Showing Posts Upvoted By DoctorFaust.7103:

How am I supposed to counter stealth?

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Posted by: Oozo.7856

Oozo.7856

Great video on how to counter a thief your played perfectly. Please post a video of your necromancer beating thieves as I would like to see that as well

Old movie on a power necro. Song on the full movie got ganked by youtube.

Intro: http://www.youtube.com/watch?v=N4cZuKldANE
Full: http://www.youtube.com/watch?v=q2IUL4wLcig

That was before cetain cheesebuilds became popular. I would not be able to kill a good d/p thief that fully exploits their stealth and mobility mechanics.

[Anonymous Defender] on Youtube
Solo & Roaming Group WvW Movies

How am I supposed to counter stealth?

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Posted by: vincecontix.1264

vincecontix.1264

Great video on how to counter a thief your played perfectly. Please post a video of your necromancer beating thieves as I would like to see that as well

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

How am I supposed to counter stealth?

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Posted by: wish.1027

wish.1027

Like this. Or just spam grenades, that tends to kill the isht out of thieves too.

I could post a movie killing bad thieves on my condition necromancer and try to draw conclusions from it, but that would be stupid.

You say that like 90% of thieves arent predictable bads.

Jade Quarry Warrior Strike Force [SF]
w/ an alt Thief and Guardian.
Math is your friend.

How am I supposed to counter stealth?

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Posted by: Peetee.9406

Peetee.9406

Usually it goes like this:
Thief: Hey I’m a Thief. I’m gonna kill you!1!!1
5 seconds later
Thief: OH kitten, OH kitten, OH kitten I’M DYING
PUFF
Godmode
REPEAT

+1 to you good sir. Very good summarization of my issues with thief.

He engages, he loses, he runs away. This process just keeps repeating itself until I get bored and waypoint. Thieves are not overpowered as much as they are obnoxious, the epitome of anti-fun.

Kayku
[CDS] Caedas
Sanctum of Rall

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Posted by: Jski.6180

Jski.6180

WvW by design is meant for large numbers of people. Isn’t it like 100 per side is allowed on the map at a time?

Human nature… mob mentality.. you name it. Plus it usually works out to nearly everybody’s advantage to be within a zerg because that’s usually the best and easiest time for people to get loot.

With that being said, Anet could easily stop it if they wanted to.. just put a stacking debuff on that increases in intensity the more players in a given area (similar to agony), except it’s a permanent debuff that activates when a minimum number of players are in a given area.

A portion of hp is lost ever 3 seconds.. for example 10 players = 10% hp loss every 3 seconds; 15 players = 15%; 30 players = 30% and so on. Sure this is extreme, but watch the zergs displace faster than you can blink :P. It’d screw over my game completely, but hey, zergs would effectively be eliminated in the blink of an eye lol

That would destroy all types of team work and you would often be asked not to be near any one else. You would be wvwing but wvw vs other ppl and not with any one from on your side.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

WvW by design is meant for large numbers of people. Isn’t it like 100 per side is allowed on the map at a time?

Human nature… mob mentality.. you name it. Plus it usually works out to nearly everybody’s advantage to be within a zerg because that’s usually the best and easiest time for people to get loot.

With that being said, Anet could easily stop it if they wanted to.. just put a stacking debuff on that increases in intensity the more players in a given area (similar to agony), except it’s a permanent debuff that activates when a minimum number of players are in a given area.

A portion of hp is lost ever 3 seconds.. for example 10 players = 10% hp loss every 3 seconds; 15 players = 15%; 30 players = 30% and so on. Sure this is extreme, but watch the zergs displace faster than you can blink :P. It’d screw over my game completely, but hey, zergs would effectively be eliminated in the blink of an eye lol

Very bad idea.

There should never be some kind of penalty to players just because they come together in a area.

Besides that, anet has stated that WvW is supposed to involve combat between large numbers of players so thankfully your idea won’t be implemented.

I speak for my self and no one else. Only fools believe they speak for a majority.

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Posted by: Shademehr.1397

Shademehr.1397

A. A group of 5 tries to infiltrate a keep
B. A zerg of 75 tries to infiltrate a keep

The answer is obvious, so that does mean mechanics play a large part. Those mechanics force a zerg strategy. You cannot take an entire castle with 5 players.

5 Players shouldn’t be able to take a keep. It’s a KEEP. When in history, have 5 people ever been able to storm a castle (keep). Granted, that is a real-world example and we’re talking about a fantasy world here, but I think there is a parallel to be made.

With that being said, I have been a member of a 5-man party that has almost taken a keep. North gate of Bay. Knocked it down, then started on inner north. But, then our zerg arrived to help us finikitten. However, the conditions had to be aligned PERFECTLY for the five of us to get as far as we did.

Now towers? Yeah, you can five-man towers with much less effort.

Camps? Absolutely definitely, for sure. Sometimes even with 1.

I guess what I am trying to say is that there are challenges that are specific to group size. Is the challenge to big? Is your group to small? Finding a more appropriate goal may your answer.

(edit: finikitten…really?) lol!

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Posted by: Tyellock.2697

Tyellock.2697

my 2 cents…

World vs World is just that, large numbers vs large numbers, not elitist groups thinking the maps belong to them. I’ve been playing MMO’s for over 10 years. Zergs happen and will continue to happen.

The maps are too small for groups to be really effective, but it is possible if you don’t travel the common routes the zerg takes and strike targets that can be taken quickly (camps or paper towers).

I think the commander tags should be for guild members or a “battle group” people can join once they enter. I would also like to see this battle group with a private chat, I’ve been noticing far too much lately an upleveled character at waypoints with a name of “xghbrhku” or something to that extent.

To solo roam you must expect at all times to get hit by adds, either another person from the same server as you opponent, small roaming group, or the zerg. If this is happening to often you need to relocate to somewhere with less traffic, but the downside is fights become less frequent.

Anyone that QQ’s about the zerg but still enjoys player vs player fighting should look in to structured PvP.

Do I zerg? Sometimes when my guild is not on. When they are, we’re the pain in the kitten group that stirs up trouble cutting off supply and taking paper towers.

Tyellock Norn Guardian, GW2 – Tarnished Coast
Tyellock Goblin Shaman(retired), WHO – Ironfist Greenskin
Tyellock Troll Shaman(retired), DAoC – MLF Midgard

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Posted by: Terrancelee.7264

Terrancelee.7264

There is a thing called solo WvW roaming. Google it.

lol…you’re not going to take a supply camp as a solo WvW roamer. You may take a Dolyak…but once you meet up with with the zerg or that group of 3-5…your roaming is over.

I have taken several supply camps solo as a ranger.

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Posted by: Xirin.8593

Xirin.8593

lol…you’re not going to take a supply camp as a solo WvW roamer. You may take a Dolyak…but once you meet up with with the zerg or that group of 3-5…your roaming is over.

Not sure if serious or just terrible.

[AoN] All or Nothing

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Posted by: Terra Dactyl.2047

Terra Dactyl.2047

lol…you’re not going to take a supply camp as a solo WvW roamer.

This is news to me.

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Posted by: Dhampyr.2104

Dhampyr.2104

The utter lack of understanding of WvW in the QQ of this thread is amazing, and I’ll leave it at that.

Don’t like WvW? Go do some PvE stuff and have some fun. It’ll save us from having to see the QQ in map chat. You’re happy and having fun, we’re happy and having fun. Win all the way around.

Edit – congrats on almost ninja’ing DB’s garrison, elite. Wish I could have seen it. xD

Eve Morrow, Mesmer, Eve Flamescythe, Ele
Tarnished Coast

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Posted by: elitegamerz.4965

elitegamerz.4965

Last night me and about 6 guild members were able to ram down the outer upgraded gate of DB’s garrison with just one ram. No zerg came to kill us. We only died when a group of random defenders came after us on the inside. No where near a zerg though

(This was in tier 2, where you would expect everything to be zergs)

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Posted by: Farzo.8410

Farzo.8410

Our guild, with a group of 5, built a siege and attacked a tower, we took the tower and held it against incoming zergs.

We also captured all the camps, and had really fun.

Thieves uncatchable?

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Posted by: testpig.5018

testpig.5018

solutions:
-if damage is taken while in stealth.. the damage numbers should appear the the player delivering the attack.
-If hit by a critical attack while stealth, you should be revealed
-All traps triggered by a stealth player should cause the player to be revealed
-Any attack from stealth if blocked should reveal the player
-If targeting a player that enters stealth, and not acquiring a new target before the stealth player reappears, should automatically re-target
-The first attack from dropping from stealth OR from being stealth should have the same bonuses as the attack from stealth.

Thieves uncatchable?

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Posted by: DeWolfe.2174

DeWolfe.2174

This is why, at the very least, ranger pet’s should be able to hunt thieves while in stealth. Then leap attack with a knock down when caught. If anyone actually cared about balance, more authentic RP, and fun, they should agree with this.

edit: after watching this again, there should be a threshold where damage breaks stealth.

[AwM] of Jade Quarry.

(edited by DeWolfe.2174)

Thieves uncatchable?

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Posted by: Deamhan.9538

Deamhan.9538

Yeah Terkov, didn’t your crystal ball come with your copy of GW2?

Thieves uncatchable?

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Posted by: Sunflowers.1729

Sunflowers.1729

Allow me to translate into whyner.

Waa, waa waa waaa waaaaaaaaaa THIEF Stealth Trap waaa waaa. WAA! WAAAAAA! THIEF Stealth Trap. Nerf nerf NERRRRRRRRF waa waaa waaaaaa!

I believe that’s what everyone did when those traps came out.

Anyway, your argument is sound and backed up with solid evidence. Everyone, look here. This is a fantastic example of how to make your point.

Thieves uncatchable?

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Posted by: Thobek.1730

Thobek.1730

solutions:
-if damage is taken while in stealth.. the damage numbers should appear the the player delivering the attack.
-If hit by a critical attack while stealth, you should be revealed
-All traps triggered by a stealth player should cause the player to be revealed
-Any attack from stealth if blocked should reveal the player
-If targeting a player that enters stealth, and not acquiring a new target before the stealth player reappears, should automatically re-target
-The first attack from dropping from stealth OR from being stealth should have the same bonuses as the attack from stealth.

-signed.

I like all these ideas.

currently a thief can just stealth and no damage will effect that stealth at all. nothing can break it. Which is stupid.

As for the video the OP posted – that’s just a disgustingly good example on how stupid stealth is in this game. Come on Anet – start thinking a bit harder. You started off saying “stealth is a incredibly powerful mechanic that should be used sparingly.” Now you let thieves have a perma stealth build option.

Game Update Notes - May 28, 2013

in Game Release Notes

Posted by: DavidOrtiz

Previous

DavidOrtiz

European Community Team Lead

LIVING WORLD

Last Stand at Southsun

Help Inspector Kiel track down Canach, the villain behind the increased animal aggression and the focused attacks on Consortium settlements. Canach’s intent is to destroy the settler contracts (and punish Subdirector NOLL for his vendetta against Canach).
Players must work together to protect the settlements and the innocents within from the crazed horde’s sustained assault, ultimately allowing Inspector Kiel to destroy the records and free the settlers from their unfair commitments without harming any of the island’s residents. This sets the stage for the upcoming Dragon Bash festival to happen without settler unrest spoiling the festivities.

Open World

Note: All this open world content takes place on the Southsun Cove map.

Even if you manage to capture Canach, can you also foil his master plan? Defend the new settlers on Southsun Cove from a massive final onslaught of rampaging wildlife or die trying! And beginning June 4, a hulking monstrosity joins the fray—without your help, it will destroy the settlers and everything they’ve built!

  • Added new island-wide meta-event where players defend and liberate the new settlements across Southsun Cove. If players hold all four settlements, merchants will become available with unique items, and there is a chance that an Enraged Karka Queen boss will spawn.
  • The Enraged Karka Queen boss event rewards large boss chests like other world bosses and gives two guaranteed rare or better items once per day.
  • Added four new items as rare rewards to all Southsun Cove content. These items are tradable and soulbound on use.
    • Mini Reef Rider: Your very own exotic miniature version of the reef rider. Hurry, because this limited-edition item only drops for the next two weeks!
    • Settler’s Keepsake: An exotic accessory with toughness, healing, and condition damage stats.
    • Settler’s Amulet: An exotic amulet with toughness, healing, and condition damage stats.
    • Settler’s Ring: An exotic ring with toughness, healing, and condition damage stats.

Still Available in Southsun Cove

  • Wild animals (karka, reef drakes, wind riders) continue to exhibit more aggressive behavior.
  • Visitors trapped by the hostile wildlife need to be escorted to safety.
  • The crazed wildlife will attack new and existing settlements on the island; players must fend off the attack and defend the sites.
  • More robust resource nodes to harvest, providing passiflora flowers and fruit, karka shells, and other island-specific resources.
  • Players can view the interactions between two high-profile tourists on the island: Lord Faren and Lady Kasmeer.
  • The “Crab Toss” activity is still available.

Instances

  • Added new Canach single-player story boss encounter.
  • Added explorable multiplayer variant (unlocked if you defeat Canach).
  • Added new single-player instance for the culmination of the story.

Achievements

  • New content-based and story-based achievements designed to encourage play on the Southsun Cove map.

Guild Content

  • Added a new guild puzzle to Snowden Drifts.

NEW FEATURES AND CONTENT
World vs. World

  • Changed World vs. World matchmaking:
    • The deviation listed on the leaderboards is used with a new formula to create more varied matchups.
    • The matchups are listed on the leaderboards page.
  • Commander map pings and strokes are now visible to members of their squad.
  • Players now gain World Experience for killing guards, destroying walls, destroying gates, and building mortars, cannons, and burning oil.
  • Added a laurel merchant selling Ascended items:
    • Ascended rings can be purchased for 25 laurels and 250 badges of honor.
    • Ascended amulets can be purchased for 20 laurels and 250 badges of honor.
    • Ascended accessories can be purchased for 40 laurels and 50 globs of ectoplasm.
    • WvW-specific infusions have been added and can be purchased for 5 laurels and 125 badges of honor.
      • Offensive infusions provide players with +1% damage to guards and lords.
      • Defensive infusions provide players with -1% damage to guards and lords.
  • Added a new reward chest. Every time players gain a WvW Rank, they receive a chest with WvW rewards:
    • Coins.
    • Badges.
    • A chance for:
      • Traps.
      • Siege blueprints.
      • Superior siege blueprints.
      • Masterwork armor/weapons.
      • Rare armor/weapons.
      • Exotic armor/weapons.
      • Ascended rings.
      • Precursors.
    • Players who gained World Rank prior to the chests being added will receive 1 additional chest per rank gained until they have received a number equal to the ranks they had gained previously.
  • Added 5 tiers to Defense Against Guards, for a total of 10:
    • All Defense Against Guards abilities count towards lords and supervisors.
    • 7% reduced damage (total) against guards, lords, and supervisors.
    • Gain retaliation when the player negates guard damage.
    • 10% reduced damage (total) against guards, lords, and supervisors.
    • Gain 1 stack of applied fortitude when killing a guard, lord, or supervisor.
      • Applied fortitude: Grants the player 20 vitality (max of 5 stacks; stacks are lost on death).
  • Added Oil Mastery to the available ranks and abilities list:
    • Increases burning oil radius by 25%.
    • Increases burning oil damage by 15%.
    • Grants protection to the player and oil cauldron when the player is using the cauldron.
    • Burning oil damage removes 1 supply from enemies.
    • Skill 3, Burning Shell: Creates a fiery dome that reflects projectiles for 10 seconds.

Structured PvP

  • Spectators now see their target’s rank on the HUD.
  • Spectators may now select targets while viewing from fixed cameras.
  • Spectators may now right-click and double-click players to switch follow targets.
  • Spectators now hear local chat around their position.
  • Spectators now see health bars with every visible nameplate.
  • The Spectator Inspect window saves position.
  • Reworked the spectator list to allow context menus.
  • Nameplates do not fade on unselected targets during spectating.
  • Nameplates have brighter team colors during spectating.
  • Nameplates no longer show level 80.
  • Added a button on the defeated health bar to show death breakdown.
  • Added a victory animation at the end of PvP matches.
  • Added /gameend admin command to force-end custom arena matches after they’ve started. This does not award stats, glory, or rank points.
  • Fixed a bug where team selection buttons were not disabled when the team was full.
  • Fixed a bug where players would occasionally join a team and spawn in the wrong starting area.
  • Player and pet map icons are now always layered above capture point map icons.
  • Death breakdown no longer shows automatically upon defeat.
  • Minimap objective markers are now a fixed size when changing zoom levels.

Game Optimization

  • Continued optimizations to the game to improve server performance and work toward eliminating lag during large encounters. We’ll be continuing to improve performance in this area in upcoming releases and provide as optimal an experience as possible with large numbers of players on screen.

BALANCE, BUG-FIXING, POLISH
World Polish

  • Caledon Forest: Adjusted camera position during the mossheart transformation.
  • Drawing the Juggernaut Hammer no longer causes armor that has glowing areas to become invisible.
  • Timberline Falls: Adjusted the UI for the skill challenge to fight Cooroo’s crab.
  • Queensdale: Carnie Jeb has been promoted to a veteran to make his fight comparable to other skill challenges.
  • Particles now correctly align to the ground on the Undead Coral Creature.
  • Effects now appear at the correct size when attached to the Karka Young creature.
  • Branded Lesser Air Elemental art now has legs and a tail.
  • Encumbered state now automatically resolves with empty inventory slots.
  • Full hint completion now awards the hint achievement.

Events

  • Global: Minor UI fixes for several events.
  • “Defend Lionguard Lindi as she searches for buried treasure”: Fixed an issue blocking event progression.
  • Dredgehaunt Cliffs: Dredge tunnels can now be hit reliably with ranged attacks.
  • Fields of Ruin: Wasps near Ebonhawke delegation are now the same level as other wildlife in the area.
  • Temple of Lyssa: Creatures no longer benefit from multiple scaling buffs at the same time.
  • Plains of Ashford: Fixed a bug with the Iron Legion turrets at the Exterminatus HQ.
  • Malchor’s Leap: Added a countdown at the end of crystal collection for Technical Agent Frazz.

Dungeons
Sorrow’s Embrace

  • Made it easier to select Rasolov when bringing him glowing ore.

The Ruined City of Arah

  • Randall Greyston and the Seers path: The Bloodstone Shard is no longer permanently invisible.

Personal Story

  • Fixed a bug where some entries in the My Story tab could not be viewed.
  • “Assault the hill”: Fixed a rare stall at the end of the story step where clearing the bridge would not complete correctly.

Profession
General

  • Sink and Float effects: No longer affect targets above water.

Elementalist

  • Ring of Earth skill: No longer destroys unblockable projectiles.
  • Lightning Whip skill: Now strikes targets in a similar angle to other melee ranged skills.
  • Elemental Surge trait: Now functions correctly with the Arcane Shield skill while the player is attuned to air.
  • Conjure skill: Summoned weapons now correctly appear in the player’s hands if certain on-swap sigils are equipped.
  • Arcane Energy trait: Now works properly with the Arcane Power, Arcane Shield, and Signet of Restoration skills.
  • Rock Anchor skill: No longer able to affect targets at infinite range. Now respects line of sight.
  • Air Bubble skill: No longer able to affect targets at infinite range. Now respects line of sight.

Engineer

  • Glue Bomb skill: The radius of the effects is now consistent—240 units for all effects when untraited, 360 units for all effects when traited.
  • Steel-Packed Powder trait: Now applies when detonating turrets.
  • Fixed a bug that prevented certain traits from functioning correctly, including Rifled Turret Barrels, Metal Plating, and Autotool Installation.
  • Throw Mine and Mine Field skills: Certain friendly NPCs no longer detonate mines.
  • Scatter Mines skill: Recharge is no longer impacted by the Rifled Barrels trait.
  • Adrenaline Pump trait: Now works with turrets and racial skills.
  • Short Fuse trait: Now works underwater even when the Grenadier trait is equipped.
  • Inertial Converter trait: Now works underwater for the Grenade Barrage skill.
  • Rocket Kick skill: Now hits targets at maximum range.
  • Fire Bomb skill: No longer deletes the bomb if the player jumps at the wrong time.
  • Smoke Bomb skill: No longer deletes the bomb if the player jumps at the wrong time.

Guardian

  • Zealot’s Defense skill: No longer destroys unblockable projectiles.
  • Shield of the Avenger skill: No longer destroys unblockable projectiles.
  • Perfect Inscriptions trait: Now functions in PvE.
  • Symbol of Judgment skill:
    • Now acts as a combo field even if the Writ of Exaltation trait is not equipped.
    • No longer heals for less without the Writ of Exaltation trait. It now uses the higher value in all cases, and the healing fact on the tool tip is now always accurate.

Mesmer

  • Phantasmal Warlock skill: The damage skill fact now displays accurately.
  • Prismatic Understanding trait: Now functions with torch’s The Prestige skill.
  • Portal Exeunt skill: Casting during the last second before the portal expires no longer fails to create the entrance.
  • Veil skill: The skill fact now indicates the correct stealth duration (2 seconds).
  • Illusion of Drowning skill: No longer able to affect targets at infinite range. Now respects line of sight.
  • Clones now attack ranger pets even if the ranger is out of range.

Necromancer

  • Greater Marks trait:
    • Now increases the ground target size of all marks.
    • Now increases the size of marks created by the Lich Form skill.
  • Death Nova trait: Now functions with Necrotic Traversal.
  • Grasping Dead skill: Now lists the correct number of bleed stacks (3) in its tooltip.
  • Feast skill: Now lists the correct radius (600) in its tooltip.
  • Wicked Spiral skill: Now displays the correct range in the tooltip.
  • Dark Armor trait: Now functions with Life Leech, Frozen Abyss, and Wicked Spiral.

Ranger

  • Whirling Defense skill:
    • Now strikes targets at a similar range to all other melee skills.
    • Now increases the reflecting range when the Off-Hand Training trait is equipped.
  • Eagle Eye trait: No longer makes the Rapid Fire and Barrage skills uninterruptable by the Long Range Shot skill.
  • Splinter Shot skill: Projectile speed is no longer 75% of what it should have been.
  • Coral Shot skill: Projectile speed is no longer 75% of what it should have been. The bleeding on this skill now interacts correctly with the Eagle Eye trait, granting an extra stack of bleeding at maximum range. This skill can no longer be shot backward.
  • Feeding Frenzy skill: Projectile speed is no longer 75% of what it should have been. This skill can no longer be shot backward.
  • Mercy Shot skill: Projectile speed is no longer 75% of what it should have been. This skill can no longer be shot backward.
  • Pets now draw aggro from guards in WvW.

Thief

  • Black Powder skill: No longer fires its projectile backward while moving. The field can still be generated.
  • Shadow Refuge skill: Now lists its duration in the tooltip.
  • Shadow Return skill: No longer has infinite range.
  • Shadow Shot skill: The second half now hits the target more reliably even if the player happens to jump while the bullet is in the air.

Warrior

  • Destruction of the Empowered trait: Might no longer grants double the bonus, and stability grants the correct bonus.
  • Restorative Strength trait: Now functions with the sylvari Healing Seed skill and the human Prayer to Dwayna skill.
  • Combustive Shot skill: Now displays damage facts appropriately throughout all adrenaline levels.
  • Warrior banners now apply their buffs immediately.
  • Battle Standard skill: No longer initially applies stability and then transitions over to swiftness. It now applies swiftness with stability coming from the active skill on the banner.
  • Building Momentum trait: Now functions with the Flurry skill.

Structured PvP

  • PvP Chainmail armor: Added to the loot table for Copper, Silver, and Gold Rabbit Rank Chests.
  • PvP Apprentice armor: Added to the loot table for Copper, Silver, and Gold Deer Rank Chests.
  • PvP Fused Gauntlets: Removed from the loot table for Match Win Reward Chests.
  • Raid on the Capricorn: Capture point events now always display correctly.
  • Legacy of the Foefire:
    • Added an additional spectator camera location to the graveyard area.
    • Adjusted spectator camera location at the waterfall capture point.
  • Spirit Watch:
    • The orb is no longer prevented from spawning at the start of the match.
    • An orb carrier can no longer stand at the edge of a capture point to capture it without scoring the orb.

World vs. World

  • Events in WvW now reward twice as much World Experience on completion as in the past.
  • It is now easier to receive event credit for killing the castle lord when assaulting Stonemist Castle.
  • Players can now exit Obsidian Sanctum using the portals behind their entrance point.
  • The underwater gates of the Lowlands Keep in the Eternal Battlegrounds repair when each structural upgrade is completed.
  • The southernmost gate of the garrison in each of the Borderlands repairs when each structural upgrade is completed.
  • Returned the orichalcum nodes to Obsidian Sanctum.
  • New daily WvW achievements have been added to the rotation.
  • Increased the number of WvW-specific daily achievements available each day to three.
  • Flame Rams now destroy after 15 minutes of not being used. All other placed siege weapons now wait for 1 hour of no use before destroying.

BLACK LION TRADING COMPANY GEM STORE

  • German customers now have the option of using ELV to pay for Gems. Simply click the Buy Gems button in the upper-left corner of the Gem Store, select* elektronisches Lastschriftverfahren* as your payment method, and follow the on-screen instructions.
  • Custom Arena Time Tokens are now available in the Gem Store in the Services category to add time to your favorite arenas: 5 days for 150 gems or 20 days for 480 gems.
  • The Consortium Harvest Sickle is now available in the Gem Store in the Service category for 800 gems each. This sickle has unlimited charges and is available in the Gem Store until June 24.
  • The Miniature White Kitten is now available in the Gem Store in the Minis category for 400 gems each. This adorable miniature concludes our spring-babies miniature sale and is available for one week.

(edited by DavidOrtiz.7165)

How am I supposed to counter stealth?

in WvW

Posted by: Markadis.9012

Markadis.9012

As an Engineer, you have quite a few tools that can be handy vs thieves. Unfortunately based on what you’ve listed in what you’re using for skills, you’re not using any of them. I’d say you’re going to struggle a bit with thieves. Or at least I should say I would struggle with them with your build. I’ve run P/P build a long time with my engie. Thieves can be beat consistently with it if you change your build a little bit.

I’d replace Elixir U with Toolkit. Toolkit is a must for me in any build I use for my Engineer in WvW. When I first started playing the Engineer I thought it was a pointless kit. Now I can’t go without it. The block from Toolkit is amazing and using it at the right time vs a thief is a game changer. Pretty much every ability in the Toolkit is useful in WvW and when fighting a theif. I’d also look at mixing some toughness gear in too helps reduce the burst damage of a thief.

But as far as how you beat a thief with your build? Timing. It really is about timing. Think in 4 second intervals. Now different thief builds will require things to time, but with your build you need to stack on as many conditions you can in those 4 seconds they are out.

Static Shot, Blowtorch, and Poison Volley. Try to make poison volley your last attack before they go into stealth because it will still track them and hit them even if they are stealthed as long as you get the attack off before they stealth.

If you can get poison, confusion, burn and bleed(all possible from pistols) on him before he stealths, he’s going to struggle because he won’t be able to clear all of those conditions. When he stealths, you can heal up, or drop potions on you for the might stacks. But again..be aware of the timing. After they stealth, they will attack in 3 to 4 seconds unless they used Refuge. Drop a glue shot right before they’re about to pop out and dodge. Stack on the conditions.

The biggest challenge you’re going to have with your build is dealing with their Shadow Refuge. That ability can allow them to reset the fight if you dont counter it well. And unfortunately your build doesn’t have great tools for it.

Your only option with your current build is blowtorch. And if that’s on cooldown then you’re pretty much stuck twiddling your thumbs knowing they are going to reset.

This is probably your best advice I heard so far. As a Condi build, you really don’t need Power as well. I would suggest, Rabid and Apothecary gear with the Toolkit. You will be Boss.

Server- Blackgate
Characters- Levicus (Ele); Levicus Gear (Eng);
Levicus Shield (War)

How am I supposed to counter stealth?

in WvW

Posted by: LameFox.6349

LameFox.6349

omg char limit…

Thats like asking someone why their favorite color is their favorite color. Its subjective.

I’d say it’s more like asking why you like a thing which chances to be that colour, prior to finding out you like the colour.

First, I dislike the implementation of the stealth mechanic as a whole. This applies to both playing AS a thief, as well as fighting against them. I much prefer systems that require skill to become invisible…

I don’t necessarily disagree with this actually. Keeping in stealth by doing things like ‘stab a rabbit’ or ‘fire a pistol and leap back and forth’ are quite amusing to me, but don’t really seem logical or fitting as ways to sneak. I’m willing to overlook it under the circumstances though because I think it would be very hard to implement that way in a game like GW2. For what it is, I think they’ve made it quite nice graphically in a lot of ways, but it’s still an MMO and takes the approach of ‘build with old things so people with oversized calculators can scrape by (until their CPUs melt)’.

It’s an issue that also pops up on Planetside2, which appears to have a similar approach (I feel like in five years we’ll finally be using DX11 in MMO’s) right down to the CPU thing. They have issues though with finding a happy medium between ‘totally invisible’ and ‘translucent grey blob you can see anywhere’ when it comes to lowered graphical settings a lot of players use. Also one faction, typically in dark purple and black colours by default, is known for being much harder to see in the darker areas – infiltrator or not – while when they’ve gone with brighter colours and shiny effects, some have difficulty hiding at all. It’d be annoying for whole new reasons if, with an environment conductive to actual sneaking, we begin to find people with a certain faction colour, armour skin, etc. etc. have an advantage when it comes to hiding. Sort of like the whole ‘be an asura so nobody knows what in the nine hells you’re doing’ thing, or ‘fall off the jumping puzzle because your charr obscures the tiny area of you which you can actually use to land with, and your view is trying to become one with the wall’.

…It turns into a fight of attrition where skill, mistakes, and quick decision making start to become much less relevant (though they obviously still apply).

I disagree with this bit though. A particular mistake may be less relevant, as in general any one move is less relevant, but a longer fight also means a longer time you both need to focus, and plenty of time to make more mistakes or errors of judgement that still put you at a disadvantage compared to your previous situation: it still matters because whoever makes the more frequent or fatal mistakes is worse off relative to the one who doesn’t, even if that ends up being a very very close call (which can make it quite interesting IMO). Ironically I more often hear the reverse of this argument: that when TTK is lower, sheer chance (including outside factors like lag, especially in games which put all their servers in Frankfurt and Dallas) can make a huge difference, and so skill plays less of a role. Not that I think either preference is invalid, but I do take issue with the idea that one is necessarily easier or harder (once you get past the learning stages anyway; I can see how it’s easier to learn when TTK is high because even if you fail miserably you’ve more time to take in how you failed, instead of bam, dead).

A “win” against a competent thief will involve them running away…

I find this a bit questionable as well, really. Sure, they’re an evasive class and they do stand a good chance of escaping if they’re a decent player. I actually quite like the stage when I’m getting people to run off, and I know that I’ve done this much right, leaving just a few more tweaks to my build/approach and then I can work on finishing them off as well. This won’t be for everyone, which is fine, but I think to present it as the best outcome really does nobody any favours.

Essentially you’ve reduced any thief who fails to escape to less than ‘competent’, and by extension nobody can ever learn to catch and kill a competent thief, because if you could it wouldn’t have been one. It’s like a Catch-22, only all the more absurd because it’s self-applied.

Why do you enjoy fighting thieves so much? :P

Honestly, besides the reasons I put up-post, I think one significant thing is because so many other people don’t. The harder they fall, and all that…

How am I supposed to counter stealth?

in WvW

Posted by: Ommu.1649

Ommu.1649

According to ANet devs:
“Just move on. You aren’t going to kill him.”

Update on Arrow Carts in WvW

in WvW

Posted by: Uttar.2341

Uttar.2341

Devon, thanks for detailing your reasoning, but I don’t understand why you think a WXP allocation reset is required for this. There are two separate points:

1) Even if the range increase was significantly lower, it would still be very valuable for only 5 points, and anyone regularly using arrowcarts would be foolish not to go for it.
2) When confusion was nerfed, mesmers didn’t get a full replacement of their confusion gear if they wanted to switch to a power shatter build. There is a long history of balance changes making some of your gear/skills obsolete in MMORPGs, and this would be very minor change compared to those that have come in the past.

Regarding arrow cart damage: as a commander, I’ve successfully kept an enemy’s Bay for 6+ hours, wiping the enemy force 15+ times despite being outmanned 2:1 to 3:1 with every door and wall breached. This was thanks to a massive number of arrow carts in inner/lordroom while keeping an eye out for mesmers/portals so they didn’t manage to surprise us.

But here’s the thing: that happened BEFORE the arrow cart damage improvement. Arrow carts were already capable of incredible things before they got +80% damage. While I understand this depends on the specific tower/keep, you’d be surprised at what you could do in most places with proper placement. A good defensive commander can do miracles.

The problem for defense was never damage. The problem always was not having the time to place enough arrowcarts before the enemy zerg had already breached the gate. If you really want to make arrow carts more valuable, revert their damage but reduce their cost to 20 supply to make them cheaper/faster to build, while also increasing the siege despawn timer to 1h30.

As always, I think everyone really appreciates your excellent communication Devon, but I suspect a few people are starting to believe you’re not playing the same game they’re playing. So I think it would be really valuable if we could have an equivalent of the PvP State of the Game with you for WvW, because whatever design decisions you make, that’s a better way to introduce and debate them than a forum thread which derails into thousands of pages of flaming and circular arguments.

(edited by Uttar.2341)

Update on Arrow Carts in WvW

in WvW

Posted by: DevonCarver.5370

Previous

DevonCarver.5370

WvW Coordinator

Next

Greetings WvW players!

We are aware that there has been a great deal of controversy about the recent changes to arrow carts. One change that is happening in today’s build will be a reduction in the amount of damage arrow carts do to siege weapons. While we believe the damage to players is in line with what we want it to be, we do think that we overshot a bit on the range of the arrow carts once they have been upgraded. We intend to change the arrow cart upgrade line to bring the numbers more in tune with what we intended the whole of siege weapons to be, but we felt that it would be unfair to make that change until we were able to provide all players with a reset of their spent World Ability Points, allowing people to reallocate them however they choose. To that end, we will not be making the adjustment to the range of the upgraded skills until we are able to implement a one-time reset of said points. This will make it so that everyone who upgraded arrow carts can decide if they still wish to put their hard earned points into that spot, or spend them elsewhere after the change. This reset is a special event because we feel it is unfair to make changes to lines once people have put points in them. Hopefully this explains the method behind the madness and we hope you continue to fight the good fight on behalf of your realm!
Cheers!

Devon Carver

Updates to the Forum +1 System

in News and Announcements

Posted by: Mark Katzbach

Mark Katzbach

Content Marketing Manager

Next

Greetings,

If you read or post on our official forums, you may have noticed the +1 button next to each post. Recently, we have updated this system with more features and visibility for you, the players. You can find the full forum update notes here. This post is to familiarize you all with the new features in our +1 system and how they affect you.

Added a link to user profile pages which shows posts that a user has +1’d, ordered such that top-most is the most recent

Added a link to user profiles to show highly rated posts ordered descending by score

When visiting a user’s profile page, you can view all posts that user has +1’d starting with the most recent, or see all of their own posts that have been +1’d by others sorted descending by score.

Both of these options are opt-in, because we respect your privacy and don’t want to force you into sharing information you are not comfortable with sharing. As such, you may not see these links in other user profile pages immediately. You will always see these links on your own page, regardless of your settings.

To allow others to view these pages on your own profile, click on your display name in the upper right of the forum, then on the following page, click “Edit Profile”, check the last two boxes and click “Save changes”.

Popularity is divided between popular and very popular as well as per-thread and forum-wide

What this means is that there are two levels of popularity, categorized “popular” and “very popular”. Currently these are indicated by a thumbs-up icon that appears next to the +1 button. If a post is very popular, the thumbs-up earns a star that appears within said icon.
Our future plans include updating these indicators to something more visually striking. Until then, this is how you will know if a post has achieved popular status.

There are also two levels in which posts are gauged for popularity, on a per-thread basis and forum-wide. Forum-wide popularity takes into account +1s from within a set time period across the forum. Per-thread popularity takes into account all +1s in a thread. Visually, a forum-wide popular post will have a red underline beneath the thumbs-up icon.

Over the next few weeks, we will monitor thresholds against post-scores and make adjustments as we see is necessary to ensure accurate display of popularity indicators. Going forward, if you read a post and like it, press that +1 button. It’s how you let us, and other players, know that you liked what you read.

(edited by Mark Katzbach.9084)

Anti-stealth traps are underpowered.

in WvW

Posted by: zTales.4392

zTales.4392

This reveal trap. No. Just no. Rediculous.

Shush! You’re an annoying Thief and nobody likes you!

:>

Bri Dragonblight – Ranger | Bri Iceblight – Guardian
Northern Shiverpeaks

Anti-stealth traps are underpowered.

in WvW

Posted by: Azunai.1065

Azunai.1065

if it costs the trapper 4 sec stabillity, invulnerabillity,15 badges, 500 karma, 10 supplys
its pretty much a win for the attackin thief o0
you SEE where the traps is beeing placed

Namefather of the Asuran Elementalists from [Bots]
My first Video: http://www.youtube.com/watch?v=mPF9SmvW4jE

Anti-stealth traps are underpowered.

in WvW

Posted by: pixieish.9627

pixieish.9627

Well if you say that removing stealth from a thief will help thief players l2p, you have no clue on how MMOs work, thieves are just a high damage class and their only defensive mechanism is stealth…

Stealth, and shadowstep! Two defensive mechanisms. Their two defensive mechanisms is stealth, shadowstep, and evasions. Three! Three defensive mechanisms!

Reiseiji, Guardian, Fabulous Spec
Kaschen, Engi, Nerfed Spec
Devona’s Refugee, recently arrived to F.Aspenwood