Showing Posts For Witchking.4380:
I dunno, I didn’t like how it ended, it seems really silly to me. Mordremoth kills the Pact fleet and most of the world armies, and then you go and kill it with 4 friends. I mean, seriously?! And you, a human being, can outwill an ancient being of incomensurable power in its own domain… Gifted as you might be, this is plain ridiculous.
Giving a voice to Mordremoth was a mistake IMO. Zhaitan never spoke to you and that was awesome IMO because it underlined its otherness from regular beings, it seemed beyond our mortal views, as an eternal like him should be.
The final battle was anticlimactic but mostly it was very very tedious. I dunno who at ANet decided to give the mobs so much hp and toughness, but it was a horrible ideea. The fights are stupid easy, you can’t die unless you potato bad, but they just take soooo looooong.
Eir was long and stupid, I thought downing Garm would put her in some vulnerable state where she takes more damage while resing him, but it does not, she is just stationary and you can melee a very very very small chunk of her huge hp pool… I ended up longbowing her to death while ignoring Garm.
And Mordremoth… he is a bit more dangerous if you get caught in his attacks, but those are very easy to avoid. And his hp… I think it took me 10-15 mins to kill it at least, I didn’t time it but it felt that way. I got the impression that condi dmg would be better for those fights than power dmg, but I’m not sure (I was running gs/lb on my warr with almost full zerk, ptv rings and amulet and knight gs and one accesory). The fight was still easy because it is very hard to die from dmg (I managed to die twice though, once being hit by a rock while gliding and then falling off the platform, and the second time I got pushed off the platform by Canach), but other than falling from the platform you are guaranteed a kill… eventually.
The duration of this fight needs to be reduced to about 1/3 of how it is now. So does the duration of the Eir fight. The Pale Tree seemed alright I guess.
Also, about Trahearne’s death – even his final action was to make you do something: he can’t even kill himself properly and you have to do it for him… Still, that at least was somewhat satisfying.
This is where ppl are wrong. You didn’t take 4 ppl to kill him. we took everyone that was alive. While you’re saving Trahearne and fighting mord in his mind. The entire map is fighting his body above which is the ENTIRE purpose of dragon’s stand map. We killed all 9 ley line collector pods that he was feeding on, took out all of his legendary champs and killed him in physical form while the story ppl are fighting his spiritual form in Trahearne’s mind.
Take a look at Dragon’s Stand meta event.
Hi,
I know there were plans or rumors of new legendaries last year but is it still happening? I know many of my guildmates are waiting for the news so we can decide which cosmetic skin we want to go with…
Can we change it to ground target to controlled target on the move? That would SIGNIFICANTLY help out zergs who just chain ball move all the time.
Hi,
It’s been a LONG time since the nerf to glamour fields and confusion. The game has evolved to where players are using condi clean and have learned to adept to the confusion now created by engineers, and necros.
One of the most significant change the game made was buffing up static skill of elementalist to be one of the most dominant skills in the game. Unlimited target, stun for 2 seconds on crossing (and unblockable). It would be great if mesmers get the same love again where glamour fields has unlimited target on blinds and confusion to those who cross it and to those who’re inside of it.
If zergs are expected to halt on static fields or even use up stability, they should be expected to use condi clean on glamour fields. Let the game involve mesmers in zvz fights. Right now all we provide to the large scale battle is our utility skills.
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: Witchking.4380
Agreed.
There is a difference between making servers work together vs making everyone join the best servers and forcefully zerg down a mob that requires gear check and consumable check. When did living world require highest lvl of gear?
Whats the goal of having a proper discussion about being able to choose variety of armour if there is going to be a DPS check that REQUIRES berserk armour for everyone?
Here is my question:
What is wrong with the Raid Leader system in WoW that precludes GW2 from adopting it? That system is at least 5 years old (I think it’s closer to 10) and worked extremely well.
The Raid Leader system in WoW provided:
– raid leaders (aka commanders)
– raid assistants (aka lieutenants)
– multiple target markers for assigning priority/actions
– on-screen message overlays for providing clear, concise directionsIf you had this system in GW2, you would eliminate many of the problems in WvW and PVE and PVP to boot!
I’ll respond to this to get the general idea out to everyone. Implementing a system that is in other games, older games or not, that is not in our game at all is a very time consuming project. It is not as simple as just copying and pasting some HTML code. Not only do we have to build it ourselves, but it has to fit with the design of our game both visually and from a systems standpoint. So, building any system of this sort, even one that was a direct copy of one in another game or product, would still be a significant project for us. Which isn’t a reason not to do it, but is a factor in determining when we would want to do those things.
We understand that it is very time consuming but there are fundamental items that are required in commander system that aren’t there yet.
1) We have to know who is in the squad and where they are located on the map as well as invite/kick options. This is extremely important. This is one of the main reason why wvw aside from guilds groups, simply looks like a mess of players following the nearest pin.
2) Secondary markers only visable to those in squad.
3) Player information: Dead/alive, supply info, location on the map.
If necessary, please feel free to limit the commander squad into max limit of ~50. Everyone can see the pin, but those who join should be able to be more organized. The essence of being in a “raid” group doesn’t exist in gw2. At the minimum the squad system should provide on radar map, the location of all the squad members. the total supply info within 1200 radius of the commander and names of everyone who is in the squad with option of kicking from squad and banning from squad.
1) Allow us to see who is joined in on the squad as well as ability to invite/kick ppl from the squad.
2) Commander MUST be able to see everyone who is in the squad on the minimap!!!!
3) All other players should be able to see where everyone is on the minimap if they’re in the same squad.
Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
— Honestly, not the best improvement. Daze duration by 25% doesn’t justify keeping this in grand master level trait. Better option would be to have a 100% stun chance with 0.5 sec duration. Right now the increase in 25% daze duration would ensure no one even bothers using this trait.
Chaos traitline:
Much needed improvements. The problem is in the master tier. We now have 3 out of 4 amazing traits in the master tier. However the Adept tier isn’t very useful at all. Two traits in this tier are down state related, two illusion related which are quiet weak traits when compared to adept tier in other lines. It would be great if we can get a master tier trait switched out to this one. Preferably the staff training one.
Torch: This is also another concern that hasn’t been addressed. Torch trait is in domination IX but that trait line is for power usage. It would be great if torch was changed to chaos adept line and we can make proper usage of that trait.
We also have boon duration with chaos traitline while we have condi duration with power traitline. If these were switched around, it would greatly compliment the trait line more.
Inspiration traitline: Still very uninspiring.
The problem with this traitline is that the two shatter related are both in grandmaster and only makes this traitline half useful. If one of the shatter grand master trait was switched out with the mantra master trait, that would allow players to choose this traitline when going in shatter build.
(edited by Witchking.4380)
agree, not too bad at all. Still an effective zerg buster to me.
1) You have 30 second before swords appear on the tower. So you actually have advantage if the tower is not scouted ahead of time.
2) You have a massive advantage if you have a scout in the tower and can man AC to prevent a zerg owning your tower.
3) We wanted a zerg smasher, we now have a zerg smasher and it seems the zerg is complaining now.
Get over it.
Current mechanic of prestige blast:
If you create a field and use prestige, blast will take effect after 3 seconds. There are few problems with this senario.
#1: You must be INSIDE the field when you activate the skill.
#2: Blast will ONLY effect those who are INSIDE the field after the 3 second stealth delay.
#3: Blast will NOT effect the mesmer user who leaves the field.
#4: Blast will NOT take effect with 3 second delay if the field doesn’t last for full 3 seconds. <<< HUGE PROBLEM!!!
So this forces the mesmer to be sort of bound to the field if they want to make the blast work which doesn’t really make sense to combine that with stealth. If you drop a chaos field and stealth up, everyone now knows that you have to be in that field for 3 seconds, if you want to assist your group and get the blast effect your self.
Please consider putting the blast at the START of the skill instead of after the delayed three seconds stealth. That way:
#Blast will be instant effect and then you can stealth up, come out and burn.
#The only set back is ppl may see you due to animations but atleast you can be mobile when you’re stealthed up.
#An instant blast is given out to all the other classes and mesmer has only ONE blast skill and with delay effect it doesn’t put up to other class’s blast skill.
PLEASE consider changing the blast skill to be more useful in proper fights. People are not going to want to wait for that 3 second delay in order to get blast effect and be forced to stay in the field. Blast finisher is the biggest weakeness of mesmers and we need to be more competitive with other classes in this effect.
Just to clarify: Blast finisher of prestige has always been this way until the last patch which placed the blast finisher at the start and at the end. The original blast finisher only took effect if you stayed in stealth channel for 3 second. This sure is an improvement, but it isn’t a full solution to make torch a good viable option.
(edited by Witchking.4380)
And remember, the BLAST needs to come when you ENTER stealth, not when you come out of it.
Uhm, dude, it used to be a blast finisher when you entered it and came out of it lol not just one or the other.
Originally it was when u came out of stealth so you had to make sure u weren’t doing anything to interrupt that. In the feb build, the blast was on both sides, not sure if that was intentional or not.
and they broke the skill completely, it doesn’t do blast finisher anymore.
There is yet another bug with this skill now. There is no blast finisher associated with it. PLEASE get this fixed asap, you just turned this into yet another useless weapon. And remember, the BLAST needs to come when you ENTER stealth, not when you come out of it.
This is a terrible change, you can constantly keep a grp of 20 running around camps without being able to detect them or send any defense.
if they actually want zerg tactics to be stopped, they should put constant swords at anytime more than 30 ppl gather up together. That will break up zergs faster than anything.
Cmon…SoS has a blackout and is on very high, still need more ppl from jq to log off
Ya the game crashed for everyone. LAME!
Its not about who can dodge and all that. The one single point is that DREDGE fractal is over the top compared to all other fractals. They have the most mobs by far in any fractal. The longest boss fight at the end compared to any other fractal.
And on top of that.
THE BOSS kittenING HEALS TOO MUCH!!!!!!!!!!!!
(don’t get me wrong, i’ve done this fight 4 times now and upto scale 9)
Keep an eye on the area around Fort Marriner waypoint–the event will kick off when construction is complete on the catapults. Note: Catapult completion time may vary a bit between overflows.
so you call 30 mins as “a bit”?
complete DISASTER!!!!!!!!!!!!!!
they are not sold. they drop in the higher scales of the Fractal dungeon.
:)
the main question is how scale are we talking about?
6+, 10+, 20+?
Jumping puzzle in fractal is a JOKE. There is ZERO excuse for not being able to do it.
Just spent all day getting up to scale 7 on fractal. Very awesome dungeon, LOVE the puzzle concept of each dungeon. I can’t tell how many times I’ve gone through dungeons just to faceroll mobs.
However, there are few things that needs to be addressed.
The main priority is the reward. It seems fractal somehow got left out of the reward system upgrade that went through all the other dungeons.
Fractal does NOT have a loot system like other dungeons where the bosses actually drop silver. They do drop some loot but does not drop any silver.
Fractal does NOT have an end reward system of tokens and COIN. Sure there is a bonus one that is sort of bugged out but we don’t hit that fractal all the time. There should be a final reward with EXP and COIN plus tokens just like all the other instances have.
So you increase the tokens in the rest of the dungeons but the loot in the fractal is very bad. 15 tokens for an hour is lame. PLEASE upgrade the loot!!!
Its not the LOS fix that is the issue, the issue is with the GS berserker that lost 66% of its damage because only 1 of the hit takes place most of the time. Check the berserker damage on a dummy where the berserker will stay in place and get all the hits off. And then check the berserker out in the field where it doesn’t do kitten.
Losing a powerful range weapon in wvw really hurts the flow of the game.
This is because the zerker spawned on the dummies doesn’t move and is stationary. So all the hits get counted. But in actual fights, the zerker moves through the field and that causes the hits to miss.
BERSERKER needs to be fixed ASAP!!!
HUGE major bug with that skill now, missing nearly 90% of the time on first attack and does very little damage since the attacks are missing.
So when I was running away from some enemies, i got a thief on me as first two line of the combat log shows. However, then I got hit with Unknown for 10k damage using backstab. The odd thing is that all enemies in the WvW are named as invaders so I’m not sure if this is some hack or bug.
What is more odd, is that after the death and me getting revived, I was stuck in the animation shown in the SS but using skills did put me out of it so not sure what that was about.
Look I appreciate you guys taking in comsideration of all players around global time zones. However, the problem is that most of these players have flocked to few servers and left other servers empty.
A good solution would be to have a RELATIVE queue based on the population of all 3 servers in WvW. Such that, if one server has players on queue and that queue starts at 250 players and other servers can’t match up even 100 players. Then the queue should be decreased to 100 players and encourage other players to transfer out and create a POPULATION balance.
The problem isn’t that player’s are playing in other time zones, the problem is that players are OUT MANNING other servers during off peak hours. The out mann buff needs a severe update to balance out the effects of actually being out manned.
It all comes down to population balance, if you can balance out and actually control the amount of players in the WvW where everyone has relatively equal numbers just like primetime, then players will actually enjoy WvW.
How to fix the scoring system in WvW: From an NA player prospective.
in WvW
Posted by: Witchking.4380
What they need to do asap is cap out servers from out populating other servers in WvW by decreasing the cap and putting more players in the queue. So between three servers, if one can populate at 100, other at 125 and last at 250 and more on queue. That last server’s population limit should be around 100-150 and not at 250.
Or:
Out manned buff needs to be UPGRADED SEVERELY. Even upto +50% damage/health and more health to keeps if their server is out manned.
Numbers are the only thing that make up WvW, skill and strategy is a very important. It is NOTHING compared to being out manned.