade they die, period.
Range dps there I fully agree with you, its Scourge weakness. Barrier cant mitigate well enough to counter a LB Ranger for ex.
So Scourge either moves around and gets killed in melee by thief or drops Shades on self, stands still and gets kited from range?
That seems like the same situation we have at the moment (pre-PoF -11th Sept 2017), but with marks/wells instead of Shades.
I get the impression that the fight is dominated by the Thief, and as Sun Tzu says, “the clever combatant imposes his will on the enemy, but does not allow the enemy’s will to be imposed on him”.
The thief’s limitless access stealth and maneuverability, thus gives him near complete control over the fight.
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Seems the devs only want necromancers to play WvW.
Having experienced the last “balance” patch, I can’t disagree with you more than I do.
A bunch of us on Teamspeak were discussing this topic the other day and came to the same conclusion as the OP.
+1 Upvote thanks for bringing it up.
Having thought about it some more, however, I now realise that if one side is totally dominant, it’s players will struggle to complete their daily ruins thingy. I guess that’s the price of success…
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They answered this a few days ago, here: https://forum-en.gw2archive.eu/forum/game/pvp/Stuck-in-wall-Stuck-command/
The Centaur Banner #1 Skill, “Spirit Centaur” doesn’t appear to reliably work.
- Stability always applies to the user,
- Sometimes the stability doesn’t get applied to target at all,
- At other times it applies often and can be spammed on them reliably from then on if the user doesn’t move,
- Sometimes it applies to one target but not another standing behind it in the same cast.
I didn’t test it more, or whether the offensive condition applies, but the Stability is definitely broken and is a BIG reason for people to choose this banner.
How to kitten PoF classes:
Can Daredevil obliterate it faster than it can obliterate existing classes? If so, forget that class.
That’s why I’ll be leaving my purchase until I see a good reason to pay.
It needs atleast have Sword and shield in the spec.
[..]
Atm i’m Linda torn between Support Herald and a Chronomancer.
There you go. Both of those can use Sword and Shield. Maybe there’s a Warrior build too, but I think that’s the solo “Run-Away Warrior” build, which seems to have disappeared in favour of thieves and more thieves.
Ye, stop necro condi, then stop necro power. Then necro will be.. er.. where we all want Thief to be.
Here are the circumstances under which this launch occurred;
- I had just been attacked by an enemy and
- glided away from them
- near Bauer Farmstead on WvW Desert map
- When I got out of combat (while still gliding)
- I waypointed whilst gliding
- As soon as I arrived at the waypoint, I was launched into space
- dead.
The image shows Bauer Farmstead (the triangle is the barn and the silo is the circle next to it to the right).
I was saying this in March (it’s 2017, for the record): https://forum-en.gw2archive.eu/forum/game/gw2/Stunlock-Needs-to-Go/first
I’ve been stunlocked by one or two players and then spiked down in moments. I’ve built to be super tanky as a consequence and usually survive, albeit barely.
The stuns in Guild Wars 2 are a problem at the moment. I don’t know whether it’s a combination of multiple enemies hitting one player it or whether it’s a single super-long stun or a spammable stun on a the class that doesn’t have cooldowns (Thief).
I suspect Scourge will become a community of it’s own. There will be Scourge-only raids, but like lepers, Scourges will be ostracised from the bland normals. This ghetto class will socialise only with other Scourges and won’t be allowed anywhere near normal raids.
Everything depends upon Arenanet’s fine tuning of Scourge and new stat/rune options.
Judging by the starting position of a 75s cooldown on the Scourge Rune, I think we can write it off for good, frankly. Even if they halved that, it’d be crap.
A rev in every party would shut this down.[..]
Stop being so hyperbolic and use well though out arguments to justify your position that scourges are ok as is.
Well I just spat tea over my monitor, thanks!
Firstly, a Rev zerg would be just as if not more powerful than the Scourge zerg. 50x CoR = everybody dead, Dave.
Secondly, it’s preposterous for the anti-Scourge lobby to tell people to stop being hyperbolic.
My head exploded.
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scourge is power. And by just saying “You’re talking nonsense”, you’re not prooving anything nor you’re countering what I said.
You just said, “Scourge is power”, and provided a video that doesn’t show this to be the case.
I’m not arguing for or against the Scourge, but your argument requires stronger evidence.
We learn nothing about Scourge in this video.
In the first “fight”, the enemy are;
- in a choke
- smaller than you
- disorganised, with many not on tag
- make a poor decision to glide nearby
- only half of the enemy do so
- the ones who glided are wiped first and then the other half of the enemies
In the second fight;
- You steamroll a small group with a larger one. Nothing to see here.
In the third fight;
- same as second fight
In the fourth fight;
- The enemy begin in a good tight ball
- but it goes wrong straight away when they are pushed
- people run in all directions
- wipefest
I stopped watching here.
You are simply bigger and better organised than your awful opponents. You would have won these fights with a normal zerg.
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I think it will be in PoF. #MarketManipulator
The old shroud trait was used because of cooldown, not the speed(and in wvw build where you are supposed to get resistance and swiftness from other party members. At current form the trait just wont give you anything. Cd reduction was way more valuable than traited mark just because you swim in lf anyways
Santso nailed it right here. The problem is the cooldown on Shroud itself – there is now no trait to reduce it to 7s – this reduction made the Reaper;
- more fun,
- mobile and
- powerful.
Now that the Reaper is Waiting for Godot, they’re;
- dying a lot more,
- doing less damage and
- having less fun.
The take away is that we all know a nerf like this would never happen to the Thief.
I get the impression that you will see 5-scourge teams in PvP, too because they will need to be in the same group and move around like the Ant Hill Mob so they all have decent Barrier (i.e. to make up for the lack of Shroud), because it is super weak (at the time of writing).
Staff is just op with chill trait, thats why it is in the build, even without soulreaping(the unblockable marks is just waste of trait anyways)
I hope flow.6043 reads this after what (s)he said in this thread. Specifically, that either players use Soul Marks or don’t use staff. It’s hugely presumptive and wrong because Speed of Shadows was vastly superior to Soul Marks for Reapers.
Like nerf to vp and sos made soulreaping dead line anyways.
I hope Anet reads this.
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Today, the shroud, despite all traits that support it, fail at being a good mean of damage output due to the ratio damage output/shroud decay.
It’s obvious that the developers think the opposite of necro players: Shroud “traits that support it” just got TWO huge nerfs in one “Balance” patch!
Well, they said clearly not so long ago that they felt that the necromancer was where they wanted it to be pvp wise.
I don’t know why I am surprised, I shouldn’t be. The track record is woeful.
A way to present thing is that the latest patch was a great show of them moving forward without a real care for what was already here.
My only thought is that it would never happen to the Thief.
Today, the shroud, despite all traits that support it, fail at being a good mean of damage output due to the ratio damage output/shroud decay.
It’s obvious that the developers think the opposite of necro players: Shroud “traits that support it” just got TWO huge nerfs in one “Balance” patch!
So you try to argue, if you got instead of speed, like 10s resistance, it would be huge nerf to trait since it will be corrupted to 10s chill and making necros completely unplayable?
…, and I’m not sure how people argue power necro is any good if not utilizing high shroud uptime and maximizing their burst LF gain when rotating out of shroud.
Because if you are in shroud too much, you cant do what you are suppose to do, or at least not as efficiently.
Why are people presuming Shroud builds are Power? It’s simply not the case. Does nobody play WvW at all here?
Also, who are you to judge what is or isn’t “too much” or indeed “what you are suppose[sic] to do”?
The problem is not the replacement condition removal and swiftness, these are all very well and situationally good. The trouble is the 3s cooldown on Shroud which was completely removed. That is enormous. It’s a nerf of such gargantuan proportions, I can’t believe they prioritised discussing Vital Persistence over it.
The Reaper with Soul Reaping trait combination was great and gave the Reaper a reasonable chance against other classes in WvW. Sadly, this huge Speed of Shadows nerf really weakens the entire class from top to bottom without any way to work around it.
I can’t count the number of times I’ve been watching that cooldown as I desperately try to escape enemies.
This sucks bigtime.
The following Improvements are particularly weak;
- Autoturrets
The alternative to this is very strong – everybody loves it. Autoturrets are particularly weak because most of the time enemies don’t attack doors – especially when they see autoturrets. They’d be better if they were on all destructible walls instead of doors, for example.
- Armored Dolyaks
Again, the alternatives to this are very strong and extremely desirable. Armored Dolyaks just delay the inevitable. What’s the point in this improvement?
The primary cause of death for necromancers in PvP is getting spiked while shroud is on cooldown. old Speed of Shadows meant that necromancer had a lower vulnerability window.
If this is what Soul Reaping was doing for you, why not switch into Death Magic and take Unholy Sanctuary? Death Shroud is never on cooldown when you need it to protect you from a spike, with US.
DM is super weak. SR is vastly superior. I’m experimenting with Curses/Spite/Reaper, but it’s really horrible to just run passive signets without active skills, and the lack of shouts severely hurts the build.
-Speed of Shadows: Same. I never really liked this trait before and rarely used it. That’s why I fail to see the reason why people are so upset with the changes?
I find it mindboggling that someone who doesn’t see Shroud recharge being reduced from 10s to 7s as a big deal considers themselves an authority on Shroud oriented traits.
You called me authority on shroud, ty and no I don’t find 3sec significant, at all. Only ever used this trait when building bunker necro like 3 years ago, before HoT came out.
Perhaps someone else should evaluate Shroud traits instead, then.
I want a second opinion!
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-Speed of Shadows: Same. I never really liked this trait before and rarely used it. That’s why I fail to see the reason why people are so upset with the changes?
I find it mindboggling that someone who doesn’t see Shroud recharge being reduced from 10s to 7s as a big deal considers themselves an authority on Shroud oriented traits.
So Anet can we get the cooldown reduction back?
I’m dying so much because of this nerf. It’s really disappointing that they nerfed Reaper because of Scourge. It really feels like a “Buy POF or be kitten” move.
Every month or so, someone starts a thread about this topic and the responses quickly fall into three categories:
- Those who think multi-guild hurts their guild’s ability to recruit, retain members and to be the go-to place for guildies.
- Those who think multi-guild is great for recruiting, since folks can e.g. be in fractal guild and a wvw guild, without getting frustrated by being in one guild that doesn’t do both.
- Those who don’t care because they don’t join guilds, they only join with a small circle of friends, or they only join one guild anyhow. For them, multi-guild = one guild per account.
There are digressions about storage guilds and per-character guilds, which don’t really change the main points above. Multi-guild supporters don’t see why the game should restrict choice, because guilds can choose to be 100% rep (or nearly so); one-guild fans don’t see how it’s even possible for someone to belong to multiple guilds and be a loyal member to them all.
I’ve yet to see one of these threads end up with someone changing their mind about the topic.
What a superb post!
I think multi-guilds are a fantastic idea. I use;
- one as my old guild that died
- one as my main guild
- one as a scouting and information sharing guild for people in WvW
- one as storage guild
- one as a guild that I’m rank “guild friend” in, which I chat to but never represent
I think five is the ideal number, too. Not two. Not that two was ever the number.
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Lols…
Healing power, vita, toughness required to play even remotely supportive.
I run a tonne of toughness myself, but is toughness that important in the condi meta?
It seems to me that battles are meant to be relatively brief, but plentiful.
If Arenanet wanted longer meaningful battles, surely they would not have put time and effort into blocking players from banner-rezzing keep Lords or removing the gap between ticks where normal waypoints were available.
Those two things made meaningful objective-based battles even more frequent. They spent programming resources removing them.
Empower,
No longer grants might and healing. Now pulses damage, increasing magic find by 25% per pulse. Stacks up to 10 times and lasts for 5 minutes.
Amazing!
E N D T H E N E R F S
Nothing is safe. We’re at the mercy of monkeys pulling the balance levers.
Having said that, if you have Celestial, you will always have a bit of everything – regardless of what our merciless overlords nerf.
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Actually;
Triumphant Armor (from the reward track) is tier 1. You need this tier to buy T2.
Triumphant Hero’s armor is T2.
Mistforged Triumphant + Sublime Chest is T3. Each piece can only be bought once the equivalent Triumphant Hero’s armor (tier 2) piece has been purchased, and have a minimum WvW rank requirement of 1500-2000.So there is no naming problems here.
There certainly ARE naming problems.
If you’re correct, then why are there two tiers with identical names? I know players who think you can go from Exotic (Tier 1) to Ascended Tier 3 because of the existing, confusing, names.
Vanilla Triumphant > Mistforged > Sublime makes far more sense.
There appears to be a confusing naming error on the Ascended WvW gear.
I think this is how it should be:
- Tier 1 should be called: Triumphant Hero’s Gear
- Tier 2 should all be called: Mistforged Triumphant Hero’s Gear
- Tier 3 should be called: Sublime Mistforged Triumphant Hero’s Gear
At the moment, the list is as in the screenshot.
The text on the Sublime Chest Piece reads: “You must own the Triumphant Hero’s Raiment and be WvW rank 2000 to purchase this armor.”
I think that should read Mistforged Triumphant Hero’s Raiment – so you need Tier2 to buy Tier3.
But I’m not sure.
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Fishing is not an epic adventure.
As a player of DAoC, WAR and GW2, I rate them as follows:
- GW2
- WAR
- DAoC
Each game seems to have improved on it’s predecessors. While we all see the many flaws of GW2, even the developers (believe it or not), I think we’re on a journey of improvement.
Let’s not forget DAoC was plagued by;
- /stick tanktrains,
- clipping range aoe mez/stun with no unit cap and lasted for 60 seconds (later nerfed),
- permastealth as core mechanic,
- REAL slideshow lag (I mean, 1 frame every 5 seconds sometimes),
- Buffbots – get one or forget winning,
- Subscription fees (yes, one for you and one for your bot)
- OP SI/ToA gear
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Scourge
A lot of the OP damage that PvP players seem to be experiencing at the moment seems to be coming from Dhuumfire triggering off all F skills rather than just F1. Hopefully this is a bug and gets fixed so Scourge doesn’t suffer further nerfs in other areas.
The Ammo mechanic on Shades seemed arcane and unwieldy. I feel that the One-Big-Shade from Sand Savant seems to be a vast improvement over the three smaller ones, especially with the added cooldown and target cap bonus. This disappoints me because I was looking forward to making a burn synergy build.
Shades feel clunky and awkward, with big cooldowns and no mobility. I think turrets (Shades) are a poor mechanic in a game where the thief, in particular, is capable of such incredible mobility. It seems somewhat pointless in open-field WvW, where I spend the vast majority of my time.
I think the Shades will get used, but only situationally, i.e. attacking walls or choke points. In open field they can be avoided effortlessly.
For 1v1 non-point fights, the scourge seems somewhat squishy and although the two new movement abilities are very welcome (thanks, please don’t nerf Sand Swell because of the bug), I doubt they’re going to suffice in terms of survivability, particularly considering that barrier is an active defence and is extraordinarily temporary.
It feels like Scourge was specifically built for Conquest PvP and much of the static gameplay in PvE. In the flowing battlefields of WvW, Scourge will probably melt faster than an ice lolly in the desert.
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Remap keys;
- F5 to F1
- F1 to F5
Seems to make sense. F1 remains shroud and the awkward new Shade mechanic goes away onto awkward, hard to reach key.
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Last night people on TS were saying that it’s causing a crash. Later that night we had a patch that said “fixed a crash”, so I assumed that was it.
There seems to be a bug where the UI splash for Rank up doesn’t spawn an OK box when you are Encumbered.
Workaround: Deposit All then use a waypoint.
Would appreciate if you give us some sort of blast finisher /o
We have blast finishers on;
- Flesh Wurm destruction,
- Putrid Mark on staff destruction,
and - TWO blast finishers on Summon Bone Minion destruction,
We have the tools – they are clown tools made of rubber, but we have them!
Necro will never knowningly blast a combo field. Working as intended?
My current build:
I’m tempted to dump Dhuumfire for the Stab and Stunbreak on F5, since we don’t even know if it’s working as intended.