We said we wanted the randomness of sigils out, you did it
We said we wanted reduced power creep, you did it (Still more to go but this is a solid first step)
That’s good stuff. So thank you anet for listening to the players and incorporating their ideas and complaints into your patches.
That being said, there’s some stuff that I’d like to address:
Guard didn’t need more reveal. They already hardcounter thieves, they didn’t need it. If you want more reveal in the game put it on something like necro that can benefit in matchups from it and help it to lessen the gap between the classes (Yes counters need to exist but hardcounters are awful)
There appear to be concerns with some of the interrupt sigs (I haven’t experienced it yet so it may just be a bunch of noobs that can’t cover skills properly) and how they interact with headshot and thief in general.
There is still a ton of powercreep in skills (Damage values, too much done on one skill, etc.) that needs to be fixed but it takes time and I get that. Huge thing is going to be as you reduce power damage and that aspect you also need to touch condis to make sure the damage types are balanced with eachother so one isn’t fully dominant.
Passives are still ridiculous in this game and are still carrying a ton of builds/players. A reduction in their presence/effect would be greatly appreciated.
So once again, thank you for addressing some of our concerns and we hope you continue to address our other concerns in the future.
They only care about pve. It was nerfed because of raid bosses. Same reason they didn’t give a flying crap about how broken ghost thief was until it managed to solo a raid boss. Balance in game is done entirely around pve with no care of how wvw is affected.
In a game where the goal is to keep points and to win team fights on points this class is just utterly ridiculous and overpowered and uncounterable and the design is HORRIBLE
thief can cast teleport and invisibility skills EVEN WHILE CC-ed, they have 5 times more iframes than any other class and are basically " immune " to slows so they can ignore every single CC in the game (Except damaging conditions but they can spec some condi removal instead) – a good thief will NEVER die and that makes all other classes and people obsolete
you DO NOT HAVE TO WIN PVP to win in Gw2 and that’s why thief is op, there isn’t a single class that can catch thief and at the same time thief can’t be killed (even if outplayed) because it can just cast skills at any time and at any point. A good thief is already hard enough to kill 1v1 as it is (because of the amount of iframes they have) but they dont ever need to commit to a losing fight – if you’re losing (say vs a guard or w/e) you can just disengage, go in the other corner of the map, zerg his teammates then zerg him and you win
Nobody can catch or keep up to a thief so the only way to keep your point is to have someone sitting on it all the time and then thief can just +1 zerg your team with its mobility and then they zerg you for standing on point while your teammates are dead. The only counter to thief is to have another thief chasing that thief and also doing more work and doing better than him so you can have the upper hand and that isn’t a counter at all
if i played a warr ? sure i could kill thief but if the thief is good he won’t fight me unless he has an advantage and there is ABSOLUTELY NOTHING THAT I CAN DO ABOUT IT. No class can catch thief because no class has 0 sec cd environment teleport. He can just run to close and decap our point while im RUNNING LIKE A PLEB
if i played guard? same story except i have 2 teleports so its slightly better but still bad when they’re on cd (and they do have huge cooldown)
if i played engineer? LMAO whats an engineer gonna do to a thief ? (actually condi engi is ok vs thief but then again he wont die unless he fails or overcommits which he isnt forced to do)
so the fact that the class cant be killed and it also can’t be caught just makes it ridiculously overpowered and uncounterable and when you go play a game if your thief is worse than enemy thief you’re almost sure to lose even if the rest of your teammates are better, simply because a full damage +1 guy with tab target insta cast no animation teleports makes too huge of a difference and the burst a thief can provide in a team fight (and then not even have to die for it) is just too big, and then if that fails he can just decap points forever and the only person capable of keeping up is your thief – which is not you – so you’re irrelevant – nice game design how incredibly unfair and unfun is that?
thieves should be reworked/removed for the good of this game
Dude come out of the fantasy land where you live and join the rest of us in the real world. These changes were meh at best. Really glad they nerfed Renewed Focus though. Not.
They still look bad to me. Their passive effects are just bad.
Signet of Mercy needs to be % based outgoing healing, like 20% outgoing healing or something, and Signet of Courage needs a buff the passive effect to be at least equal to the
Healing Signet is almost 5 times stronger than Courage and more reliable. Yes, it’s a healing skill, but Courage is an elite. And the cooldown is still too high, 75sec is more appropriate.
(edited by RabbitUp.8294)
I guess it’s decent for wvw then? To me they still look useless af.
the Radius on this skill is WAY WAY WAY WAY too low for it to be a melee cast skill. It should either be ground targeted or has a much larger radius.
I don’t mean this is a nasty way, but Rayya, you and all your server-hopping pals are the reason WvW never gets balanced.
Anet have stated before that the system takes time to work. When people transfer servers en masse you mess up the algorithm. It’s Anet’s fault really, they shouldn’t allow transfers at any time, there should be specific time windows to do transferring.
Well said Svarty, theyre the cause of this problem.
People should get their WvW rank reseted each time they would transfer over
And there should be only a 2 -3 times server swap in a year.
Alt f4 seems to do the trick for me
I’ll show support for anet when they show support for WvW.
Or at the very least have the courtesy to explain to their customers why they have abandoned the game mode.
Siege is pretty pointless as walls are so poorly designed it’s actually a death trap to man them.
Not to mention an ele with meteor shower can nuke most siege.
I’d be happy is they increased siege damage against other siege to compensate for the doubled HP of siege to begin with… :/
Maguuma – Predatory Instinct [HUNT]
Necromancer
Hey let’s give the class with the most mobility a 1200 range weapon so they can even troll more, now from a distance.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
rifle thief is laziness on anets part to not want to create a third skill for all the other weapons which is really sad. Make a 1h weapon for thief so we can get some diversity from dp kitten
It will make zero difference, as this game has been dead/trash for roaming for a long time.
(edited by zinkz.7045)
I will abuse it to the fullest extent possible, completely ruining the wvw experience of all that I can. It will be a glorious time.
I even always respect duels, but the troll factor on rifle thief will be too high…everyone will be blown up for luls.
We only have two rifle classes to compare with in the game currently.
If it’s like the engie rifle-thats-really-a-kittenty-shotgun no one will carry that laughable kitten.
If its like the warrior rifle we may as well just stop playing the game because its version of killshot gonna be 360 no-scope insta-kills from stealth on zero cooldown while dodging and jumping at the same time.
Note that I am assuming you are talking about rifle thieves and not actually rife thieves, the unpleasantly common kittens.
(edited by Dawdler.8521)
Fighting a guild-mate warrior in our arena. I think he has roughly 30 seconds of continuous resistance.
Probably warrior because they are basically immune to conditions now. Great job kittenin anet!
Hello guys.
I apologize in advance for the English mistakes, it’s not my main language.
I want explain in this post a possible solution for some problems I saw in WvW.
This is a upgrade of my old post.
Comments Suggestions and critics are welcome.
Problems:
- WvW player don’t have short-term goals.
- The current reward track isn’t real wvw related.
- No specific reward and title for player and commander.
Proposal Solution:
TLDR
Tiered achievements for reward and titles to have better action/reward links.
Long description:
The activity types officially recognize in the wvw is:
- Zerg
- Scout
- Roaming
- Guild group
New 8 specific achievement groups is available ( one type for each type activity)
4 for commander and 4 for players.
Commander:
If you enable a commander tag in WvW you will need to confirm the role you are going to play (zerg, guild, roaming or scout).
According to the role chosen at the activation of the tag, there are specific tiered achievement groups for commander that gives rewards and titles to the degree of responsibility and the role performed.
Player:
For player the activity is free but not all go in same tired achievements.
Activities will split and do actions in wvw grow up specific tiers like this:
- kill organized enemy – zerg
- kill alone enemy – roaming
- kill other guild group – Guild
- etc
and for commander like this:
- Take a full upgrade keep – zerg
- defend an objective up to full upgrade – scout
- etc
Grow the achievements tier inside specific group ( like a living story AP ), give appropriated rewards and titles to commander and players.
Wvw exp and reward track stay as today.
Old track give mats and new tiered AP track give titles , achievements ( objects for upgrade hero triumphant armor or Legendary wvw back/armor?)
The achievement tiers will resets at same time of matchup.
Possible problems:
- In low population server, this proposal don’t work well.
- Players may feels some limitation if certain activity will be “official”.
For who not known them this is a little recap of the activities that can be usually done in WvW:
- Zerg groups of 5+ player composed of a commander and followers.
The purpose is to make big fights or capture any goal, defended or not. - Guild fight groups of 5+ player composed of a commander and followers mainly of same guild. The main purpose is to kill other organized player in fights.
- Roaming fight between individuals or small groups (max 5 people) on open-field goals (camp and Dolyak) or simply for kill each other .
- Scout monitoring of strategic objectives against enemy activities and siege use for defensive purposes
(edited by august.8016)
I certainly hope that legendary armour cannot be used in wvw if it is pve only there is no viable way of attaining it via wvw …surely that is only fair.
Yes
I certainly hope that legendary armour cannot be used in wvw if it is pve only there is no viable way of attaining it via wvw …surely that is only fair.
They may choose to provide legendary armour for the other game modes at some point. Until then, I’m not going to worry about content in games I don’t play!
Suppose they wanted to allow you to earn legendary armour in WvW.
Do they put it behind reward tracks? Then it’s just a test of time. Play WvW long enough, get legendary armour.
Do they make it require badges of honour? Then it will go those with the most kills – those that blob up and press 1. Run with the zerg, get legendary armour.
Do they tie it to server victory? PPT hard enough / stack server coverage well enough – get legendary armour?
I can see arguments for all of these options, or some combination of them, but none of them are very appealing. They reward the worst parts of WvW and are not skill-based.
Never expected it to be available anywhere except for raids, don’t know why anyone else would, don’t even care to put an ascended vendor in wvw.
They put in all that time to create armor that really the only part that will be legendary is the animation not the looks, and for a small portion of the playerbase, makes no sense to me. But then again when you can’t offer any vertical progression it’s the only thing they can do. Also does every armor since HoT have to have pointy stuff everywhere, the light armor looks so terrible.
North Keep: One of the village residents will now flee if their home is destroyed.
“I knew it, I’m surrounded by…” – Dark Helmet
wvw players dont get legendary armor
spvp players dont get legendary armor
pve players in all parts of the game apart from a small segment of the game do not get legendary armor.
Anet is going down a very strange route or something or someone with prior history in another game perhaps is influencing their design decisions in a bad way. There is no way a feature that has used up this much resource and yet targets such a small portion of the player base should be prioritized.
“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize
WvW players don’t even have an Ascended Vendor (even the game mode that doesn’t use Armor Stats or tiers has an Ascended Vendor) and you thought that the powers that be would proved WvW with access to a Legendary Armor?
Welcome to the most neglected gamemode.
And in two years they have only stated that’s Raids would be the only way to obtain Legendary Armor