Showing Posts For Teraphas.6210:

Bloodstone Visage

in Guild Wars 2 Discussion

Posted by: Teraphas.6210

Teraphas.6210

Here is the Visage with a few of the other skins on my female charr all ride high. A few of them i turned slightly to show off how low the eyes actually sit since the character view in the hero panel has a slight downview to it that often makes things look less bad when viewed straight on but in reality is just that one angle that hits exactly right to at least show some of the eyes.

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You can’t spell Slaughter without Laughter

American Tengu

in Community Creations

Posted by: Teraphas.6210

Teraphas.6210

already have a name reserved for my Tengu if they ever come. Pollito Bandito. it would be a thief of course

You can’t spell Slaughter without Laughter

Bloodstone Visage

in Guild Wars 2 Discussion

Posted by: Teraphas.6210

Teraphas.6210

While your at it can you fix the female charr? The glow sits in my charrs’s eyebrows and not her eyes.

This may be a deeper issue as several but not all sit high on her so she looks out from under instead of through the eye holes. Will get you some screenshots later of these if you need, once I get home.

You can’t spell Slaughter without Laughter

Everyone is on siege

in WvW

Posted by: Teraphas.6210

Teraphas.6210

Apparently it’s more important that pst gets 5 hours of reset time 7-12 over est getting 2hours of reset time 10-12.

Actually more like anet can get their full work day in before reset to push out any fixes that need to occur on reset instead of tuesday

Because they would stop working if they pushed a patch out an hour earlier on friday? ok makes sense…. .. .

It is the reason anet gave us. They also said they would be willing to make reset later but no earlier than what we have now because of that reason

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Crystal Desert Creature's Data found

in Lore

Posted by: Teraphas.6210

Teraphas.6210

So part 3 of Taimi’s log reports that she has found also a large amount of data about the Crystal Desert and the Creatures in the Crystal Desert.

What kind of Lore do you guys think is in that data and do you think it foreshadow CD area maps as part of S3 updates?

Please reread as it does not say anything about the crystal desert or any creatures there. It speaks of the beast in the crystal desert. This would be Kralkatorrik. So in addition to the Primordius info mentioned in the HoT story taimi had discovered some info about Kralkatorrik and let’s us know it’s from info sharing between Novans and Exalted.

There is likely no data about the region or native wildlife just the Dragon.

You can’t spell Slaughter without Laughter

Everyone is on siege

in WvW

Posted by: Teraphas.6210

Teraphas.6210

Apparently it’s more important that pst gets 5 hours of reset time 7-12 over est getting 2hours of reset time 10-12.

Actually more like anet can get their full work day in before reset to push out any fixes that need to occur on reset instead of tuesday

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Is bigger always better?

in WvW

Posted by: Teraphas.6210

Teraphas.6210

The only true way to break up zerg is have requirements to accomplish a goal be far enough away from each other and require a minimum number of players to actively be doing something at those locations.

Then you MAY get commanders breaking of groups to be in many places.

But as long as everything favors putting as much force as you can against a single point it won’t happen.

And if you do add mechanics like those of teq or triple of performing various tasks (beyond current seige)then all the anti pve voices of the wvw community will start getting really load.

Easiest example I could think of is shrines in Desert. Instead of being a capped location change it so all the shrines are active for the owner of the keep. The other servers can deactivate the shrines by killing off the elementals that power it and capping it as normal. However the elementals continue to spawn for the keep owner, so without an enemy presence the elementals will recap and activate the shrine automatically. So to keep the shrines off a commander would need roamed or havoc to keep them surpressed

You can’t spell Slaughter without Laughter

Embrace the Polls: What Should We 'Try'?

in WvW

Posted by: Teraphas.6210

Teraphas.6210

we allready got plenty of siege, allready too much. just stop it.
can ANET for love of god please remove all the kittening random mobs in the BLs like ppl actually have asked for!

I actually like having some mobs around. More specifically when I am scouting I like having some in balista range just outside where I am keeping watch so I can snipe them with ballista bolts and get some loot while I scout

That being said I wish there was more purpose to the ones that exist especially the vets and champs. Perhaps grant buffs in an aoe when killed? Just some reason to actually fight that oakheart in nw eb

You can’t spell Slaughter without Laughter

(edited by Teraphas.6210)

commander tag

in WvW

Posted by: Teraphas.6210

Teraphas.6210

Changing the design of the tag and more color options has been brought up many times before. There was this excellent image created by someone that I cant remember. It wasnt guild emblems though, it was just various different designs.

Not sure guild emblems would scale down well enough for the minimap, the resolution is probably too high. So unfortunetly I dont think it would work.

If they keep the colored chevron under the emblem it may work. Thus you could have it on the mini map as it is now and above the head with emblem with the chevron at the base. It could even be set to be culled out if the settings are set low enough so just the chevron remains

You can’t spell Slaughter without Laughter

Embrace the Polls: What Should We 'Try'?

in WvW

Posted by: Teraphas.6210

Teraphas.6210

Launch Pad defense sieges (being able to build launch pads within keeps and towers to send players over their own walls (to behind a zerg)).

Would be cool but don’t think the wvw maps could handle unrestricted gliding and launchpads.

Now if the launchpads were like cannons and mortars and set build sites with predetermined facing could work well. Anet would be able to test all glide range from the pad and set the launch arc how best works.

Would also like to see it auto deploy a glider for you at the peak when you use it and give you a bomber bundle. This way you could have set gliding rules that do not tie to masteries so all are even (plus non HoT accounts could get tempted with a taste of gliding). There wouldn’t be easy counters by just marking up the landing from just a normal jump pad. By making gliding part of it yes you are visible but you can drop the glide at any point to drop making predicting and marking up a landing site harder.

You can’t spell Slaughter without Laughter

Embrace the Polls: What Should We 'Try'?

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Posted by: Teraphas.6210

Teraphas.6210

Invisible fences! Places pillars that zap enemies that run past them. If 2 placed with x enemies that pass between receive an extra strong zap.

Could see a few ways to implement. Simplest being like a supply trap enemy walks over and animation shows pillars pop from the ground and does damage in a radius around each pillar with the fields overlapping so enemies in between take more damage.

More fun way would be individual seige that are auto turrets that emerge from hiding and pulse damage in a short radius around them. However periodically they will pulse another skill that looks for other pillars within a slightly larger radius. When it detects another they create a trap field between them with the same duration as how often the skill to create it cools down.

To make the pillars fair being as they are hidden autoturret have them built like seige but with no ability to refresh them. They could be destructible while buried but I would suggest they take greatly reduced damage unless they are exposed and attacking enemies

The seige version would be cooler and could create a mine field like effect if several were places but would mean more coding potentially where the trick/trap version would be faster to establish would likely be limited to one per player as long as they are in map like current tricks meaning building a minefield is harder and easier to have a single enemy trip them all wasting it

You can’t spell Slaughter without Laughter

Embrace the Polls: What Should We 'Try'?

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Posted by: Teraphas.6210

Teraphas.6210

*Deployable burning oil. Could be fun to put on catawalls. Or Garry lords room mwa ha ha

*Petard https://en.m.wikipedia.org/wiki/Petard a device you could place directly for x supply. Perhaps instead of a single bomb it is more destabilizing and does part of its damage over time or adds a debuffs to make other seige do more damage. Drop one and run. If enemy scouts don’t watch well you could open up some sapper roaming. Setting fires against fortifications was a common tactic to weaken the walls by breaking down the mortar/cement holding it together. https://en.m.wikipedia.org/wiki/Early_thermal_weapons

Instalation of flame/smoke throwers into various fortifications that contain ‘murder holes’. You know those points along keep walks by the gates? The slits that in real life would have defenders thrusting spears thru at invaders by the gate. I say set up stationary seige that could be built at various points on the wall that when manned could use fire fields and burning or to blind with smoke and give your allies stealth as long as the fields last

You can’t spell Slaughter without Laughter

Embrace the Polls: What Should We 'Try'?

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Posted by: Teraphas.6210

Teraphas.6210

*springboard trap – trick and trap item that costs 5( or maybe 10) supply places a field that when an enemy triggers it will launch them high into the sky to fall to their death.
Ideally this would be a distance that would kill anyone with out fall damage reduction. Those would be at 10% health when they landed.

*Skill capsules- a series trick and trap items that cost varying amounts of supply to use depending on the skill being used.

These would be throw once items but each would be a different skill effect from various professions and items. So you may throw one to make a guardian like bubble to push back enemies or another one that would grab enemies and put them on a tilt a whirl and whip them back and forth

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WvW Season Vote #MakeWvWGreatAgain

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Posted by: Teraphas.6210

Teraphas.6210

Seasons will not likely return for the simple fact that they burned everyone out on the game and the weeks after left wvw pretty empty.

Anet has stated each season’s wake was a significant drop in wvw population for a long period of time after

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Shrines/Ruins Future with mixed BL

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Posted by: Teraphas.6210

Teraphas.6210

Good ideas for the shrines. But we know ANet has been working on the BL even while it has been out of rotation, and there is a chance that they haven’t been telling us all the updates they’ve made. So personally I want to wait until its released and see what we are working with before nailing down what changes should be made to the shrines

I was considering the same but then realized part of the devs saying they need to do some work to run mixed borderlands is partially how will Bloodlust and the rest all work. I figured if we start a dialogue on the state of shrines and bloodlust by extension we will see it in a state more favorable to the community than them releasing something and we all post to change it.

this way we can hopefully influence the version we end up getting without having to have them iterate in the the live server as much

You can’t spell Slaughter without Laughter

Shrines/Ruins Future with mixed BL

in WvW

Posted by: Teraphas.6210

Teraphas.6210

As it sits i find the current Shrine abilities to be lacking and very little incentive for a commander to seek them out especially while Invaders are at the walls already. The can be some exceptions but it never felt like sending anyone out to reclaim shrines was even a consideration while defending a keep.

Reworking the Shrines – short version is majority of the turrets are merely delaying to an invader offering no use once the enemy is at the gates. other abilities due to the area they affect are more defensive in nature and don’t offer much once your forces have left the keep’s area of influence. Shrines can also serve to give towers more purpose within the map.


seeing as jumppads now use the mushroom tech, Existing jumpads that don’t lead into the keep made universal use. there are many areas around Air Keep that can be a pain, namely if you travel from the south shrine and don’t own that keep its a crazy walk just to get back to the camp. these types of areas should have open access jumppads to help smooth travel time to reduce some switchback syndrome. majority of existing jumppads moved or removed. New launchpads added, connected to shrines.

Air turrets should be on as a baseline. majority just serve as a delaying mechanic with little or no damage. only the most careless players get hit by these making them only useful as a slight delay.

  • 1 Shrine launchpads become accessible by your team. these should be placed to allow rapid deployment throughout the airkeep and to access perches. Perches are cliff sections designed to let your force make use of Windfall to drop on invaders.
  • 2 shrines Air turrets Controls accessible within various sections of the keep. This would allow defenders to activate a super blast that would travel out from the gates using the cascading tech in a wedge pattern. This would be devastating if a keen scout managed to trigger this as the bulk of your forces where on a bridge infront of gate. Or simply used to push everyone off the rams for a few moments to buy your commander time to arrive.
  • 3 shrines Windfall gained. applied to any ally within the effect range of the keep. If the adjacent tower is also held by your team allies within its radius are also given windfall. to be clear this would be the NE and SE towers

The barriers and turrets both serve as delaying tactics that serve little use once an enemy is at the gate. thus little incentive to capture for either side.

  • 1 shrine the earth walls and the existing turrets combined to be the new 1 shrine held.
  • 2 shrines New Lodestone turrets added around the outside of the walls and gates. each grouping of these would have a Control panel on the walls that would allow a defender to use 2 abilities. 1) pull enemies towards the lodestone 2) push enemies away from the lodestone. If these are placed correctly by anet would require enemy forces to be wary of where they stand or be pinballed by the defenders. may seem innocent but consider when the defensive force pushes out to engage the invaders. one misstep could bring an invader too close to a lodestone leaving them potentially out of position.
  • 3 shrines The sandstorm, just like windfall, would gain the ability to spread to the towers adjacent to the keep if held by your team. the sandstorm is fairly lackluster since it is so confined to the keep territory making it feel like a defensive measure that given the gap between its edge and the keep walls can be underwhelming. being able to essentially expand the storm by owning nearby towers could make it feel more empowering and potentially offensive, not just defensive, depending on the amount of territory it ends up covering.

The fire shrine abilities are far more offensive in nature currently than the other 2.

  • 1 shrine Fire turrets activate. Control panels inside the keep allow a defender to have turrets summon flame walls across their paths that last several seconds burning all foes that pass thru. obvious damage adjustment to base attack for it being available with one shrine.
  • 2 shrine Inferno Egg spawns at keep and adjacent towers also held by team. Eggs altered to persist for a few minutes after losing the required shrines. would allow you to get one more Hound out
  • 3 shrine Flame’s embrace. This ability is vary potent but the lava portal aspect is lacking. the current portal are easily countered with marks and aoes being directed at them in case they are used. more lava tubes need to be added. some within the keep walls to allow rapid positioning but also several leading out as well. Some like the current ones nearby(preferably with 2 or 3 on each side to make knowing exactly where the defenders may come from harder) as well as some that extend all the way out to be within striking distance of other objectives along the western side of the map.

The overall point of this is to make Shrines something that should be a consideration or even a threat if the enemy has it. Not like currently where it oft seemed that it was nice to have but commanders rarely deemed worth perusing offensively or defensively.

I was originally thinking about Shrines needing a rework and partway thru realized bloodlust would too – it’s probably worth adding ruins or having the shrines contribute.


  • They could remain seperate. there would be only 2 levels of bloodlust and would only apply to alpine. desert would keep shrines. neither would mix.
  • They could simply add ruins into the oasis area, either paving it over or adding mini focal areas around the larger structure implying that it is what provides the buff. shrines would be untouched
  • same as above but shrines removed. all shrine mechanics become baseline, part of the keep upgrades, or removed.
  • shrine mechanics removed. shrine numbers reduced to 5. now function as ruins but less centralized
  • oasis gains ruins to bring bloodlust to desert and shrines are reworked to function differently. Giving more offensive and defensive options even applying to adjacent towers if the keeps owners also control the tower.
You can’t spell Slaughter without Laughter

(edited by Teraphas.6210)

dream weapon?

in Necromancer

Posted by: Teraphas.6210

Teraphas.6210

Well for the urn you don’t have to add a new weapon. Just let focus be main hand and add some urn skins

You can’t spell Slaughter without Laughter

The missing 3rd borderland map

in WvW

Posted by: Teraphas.6210

Teraphas.6210

I would like to see a shift away from borderland style maps with a “home” server and instead shift to more maps being in the EB style.

Ideally moving to the point where we have 4 (or hopefully more) unique maps.

The maps are already inheritedly biased towards one server unless they are copy and paste 100% symmetrical. It should be anets job to try and keep which side each map favors as even as possible within each map but also across them as well.

I agree EBG styled map would be better. EotM map is garbage for WvW and if you thought players raged over the DBL that would make it even worse.

One thing they should make sure they so not do with a new map is make it too vertical/ boxy or closed in as they did with the DBL if they want players not to rage next time. Caverns/ giant trees ect would really anger people even more so than the desert did because they want more realistic battlefields not an amusement park ride.

They need to focus on it being open, being able to use numerous strategies, attack from all directions, giving players more options for strategic play rather than removing them all. Open, flatter, Lush, and direct routes to everything will make the map more well received than the last one. Players want good fights, not gimmicky fights.

Not sure it needs to be open and flat per se.

The major flaw with desert in its original form was that all the action took place in a ring around the map and didn’t go into the center unless the event was running. With the oasis event gone and the smoothing that occurred before the switch to alpine really opened the center of the map as a transfer point. That is much improved over having to run the full perimeter to reach the other side of the map.

Alpine to me is too small with the focus of majority of conflict occurring in the bottom half to 2/3rd of the map . Draw a circle which passes thru the Lord’s room of all 3 keeps and that is where most conflicts occur minus the circle connecting the ruins.

Desert to me is slightly too big. Again draw a ring thru all 3 keeps and a second to contain the oasis and between those was the conflict zone. It was also the only reliable movement path and zerg either moved clockwise or Counter. Unfortunately most all ran the same direction leading to few chance encounters. The smoothing did seem to help and allow you to ‘hunt’ enemy forces by cutting thru places you couldn’t before or could only have used in one direction before.

EB to me is the best example simply because stonemist works to have people care about the center of the map vs avoiding it or just passing thru like desert and alpine.

Tldr to me the terrain can be varied and not just flat and open as long as there are no “one way streets” but more importantly a focal objective to capture at the center of the map and not a map mechanic

You can’t spell Slaughter without Laughter

The missing 3rd borderland map

in WvW

Posted by: Teraphas.6210

Teraphas.6210

I would like to see a shift away from borderland style maps with a “home” server and instead shift to more maps being in the EB style.

Ideally moving to the point where we have 4 (or hopefully more) unique maps.

The maps are already inheritedly biased towards one server unless they are copy and paste 100% symmetrical. It should be anets job to try and keep which side each map favors as even as possible within each map but also across them as well.

You can’t spell Slaughter without Laughter

WvW Needs Better Advertisement

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Posted by: Teraphas.6210

Teraphas.6210

the main thing about WvW is there is a glass ceiling. You can only have so many people across the 4 maps before they all queue and people get fussy.

get more people at the times that people already play and cuase them to queue and you find the veteran wvw players can become a little inhospitable to the newcomers.

for me personally i feel for the overall health of wvw we need to do things to adress the glass ceiling and raise it if we want overall wvw population to grow.

As it stands it makes it that you want people to play wvw but only if they are going to play when you don’t, all for fear you will have to end up queuing and competing for a spot during your chosen play time.

Well the glass ceiling you are talking about with queues and everything there are t9tal of 12 servers currently if every day all those 12 server start queue up then anet can start opening other servers there used to be totally of 24 servers on NA and there are 12 currently and you can see the difference. +reset being at 10pmest doesn’t help either when est and west coast players are all trying to get into map together on reset it’s just creates a long queue which can be avoided by just makimg reset early because anet isn’t going to do it cuz “it’s too early for pst players” like kitten pls

its more we need additional maps that can open and close to accommodate peak play periods and do more for the matchup other than ‘oh some supplies are in your citadel….’

newcomers are just not going to venture into wvw when its all queued up to wait to play something they haven’t tried yet. and during off peak time they can’t figure out what to do or who to follow because there isn’t enough people in the maps.

we need to build up the current overall wvw population so that the people that play other than strictly the peak hours can be enough to populate the core maps but have enough substantial wvw maps that during peak hours everyone can play and feel like they are in ‘real’ wvw and working towards to score without having queues on all the maps.

You can’t spell Slaughter without Laughter

WvW Needs Better Advertisement

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Posted by: Teraphas.6210

Teraphas.6210

the main thing about WvW is there is a glass ceiling. You can only have so many people across the 4 maps before they all queue and people get fussy.

get more people at the times that people already play and cuase them to queue and you find the veteran wvw players can become a little inhospitable to the newcomers.

for me personally i feel for the overall health of wvw we need to do things to adress the glass ceiling and raise it if we want overall wvw population to grow.

As it stands it makes it that you want people to play wvw but only if they are going to play when you don’t, all for fear you will have to end up queuing and competing for a spot during your chosen play time.

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The best solution for the desert bL

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Posted by: Teraphas.6210

Teraphas.6210

I will play it happily is what will happen as I find alpine tiny and extremely boring after so many years of playing it

You can’t spell Slaughter without Laughter

Why you should vote AGAINST shared DBL/ABLs

in WvW

Posted by: Teraphas.6210

Teraphas.6210

Wvw is already imbalanced by the fact of EB alone.

I would rather see anet work towards 4 (or more) unique maps with no “home” team.

Yes maps will always inheritedly favor one side. It’s anet job to try to keep the favoring relatively even.

If they keep the EB style over the borderland home team style we can continually add maps and have the queue ceiling and wvw population expand vs compete for a limited number of spots.

Having people not want to welcome newcomers because they may cause queues during an existing wvw players preferred time is one major flaw with wvw right now.

You can’t spell Slaughter without Laughter

Unholy Sanctuary cause of half of my deaths

in Necromancer

Posted by: Teraphas.6210

Teraphas.6210

Even without US I know I have double tapped shroud in excitement and entered and dropped shroud more times then I care to admit.

A brief moment in which you can’t manually drop shroud would be nice addition.

Not sure I would like that, since I use Shrouded Removal as a condi cleanse by double tapping shroud to remove a condition, but don’t necessarily want to stay in shroud.

Well ideally it would allow for a tap,tap activation still but not respond to a taptap . Enough for a quick cleanse but long enough to avoid a slip.

Yeah I know that window would be hard to make comfortable for all.

You can’t spell Slaughter without Laughter

Unholy Sanctuary cause of half of my deaths

in Necromancer

Posted by: Teraphas.6210

Teraphas.6210

Even without US I know I have double tapped shroud in excitement and entered and dropped shroud more times then I care to admit.

A brief moment in which you can’t manually drop shroud would be nice addition.

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Pet Flaw Thread Results

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Posted by: Teraphas.6210

Teraphas.6210

Not really. Look at druid before smokescale nerf. It did so much damage that you couldn’t ignore it in the fight. All the druid had to do was heal and then they won all the 1v1 fights. The pets need more reliable damage from their f2 skill and thats it.

And that was exactly how it was supposed to be.
A ranger(druid) sacrificing 2 traitlines, 1 heal and 1 Elite utility and a pet skill was actually able to hurt just like I think he should.
I’m sorry, but you just said something you shouldn’t. You just admitted you believe Ranger pets should be ignorable. And I’m sorry if this gets surprising but that’s something that our whole ranger community tries to change ever since day 1.

A thief will blow your head of by auto-attacking and you can either force him to evade and make you waste half of the attacks of your whole team or he’ll wipe you all out without your team ever being able to resurrect you (because elite). And if you successfully focus him down, he’ll just decap another point thanks to stealth.

Pets need more reliable damage. Full stop.

To me the ideal would be make it a guessing game of which how dangerous each half of the partnership is. Traits to make your pet more or less dangerous and yourself the opposite.

Being able to shift the balance of damage between the two would make it fun to me. That pet coming at you a distraction with only a little power or did the ranger shift his power into the pet and if you ignore it it will bit hard.

Still all needs the pet to be able to deliver it’s damage and debuffs effectively.

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Pet Flaw Thread Results

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Posted by: Teraphas.6210

Teraphas.6210

Pet Hit reliability: I still think the easiest and fastest way to make pets more reliable is to increase AA range to 300 all around. birds hit extremely reliably on AA, they just die to everything. 300 or more range on AA would fix this with little effort on the part of the devs.

This might not work. If you do this – pets will simply stay at that 300 range, most probably. That way, absolutely nothing might change except pets holding their distance against their targets with the same unreliable hit pattern.

They are more asking for the skill to continue at its current range but extend the affected area to 300 to compensate for the pet stopping to a track vs attacking while moving

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dream weapon?

in Necromancer

Posted by: Teraphas.6210

Teraphas.6210

Whip. Extra long melee weapon. MH. Some form of position manipulation on 3. Pull you to target?

Spec name Executioner or Hangman

Hangman’s Shroud Mid range bouncy auto attack. Maybe an ability that swaps your position with the enemy?

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Pet Flaw Thread Results

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Posted by: Teraphas.6210

Teraphas.6210

dadnir if its the pet i am thinking about it was a cat. and mostly i think it was becuase people like me made builds that in wvw let us be well out of range have our cat go running in stealthed, burst a lot of damage on a yak(even escorted at the time) and kill it and then swap pets before the stealth fully fell away. We would also use a couple rangers to use these ninja cats to assassinate enemy commanders if we could identify them before the two sides clashed.

if you did it right the one shot damage was crazy. you were useless for much else but that cat could out damage the player with that move.

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Pet Flaw Thread Results

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Posted by: Teraphas.6210

Teraphas.6210

The ability of the pet to FORCE an enemy to recognize it as a threat and to tempt said enemy to do something to actively hinder the pet.

I feel like the wording is bad here. Personnally, in my way to play ranger I prefer when the ennemy don’t see my pet as a threat (mainly in PvE). The wording here could lead to solutions that would harm a lot the ranger in PvE group content.

I think what you meant was to say that the pets skill/auto-attack lack a clear impact that would lead other players to be more warry of there existence. At the moment, except for a few exceptions, the pet’s skill are not threatening enough to make other players, in PvP, even take a glance at the ranger’s pet. Which mean that there is little to no reason for the extra long induction time of the pet’s skills.

Pet behavior : I couldn’t agree more with what you said. I’d include the pathing issue. (It cost nothing to continue to hammer it)

This isn’t an issue for pve very much. Yes there are times where you would want the pet to have aggro over you and others you want it, but this is more for pvp wvw interactions.

Atm it’s too easy for a foe to ignore the pet and often Cripple or immobilize it as an accident. Even just kiting the pet can effectively neutralize it. Considering no one stands still in combat with other players, this means most pets are defaultly countered.

Just like ignoring a mesmers clones are done at your peel so it should be with a pet, but even more so. Fighting a ranger should almost be like fighting 2 foes at once. Ignore either for even a moment and they will make you pay.

This is just asking that you should have to actively deal with a pet

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Personal Story - Skipped every mission in Orr

in Bugs: Game, Forum, Website

Posted by: Teraphas.6210

Teraphas.6210

I do know since the soothsayer arrived my journal is missing the final chapters. I have finished the story on that character but did so fairly recently. Pretty sure it was after the soothsayer was added

My character had also done enough of the story after the first restructuring that when the restoration occurred I was ineligible to regain the lost steps. If I remember correctly that is where my journal stops now.

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Shadelangs Pet Flaw Thread.

in Ranger

Posted by: Teraphas.6210

Teraphas.6210

Hey all Just want to say ill be making my follow up post some time on the 20th. In there I will try to collect everyones ideas into a more organized form while crediting the original posters of such ideas as well as any variants that were discussed.

If you have a preferred layout let me know (This is to both the posters so far, the people just reading it, and any Red/black poster that might want to give their two cents on a decent way to set it up) otherwise I will simply try to format it as best I can with what I have and everyone will have to live with it.

I would think main topic with bullets for each. Each bullet being a tldr version with a link to each original post inside a spoiler tag is probably a good way.

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Shadelangs Pet Flaw Thread.

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Posted by: Teraphas.6210

Teraphas.6210

The only thing needed for pet to be able to connect with their target is to allow them to perform action while moving. We know that the engine is already here since except for a few skills our characters can do it.

They do not need to dash, attack faster or whatever, they just need to be able to continue to track the target while using their attack. At the moment, they have to :

- reach the target
- stop
- use a skill that root them.

The idea would be to just change the damage to be done periodically in front of the pet without bothering with the animation that hurt the whole process for who know what reason.

What if instead of the stand and attack method we ask for pets to be updated with some of the HoT tactics. I could see several of the pets benefiting from a pocket raptor pass thru attack . Imagine a cat that kept leaping and landing on the other side of a foe.

Others could have an attack with a short trigger range but would affect a slightly longer range. Long enough to reach players that move but short enough that dodging or speed buffs would allow you to evade if you moved the right way.

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Pet wishlist (for the future)

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Posted by: Teraphas.6210

Teraphas.6210

I would love to see an elite spec that gives rangers a little more tech based skills and access to several new golem pets/steam creatures.

Mostly I just want to see golem versions of animals and more varieties of steam creatures and a ranger that uses then as pets would be awesome

You can’t spell Slaughter without Laughter

Shadelangs Pet Flaw Thread.

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Posted by: Teraphas.6210

Teraphas.6210

Let me preface this by saying in other games pet classes like ranger are often one of my main characters. In gw2 as much as I try I can’t get into them. For me part is feeling like my character is weaker than the other classes. The pet is supposed to be our other half but often feels so clunky that we feel like our PC is doing all the work but at seemingly less power than other classes.

To that end one of the revisions I would love to see is pet behavior.
Ideally I would love to see this be able to be set by the player, potentially with the ability to hotswap between 2 preset behaviors we assign to our chosen pets. I would also settle for these behaviors being hard wired into specific pets, pet families would be alright as well but I feel would pigeon hole the entire family to a specific role.

Atm we have 2 behaviors. Ranged and melee.

What I ask for is more specific roles. Flanker, shield, bodyguard, cover, in addition to our current melee and ranged.

Flanker: tries to keep itself on the opposite side of your target. This wouldn’t have to be a constant thing but essentially periodic check to have the pet reposition. Useful to have pets that would do extra damage when at a certain facing of the target as well as for tanking pets to allow us to use our skills that have benefits for attacking the sides or back.

Shield: the pet would move to stay between you and your target. Useful to have tanking pets stay where they can soak up range attacks even when you have to move to avoid other things. Also useful fit pets that give fields so you can pay off them easier

Bodyguard: the pet stays at the players side and attacks directly in front of the player. Useful in larger fights both in wvw and pve. Would be great if pets gained cleave and could attack without a specific target, just like when we run thru a group without targeting.

Cover: has the pet try to keep you between it and the target. Great for ranged pets. Could also allow for more dps focused pets that have less armor and hp. Would allow us to protect them more than the traditional ranged behavior as us moving would allow us to reposition the pet to a hopefully better position

These coupled with the fixes to the previously stated inability of pets to attach on the move and the drastically slow trigger time of pet f2 abilities.

To me this would go a long way to making ranger feel like a partnership vs feeling like you are stuck playing with someone who is struggling to not fall asleep while playing.

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A-net about the polls themselves ....

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Posted by: Teraphas.6210

Teraphas.6210

Torqued you speak like you can not vote in the poll without getting the ingame notification.

Untrue

I have voted in every poll prior to meeting the conditions in wvw to get the ingame mail, which I don’t get because I have already voted.

The ingame mail is an extra reminder for those whose friends and guilds have not told them of the vote or missed all the various places in social media and forums that anet posts about the polls bring up.

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A-net about the polls themselves ....

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Posted by: Teraphas.6210

Teraphas.6210

Tyler could it be possible to repurpose the /wiki command to create a /poll command? Thus when you get the ingame mail about there being a poll you can instruct them to use /poll to open the poll in a browser like the /wiki command does.

Main benefit being people don’t forget about it between receiving the mail and when they finally log off. In wvw it’s often go go go so not feeling like you have to completely leave game to check out the poll or wait until you finish wvw for the night often hours later and forget about it by then

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Choose a Name for Tyria’s Heroes!

in Guild Wars 2 Discussion

Posted by: Teraphas.6210

Teraphas.6210

To me both Dragon’s Watch and Eternity’s Guard sound like way too much foreshadowing spoilerlike stuff. I am reading into those that the egg will hatch and we will work for it. and its name will be eternity.

Unbroken just sounds really generic. and other than the death of Eir there is not much to suggest a right to call ourselves unbroken. that denotes that you have been beaten down nearly destroyed and you just keep fighting. What we have experianced is a failed pact assault that we sweep in behind of and pick up the banner and just race it forward to plant it in Mordramoth’s brain as the remnants of the Pact surge along with us. The pact could be renamed the Unbroken but not us.

That being said with the inclusion of rytlock i would have preferred to see this new name reference Destiny’s edge more. My preferred name would be The Unbroken Edge. to me that has the tying together the 2 groups and saying that we may lose members but we will push on and be deadlier for it.

sadly i also feel swapping the two words of the other 2 around makes for stronger names too. Eternity Watch or Dragonguard. yes Dragonguard pigeon holes us into fighting dragon related threats.

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Merchandise Ideas - Open (even if the survey is closed)

in Guild Wars 2 Discussion

Posted by: Teraphas.6210

Teraphas.6210

I would love to see some of this merchandise come with chides that get you an in game version as well.

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List of Upcoming WvW Polls

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Posted by: Teraphas.6210

Teraphas.6210

Hey guys, below is a list of upcoming polls you are likely to see, in roughly the order you are likely to see them.

  • Mixed Borderlands – Do you want a mix of Alpine/Desert Borderlands maps?
  • World Linking Schedule – How often should we relink worlds?
  • Deployable Mortars – Do you want to be able to buy and deploy Mortars?
  • Deployable Cannons – Do you want to be able to buy and deploy Cannons?
  • Repair Hammer – Do you want to be able to spend supply to repair siege?

Special Mention

  • WvW Priorities – What do you want the WvW team to prioritize next?
    • We’ll run this poll after completing major milestones with whatever feature last won the Prioritization vote. So in this case: Scoring Improvements.

Yes mixed sounds great. Better yet run 3 and 3 increase the total number of people in wvw before everything becomes queued.

Relink after 4 weeks. Each partner gets 2 of those weeks as the primary named on all the maps and claiming

Deployable mortars and cannons. I want them unique. Essentially a way to pick up the build site from the walls were they normally live and be able to redeploy them at a new space along the wall. Even if it’s a short tether from its original location being able to move it so it’s not hitting the wall and we cab get a better angle on the invades would be nice. But no to just having them regular page anywhere seige. Maybe even blueprints you can use to respawn a destroyed cannon or mortar site on the wall without having to wait for the time to pop then back up.

Repairing seige I would say make it an upgrade that the workers come back and will use supply in the objective to repair seige they can reach within the walls. Slowly . They would repair the seige and maybe even build cannons and mortars for you

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Rampant AFK farmers

in Account & Technical Support

Posted by: Teraphas.6210

Teraphas.6210

Oh I did especially when I saw a guild group camped on a ledge farming the sharpshooters.

But seriously have seen so many of then camped at various boss and event hubs just leeching and expecting the rest of us to carry them

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Rampant AFK farmers

in Account & Technical Support

Posted by: Teraphas.6210

Teraphas.6210

Last night alone I saw 10 players just in verdant brink alone standing AFK farming fast spawning mordrem with pets, several of which were also on areas that had events so they ate farming event rewards too. Hell I saw 4 more later in octovine just sitting close enough that the pets would keep them in.

Please do something to discourage these leeches

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Additional World Linking Information

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Posted by: Teraphas.6210

Teraphas.6210

Thank you Tyler and Chris for the additional information.
I have to say, even with the changes that are undesirable to ME, I welcome the communication and effort of the WvW team I hope this continues to go on.

Even with the additional information you’ve given us, I still have a problem that I’d like to see addressed. Unfortunately, it’s quite a brutal point in my opinion but a point that needs to be raised.

1) Toxicity and the effects on the community

If many of the WvW posters in the forum are anything to go by, there are many individuals here who constantly berate people of their idea of WvW, their idea of “blobbing”, what WvW should be, or how “server pride” or whatever reason you’d like to include.

The very same people are also telling people to quit the game or WvW.

Speaking for my girlfriend and I, we simply do not want to play with these players.
And I’m fairly certain that many other people would feel the same way.

Problem with the server link, because it’s going to be updated quarterly or whatever the timescale is, there’s a danger of being linked with server with THOSE people. If the toxicity of each server gets to server wide instead of just individual spats, the teamwork that’s required to play WvW is completely eroded. The match-up for that duration will stale. Only the server with those individuals will continue playing.

That’s why, it’s still a resounding no for me

At the previous state of WvW, had we chosen a server with that kind of toxicity, we simply would have upped and left, if we had the gems.
Now, with the updates, we can’t even stay in one server and hop to another one, just in-case, the Glicko decides that we should be linked with the server we desired to leave behind.

I ask many of you to consider this scenario.
Perhaps it’s a very pessimistic view, but at the moment, it’s happening right now in my server.

I do apologize that you have dealt with that and is the main reason I say the biggest thing hurting wvw is that is so small and has a very quick glass ceiling of how many people can play on your side at a given time. If someone’s play time already sees a lot of queue they are not going to be welcoming to new people as they are potentially one more person in queue keeping you from wvw. EotM does not count in many wvw players eyes as anything more than a place to farm wxp and now reward track while they wait. They don’t go there expecting actual play or organization just pure k train.

Back to the OP I do encourage you to give the servers more of a chance. Find the commanders you like and follow them. I think there are only 5-7 commanders I will follow because they aren’t complete jerks demanding we all run specific builds or whining when an encounter gites south about how much anyone not in the ts sucks and ate making us fail. Find those good commanders and you will have a much better stay

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Additional World Linking Information

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Posted by: Teraphas.6210

Teraphas.6210

Imo, the main problem isn’t coverage, it’s the points system. The current points system rewards PvE more then PvP, as it is now. What should have been done from the start is simply another scoring system, something that rewards fighting other players more then taking structures, that way coverage has less impact since if there’s no enemy to kill, there’s no points to earn.
I think that any population issues would sort it self out this way, players who wants huge blob fights would end up in servers that has that playstyle and vice versa.

Build all the objectives out of or around bloodstone/soul batteries. Fights within their aura supercharge them so they are worth more. But this bonus would degrade so that in a few ticks after a fight a group takes it unopposed it is worth less ppt. Also rewards defenders for successfully holding structures by upping the ppt.

Can even serve as a score gap closer if you are being pressured and can’t get on the offensive but are repeatedly denying the other side(s) your ppt from those structures is higher. Also becomes a consideration of how much you are focusing an objective as it could be feeding the other side more

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Additional World Linking Information

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Posted by: Teraphas.6210

Teraphas.6210

I would favor a blow it up option. Perhaps plan it out as a recurring cycle. Wvw’s very own elder dragon, completely nuke resuffle and form new servers every 4 or 5 years. Or with each expansion that could work too.

I have always seen works linking as a bandaid. Even nuking it all would be a stop gap. But one that could participate well with big changes to how wvw works.

Biggest thing is getting butts in wvw and not have us feel like we are competing for space since the maps queue so easy. It has to feel rewarding and accessible and no EotM doesn’t count as wvw. Look at your metrics for what queued players do while waiting for regular wvw. Most sit around or farm or hit another wvw map while they wait. All queued they don’t EotM.

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Reset Time Change Please

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Posted by: Teraphas.6210

Teraphas.6210

How about they just make reset to be 3am/6 am pdt/edt so it becomes 2am and 5am respectively and then everyone can be unhappy about it but as you say crime maker they will have the whole day to enjoy it so it will be fine

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Bring Back the Desert Borderland!

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Posted by: Teraphas.6210

Teraphas.6210

But if they let you choose the map, the DBL will be deserted… the minority likes them.

Honestly I doubt many people ever gave the map a chance. It was being bagged on when they did the beta for desert and the maps were empty because apparently only a small portion of the invites went out. And necro and a few other classes had crazy bugs show up during the beta and seeing how popular the well build was at the time the first time you used shroud making all utilities go away for the rest of the match was serious.

Ever since then desert has had a bad rep and that was before the masses got to it. They heard it was bad and they believed it. Not that the oasis bugs helped either.

Simply put unless you were playing desert in its final form those 10 days before rediculously tiny alpine returned people shouldn’t bash desert. Desert may not be ideal but I like it far more than the stumble upon tactics of alpine

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ALT account spying/exploiting

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Posted by: Teraphas.6210

Teraphas.6210

Sadly you don’t even need multiple accounts to spy is just the easiest.

I have seen people with too much disposable income just move their regular to a new server. But it was fullish so while waiting for a chance to transfer just played wvw while reporting all movements to the guild/server they were looking to join

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Population Imbalance Suggestion

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Posted by: Teraphas.6210

Teraphas.6210

the key is to not combat population imbalance as to seek population normilization.

to do that you need to encourage more people to come to wvw which means having enough room for them all and having more than just EotM to hold the overflow. We need more maps not less and more incentive to come to all of them. Increase the wvw community and you will naturally get more coverage.

now the new maps wouldn’t have to be open all the time but if they rotated open and closed like i talk about in my thread you can get a little of that concentration. but even in low pop times if the maps would open but offered a good boost or buff to the sides that control it then the population would flow to them giving you the fights. yes the other maps may ghost but that is no different than now and just like float teams leave scouts now they could do so with the additional maps

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Thoughts on Scoring, Comebacks, and Future

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Posted by: Teraphas.6210

Teraphas.6210

The scoring system is a red herring. Changing how it is calculated is putting lipstick on pig. The fundamental problem is population/coverage balance as very few players want fights that are so out of whack an entire side stops logging in. Changing the scoring won’t change crappy lopsided fights.

I’ve seen several posts from you like this. what you essentially ask for is team matching like pvp where others can’t join the battle unless there is enough on the other sides. but what do you do with people when the other sides log out? you still can’t garuntee everyone will run together. numbers will always be imbalanced for one reason or another in the matchup. restricting people from playing does no one any good. we need to focus on drawing more people into wvw overall so that all the maps can be near max or maxed naturally. but you you neeed more that EotM to handle the overflow.

Growing the community base that plays wvw and having the space for them without competing with each other is the key to wvw future and population normalization. i refuse to use balance because it never will be.

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