Showing Posts Upvoted By KalasDelRio.8921:

Potential Change to Reset Time

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Posted by: Gunner Morton.8340

Gunner Morton.8340

Mike O’Brien said in another post that friday reset does not require additional build iterations:

There is one thing that doesn’t need to get wrapped up into the April release: Friday night resets. That doesn’t require a Live build. We’ll do it.

Mo

Does this mean that the friday reset change will be effective after the upcoming patch on Tuesday March 22nd?

Can a developer confirm this?

I used to play WvW on Gunnar’s Hold, then I took a flawed serverlink to the knee.

Potential Change to Reset Time

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Posted by: RoyalCrysis.1065

RoyalCrysis.1065

Mike O’Brian posted this in the “Top 5 WvW Changes Thread”
“There is one thing that doesn’t need to get wrapped up into the April release: Friday night resets. That doesn’t require a Live build. We’ll do it.”
Does this mean we will begin Friday resets starting this week? As in 3/18/2016? Because that’s amazing if so, but we need to know so we can prepare the hype!

Zoren – BG – GoF

Potential Change to Reset Time

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Posted by: Julenal.3907

Julenal.3907

I’m horrified to notice that nobody has asked the only important and truelly meningful question that effects thousands of active WvW players:
Does this effect EotM reset times?

GM of Finnish gaming community guild “Frozen Dawn” [FD] since GW2 announce
GW player of 14+kh and Passionate Mind Wracker since 2005

Server activity

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Posted by: Aeowia.7214

Aeowia.7214

What’s most sad in that data: all that is just capturing objectives, and as we all know well, that MOSTLY means capturing empty objectives.
And that’s called “activity”… can be something more sad than that?

I don’t blame your software btw. All that is something, some “happenings”.
Imagine how I’m on an empty map, capturing a camp or soloing a tower… Where’s the fun? Where are the huge epic battles, the multiple guilds coordinating a huge war effort against a rival? Where is SoR vs. BG. vs. JQ?
I really miss that sound of life, of a living WvW, the constant struggle…

“How the mighty have fallen, and the weapons of war perished!”

[FV] Fearless Vanguard, The Jade Quarry

Your top 5 priorities for WvW-Overhaul

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Posted by: Mike O Brien

Previous

Mike O Brien

President -- ArenaNet

Hi all,

This is a great thread. It’s constructive. We’re all reading it and referring to it in team discussions.

As we said in the AMA, our top internal priorities have been population balance and rewards. From this thread, your top five priorities are, in order:
1. Stability & skill balance
2. Fix or revert DBL
3. Rewards
4. Population balance
5. Scoring

Yes, we will take the feedback and make stability, general skill balance, and fixing/reverting DBL our top priorities. We’re not currently working on scoring and that has to be a longer-term project.

Karl is working specifically on WvW-focused skill balance. He’s looking for the wins for WvW that don’t screw the rest of the game.

We’re investigating whether to fix or revert DBL. They’re both a lot of work. These next couple days will be your last chance to give feedback before we make a decision, so speak now or forever hold your peace.

I want to reiterate that everything we work on either ships in April or starts beta-testing on Live servers in April. We’re locking down dev work for the April release soon — next up is localization, QA, integration and regression testing — but we’ll extend the deadline for WvW skill balance.

There is one thing that doesn’t need to get wrapped up into the April release: Friday night resets. That doesn’t require a Live build. We’ll do it.

Mo

top 5 wvw priorities - consolidated data

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Alright, soooo……
This raw data represents pages 1-4 only. I plan on continuing but this is time consuming so I’m breaking until laterish. I wanted to get this post up so no one will try and do the same thing which would equal a lot of wasted time for one of us. I will improve on the details. I combined some categories that were replicative or very nearly so. I omitted vague/ absurd/ text walls/ lists that went over 5 things. I plan on listing the categories in descending order (biggest to smallest), and grouping opposites below eachother (gliding/ no gliding). I started adding quotes halfway through page 4, for suggestions that were too lengthy to add to the list or ideas that expanded on existing suggestions in a detailed and thoughtful way.
Yeah.

autoloot/ new masteries 13

population balance/ alliances, merge
servers, dynamic map capacity 56
no alliance/ server merge, more pop caps,
free transfer to low pop servers, reduced
cost to higher 4

cc reduction/ stability buff 41

bring back alpine maps untouched 37

tone down/ remove pve content, guild gimmicks,
banners, lava, tactivators, laser,
airships on smc, chilling fog, stealth
fountain 36

reduce lag, bugs, glitches, hackers,
active gms, qol changes, fix terrain issues
and skills with poor terrain pathing,
improved collision scripting to prevent splash
damage from siege and skills, equipment templates
like gw1 15

no gliding 6
gliding 2

more rewards/ reward track like pvp/
wvw currency buys pve stuff, wvw siege/ gear
skins for gems, wvw only legendary armor 45

separate/ improved profession balance
for wvw/ tone down elite specs, give melee
buffs vs ranged, remove 1 shots, equipment
system like pvp 25

reduce ppt/nightcap, improve ppk, change/
improve scoring system, points per capture,
divide maps into territories that can be
captured and contribute to score 33

reduce guild upgrade cost/ pre hot costs,
more guild rewards, +5 supply back,
reduce scribe costs 17

reward non essential tasks/ roaming groups,
scouting, dolyak escorting 9

buff defense on walls/ in siege, buff
outnumbered buff, buff camps/dolyaks 8

make desert maps smaller/less verticality,
remove gimmicks, smaller keeps,
quicker maneuverability, air+fire get
wps 30

rotate the bl’s weekly, add eotm to
rotation 16
shut down eotm 4

waypoints for fully upgraded keep
/old waypoint system/ waypoints flip
with structure 9

wvw self sustained/ gathering, gear,
food, guild upgrades 15

dead must wp 2
old rally system 1

dont autorepair or upgrade, make defending
an active process of balancing supplies and
forces 7

improved commander capability/ rewards 6

more anti zerg mechanics for open
field fights/ aoe cap, zerg debuffs,
mechanics that encourage fun fights,
reduce boon spam 13

communicate to players/ sync desires to
development, stop relying on false metrics,
expand on forum specialist 15

no open field siege/ stronger structures,
less siege per tower/keep, nerf trebs,
condi/power stat doesnt scale with siege,
can crit siege 10

improved gvg arena/ add spectator option 2

fix keep/ tower lord scaling 5

a wvw spec for large amounts of wxp, wvw
special abilities 3

more incentives to contribute to server,
tournaments that happen more often, rank
specific server rewards independent of tier 19

make proof of heroics account bound 5

wvw rank display system 2

enhanced ui for team up/ to stay organized,
server wide chat channel, lfg gvg section 3

new map with strategic layout, wvw maps
designed for pvp, destructable environments 7

allow fun stuff like transform potion,
firework, broom 1

teach new players how wvw and game mechanics
work 1

buff ai for ogres, dredge and allow them to
take any undefended structure, they increase
in numbers as they take structures 1

pvp like queue that balances players according
to skill 1

impactful gfx like rain, snow, wind 1

PS- title should be consolidata?
This is not a thread to list your top 5 wvw priorities
ugh the grind

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

(edited by Stand The Wall.6987)

top 5 wvw priorities - consolidated data

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Posted by: vana.5467

vana.5467

Because it causes me physical pain to look at the formatting in the OP.



16: Cc reduction/ stability buff
14: Bring back alpine maps untouched
12: Population balance/ alliances
12: More rewards/ reward track like pvp/wvw currency buys pve stuff
10: Tone down pve content/ banners, lava,tactivators, laser, airships on smc
9:   Autoloot/ new masteries
9:   Merge servers
9:   Reduce ppt/nightcap
8:   Rotate dbl/ abl/ eotm weekly
7:   Make desert maps smaller/less verticality/remove gimmicks/smaller keeps
6:   Less siege/ nerf trebs
6:   Separate profession balance for wvw
5:   Reduce lag, bugs, glitches, hackers
5:   Reduce guild bonus cost/ pre hot rewards
5:   Scouting, dolyaks, mesmer sweeps
5:   Waypoints for fully upgraded keep/old waypoint system/ waypoints flip with structure
5:   WvW self sustained/ gathering, gear, food
4:   No gliding 
4:   WvW maps designed for pvp/ fun fights 
4:   Buff defense on walls/buff outnumbered
4:   Change scoring system
3:   Communicate players desires
3:   Dynamic map capacity
2:   Dead must wp
2:   Make all structures t3/ dont autorepair
2:   Improved commander capability
2:   Fix keep/tower lord scaling 
1:   Gliding
1:   Improve ppk
1:   Reward non essential tasks/ smaller groups,buff camps/dolyaks 
1:   Make player stronger in siege
1:   More anti zerg mechanics
1:   No alliance/ server merge
1:   No open field siege/ stronger structures/improved gvg arena/add spectator option

Your top 5 priorities for WvW-Overhaul

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Posted by: Ricky.4706

Ricky.4706

serious, if my free spirited wvw mode gets replaced by some snob that says i should have showed up on time for the nightshift to avoid 3 hour ques , it would be game over for me.

anet could always lock tier 1 in a perpetual battle and work things out for the rest of us lol.

IBM PC XT 4.77mhz w/turbo oc@ 8mhz 640kb windows 3.1 hayes 56k seagate 20 meg HD mda@720x350 pixels

(edited by Ricky.4706)

Your top 5 priorities for WvW-Overhaul

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Posted by: Loosmaster.8263

Loosmaster.8263

1 – have larger blob servers broken down to lower servers to ease server stress for more stability, force them to be fair. – that’s about as reasonable as forcing lower tier communities to merge. lower tiers think of blobbing the game as cheating, weak meaningless pvp, easy play, else we would have moved.

i suppose a few lower tier servers might consider teaching them real pvp if it was absolutely necessary.

+1, I’ve been biting my tongue….


Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.

Your top 5 priorities for WvW-Overhaul

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Posted by: Ricky.4706

Ricky.4706

1 – have larger blob servers broken down to lower servers to ease server stress for more stability, force them to be fair. – that’s about as reasonable as forcing lower tier communities to merge. lower tiers think of blobbing the game as cheating, weak meaningless pvp, easy play, else we would have moved.

i suppose a few lower tier servers might consider teaching them real pvp if it was absolutely necessary.

IBM PC XT 4.77mhz w/turbo oc@ 8mhz 640kb windows 3.1 hayes 56k seagate 20 meg HD mda@720x350 pixels

(edited by Ricky.4706)

Your top 5 priorities for WvW-Overhaul

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Posted by: Chinchilla.1785

Chinchilla.1785

I need to preface this by stating, I don’t normally make posts in these “list-like” topics. I’ll read some, but I feel (even if people post relevent topic links) discussion doesn’t develope enough or it becomes unfocused. It might be better to get ingame polls (if that is even an option).

Regardless, this is my list of priorities for WvW/Guild Wars 2:

1. Gamemode Item Unlock System: similar to Spvp current system (and old Gw1 pvp system), in that each item slot can be unlocked for stat combinations (instead of a single gem that has all the same stats). Perhaps similar for food/utility slots.

In short, this is to provide the potential for equal opportunity, streamline build testing, and enable guilds to fully synchronize their own builds across members (very important to support guilds). Would recommend having exotic level availible initially, then ascended unlocked via gold + gamemode currency (ascended unlocked automatically if the player has already gained it in PvE). This provides equal opportunity, so you dont need to wait 1 month to just try a set of celestial, nor will low-levels be easy kills due to current stat scaling (being easy kills makes a new players’ experience with WvW worse).

2. Learning To Play: one the longest lasting issues with WvW (and you can argue Gw2 as a whole) is the lack of teaching the playerbase how to play. This kills the population by hurting growth (death by population starvation is not good). This combat system is by far one of the best/fluid for MMOs, but also the most in depth.

The concerns for new players is addressed in this reply from former Forum Specialist ArchonWing.9480: https://forum-en.gw2archive.eu/forum/game/wuv/WvW-is-over-RIP-the-dream

His reply to the topic addresses the concerns that a new player will be scared off by: dying to power creep, vague tutorials, map design, quality of life issues, and poor rewards. Minus the rewards/Quality of Life, having decent in game tutorials can resolve most of these issues.

Example of a new player/reviewer: https://www.youtube.com/watch?v=K2p2s9piILg

He admits in the beginning that his first review was poor due not understanding how leveing is done in Guild Wars 2.
• Even as playing on an ele it seems he believes fire is the only useful attunement (completely untrue in WvW).
It doesn’t seem like he understands combo finishers and combo fields. Which is something I didnt learn well until I made my thief (I had already leveled the ranger to 80 by then!).
Stated he really needed a friend to show him the ropes due to poor in game communication.
• Only shows he experiences EOTM style of WvW (and the scorpions are cool).

Again, without helping newer players the game[mode] will starve. It cannot fall solely on the playerbase/communities, and “vague tooltips.”

There are three examples I have come across that worked to educate the player base (listed by easiest implementation first). What is important is that these are in game.

Working Solutions:

A. Short Clips in game that show how to perform certain actions (such as combo fields and finishers).
Vindictus example: https://www.youtube.com/watch?v=eHHaOfpjmPU

B. Hands on approach! Require the player to perform the action or sequence in a separate instance (you can reward them for completing a whole “quest” line of training).
The fighting game Skullgirls does this well (skip to about 1:00): https://www.youtube.com/watch?v=4-Upgf1NTis
The Canthan Expansion for Guild Wars 1 had a separate questline that did this too: http://wiki.guildwars.com/wiki/Instructor_Ng See quests given:

C. Expand upon the hands on approach, but learning from instanced WvW game mode objectives. Perhaps even understanding what to do in small groups or large groups.
Guild Wars 1 had this for four of the pvp arenas, with AI : http://wiki.guildwars.com/wiki/The_Team_Trials

3. Scoring: This is important as it determines who you fight against. My preference is simple, remove any and all forms of “ticking for points” in a 24/7 game mode.

Change scoring to accurately reflect activity, and give potentially equal value to timezones: Points Per Kill (is active, shows someone died and someone killed). Points Per Cap (is active, shows someone had to cap an objective). Points Per Upgrade (is needed, giving reason to hold, and upgrade for a time). The tier should scale up the point value for capture and upgrading.

I had more description in a reply on here: https://forum-en.gw2archive.eu/forum/game/wuv/Just-another-solution-to-PPT
With this change you would probably need to disable the current Glicko rating.

4. Separate Balancing for WvW: Fairly self explanatory. This includes all siege/items/skills/buffs.

Having this foundation allows you to address issues for “Stability” or “Power Creep.” Otherwise people will claim things are “gimmicky” when they essentially lack an intuitive counter (such as some of the guild upgrades).

5. Community Co-op: This is best illustrated by the current “Forum Specialist” program. A player volunteers their time to best represent a playerbase, and provide a link between Anet and said playerbase. (One gripe, is that forum specialist should have free transfer powers allowing the opportunity to better represent and observe the WvW community)

I understand Arenanet addressed concerns for legal issues on expanding on future programs (like player workshops) due to legal issues across governments. Try to expand the idea, or hold contests (like in the past for guild insiginias)! I believe it would be good to utilize ideas/content from the community.

Examples:

• If you are to do in game video tutorials (as suggested above), this can be player generated content.

• Map design features that could be voted on in a contest, see a features topic here: https://forum-en.gw2archive.eu/forum/game/wuv/Constructive-Features-for-a-good-BL-map/page/2

Good luck! tldr: Read the bold only.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

Your top 5 priorities for WvW-Overhaul

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Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

Thanks. I mean that: Thanks. The variety of and the thought behind the suggestions — whether details are expressed in this thread or stated as a synopsis of other shared comments or written elsewhere in the forums — really will help the team.

KalasDelRio — As you could tell from Mike O’Brien’s comments in the AMA last week — synopsis here — there will be more communication and more meaningful communication. Yes, I believe there will be discussions with forum members as changes are being contemplated, although of course that will come from someone actively involved with the development of WvW.

Sviel — I would recommend hope. Yes, I’m naturally an optimist, but I believe there is true cause for hope, too.

iZakari — Agree, except “constant” and “continuously” may be difficult. If someone is talking about the game, they can’t be developing the game, and we all agree development is key. I’m thinking “frequent” or “regular” have a nice ring to them. Agree?

Baldrick — current information gathering enhances what the devs already have gleaned from their own gameplay, observation, tester input, and forum commentary. It’s not a new initiative. Devs are assigned to WvW, you can be assured of that. (Just as you can be assured that no one has ever spoken for me but me. I’m the same person who joined ArenaNet in 2000, and I’m the only one who uses this name. Whatcha think, I’m a made-up identity, a la Betty Crocker? )

Loosmater — Thanks for the faith. I will try to live up to that. I won’t be the person making the changes — and the devs of course are the important element of all this — but I will endeavour to help with the comms side of things!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

WvW Oasis event has been disabled

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Posted by: TheBravery.9615

TheBravery.9615

Maybe there’s hope for WvW after all.

Finally, a smart move.

WvW Oasis event has been disabled

in WvW

Posted by: Gunner Morton.8340

Gunner Morton.8340

It only took them 6 months but the PvE event is finally removed from the game. No more easy nightcap via oasis.

https://forum-en.gw2archive.eu/forum/support/bugs/BUG-WvW-Guild-Challenge-Impossible/first#post6030446

Why are there no devs posting it on this subforum?

I used to play WvW on Gunnar’s Hold, then I took a flawed serverlink to the knee.

(edited by Gunner Morton.8340)

WvW Oasis event has been disabled

in WvW

Posted by: xXBAKESXx.6731

xXBAKESXx.6731

IT’S LIKE CHRISTMAS

Another WvW Director

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Posted by: defrule.7236

defrule.7236

Taking turns to give WvW a kick in the teeth.

Siege Troll Discussion

in WvW

Posted by: Djamonja.6453

Djamonja.6453

If possible, include the name of the person who deployed the siege in the name of the siege build site.

i.e.

Superior Flame Ram [Bobthebuilder]

ANET Seriously...

in WvW

Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

Next

Forgot I was repping my bank guild.

<3

Say NO to Pets! A Reimagining of Phantasms

in Mesmer

Posted by: Embolism.8106

Embolism.8106

Phantasms are a mess, and they’re dragging the entire profession down with them.

Why? Because they’re designed as DPS pets. Without having 3 Phantasms up Mesmer DPS plummets, yet they’re 1. incredibly fragile, especially to AoE and 2. destroyed by our two other profession mechanics, Clones and Shatter skills. The result is a profession full of contradictions and, frankly, not very well-designed.

So here’s my suggestion. Instead of Phantasms being DPS pets, make them better Clones. By this I mean two things:

.

  • Make Phantasm conjuring be a by-product of another skill.
    .
  • Make Phantasms produce better Shatter effects than Clones.

.

The Chronomancer has taken a few steps in the right direction with Echo of Memory and Chronophantasma, but the Mesmer should not require an Elite specialisation (not to mention a GM trait) to not tear itself apart. The core functionality of Phantasms must be changed.

The Shatter effects I’m suggesting will only occur the first time a Phantasm is Shattered with Chronophantasma, to prevent obvious shenaningans.

.

[BERSERKER]
.

Crippling Anguish0.75s CT, 20s CD, 1200 RNG, Whirl.
Send an illusionary greatsword whirling towards your target, damaging and Crippling foes in a line. Conjure a Phantasmal Berserker against your target which uses a whirling attack to damage and Cripple foes.

On Shatter: 240 AoE.
The Berserker Shatters into a storm of illusionary blades that constantly damages and inflicts Vulnerability to foes in the area.

.

[WARLOCK]
.

Accumulated Pain30s CD, 1200 RNG.
Strike your target with a blast of chaotic energy, Tormenting and extending the duration of all conditions on them. Conjure a Phantasmal Warlock that deals extra damage for each unique condition.

On Shatter: 240 AoE, Ethereal.
The Warlock Shatters into a Chaos Storm that grants random boons to allies and inflicts random conditions to enemies.

.

[SWORDSMAN]
.

Wastrel’s Worry0.5s CT, 25s CD, 600 RNG, Leap.
Leap at your target and stab them, dealing significant damage. Conjure a Phantasmal Swordsman that leaps at and stabs your foe. If target is not activating a skill, Wastrel’s Demise becomes temporarily available.

On Shatter:
You gain a stackable buff that makes your next attack Unblockable.

Wastrel’s Demise0.5s CT, 130 RNG, Leap.
Stab your foe and leap backwards, dealing significant damage. Conjure a Phantasmal Swordsman that leaps at and stabs your foe. If target is not activating a skill, Wastrel’s Worry’s CD is reduced.

.

[WARDEN]
.

Mirror of Disenchantment3s CT, 25s CD, 120 AoE, Whirl.
Create a shield around you that converts and reflects incoming projectiles into boon stripping bolts. You cannot move while channelling the shield. When the shield ends, conjure a Phantasmal Warden against your target that whirls and absorbs projectiles. Activate this skill again to end the shield early and conjure the Warden. (Warden’s Feedback allows reflected projectiles to retain their original effect as well as stripping boons.)

On Shatter: 240 AoE, Light.
The Warden Shatters into a dome of energy that absorbs projectiles.

.

[DUELIST]
.

Migraine1.5s CT, 20s CD, 1200 RNG, Projectile.
Fire a bullet that deals significant damage and inflicts Bleeding and Slow to the target. Conjure a Phantasmal Duelist that unloads its pistols into your foe.

On Shatter: 600 RNG, 1 BNC, Projectile.
Up to 5 ethereal bullets shoot out of the Shattered Duelist, bouncing between foes and inflicting Confusion. Each foe can initially only be targeted by one bullet.

.

[MAGE]
.

Backfire0.75s CT, 20s CD, 1200 RNG, 4 BNC.
Throw an illusionary torch that bounces between foes, Confusing them. Conjure a Phantasmal Mage against your target that casts an ethereal burst to Confuse enemies in an area.

On Shatter: 240 AoE, Blast.
The Mage Shatters into a blasting fireball, Burning nearby enemies.

.

[AVENGER]
.

Echo of Memory2.25s CT, 30s CD, 900 RNG.
Block incoming attacks. Conjure a Phantasmal Avenger against your target when this skill ends, which throws an illusionary shield to Slow enemies and grant Alacrity to allies in an area. If an attack is Blocked, Déjà Vu becomes temporarily available.

On Shatter:
The Avenger Shatters into 2 ethereal shield fragments that grant Quickness to Allies.

Déjà Vu2.25s CT, 900 RNG.
Block incoming attacks. Conjure a Phantasmal Avenger against your target when this skill ends, which throws an illusionary shield to Slow enemies and grant Alacrity to allies in an area.

.

[DEFENDER]
.

Empathy1s CT, 30s CD, 900 RNG, 4 BNC, 240 AoE.
Cast an incapacitating bolt that bounces between enemies, inflicting Weakness. You and nearby allies gain Retaliation. Conjure a Phantasmal Defender that redirects half of incoming damage to nearby allies to itself.

On Shatter:
The Defender Shatters into 5 ethereal shield fragments that grant Protection to allies.

.

[DISENCHANTER]
.

Enchanter’s Conundrum1s CT, 30s CD, 900 RNG, 240 AOE.
Cast a hex around your target, inflicting Slow for each unique boon on affected foes. Conjure a Phantasmal Disenchanter against your target that casts a nullifying burst to strip boons and cleanse conditions in an area.

On Shatter: 240 AoE, Ethereal.
The Disenchanter Shatters into a Null Field that strips boons from foes and cleanse conditions from allies.

.

[ROGUE]
.

Blackout1s CT, 20s CD, 900 RNG.
Daze your foe. Conjure a Phantasmal Rogue that deals extra damage from behind.

On Shatter: 240 AoE.
Enemies near the Shattered Rogue are Blinded.

(edited by Embolism.8106)

Nothing rebalance for scepter?

in Mesmer

Posted by: AlphatheWhite.9351

AlphatheWhite.9351

Scepter is difficult to balance because of the clone generation on AA. As a mesmer player I’d like it if the last attack wasn’t so slow too, but increasing the speed of the final attack risks imbalancing mesmer DPS by increasing clone generation speed.

Math to the rescue!

Assuming:
1. This Meta build: http://gw2skills.net/editor/?vhAQNAscRnknBtfitqBmfCUrhFWjiMBCggrOZb2oFNLmuqD-ThRBABXt/o8DP9B5dKAA4JAQp6PmpEMAwBwv9tv/G48zP/8zPvf/93f/93yAoPGA-e
2. Permanent 25 stacks of vulnerability on the target
3. Permanent 25 stacks of might
4. Night time
5. Always over 90% health
6. 100% fury uptime (no dueling, so it’s not easy)
7. You manage to get Compounding Power full bonus on Mind Wrack (probably not feasible)
8. You manage to do a 3-illusion shatter every. single. time.
9. 100% alacrity uptime.

In short, assuming essentially perfect conditions for shattering.

The potential damage of a single Mind Wrack = 16,690 damage.
Without alacrity, 16,690/10.5 = 1,589 dps.
With alacrity, at the experimentally-verified effective cdr of 33.3%, 16,690/7 = 2384 dps.

Robert, this is pitiful.
By comparison, an elementalist spamming lava fonts with alacrity in the same conditions deals around 14,500 dps, and that’s before the target falls below 50% health!
In order to match that same dps, Mind Wrack would need a base cooldown of 2 seconds, and also be able to generate 3 illusions in those 2 seconds!

Given that using Scepter to generate those extra clones would cut down your dps even further because you’re not using Phantasms (or other attacks, lol), your worry that the clone generation of the scepter could be a problem with increasing scepter attack speed just doesn’t line up with the math.

But just in case you aren’t convinced based on the already-weak dps of shatters,
Consider the difference in dps between constant 3-illusion and constant 2-illusion shatters.
That is, assuming we can get 2-illusion shatters every time MW is on cooldown already, what is the dps increase if scepter suddenly made it possible to always get 3?

Dmg(2 illusions) = 13,464
13,464/7 = 1923
2384 – 1923 = 461

So the difference in dps between shattering 2 illusions and shattering 3 off cooldown in perfect PVE conditions is 461 dps.
Be still, my beating heart.

I’m sorry Robert, but your logic doesn’t hold up, because shatters are just not good dps, and unless you severely redesign the system, they never will be.

(edited by AlphatheWhite.9351)

Guild Wars 2 Mesmer Players Union

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Posted by: atlrising.5134

atlrising.5134

This thread makes me laugh. I’m imagining a bunch of gamers outside of Anet’s offices with “Mesmers’ Rights” signs.

‘Mesmers are a profession, too!’

‘DPS equality is for everyone!’

How do you reckon they would respond to Mesmer Protesters outside their offices with Mesmer rights signs?

Guild Wars 2 Mesmer Players Union

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Posted by: Mikkel.8427

Mikkel.8427

This thread makes me laugh. I’m imagining a bunch of gamers outside of Anet’s offices with “Mesmers’ Rights” signs.

‘Mesmers are a profession, too!’

‘DPS equality is for everyone!’

Guild Wars 2 Mesmer Players Union

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Posted by: Fay.2357

Fay.2357

No, OMFG is to help and teach people to play Mesmer, or as a community to do w/e.

This idea is more analogous to ‘old man yells at cloud’.

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Probably knit a quilt. Collect butterflies with butterfly nets. I propose high tea and luncheon.

Mmmmm, luncheon.

how to counter perm-invisible mesmer?

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Posted by: cDKI.8352

cDKI.8352

Mesmers that are utilizing a ton of stealth rely on a Grandmaster trait called Prismatic Understanding, which gives +100% stealth duration and random boons every second while in stealth.

In addition, there is a bug with a torch trait that allows mesmers to have more access to stealth than they should (hopefully it will get fixed tomorrow.)

There are two major variants of the “PU Mesmer,” a power-based one and a condi-based one.

To deal with a power-based one, go lb/gs with full zerker stats and rune of the trapper with panther pet. Use traps to cull phantasms and heal, and kite the Mesmer around with LB until they die. Heavy condi also works very well.

Condi varients are very difficult to kill; you’re better off ignoring them as the ranger doesn’t have enough tools to deal with them.

In the case where you need to defend a camp against a Mesmer with stealth, you need to cull the illusions and keep your health up, DO NOT TRY AND BURST THE MESMER. If you can limit the mesmer’s damage to its skills, they will never kill camps in time for the guards to respawn.

Alternatively, to hard-counter either of the variants, run with a buddy. Have one person focus on the illusions and the other on the Mesmer. As long as you stick together and res each other when you are downed, it is literally impossible for the Mesmer to score a kill.

Good luck.

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Posted by: kolompi.1287

kolompi.1287

I like how Anet is handling this. First people were asking for a PU nerf so they nerfed mirror blade and “fixed” mantras. Then people still kept asking for a PU nerf (how odd) and now they are nerfing PU. That being said, this change is good at least.

Can we get mirror blade back to the normal bounces now that PU is being handled?

PU Nerf

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Posted by: MailMail.6534

MailMail.6534

It’s this simple:

BUFF VEIL
BUFF MASS INVISIBILITY
REVERT PU BACK TO +1s

End of story. Or no, we’ll keep avoiding the real issues and keys to balancing Mesmer stealth.

https://www.twitch.tv/thatcho
“The jealous are troublesome to others, but certainly a torment to themselves.”

PU Nerf

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Posted by: Vague Memory.2817

Vague Memory.2817

Looking at individual stealth skills +50% stealth time isn’t a great improvement over what it was previously of +1 sec.

Veil

Veil untraited = 2 sec

Veil + old PU (+1 sec) = 3 sec

Veil + current PU (100%) = 4 sec

Veil +Proposed PU (50%) = 3 sec

Note the proposed change would now be the same as the old PU trait.

Decoy (and Prestige)

Decoy untraited = 3 sec

Decoy + old PU (+1 sec) = 4 sec

Decoy + current PU (100%) = 6 sec

Decoy +Proposed PU (50%) = 4.5 sec

Note only 0.5 sec difference between current and old PU. Same as with Prestige on torch.

Mass invis (MI)

MI untraited = 5 sec

MI+ old PU (+1 sec) = 6 sec

MI + current PU (100%) = 10 sec

MI +Proposed PU (50%) = 7.5 sec

Proposed PU is 1.5 sec longer than the old PU. Obviously MI has the highest increase over old PU because it has the longest stealth.

So overall for everything but Mass invis, the proposed PU of 50% is effectively the same as the old PU.

Personally I think the devs thought we have the current pledge trait and with the upcoming addition of alacrity with Chrono we can still keep fairly high stealth frequency if we want to build for it. But overall stealth duration will decrease.

I actually like the +100% PU, but I never traited it much with the pledge trait (stealth reduction), which seems to be the main problem for keeping high stealth uptime at the moment. If I had to choose, I would rather keep 100% PU than I would the stealth reduction component from the pledge trait.

PU Nerf

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Posted by: Ross Biddle.2367

Ross Biddle.2367

kitten .

That trait i wasn’t using got nerfed. I guess it’s straight back to what I was already doing

-_-u

Suggestion: Pace arrow in the Mesmer portal.

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Posted by: tobascodagama.2961

tobascodagama.2961

I think you misunderstand the problem, Devata. We have other instances of things pointing to other things, so that’s not the issue.

The issue Robert described is this:

  • There are two layers to every skill, a “code” layer and a “script” layer.
  • Making changes to the “script” layer is pretty easy.
  • Adding a countdown to Portal can be done in the “script” layer, because all the necessary information is already being bubbled up from “code” to “script”.
  • Adding an arrow to Portal cannot be done in the “script” layer because the necessary information (Entre location, Exit location) is not being bubbled up from the “code” layer.
  • Making changes to the “code” layer is difficult and risky.

In general, the people we interact with as “devs” are not actually writing engine/server code, they work at a higher level of abstraction writing scripts. (They may or may not be knowledgeable in lower-level code, but that’s not part of their day-to-day work.)

Making changes to the code that underlies the scripts most likely requires them to loop in software engineers responsible for maintaining that code, as well as going through a long QE process to make sure that the change doesn’t introduce regressions or create new bugs. It’s definitely not impossible, but the software engineering and QE resources required are already in very high demand, so getting them assigned to a small QoL fix is always a hard sell.

Amberley Avalen – Charr Mesmer
Tanya Larina – Human Thief
Finchy Whyte – Sylvari Ranger