Showing Posts For Vase.1056:

Into the Void needs balancing.

in Mesmer

Posted by: Vase.1056

Vase.1056

Just so you know, the cast time for my temporal curtain is 1/4 of a sec, then itV is instant as soon as it’s down.

Into the Void needs balancing.

in Mesmer

Posted by: Vase.1056

Vase.1056

I have to agree with phoenix and episoph on this one. inV needs a slight tweak to make it a little easier to react to it. I honestly wouldn’t mind a one second delay, a half-second delay might be more optimal though.

You could probably argue that dodging / stability is counter-play but you have to be able to predict when they’re tossing itV down. But that’s only reliable if you can have near constant uptime or be able to every possible occasion that they will use itV. Why is it that itV has little to no telegraph when every single other cc that pulls a target to you has a clear telegraph for effective counter-play.

I would possibly like to offer another possible suggestion to give itV a clear telegraph. As episoph pointed out all of the other pull cc’s have a telegraphed projectile so if Anet altered the cast animation slightly to make it more apparent that a wall is going down. e.g. changing the animation so the mesmer actually tosses something onto the ground or even something as ridiculous as the mesmer shooting a laser at the ground with his hand. That way you know the wall is going down and you can react to it but the pull will still be instant.

I really don’t see a downside to a slight alteration to itV. More ways of counter-play means there are more ways I can mess with other peoples minds. So if anything this would be a slight buff.

Honestly though some of the arguments here have been ridiculous.

  • you play a thief
  • don’t nerf my mesmer
  • focus 5 stinks

This should be a discussion about the skill itV and possible ways to make it more balanced. And as such it would be awesome to keep this discussion about inV as it compares to similar skills. http://wiki.guildwars2.com/wiki/Pull

Can you please bring back orbs?

in Suggestions

Posted by: Vase.1056

Vase.1056

I still don’t see how you can possibly think that stat bonus orbs will balance the game. As Catisa pointed out stat bonus orbs doesn’t give any incentive to attack the server holding it, and only deters them from attacking. Why would I bash my head against a steel wall when I can bash my head against a mud wall instead. Most people take the path of least resistance, because that feeling of accomplishing something is better than the feeling of not accomplishing anything. I say most people because there are some cases like you, Esoteric, (this is an assumption, meant as a compliment more than anything) that strive to achieve greater things than just beating down the little guy.

Furthermore how are you supposed to reliably communicate in-game to form an “alliance” of sorts to take down the leading server. Just because the two servers have less points does not mean that they will automatically form an alliance to take down the leading server. If the leading server only holds 1/3 of the points I can still win if I hold 2/3 of the points. Meaning that the orb doesn’t force you to fight the leading server but rather deter you from fighting them. There would still be more incentive to beat down on the lower server to get points rather than fighting the leading server head-on.

Look, I can see some valid points you are making but you are going about this the wrong way. Here’s what I think you want out of the orb:

  • A key mobile objective
  • Benefits the owner of the orb
  • Provide incentive to hold more than one orb
  • Provide incentive to attack the owner of the orb
  • Cause more dynamic 2v1 fights in WvW

Does the orb needs to have a high incentive to take it? Yes. Should it give stat bonuses? No. Why are you stuck in the mud about giving the orb stat bonuses when there are other incentives that would be just as good if not better. For example it could be some sort of supply cost reduction. Or what if, a big what if, you made it so only the keep with the orb would have a wp (of course that would imply that you would remove it from the upgrade system). The wp would not be tied to supply but rather the duration it has been in the keep. The wp would automatically be built after the orb has been in a keep after a duration of say 30mins (adjustable). This would provide a “must have” objective of sorts. Don’t get me wrong, my suggestions have Many flaws and are in no way perfect nor the optimal solution. But you are thinking way too inclusively. There should be some form of the orb existing in WvW but it does not and should not have to be stat bonuses. If anything Out-manned should be providing these stat bonuses to give more incentive to be in borderlands that are less explored by your server and to give less incentive to beat-down a dead horse.

Enter Instance can't leave Instance

in Personal Story

Posted by: Vase.1056

Vase.1056

I can confirm this issue.

I finished my personal story and was working on Map completion, so I was entering instances to get the points of interest. I did try going to the opposite side of the instance and walking back to the door but there was nothing to interact with. Some of the places I went to were Tribune Ritlock’s room, Queen’s Throne room to name a few. Had to waypoint out and spend a couple of silver to leave.

I did notice that the places you couldn’t leave from didn’t have any labels on the door.