Whiteside Ridge
(edited by Dawntree.7246)
Are there even commanders on the t 7/8 servers?
No, we don’t have commanders. Basically we fight against sentries. The really skilled guilds can flip camps. Once I got inside a tower, it was wonderful! The gate, the supply hut. I can’t even tell how it was killing the lord!
There are few who claim to have been inside a keep, but I don’t really trust them.
We still don’t know what is inside SM. It’s way above our skill level At reset we have people from the 3 servers banging their heads against the castle gate, but nobody can damage it enough apparently… but we’ll get it, I promise!
EDIT: almost forgot! If we see enemies, we make sure to not make eye contact and we run for our lives. Usually after seeing an enemy we stay inside citadel for a good 20 minutes.
(edited by Dawntree.7246)
Grenadier essentially gives you a 50% damage increase, not to mention an extra 300 range on top of that; this is absolutely absurd. Because this trait exists anyone wanting to use grenades absolutely has to get it thereby hampering build diversity. Also the trait can not be re-balanced in it’s current state since it’s based on integers.
I propose that the grenade kit be changed to always throw 3 grenades with the damage of each grenade being decreased by X% (probably 15) and make Grenadier increase damage by X% instead of throwing an extra grenade.
Another possible solution would be to increase the damage per grenade by X% (probably 10) and make Grenadier have a Y%chance (probably 20) to throw a third grenade instead of 100%.
(edited by That Other Guy.7351)
It does feel rather silly that turrets are generally better when they’re not around. (Either stronger toolbelt skills, or just the balance like with heal turret, where it is simply more profitable to pick it up or explode it.)
Another thing that feels a bit off about the healing turret is the short duration of the water field. While a skilled engineer can pull off quite a few blast finishers in that short window, allies typically don’t. Since they have to spot it first, and then use their combofinisher. And since combo’s are the most clear example of awesome teamwork, I feel that it should be easier to combo with another players healing turret.
So I propose a different solution:
Lower the recharge on the overcharge skill so that it can be used more often. (This should make it more rewarding to keep the turret) And make the waterfield last a bit longer. Perhaps take the waterfield away from the toolbelt skill if this would make the turret too powerful.
Ascended celestial 2h + exotic celestial armor + ascended celestial amulet, rings, accessories = 48% crit damage. They will have 356 Ferocity with the change.
Ascended berserker 2h + exotic berserker armor + ascended berserker amulet, rings, accessories = 55% crit damage. They will have 565 Ferocity with the change.
Using a 15 Ferocity → 1% crit damage conversion, that yields
Celestial: 24.33% crit damage
Berserker: 37.67 % crit damage
The ratio of celestial to beserker went from 0.87 to 0.65.
*Note: Back was omitted because there is no celestial back item.
That is an extraordinary well written post. Read it all, don’t rely on summaries.
There are 3 berserker threads on the front page now, and all 3 of them are littered with the same stuff:
People arguing with each other about how is a worse human being.
People threatening to quit if Anet does/doesn’t make changes to berserker
People are throwing insults back and forth
People complaining about how GW2 should/shouldn’t be like GW1
People having no idea what the issue is.
Hopefully, this thread will help to clear the air a bit. Now, from an non-partial standpoint (I am neither casual or elite), I will explain what the problem is, and more importantly, what the problem is not.
Section 1: What the problem is.
The whole zerker problem isn’t obvious to the casual observer. In fact, it isn’t obvious to the devs, either, which is why there is a “problem” to begin with. The “problem” itself is actually multi-faceted, so it will take some time to explain.
As you know, the game is designed on the premise that you can play as you want. This is meant to mean that a player could choose a particular style in which to play, and not have to suffer from being restricted in their chosen class to play, the style in which they play that class, or the race that was chosen to play. This is in stark contrast to what most other MMOs have, which require some kind of trinity system for cohesive groups, specific races running specific classes to accomplish their classes goal, and inflexible class design that shoehorns players into doing only one thing with that class and that race.
Now, this goal to play how you want comes predicated on several conditions that are hard to fulfill, but nonetheless are necessary for such a system to truly work. The goals, of course, is to encourage equality among different equipment loadouts as to objectively encourage build diversity. Anet has, for the most part, accomplished these goals by doing the following, but has made a few mistakes.
#1: By having small ratios between damage and survivability, the game is not heavily emphasizing one or the other, and thus everyone can both survive and do damage at the same time.
#2: By including the dodge and the heal skill, there exists a form of defense that works independent of all circumstances, allowing a player to always be capable of defending themselves that does not involve stats.
#3: Support and control utilities also act independent of stats, allowing players to fulfill multiple roles even within the same equipment set.
#4: By introducing the down state, this makes all classes and builds capable of large scale healing, as well as introducing a wider margin of error in combat.
#5: By having players heal automatically outside of combat, a player is ultimately not dependent on any outside influence for sustenance, instead requiring a player to merely survive an encounter before continuing on. This has other benefits, too, but they aren’t pertinent.
So, what is the problem then? Well, Anet failed to account for balancing around dodging and utilities being statless (#3), and following basic enemy design has led to an environment where, regardless of circumstances and many times even regardless to player skill, it is always best to equip yourself in pure DPS gear.
That is not good, because it leads to no one being happy. Those who do gear themselves for maximum damage (objectively superior overall) find the game easy and unrewarding, because content cannot be balanced around only the pure DPS playstyle. Those who do not gear themselves for pure DPS have to constantly deal with the pressures and difficulties of being objectively inferior, and suffer greatly each time Anet “compromises” between the two, or balanced rewards off of the most efficient instead of the average player.
Section 2: What causes this problem specifically?
This comes down to how damage, active defense, and enemy offense behaves. Now, there is a saying I used to hear around City of Heroes, and it holds true here as well:
Death is the ultimate debuff.
The best thing you can do to any enemy is kill it. A dead enemy does no damage, does not heal, does not debuff, and does not block attacks. The faster something is dead, the faster you get money from it, and the faster you can go and do something else.
There is an often overlooked aspect to damage: the faster you do damage, the more durable you are indirectly because of the fact. For example, assume it takes 10 seconds for you to kill an enemy, and it does damage to you during this 10 seconds. If, say, you built yourself to do double the damage, but take double the damage, you’d end up taking the same amount of damage because the enemy will live only half as long.
(edited by Blood Red Arachnid.2493)
When fighting a condition mesmer with conditions applied upon clone death, if a clone shatters during an evade the conditions will still be applied to your character. This makes counter play impossible aside from complete invulnerability to conditions. You cannot apply conditions, then dodge as a clone is about to die due to this, or use a skill with a built in evade to DPS down the clones safely. I don’t know whether or not this is a big or working as intended, but it does make the condition mesmer very possible with the ability to bypass evades and apply conditions.
The tooltip for the engineer skill “Cleansing Burst” says it scales with Healing Power using the same 0.5x ratio as “Healing Turret” (the latter scales properly).
However it does NOT scale at all as evidenced by the attached screenshot. Please either fix the scaling or change the tooltip, thank you!
Bump, tested this hasn’t been changed with the December 10th patch or any more recent hotfix.
I’d rather have them just admit that scaling the raw DPS on Ascended weapons was a bad idea, and revert it. Keep only the 5% increase on stats, similar to jewelry.
With that change, the need to adapt kits would also ~evaporate.
The most entertaining thing so far about this match is reading the HoD website and them obsess over PPT and how much they seem to be gunning for NSP (I guess that is understandable since CD is sitting this one out).
Queue intro music. G’day. I’m Steve Irwin, and today on Internet Troll Hunter we are about to enter the basement of some very disappointed parents. This is the home of the internet troll. It is a vile but fascinating creature which is especially disliked by its own server Sorrows Furnace. Queue transition music. The first thing I notice after taking my first step down into the cellar is a dank, musky smell. Crikey! The scent of that putrid bile is overwhelming even for me. I can tell we are getting closer from the loud and very distinct mouth breathing. Keep your eyes open… Oh! There it is! Don’t move or make too much noise or you’ll startle it! Wow… isn’t she a ‘beaut. This boys and girls is one of the biggest internet trolls on the WvW forums. Although the creature is banned on his other account from posting in the matchup threads (for now) it posts on this alt account. Notice how it lurks forums of a server that it hasn’t been matched up with for weeks because it is still emotionally hurt from a previous matchup. That’s all our time for this week kids, check in next week for the next episode of Steve Irwin Internet Troll Hunter. Queue outro music, and roll credits.
(edited by Righteous.4307)
5-10%. That is only becasue they are buffing other classes damage to 10% So it is not a buff that you will be obvious when a warrior is against another class that has had a damage buff.
This is a power creep only that is going to cause more harm than good.
and every game has proved power creeping doesnt achieve balance, it just flattens classes.
The nerf to Invigorating Speed will greatly reduce our survivability when we fight on point. Other classes (Mesmers and Guardians) only need to invest measly 5 points to have perma vigor. Engineers, however, need to invest 20! Infused Precision grants SWIFTNESS not vigor. That means if we want to keep out-of-combat swiftness and vigor, we would actually need to give up either Grendier or Automated Response.
We all know Guardians and Mesmers have great survivability. Engineers need to actively dodge CC. I hope Anet will compensate this HUGE nerf to Engineers.
Please make the first grenade kit skill for Engineers a proper auto-attack and remove the manual targeting.
Please? The server that gains the most rating in a league should be rewarded, a much more attainable goal.
If you are the bottom rated server in a league, taking first is a huge uphill battle. Most improved gets around this problem entirely.
honestly not really. The game needs MORE unique profession power. Akin to mesmer portals.
Warriors deal +50% damage to doors.
Engineer either can repair/build better, or Mortar actually does something.
mesmers have portals.
Thieves can scale walls and steal supplies from enemy supply camps/towers/keeps. (have a debuff or something, where they can not deal damage to a lord/suprivisor after having use the scale wall ability.)
I agree with the majority of what the OP said…
But I would like to add, why no DEFENSIVE achievements like:
Defend sm 3 times
Defend keeps 10 times
Defend 20 towers
Build 10 AC’s in a sm/keep/tower
Pay for a ugrade at any fortification/supply camp
There are no defensive achievements at all, its no wonder most players assume defense is worthless…
I have some constructive criticisms I’d like to post about the achievements in Season 1.
This is not a discussion about server performance, queues or anything other than the actual achievements.
I’m a regular WvW player but not someone who lives in there, or never goes in there except for monthlies. I hope my perspective is balanced.
Here’s a summary of the actual achievements and then my observations on the system as a whole…
Advanced Mists Defender: 450 kills. The monthly is 50. The Season is ~2 months long. So, about 4-5 times more kills are needed to achieve in WvW. I don’t really have a problem with this as fifty is essentially one or two zerg v zerg battles and 450 kills in 2 months is very doable. Maybe the monthly needs looking at?
Big Spender: OK, fine way to introduce people to the WvW laurel vendor and remove some badge bloating from the economy.
Camp Crusher: 100 camps. I’ve done ~1000 in a year. 2 months for 100 seems OK if a little high. 75 may have been more in line.
Castles in the Air: 5 Stonemist captures. Again, a bit too high and it assumes/insists you play EBG a lot. Some guilds & people specialise in the borders. 1 (token) or 3 would be more reasonable.
Demolition Expert: 30 walls/gates. Apart from the fact it appears to be bugged. Why on earth would I kick a treb/cata/ram expert off just to get this achievement? I’m an AC specialist for siege. Helping with DPSing them down should be fine but it seems to be at 0/30 despite taking down a dozen doors over the weekend.
Guard Killer: 500. Just a side achievement for doing the rest – I’m not sure if it’s a fair amount til I’ve done the ‘real’ stuff
Leapers in the Mists: No. Please, just no. What have JP’s got to do with WvWvW? ~25% of all WvW achievements for JPs?? One would have been ample as an introduction to WvW JPs – any more is just…wrong :p
Master of Ruins: 50. So, if I take one+ ruin per day for the next 7 weeks I’ll just about get the achievement. Too many. Ruins players will have this in a few days, everyone else will have to take time out of having fun just for an over-extended achievement.
Mist Merc Camps: 50. A PvE achievement….and 50 times. I’m crying here. Too many, wrong game mode. I think it’s fine to nod in their direction with a ‘Take Ogres a few times’ achievement…but 50?!?
No Tower Too High: 30. Perfect. Weekend WvWers can get this done with some solid play.
Defense Restorer: 500 is too high IMO. Will just lead to people wasting precious supply on walls that are being trebbed etc.
Sentry Capture: 225. Too high. That’s nearly 5 a day every day of the season.
Supplies Severed: 225. Too high. That’s nearly 5 a day every day of the season.
The Keeps: 10. Perfect.
World Ranker: 50. Or 125,000 wxp. Yuck. This seems too high. Maybe an attempt to get more badges spent.
So, overall not great when individually analysed. But, as a system I think it is a far bigger failure…
15/19 Ach required (79%). Too high in itself. WvW has many specialists. Specialists in different maps, in building up places and dolly escort, in various siege types, in camp/sentry capping, in ruins fighting etc. Having to fulfil 79% of all modes (including just plain non-WvW activities like JPs and Merc camps) is wrong IMO.
Next systemic failure: Tying achievements to arbitrary amounts and not the dailies…
My suggestion would be: if you want people to log in regularly even if only for a small amount then dailies are great e.g. instead of cap 100 camps, do the camp daily for 10 days.
Tying dailies to the Living World has worked really well in PvE to get the required number of achievements, but you’ve failed to use this great system in WvW achievements. I believe that this is a mistake and this first season is going to feel like a horrible grind to do elements that players do not want to do.
Last point on how the system fails IMO…
What about the already existing WvW ‘achievements’? I really thought these would be reworked and people could get some retroactive acknowledgement of their activity levels in WvW. One title at 250,000 is a bit silly and this was ripe for utilising properly rather than ignoring.
Summary (or the TL,DR bit)
- Systemic failure of WvW achievements:
- They should be based on dailies, not arbitrary amounts
- They don’t allow for the specialisations which have grown up in WvW – everyone is forced to put in some proper hours into every element of WvW
- What about all the achievements people already have which have never been acknowledged?
Thanks for reading
DR, please take all of KN and HoD stuff so that NSP will be sent to silver league. Give some incentive for Devon (playing in NSP) to make wvw better.
I’m still surprised that this hasn’t been fixed. These runes are a crutch for many engineers and I hope they fix it soon.
I think alot of people are unaware of how much confusion an engy can stack without the runes. I can stack 12 stacks of confusion easy on my engy without them. I’ll gladly trade an icd on the 6/6 for a duration fix on the runes. My interrupts are on long cooldowns, and I choose to save them for defensive reasons. I think people will whine even more when I have 100% confusion duration. So please, yes, put an icd on the 6/6 and fix the duration bonus.
Well today marks one year since I deleted my thief and created an engineer. And I find myself shaking my head that I have only now realized yet another glaring flaw in the engineer profession. The tool belt is even more useless if you play a turret engineer. I know some will argue with that, but I honestly fail to see how they can do so with a straight face. How can you sit there and honestly tell me that the tool belt is fine, that its skills are worthwhile, when turret engineers can’t even use their tool belt skills?
Please, give me a rational explanation why I should slot the Thumper Turret for the stun break tool belt skill, when that skill gets replaced by “detonate turret” the second I place the kitten thing. Well, I was already reluctant to play a turret build, being merely sick of kits rather than legitimately interested in the skill type, so I guess it is no great loss. Anyone know any decent gadget builds?
Okay so, earlier today a thief hit me for a 6.49k CnD and an 11.2k Backstab. Now, if I had been playing any other character I would’ve ignored it but, I was on my tanky hammer warrior at the time. I have about 3.4k armor, and I’m kind of wondering how the hell he hit me that high. Exactly how much crit damage and power would he need to do this to me?
Thieves with full ascended and using all stackable power buffs from sigils, wvw masteries and whatever (orbs >.<) – hit kitten hard. Because of their stealth mechanism they can go full out damage and still get out of anything. the class has been considered broken for a long time, yet the devs did nothing about it – 4 seconds reveal after attacking is their solution – so you have 4 seconds to kill the thief (while he can dodge / stunbreak at will) or he will reset the fight, its just – great design! The devs totally know what they are doing, thats why there is a very livid competitive scene in gw2. cough cough sorry about the sarcasm, just move on and find your peace in blaming the lamest assassin design a popular game has ever seen in history.
Pretty much this. Actually summed it up very well I think.
Armor has no diminishing returns.
https://forum-en.gw2archive.eu/forum/game/gw2/A-legitimate-discussion-about-toughness
Thieves with full ascended and using all stackable power buffs from sigils, wvw masteries and whatever (orbs >.<) – hit kitten hard. Because of their stealth mechanism they can go full out damage and still get out of anything. the class has been considered broken for a long time, yet the devs did nothing about it – 4 seconds reveal after attacking is their solution – so you have 4 seconds to kill the thief (while he can dodge / stunbreak at will) or he will reset the fight, its just – great design! The devs totally know what they are doing, thats why there is a very livid competitive scene in gw2. cough cough sorry about the sarcasm, just move on and find your peace in blaming the lamest assassin design a popular game has ever seen in history.
(edited by Steelo.4597)
I’m seeing commanders prioritize bloodlust over keep and tower defence. I’m seeing 90% of my time and organized guilds contesting and focussing on bloodlust because it’s buff is more important than PPT. As we can see my server, Blackgate, has been running the lowest PPT for most of the day, yet they have gained a points gap overall. Capping camps, towers and keeps is now rare. And if it isn’t, your server is doing it wrong. So my understanding is the devs have wanted to improve rewards. But they just went through the floor for dedicated WvW players. You can play for hours without a single drop of karma, coin and only a little bit of WXP for player kills. You need an absolute minimum of 85 kills to gain one level to get a reward, but in reality its usually in the hundreds and a couple of hours of PvPing.
Devon recently said something along the lines that WvW players should be able to earn what they want in the game through WvW and a little sprinkle of PvE. But the reality is WvW has become hundreds of % less rewarding to the point where we will only be getting anything substantial through PvE. So will we see any changes here from Anet?
Every MMO seems to get to this – some classes get no attention from the devs for years and years. It seems like the Engineer is becoming one of those.
We’ve got a huge number of potential builds, but only one or two that are actually viable, particularly for WvW and PvP. Some of our skills are completely redundant (e.g. turrets and turret traits) and require an overhaul to make them into real options.
We’ve got issues that go back months and months, even with acknowlegement from the devs, but have had no attention, just a vague “we want to address this in the future” platitude.
I know every class has issues, but it’s really starting to seem that a combination of being underplayed and being okay-ish in PvE is making the devs look the other way. I would like to see us truly viable in sPvP on a few different specs.
Seems a little overkill to me, maybe confusion is just too good as it is at the moment but that damage really adds up quickly compared to other classes, is this intended?
“I play this game for WvW not sPvP!” -> “But let me play balanced PvP team deathmatch in WvW!” → “We don’t want siegewars!”
Welp, we’ve just turned WvW into sPvP.
Interesting!
I would like to see a video of it.
There has to be something better than the dumb melee zerg ball with constant stop for regrouping/stacking/buffing…
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