https://wiki.guildwars2.com/wiki/Nightfall
Only if this gets nerfed first
This is hard to see in an enemy zerg, where as WoD is a fat orange bubble
I don’t think a buff to the core spec traits is necessary, it’s specifically the berserk elite specialization that got nerfed so that needs to be dealt with. Yeah just making smash brawler’s cooldown reduction baseline would be enough to merit
Entering berserk mode should count as using a tier 3 burst skill, and berserk mode bursts should have shorter cooldowns if primal bursts remain tier 1 bursts.
I KNEW your name sounded familiar, you used to play space cowboy online
good times
yes please, it’s ridiculous to open up my hero panel to drag trinkets to equip them.
This question has been asked and answered multiple times already. Anet has already directly stated that they will not be adding any more base classes. There are no “thoughts” to be had about it.
I was not aware, can you cite this statement?
in the foreseeable future? It appears that they’re going with a new specialization for each profession each expansion now, if a new profession were to be released it’d be way behind on elite specializations. Thoughts?
The resistance uptime isn’t going to cut it if it’s going to get stripped, stollen, or corrupted. Cleansing Ire was a consistent way of cleansing 3 conditions on a very short cooldown and it was necessary in this condi spam meta. There needs to be more options to deal with condi. (if there are, please let me know)
Nice idea but strongly doubt Arenanet is capable of figuring out how to program this given their history of balance patches.
I get that primal bursts only use 10 points of adrenaline, but 30 points of adrenaline is still spent to enter berserk mode. For this purpose, entering berserk mode should trigger tier 3 adrenaline usage traits. Primal burst and berserkers should not be balanced like spellbreakers. Spellbreakers have 3 bursts readily available on different cooldowns.
On another note, does anyone else see the flaw of warrior’s access to condi cleanse through this nerf? Cleansing ire is the only reliable way to deal with the condi spam meta. There needs to be more options.
(edited by TheBravery.9615)
One important trait that changed in this process was Berserker’s Power, which is an important trait for warriors who rely on Power damage. This trait previously granted a damage bonus based on the tier of adrenaline you were at when you used a burst skill. We’ve updated this trait to better scale with the amount of adrenaline you use so that warriors can feel good about using lower-level bursts consecutively rather than always waiting for the level 3.
Does this make sense to anyone btw? How can anyone “feel good about using lower level bursts” when the damage got decreased from 10% to 7% and the maximum burst got raised from 20% to 21%?
be considered a level 3 burst in terms of adrenaline usage. Why? Because warriors have to use 3 bars of adrenaline to enter berserk mode. After the first burst use, fine- the other bursts used in the remainder of berserk mode should count as tier 1 in terms of adrenaline.
lol 200 boons removed excluding the trait that removes additional boons on 5 nearby enemies with no internal cooldown
god kitten
im going to blunt here.
anyone who is losing outnumbered fights but believes that they should be winning has a big ego problem. in nearly all cases superior numbers should result in victory. there needs to be exceptional skill & tactics for the small group to come out on top. without that you will lose the outnumbered fight.
if you think you have the skill to win, & the only thing holding you back is current game mechanics- you’ve got an ego problem. if in practice you are losing the outnumbered fights the issue is with your group, you just aren’t good enough. sure, you can argue that the fights are very hard, perhaps too hard. but dude this is obvious, it’s an outnumbered fight. it’s something you should lose. winning these should be neither easy nor common.
if you think you deserve to win outnumbered fights, & therefore the game should be changed to accommodate that. not only do you have an inflated ego, but you’re also incredibly entitled. it’s a sad attitude to have.
Ad Hominem much?
You clearly misunderstood the position I took, and rather than providing argument to the idea you decided to attack me instead.
Let me paint a picture: I’m in a group of 10 fighting a group of 20. We generate downs and sustain the enemy’s attack, kite, and attrition the enemy to reduce their numbers one by one. However, due to their size, they can take the loss of numbers because they still outnumber us so they push us back into our keep. We end up killing 5 of their 20, they didn’t kill any of our 10, and while we were pushed back, 2 of the enemies inside that zerg left combat to resurrect our kills. Despite the positive kill ratio, this is not a victory in my eyes, the 20 man zerg is still attacking my keep as some rallybot zombie zerg.
You’re absolutely correct that outnumbered fights should be difficult and uncommon, as they currently are. It’s not correct to have a game mechanic making the situation worse than it has to be. I’m not suggesting for some godly outnumbered buff that makes me ‘git gud’.
I have no problem killing squirrels outside of a zerg, it becomes a problem when they can run back and fully resurrect that dead player as if nothing happened. How can you deal with a team that outnumbers you if they are capable of undoing any damage you do to their numbers?
But thats not true at all.
You got the server points for killing and preferably stomping him, did you not?
If you dont consider that as something, what did you except to get from killing him?
Server points are half of the picture, good luck defending objectives if there’s nothing you can do when outnumbered to fight a zerg.
The problem with the current system is that it rewards a server for having larger numbers. What I’m proposing is rewarding skilled play in a situation where it’s an uphill battle, slowly attrition the enemy zerg and drive them out.
You can drive away or stall most zergs for a while if you’re inside and had warning they were coming. 2-3 prebuilt super ACs (I wish players would stop building trash normals) will make them either waste time trying to remove them or make them reassess the situation. Throw disablers on any siege made and ballista/tree/cata them till more people make it over to pick off stragglers under AC fire.
The main issue is when a massive Zerg gets to an objective and the door or siege is down before anyone had time to react especially when they massively outnumber you.
If you play WvW, you know what it’s like disabling, repairing, and using siege to slow the inevitable capture of the objective you’re defending when you’re outnumbered. When the zerg outnumbers you, they can carry more supply on their persons, and end up draining your own supply especially when they use catas on two walls.
Come to think of it, my proposal is not enough to fix large number variances- but it’s still a step in the right direction.
This is an issue when you’re outnumbered and get no back up but this is a symptom of matchmaking not mechanics per say. Disabling requires either stealth or invuln to get off most of the time, though I do agree it’s almost impossible if the zerg hides under shield bubbles or has enough catas to have a permenant bubble.
However if you have a commander willing to port over when they’re first spotted near your spawn towers/keep the commander can make it there just as the enemy zerg is building and you’ll usually win with a few ACs.
However as I say, against a T3 especially with invuln walls you can repel an enemy with a few ACs and a willing commander. If you see the enemy zerg coming from a camp you can even supply trap ahead of them reducing their sups to almost nothing. My personal favourite thing to do is put them just off the path and bait the zerg into it as most EU zergs are stupidly hungry for even 1 kill, so it gets the bulk of the enemy.
I agree and disagree with the bold statement.
Matchmaking contributes to the problem, but the way WvW is designed- 24/365 live game, variances in server timezone activity, and the ability to transfer server; WvW’s population issue is going to have problem because that’s the way WvW is designed. Unless we recreate WvW to be an instanced 2 hour battle field of 50 vs 50 players, better matchmaking algorithms won’t work in its current state.
So how do we approach outnumbered fights?
1. Fix the matchmaking algorithm, which will never be perfect due to previously stated variables
2. Adjust modifiers to the outnumbered buff (which I’m proposing)
3. Redesign WvW to be more structured like PvP.
If you say 1, suggest a matchmaking algorithm.
I have no problem killing squirrels outside of a zerg, it becomes a problem when they can run back and fully resurrect that dead player as if nothing happened. How can you deal with a team that outnumbers you if they are capable of undoing any damage you do to their numbers?
But thats not true at all.
You got the server points for killing and preferably stomping him, did you not?
If you dont consider that as something, what did you except to get from killing him?
Server points are half of the picture, good luck defending objectives if there’s nothing you can do when outnumbered to fight a zerg.
The problem with the current system is that it rewards a server for having larger numbers. What I’m proposing is rewarding skilled play in a situation where it’s an uphill battle, slowly attrition the enemy zerg and drive them out.
You can drive away or stall most zergs for a while if you’re inside and had warning they were coming. 2-3 prebuilt super ACs (I wish players would stop building trash normals) will make them either waste time trying to remove them or make them reassess the situation. Throw disablers on any siege made and ballista/tree/cata them till more people make it over to pick off stragglers under AC fire.
The main issue is when a massive Zerg gets to an objective and the door or siege is down before anyone had time to react especially when they massively outnumber you.
If you play WvW, you know what it’s like disabling, repairing, and using siege to slow the inevitable capture of the objective you’re defending when you’re outnumbered. When the zerg outnumbers you, they can carry more supply on their persons, and end up draining your own supply especially when they use catas on two walls.
Come to think of it, my proposal is not enough to fix large number variances- but it’s still a step in the right direction.
I have no problem killing squirrels outside of a zerg, it becomes a problem when they can run back and fully resurrect that dead player as if nothing happened. How can you deal with a team that outnumbers you if they are capable of undoing any damage you do to their numbers?
But thats not true at all.
You got the server points for killing and preferably stomping him, did you not?
If you dont consider that as something, what did you except to get from killing him?
Server points are half of the picture, good luck defending objectives if there’s nothing you can do when outnumbered to fight a zerg.
The problem with the current system is that it rewards a server for having larger numbers. What I’m proposing is rewarding skilled play in a situation where it’s an uphill battle, slowly attrition the enemy zerg and drive them out.
I have no problem killing squirrels outside of a zerg, it becomes a problem when they can run back and fully resurrect that dead player as if nothing happened. How can you deal with a team that outnumbers you if they are capable of undoing any damage you do to their numbers?
There’s a game changing build coming up tomorrow, but a safe bet is always berserker gear + greatsword, and damage oriented traits for open world pve
this would also make it more forgiving for pugs to run inside private wvw raids. If no one is outnumbered, pugs won’t die and rally your downs.
(the idea behind the push for private wvw raids is because pugs would die and rally your downs, not fun. They ruin your fights)
At one point you want to nerf downedstate but on the other hand you complain about people dying and ruining fights ?
I don’t believe we’re on the same page. I didn’t say I want to nerf downed state.
I’m specifically talking about the ability to get up from downed state when something you hit fully dies, and the ability to resurrect fully downed players.
this would also make it more forgiving for pugs to run inside private wvw raids. If no one is outnumbered, pugs won’t die and rally your downs.
(the idea behind the push for private wvw raids is because pugs would die and rally your downs, not fun. They ruin your fights)
These mechanics favor larger servers, they are able to get out of combat more often to resurrect their downs because they have players to spare, while outnumbered players generally have to fight non stop vs the zerg.
The rally mechanic and reviving dead players should be allowed only if you’re outnumbered.
Thoughts?
If there is too much cc then nerf the cc, not just buff stab.
I don’t really see why this concept is hard to grasp.
Ok, please explain further how you would nerf CC.
If there’s 50 players in a zerg and we nerfed everyone so they only have 1 CC skill on a medium cooldown, that’s still 50 crowd control abilities.
First I want to say that I understand this is an old topic..
but I wanted to revive this idea. WIth gliders coming in, and potentially even mounts, can we see a testing of this idea? This can expand upon WvW with combat in the air.
Just imagine: Each server having ground troops, a navy, and airforce.
Breakbar in wvw needs to be reworked in that case, maybe not end in a stun but just makes you vulnerable to cc once it’s depleted.
That or change boon rip mechanic so it only rips one stack of stability or might.
I think before the PoF expansion releases, we need to step back and take a look at the stabiilty mechanic again. CC was supposed to remove stability, but instead boon hate would become more effective especially when we get scourge and spelbreaker.
Idea: Change stability so it’s no longer a boon, but instead grants you a break bar. Change breakbar mechanic in wvw so depleting it doesn’t result in a 4 second stun, just makes you vulnerable to CC. Have breakbar degenerate over time like stability.
(edited by TheBravery.9615)
I think before the PoF expansion releases, we need to step back and take a look at the stabiilty mechanic again. CC was supposed to remove stability, but instead boon hate would become more effective especially when we get scourge and spelbreaker.
Idea: Change stability so it’s no longer a boon, but instead grants you a break bar.
I’m afraid this will get buried due to the other PoF threads, but I just want to emphasize that this is important.
As we get more expansions, build templates will become more necessary and wanted. Too many traits- too much gear will bog down the game experience, limit inventory/bank space past what we’re currently allowed.
This is needed soon.
Offhand sword definitely needs a tune up.
Have you ever tried landing offhand sword 4? Most unreliable POS ever. Slow as hell, you can practically walk straffe it.
edit/ Offhand sword 5 is also trash, you need to be facing your target within range for the counter attack to hit and often fails
(edited by TheBravery.9615)
I think it would be beneficial if commanders had an option to run ‘tagless’. That is to say I want people with commander tags to be able to run around without a pin over their head or on the map. This would allow guild groups to do their thing and practice without attracting unwanted attention.
So why not just make a squad without a tag? People won’t see your group on the map right?
Without a tag, you can’t utilize markers, lieutenants, share squad participation and so on. As it stands right now, guild groups that want to run tagless generally have to designate one person to sit at spawn doing nothing with a tag up. Now where’s the fun in that?
Anyway that’s all I got.
as mentioned above… all you have to do after creating the squad is to drop out of it then rejoin. You then have a squad with no tagged commander. Works like a charm.
Yes, but why does this have to be such a hassle? Why can’t the squad just see the commander tag?
Consumable food that ignores toughness on your target based on your target’s condition damage stat
e.g. “Ignore one stat of toughness for every stat of condition damage on your target when you land critical hits”
This would create a specialized role for glass power builds and balance condi and power in the meta stat combinations in wvw, and possibly introduce new builds to wvw, bring condi under control. (Condi ignores toughness, yet condi builds have access to toughness and vitality more easily via dire and trailblazer gear)
Condi tank > Power tank > Power glass > Condi tank
There’s nothing exciting about it.
Regular, fine, masterwork, and rare equipment merits as trash to be salvaged, and mostly everything can be crafted or bought with some sort of currency. Face it, the only decent loot in this game comes that can’t be bought with gold are crafting materials or items you grind for (e.g. ascended items bought using map specific tokens) or skins. Bag slots are used to hold the sheer amount of garbage loot so you can play without hitting the NPC. Does anyone see anything wrong with this?
I propose to reconcile the equipment / sigils / runes in this game.
- Any equipment masterwork or below has no business in this game. Delete them and make rare equipment the standard (but don’t call it rare).
- Delete minor and major sigils and runes. and remove the level /rarity requirements of superior runes and sigils.
- Add exotic equipement / ascended equipement / legendary equipment / superior sigil drops that are untradeable and have something unique about them. Like a piece of equipment that only has one stat, or have an uncommon ability (e.g. increased damage vs a certain pve mob – by the way, those sigils should be deleted as well)
(edited by TheBravery.9615)
This bug is still not fixed, and its annoying because this story mission is boring.
No.
PPT and k-training in wvw are the worst things about it. I came here to fight other players, not an npc.
I miss planetside 1, that game was a lot of fun. All the buildings gave bonuses and unlocked weapons or vehicles to use on the continent you were on, plus lattice system you had to attack certain bases first to get the next ones. Once you conquered the continent it locked to your side for a time providing a bonus, and everyone had to shift to another map. Course they too suffered from population stacking at times, but they had stat bonuses to deal with outnumbered.
It would even be possible to have a lattice/structure bonus system to wvw actually. Although I don’t really want to bother writing up ideas for that.
Was a mistake designing wvw around points with matches lasting 24/7, or 24/14 as originally planned. Point systems are only good for short duration or even sided matches. Structure capture for access to bonuses is better for population fluctuations.
This guy gets it. Don’t think that any server linking, relinking, or reorganization will help balance WvW. Player count fluctuates during the day and guild transfer in and out of servers like it’s a commodity. Arenanet needs to step back and look at the roots of the problem rather than doing quick fixes that would only help temporarily. (E.g. sweeping junk under the carpet rather than picking up the dirt)
It’s coming across to me that the only way this wouldn’t happen is the presumption that Arenanet has no resources to allocate in making this possible.
However, if that presumption was false, what are your opinions on this idea now?
Given the current design of WvW, don’t expect any new wvw maps or borderlands. This idea is one way to allow for the addition of new maps. Hell, they don’t even need to design any new maps. Just copy and paste from current PVE maps and place obelisks everywhere. The only real work is designing the world continent map, which is all UI based.
Any more feedback?
better than mass effect Andromeda
@Sweetpotato, that’s the general gist of it, but retains its wvw qualities by having an always active continent overmap that shows active battles.
@Slo/Aeo, True. But given the current state of WvW, a rebuild from the ground up is necessary.
@Tiny, True. Better is subjective. Perhaps if people want the original big maps and the ppt/siege wars, then maybe 3 times a day would a map at the center become unlocked for 3 hours (EBG), and a map in each continent (borderlands) become unlocked for the ppt wars.
@Hayabusa, ok
By better I mean less running around looking for fights, more even fights, less ppt, less siege humping, less pvdoors, pvlords, and general less pve. More open field fights, more map variety, and more fun
Map Design
Step 1: Merge all servers, and spit them out into 3 servers.
Step 2: Create a continent map like this https://i.imgur.com/fzdIANW.jpg (remove victorian and oreole continents to get the idea) and give each server a “home instance” within their continent Can be the existing citadel locations in alpine borderland.
Step 3: Create map instances within each continent, like this http://i.imgur.com/3q6m72M.jpg
Step 4: Create new maps that can comfortably fit 100 players in it without excessive roaming to find an enemy player, or take snippets of existing wvw maps, or even pve maps. (example: http://i.imgur.com/n9Kepjc.jpg or even the garden of divinity’s reach)
Step 5: Further divide the map into quadrants (e.g. https://i.imgur.com/BqOw0ru.jpg ), and place an “Obelisk” within each hexagon. Make half of the quadrants red, and the other half of the quadrants blue, with a visible front line.
Step 6: Open up all keep / tower doors, remove all supply camps, and make all map objectives neutral. Give two spawn points in the form of an impenetrable tower, located in opposite sides of the map. Remove all forms of PvE from WvW. (Includes lords, guards, ambient creatures, moas etc). Have an uncontestable waypoint in the impenetrable tower, allow use of the waypoint to return to your spawn tower, but include a 10 second channel before returning.
Mode Design
Within each continent, battles are now initiated by invading a bordering enemy instance, called by 10 players from a server. This starts a timer where players can begin to populate the instance and prepare for battle (see the right side of http://i.imgur.com/3q6m72M.jpg to get an idea). This controls the number of players one side can have, and prevents one side from outnumbering the opposing side through the use of queues (e.g. if the red side has 40 players, and the blue side have 39 players, the red side is queued and locked until the blue side gets 40 players. The third server is allowed to join either side as mercenaries, to fill a sides army.) The battle will begin in 3 minutes of declaring a battle.
Instead of a continuously active wvw mode, battles last an hour. Players will need to kill enemy players, or destroy the enemy obelisks to score points. Obelisks reveals the location of enemy players nearby (think sentries in current wvw), and when destroyed, turns color and begin revealing locations of nearby enemies for the team that destroyed it. Obelisks deeper within enemy territory reward more points, but are more difficult to destroy. Players can turn their obelisks back into their color, but will award less points.
The victorious side in the battle will be determined by equal consideration through kills, and captured obelisks. When a side is victorious, the instance will change color and allow a battle in a different map instance. ( http://i.imgur.com/3q6m72M.jpg )
Both of the impenetrable spawn towers have a supply depot that periodically refills itself from a yak that walks to it from several random corners of the map. The supply can be used to build siege weaponry. (Catapults and trebs can damage obelisks that are deeper beyond the frontline, flame rams can damage obelisks faster, etc)
edit/ 3 times a day, the original borderland maps would open up for 2 hours for the ppt/siege zombies that prefer that over fights.
What this hopes achieves
- Allows for the introduction of fresh new maps
- Embrace the player oriented action in WvW more over PvE elements
- Facilitate open field fights while enabling roamers to cause havok at various locations in a battle, reducing the effectiveness of a zerg blob.
- Greatly reduce the controversy of night capping
- Facilitate for more evenly matched fights through queues and mercenaries.
- End server identity crisis
(edited by TheBravery.9615)
^Question.
Gold does not dictate how much experience a player has in WvW. As someone who exclusively plays wvw, I still don’t have a commander tag because it’s still too expensive. I do, on the other hand, have plenty of proof of heroics, and badges of honor. (WvW is the least rewarding mode in gw2 even with reward tracks still, and also the most expensive. Requiring food/utility and siege)
Suggestion: Change the price of Commander’s Compendium to 10 gold and 5000 badges of honor or 500 proof of heroics, require a minimum World Level of 1000 to unlock.
Could we get a reward track for this? Gold is not easy to come by in WvW (compared to PvE) and I almost exclusively play WvW.
I’m pretty sure the downed ally icon is different from downed enemy icon on map.
I’m aware, talking about allies only.
This seems relatively easy to accomplish but could we distinguish dead ally players from downed ally players on the map and ingame? maybe have the downed player icon flash red and blue, and dead player icon show a stable grey icon. This helps “field medics” find these players and revive them better.
No response? really? this is a pretty significant oversight. Moving the tablet is healing for 325 (.05 * healing power) and not the 805 (.4 * healing power) of ventari’s will. For a stance centered around healing, this bug makes ventari the worst for healing.
https://wiki.guildwars2.com/wiki/Ventari's_Will
Using this skill will heal for the amount stated in “project tranquility”, for a much lower amount than Ventari’s Will as it passes through allies.
When you use ventari’s will, it will move the tablet but heal for the amount stated in project tranquility’s tooltip. (probably the reason why no one uses ventari?)
also Roiling mists trait in invocation states a 100% critical chance increase while under the effects of fury. This is actually a 20% critical chance increase for a total of 40% increase under fury.