I can’t even walk when there is two zergs fighting. The WvW experience was never so frustrating for me as it is now.
Those 250 points of power make all that difference?
I am speccing my thief on backstab after a long time using conditions, but I only hit for about 5k damage. I have 98% of critical damage, all my gear have power and critical damage, but I have no points in Deadly Arts tree.
Any US server has it uncontested right now?
Yes, warriors are overpowered in PvE.
Just take a look yourself: http://gw2lfg.com/.
Bugs are trolling me too!
I bought some Valkyrie gear and I went to WvW to backstab some people and I was only doing 4k damage on critical hits. kitten I was pretty sure I would land 17k backstabs on guardians like all other thieves. So I tried to run full berserker and I die when a veteran just looks at me.
Bugs. Bugs everywhere.
twilight, heads up.
15 Follidus.8027 Jolly Holly Folly 182 105 63.41% Anvil Rock
998 Molbeato.1427 Godrit 120 15 88.89% Sanctum of Rall
The leaderboards are pointless, why would it not have a realtime score tracker. Leaderboards need a lot of work such as adding in
-Real time score tracking
-Most kills
-Highest WvW rank
-Who earned most points for server by guild
I’m sure there are a lot more things needing to be added but as it stands now, I don’t see anyone actually using this feature.
Totally agreed. I got pretty disappointed with the leaderboards they released. I was expecting much more.
Why is CnD chaining a problem?
That’s a really basic leaderboard. I was expecting more.
Can’t see my position and there is not even a filter by server.
Are you joking? For example if someone has played soccer for 20 years, u should be equally skilled as him if u started today?
So Messi would never win a Golden Ball before 35 years old?
If you look into “soccer team rankings”, like IFHHS, they structure their rankings according to recent achievements. That is nice because you get a dynamic ranking based on who is better at that moment.
They could maybe add these two types of ranking. Having only an all time leaderboard is completely frustrating.
That guy is an excellent player. I can run the same build as him and my results are not even close.
1 (and only). Disable the ability of reviving dead allies.
I think it doesn’t appear to the enemy, but I can’t confirm.
My main problem with traps is that they only work for one target. That makes them almost useless. If only they respect the AoE limit of five people.
/signed
Hard revives only out of combat is a very good way for smaller guild raids to totally destroy unorganised zergs.
That would not solve the problem at all.
The small group would kill few zerg members and then be defeated. The zerg would then be out of combat and able to revive the dead allies.
There is no need for dead revival in WvW.
Not necessarily. It’s not a gurantee that the small group will be defeated by the larger group. Through good organization and communication, the smaller group can kite, they can juke, they can use terrain to their advantage, they can portal, they can push out from a tower or keep, kill a few enemies, then retreat back into the tower or keep again. Slowly they can whittle away the zerg while avoiding defeat. With no revives while in combat, this gives the smaller group an opportunity to wipe the larger group through attrition and be rewarded for playing skillfully (which is the whole point
I may have expressed myself poorly.
What I meant is that it shouldn’t be applied only in combat, because, if the zerg wins the fight against a smaller group, they will be able to revive anyway, because they will not be in combat anymore.
I am all for no revives in WvW. Let my small team do some difference in the battlefield, please.
/signed
Hard revives only out of combat is a very good way for smaller guild raids to totally destroy unorganised zergs.
That would not solve the problem at all.
The small group would kill few zerg members and then be defeated. The zerg would then be out of combat and able to revive the dead allies.
There is no need for dead revival in WvW.
scrap the rating altogether…
Winners move up a tier, losers move down a tier…FIXED
This would constantly test the match-ups and provide some needed volatility to keep WvW matches interesting. Movement in both directions is equalized. Placement in the tiers would actually get to where they should be and then this sytem would continue to test the accuracy of those placements. It’s simple, it’s logical … therefore, they probably won’t adopt it.
Yes! Movement and action! New enemies every week!
Fight for the lead or fight for a place in that tier. Give everybody a reason to fight!
Hilarious…I love listening to people complain about how their 10 people can’t stop the 40-50 that are attacking….I think people just want to play their way and don’t actually give a crap about looking at the game as a whole.
If you have 10 people and you attack 20+… YOU SHOULD LOSE. If you don’t…good for you, great job, but most of the time YOU SHOULD LOSE. Regardless of whatever mechanics you want in your head about how you think you should be rewarded for coming up with different tactics to try and beat the 20+ people…in the end YOU SHOULD LOSE.
WvW is…and always will be a numbers game, am I saying that there aren’t situations tactically where 10 can beat 20-30 or 40 people? No..i’m saying more often then not from a balance perspective you should lose.
The rezzing is fine as is, you can rez and so can they. Just because they can do it more efficiently because they have more people doesn’t make it imbalanced…because again its supposed to be that way…
Same thing with people complaining about the AoE limit. Originally…there was no AoE limit, and the issue was a group of 10 could almost effective wipe a group of 60. This was NOT intended, so they nerfed it. Because again….its a numbers game…the larger group SHOULD win. If it doesn’t…then the game is imbalanced. Rez state is fine, if anything fix skill lag first or something else that is actually important…
But those 10 would still lose to the other 40. However, they would still be able to reduce the numbers of the zerg from 40 to 30, maybe.
To be more clear, it really bothers me that if I get someone down, and then finish them, they can be revived on the field. That is such a kick in the teeth at times and I’ll explain why.
One of my favorite things to do in my small-time organized group is hunt down and assassinate commanders in the heart of the zerg. I’ll give two scenario’s in which this happened and was ruined.
1. At dreaming bay, we were defending inner and the enemy was setting up siege just on the inside of south east outer gate. I searched around for a bit, and then I spotted the commander on the dock. My group was only about 10 people and the enemy had ~40 or so. So my friends and I jumped off the wall where the enemy was weakest and cut a path through them, and I made a beeline for that commander. He didn’t realize it until I got up real close and then I blew everything just to kill him. As he started running up the stairs the other players started jumping down. I downed him and I got downed shortly after. My final downed autoattack killed the commander just before I was killed. And then he was revived.
2. Defending garrison inner, they were ramming the gate. I spotted the commander in the midst. He was standing still. I told my comrade to fire a ballista shot at him and he did, it hit the commander and then I blazed through to kill him and I did. I downed him and then popped stability and killed him. Died trying to make my way back inside, but the commander was revived.
I can live with downed state, even though I think it ruins pvp there’s still a lot of good pvp to be had. But that’s a valid strategy, find the commander and kill him to remove the mind controlling the zerg. The commanders are never in plain sight, you have to individually click them and then review their buffs before you can realize that they are a commander. That’s awesome, but I think that in order for such a strategy to have any worth, you should have to waypoint/respawn if you completely die.
Not to mention it would make those small pushes just to kill a few of the larger zerg off worth it if they couldn’t just res the deads back up. It’s just one of these things that empowers the larger zerg and takes away from strategy.
/signed
http://wiki.guildwars2.com/wiki/Smoke_Bomb_
It has always prevented a stomp.
Adding a couple of evades to our sets will not make up for some big damage reduction to our burst.
I’m changing my zerg for a d/d ele.
I started using it on my condition thief last week. It fits really well.
Does anyone in the whole game ever completed a WvW achievement?
Revealed debuff shouldn’t even have been applied to PvE from the beginning.
Easy fixes:
Have each Keep, Tower and Camp worth a fixed amount of Wexp, and spread it evenly across the number of players in the circle when it caps.
Have each player worth a fixed amount of Wexp, and spread it evenly across the number of players that tagged said played.
Increase defense Wexp for upgraded holdings. The more upgrades the greater the Wexp.
These simple changes would probably go a long way towards breaking up the Wexp trains (zergs) and provides incentives to upgrade property and actually hold it.
I love that idea.
A commander should be an exceptional player. I would make it costs tokens of all dungeons and badges of honor.
It could also be integrated with this new WvW rank system.
And you still purchase a commander’s compendium with only gold.
The major problem with the traps is that they almost always trigger on 1 enemy since it’s the first person to step over the line that sets them off. You can hit multiple enemies in the middle of a group though, but that kind of defeats the purpose of a TRAP.
The only major use I found for traps was running around with my ranger friend. Using the spike or KD trap in the center of his traps was quite amusing, especially on thieves. “Oh you’re going to backstab me? Now you’re on the ground dying”. They are also decent at stopping mesmer bombs through bottlenecks. I prefer caltrops over the traps though, tons more damage, hits multiple enemies for the duration, and a longer cripple. I’d probably use them more if they triggered multiple times(small cooldown between triggers and only 1 of each trap down at a time), but that would take ArenaNet a year to implement.
When I first saw traps, I really thought that they would last for the time in the tooltip. I couldn’t imagine that it would set off when the first enemy triggered it.
They should increase the number of triggers it supports. Maybe cap to 5, as another skills out there.
these numbers are actually funny.
what were they thinking?
Anyone has a video of full Valkyrie game play?
I’m currently running Carrion gear, but I want to try the backstab game.
My doubt is exactly this: Valkyrie, Berserker or a mix of them?
Full Valkyrie will give me huge HP and my backstabs will always do a great damage, but is it sufficient to kill a foe?
I always thought lag was causing it.
Yeah, you try to travel fast and that Heartseeker goes backwards.
I lost the part about thieves.
Will we see any changes in this profession?
Reveal automatically activates on stealth ending, not just on attack. May or may not apply to Mesmer Stealth.
High damage was there because of a lack of boon removal. May see greater increase in boon removal to tone their damage down. They feel Mug is far too strong.
Looking to increase mobility for sets other than the shortbow. Feel Ele competes too well with Thief’s mobility.
Something about getting burning on thematically.
Thank you. Interesting changes.
I lost the part about thieves.
Will we see any changes in this profession?
I love it. Seriously, it saved me so many times that I would probably put 5 points in SA in every possibly build.
A PLAYER SHOULD NEVER BE ABLE TO KILL OTHER TWO!1 NERF RANGERS1!!!11
Speaking seriously, what if stealth didn’t drop target? I mean, when the player break stealth he is already target (if you were targeting him before he entered stealth).
I was getting tired of the game because I was feeling it too much individualistic.
The upcoming guild missions was going to solve this. My small guild (8 members, all real life friends) would play together.
I am really disappointed. We are few and don’t have enough influence (and never will) to do the guild missions.
Thank you for your responses.
I’m seeing that maybe it is just easier to just go full direct damage or full condition damage because of our initiative system.
Yeah I know people use it for the extra vitality, but what I was mainly confused at is why not use a constant stat build that gives you vitality throughout all your gear not just in your main 6? I see a very common theme of zerker weapons and trinkets but Valk main 6 armor, was wondering why it was so much preferred over full one or the other?
Valkyrie doesn’t give you any additional critical chance. You hit like a truck when you crit, but you rarely crit. Mixing Berserker with Valkyrie can give you around 16k HP and more than 50% of critical chance.
You’re talking about 50% crit chance with fury right?
Not actually.
Yeah I know people use it for the extra vitality, but what I was mainly confused at is why not use a constant stat build that gives you vitality throughout all your gear not just in your main 6? I see a very common theme of zerker weapons and trinkets but Valk main 6 armor, was wondering why it was so much preferred over full one or the other?
Valkyrie doesn’t give you any additional critical chance. You hit like a truck when you crit, but you rarely crit. Mixing Berserker with Valkyrie can give you around 16k HP and more than 50% of critical chance.
Use this to calculate condition damage: http://gw2.hazno.net/.
I don’t think that there is a value for condition damage that is too much. It has no damage cap, so you will always want it higher.
Balance that with you survivability and that’s all.
-If you are going that far into trait line 2, I think you must go all the way to 30 for 20% more dmg under 50% health. The third minor trait is not all that great, and going 20 for 2 majors in tier 1 is also not ideal in my opinion.
-What is the attack with 1800 power? can’t remember.
-What’s the actual value of the condi dmg parameter?
For PvE, any build would work, so it’s fine.
For PvP, you generally want to specialize with traits, and maybe add an edge with utility or something. Either condi tank or a variation of burst thief.
For WvW, I think some form of direct AoE is mandatory, unless you just run around to gank people.
In all 3 situations though, I think 2 sets of daggers is not a good idea. Even D/D, P/D is better for the idea you are trying to run with.
TJL
You are probably right, the 20% more damage under 50% is a amazing trait and I should take it. I just love Shadow Rejuvenation and Feline Grace to not take any of them too.
I guess the actual attack would be around 2800. No? Condition Damage is around 625 plus 250 from 25 stacks of Corruption.
Berserker dagger is obviously because of Backstab and the Carrion one would be for Death Blossom, but maybe Clusterbomb would be a better skill for that purpose.
Would it be viable to balance the direct damage and the condition damage or I would end up being bad in both? How high should be critical chance, critical damage and condition damage so you can do well with any kind of damage?
I tried something, but I’m not sure it would work:
Armor:
6x Carrion
6x Thief Rune
Weapon:
D/D Carrion (maybe SB Carrion)
D/D Berserker
Trinkets:
5x Berserker
5x Ruby Orb
Traits
0 / 25 (III, VI) / 30 (I, IV, XI) / 15 (II) / 0
It gives me 17k of health pool, 67% of critical damage, 50% critical chance and a bleeding of 72 damage per second. Power is around 1800.
I consider the condition damage a little low, but it could improve with the Corruption Sigil at maximum stack and some stacks of might or maybe changing the Thief Runes for Afflicted. Critical chance and critical damage seems good and the vitality plus the Shadow Arts could give good survivability.
What do you think?
I agree that there is no reason for the existence of condition cap.
I like to fight other players instead of scripted mobs.
Infiltrators Arrow working like this is the coolest skill in the whole game.
It is a pity that it is so limited in PvE and WvW.
Spamming heartseeker is useless in 1vs1. But its far from useless in larger WvW battles to finish enemies. Just pick a target at 50% health and spam heartseeker until he dies. Its easy and efficient.
Its the only spamable gap closer in the entire game. 6 x heartseeker = 2700 range. thats almost double the range of eles RTL. Its the reason you cannot kite away from thiefs.
Again: Heartseeker is ok for 1vs1 but its entirely broken for larger WvW battles.
So, if it is not useless only in one specific situation, let’s nerf it so it is useless in all of them?
It is not that combo field that is broken.
Dead players shouldn’t be revived in WvW.