Game Designer
Nice thread. I don’t know how many of these issues we can feasibly tackle, but I’m sure you’ll see at least a few fixes come from this.
38 – Often after solo capping a camp you cannot claim it, also sometimes it gives you the option to claim it which you then click but it still does not claim it.
39 – Siegecrusher invunerable in lords room EOTM
40 – Many bridges in WvW and nearly all bridges in EOTM do not allow shadowsteps or infiltrator arrow to be used, you just stay in the same place.
41 – Somtimes when using wurm holes in EOTM you become stuck on the other side, using /dance is one way of fixing this.
42 – Shadowstepping in one of the small buildings in the south west borderland camp can result in you going under the terrain and swimming under the camp.
43 – Somtimes all weapon and utility skills become unusable in EOTM, getting downed fixes this.
44 – Warriors are always running away at great speed, this must be a bug, I thought Warriors were a class that stand and fight to the death. To be clear I dont even blame the Warrriors, they are just using their given abilitys, just somone got the whole warrior concept wrong on the drawingboard.
(edited by Vavume.8065)
Hey all recently created a guild on Gunnars Hold for late night small scale raids. We usually run 5-10 guys from 11:30pm-4am GMT+0.
This is my 3rd video and wanted to share it with the community as we are quite proud of what we have achieved in a few weeks.
Hope you enjoy and all feedback is welcome. Cheers
Victrixx [xVx]
Friendly fire will do the job, 100%.
Since last patch I’ve been noticing this. Checked with more ppl, and more are experiencing the same issue.
Even if I resize it to be smaller, it end up becoming large again when I open. Can you please fix this? Its keep covering almost all my screen >_> .
(edited by Moderator)
There are a variety of glaring issues with DPS Guardian at the moment. The most significant currently is the severe lack of mobility. Are there any plans to have another look at the capabilities of our damage and mobility options?
I’m currently forced to use runes of speed and hydromancy sigils to offset some of my handicaps… nevertheless, it’s still a far cry from where I think the damage spec should be.
Regards
How about we just decide that if your guild group puts up orange swords single handedly, you’re still a zerg. You’re somethin like almost half the map cap.
zerg and blob are completely interchangeable terms in the context of GW2, regardless of any personal bias you might have for one over the other.
Northern Shiverpeaks
No, at least not how they proposed it. Rewards based on server ranking is dumb. Being able to complete it while in EOTM is dumb (no worries about overpopulation on high ranked servers, just transfer and do EOTM).
The vast majority of the matches are already pre-determined. Lower servers won’t beat JQ/BG/etc. because of coverage/stacking/etc. alone. It’s just to get transfer $ as far as I can tell.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
No. It killed tons of servers and then it just invited bloatgate and arrowquarry to buy more guilds.
kitten no.
I have zero faith in anet being able to deliver a fun, competitive tournament in a mode with variable team sizes, coverage issues, and preseason transfers. Please stop treating WvWvW like an eSport, and focus more on making the moment-to-moment gameplay better.
No.
As I like competition.
Easy correction to generate my vote
Server-stacking and coverage war is non-sense, and has nothing to do with competition. ANet only makes another competition to earn some money from more transfers
. Now that queues resulting from overstacking are no longer a problem, really everyone should go to the same server
.
(edited by Dayra.7405)
I’m not one to complain about the gem store practices thus far, but this is absolute insanity. The recently introduced Musical Harp is a nice addition to the game but it’s an absolute thorn in the side of any player who has already created the Legendary HARP The Minstrel.
So not only is The Minstrel one of the least impressive Legendaries out there, it can’t even be used as a Musical Harp, which is what it literally should be! Despite the fact that the process of creating the Minstrel is at least twenty to thirty times more expensive than transferring gold to gems (depending on the current exchange rate) for purchasing the Musical Harp and thus sinks far more gold from the game than this gem store item, it seems necessary to demand a greater investment of gems to be able to play an actual harp.
So please, I implore that the Minstrel should be updated to be in a state where it can be played similar to the Musical Harp with the Minstrel’s skin.
If this is in the wrong forum I’ll happily move this topic. Legendary weapon topics typically go in the Crafting sub-forum but as this is a matter of a gem store item I feel it is more appropriate to have this discussion here.
(edited by GoZero.9708)
Given the input/output of materials and their value to players I would hypothesize that players find many outputs of crafting worthwhile for one reason or another.
An example, I pulled the approximate amount of crafting materials destroyed in the time I took to read this post and the number I received was 136,909 items. There’s a high demand and velocity of crafting materials, which I would say is good evidence that there must be something to do with those crafting materials.
Half of those 136k crafting materials destroyed could have been Thick Leather Sections sold to a vendor.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Title says it all. Stealth is a great mechanic in this game, but the fact that it is absolutely impossible to prevent or counter is ridiculous. Thieves rely on this skill a great lot which is fine, but in my opinion it’s a broken and cheesy mechanic. I think Thieves would be in a much better place if they didn’t rely so much on it and were compensated in other ways to make up for this.
Thoughts?
Thoth Divine – Power Necro
I Hope You Die – Burst Berserker
Hey all,
Just wanted to let you know that we’re working on another Collaborative Development initiative that we will be rolling out soon. So, start thinking about some things you would like to see in WvW, and watch out for the new thread!
- A
You already have a LOT of thing in the forum, you can check it out, i thing one year of material to work with.
Don’t take this offensive, but, after a lot of absence in a lot of time in a lots of post and now you are asking for a Collaborative Development…
Is ok and surely appreciated, but you understand it, right? WvW community feel pretty ignored from long time ago. For me a “We will hear you now” is not enough. You already have the community opinion in the forum, already posted, you can work with that. I think WvW community want to see improvements, no promises.
Take it like a constructive observation about what you did in the past.
Example:
- unupgraded tower = veteran patrol
- upgraded tower = + veteran gate keeper
- unupgraded keep = veteran arrowcart gunner
- upgraded keep = veteran cannon gunner
And how long do you think will an Veteran last against a 60+ blob? How long do you think an automatic cannon will fire when 60 people spike it? I’d say less than a quarter second for the Veteran, maybe 5 seconds for the cannon.
Hi all =)
Tl;dr Passive = Passive; Active = active. Don’t balance to achieve active = active while passive =/= passive. Base stats are a relic from different game modes that unnecessarily complicate balance.
“What the OP wants is that Passive abilities should be balanced by other passive abilities while actives balance out other actives.
Translation:
1) the warrior should not have 500 – 1100 more stat points than other characters, he can have 500 more vitatity that’s ok, but other classes get 500 somewhere else.
2) The warriors actives on the other hand should be as powerful (but different) than stealth/ clones/ etc.”
-Shadowfall.6543
What is the issue?
There is a vast difference in base stats between classes, which might even be considered by some to be a relic from the holy trinity. These differences need to be taken into account with every balancing choice, but this is difficult and complicated. Therefore, I say that the difference in base stats currently cost build transparency and ease of balancing, which results in loss of build variety and player choices on some classes as well as weakening the balance as a whole.
“…lack of the holy trinity. They said we’re not going to have tanks/healers/dps etc….but we are going to have heavy armour and higher hps for some classes.”
-phaeris.7604
Why is this an issue?
I think we can all agree that the game has balancing problems right now. If we take a moment to stop pointing fingers at certain classes, but look at the class system as a whole, we notice something. The base of the classes, before you make any personal choices, are unequal. And not just slightly unequal, but the entire class balance is built on the edge of a cliff qua stats alone. Then on top of the stats, everything is layered in an attempt to bring the end result even. In other words, base stats need to be balanced with inherent defenses, inherent damage, optional defenses, optional offenses… The parameters in the equation are numerous. Too numerous.
But where to start adjusting? The current movement points to the upper layers primarily, traits and skills that a player chooses to take. This approach ignores the lower layers at times, and changes can have far reaching effects. Balancing passive with active actions seems to me to be a dangerous proposition. Why not simplify things by balancing actives with actives and passives with passives? It seems like a daunting task, requiring the unweaving of the current web of profession balance, however it is a one time task that should enable future changes and additions to be more predictable. There are so many active defenses, why complicate that problem with passive stats?
“There is an unsolvable problem by balancing passives by active abilities, in the fact that active abilities depend on player skill whereas passives do not. Due to that fact the class with actives is either OP when played by good players and good for normal players, or good in the hands of great players and UP for average players”
-terminatorkobold.6031
Is this really an issue?
To begin, let’s look at the numbers of base health and armor differences, starting with Health.
A warrior/necromancer has +9,212 base health or 921 vitality bonus equivalent
A engineer/ranger/mesmer has +5,922 base health or 592 vitality bonus equivalent
A guardian/thief/elementalist has +1,645 base health or 164 vitality bonus equivalent
To make these numbers actually mean something, let’s look at the max stats. In pvp, the major stat, not including runes, is 798 + 125. Minor is 569 + 75. Let’s assume you take full traits for those stats (300) and take runes specific for that stat +165. The maximum is 1388 then.
In pve /wvw (ascended) 56 + 91 + 91 + 103 + 103 + 126 (trinkets) + 35 + 35 + 35 + 47 + 106 + 71 (armor) + 165 (rune) + 300 (traits) + 188 (weapon) = 1552 max in 1 stat not counting the trait boosts and food. (If someone really wants to take food/%bonus into account, I would love to see it, just remember to take the % from a fully minor stat [can’t boost a major with itself])
Why is there a difference between some classes 757 of a CORE stat, or 54.5% of the maximum stat you can add to your character in the “competitive” area and 48,8% top tier everywhere else? Why do some classes have to use stat points to break even? This is a balancing nightmare. I can’t give an elementalist a flat 757 bonus to power/c.damage above warrior without all hell rising, so why is that much vitality thrown around not the first priority in the path to balance? [Ok, ok vitality =/= damage stats, but I think you get the point. Even a 300/400 stat boost is unimaginable]. If a skill does say 5k damage, then its balance is dependent on the target. A tanky target should be able to accept it as a rough hit, and a glass should start to crack from it. Now a glass of some classes can take it almost as well as a tanky of other classes.
(edited by Snow.2048)
One of our goals with the past few balance updates has been to add counterplay to various skills that lacked telegraphs. With necromancer, we’re changing the way that Dhuumfire is activated – allowing players the opportunity to react. This will also allow the necromancer to carefully plan their burning application.
Hmm thats almost a clever sell but I’m not buying it.
Carefully planning my burning application? Actually I want to apply it all the time, as easily as possible
and control it. In this case I get to add it far too infrequently in the wrong place and the wrong time. Plus…
Allowing players the opportunity to react. I understand that PVP players want more skills telegraphed, I can see that for stuns etc it make sense because encounter changing skills like a stun etc SHOULD have an opportunity to react if you have the reflexes. Putting dhuumfire on DS isn’t just telgraphing we are going to be adding burning, it might as well be sending them an in game email – they will have time to open up the mail, read it, switch back to game and STILL easily dodge the slow moving projectile. That is always assuming that anyone would use their dodge just to avoid the lacklustre results – I mean if it was only a necro on me then maybe, but if there was any other class with CC I’d rather save it for that (especially considering the changes to vigor). In fact with torment and burning in DS any unskilled player is just going to save any cleanse of conditions till we’ve used our DS rotation. It is handholding of the highest order that I’ve ever seen in any MMO.
As others have said – this change takes a grandmaster trait and makes it worthless, it should be adept at best and likely is in the wrong tree as well. You know I’d live with it though if the other GM trait in Spite wasn’t equally as uninspiring and just a copy/paste of any other class trait. How about a GM trait that wells apply torment per tick? I mean anything creative would be nice and making it worthwhile to put that 30 points in spite would be a bonus too.
I don’t think most necros really care about burning that much, maybe in PvP they do but that is a tiny subset of the game. The one really good suggestion on here was making it torment instead (and losing the DS aspect) because that would make up for a lack of stability and the fact we are forced to see out encounters. Thiefs having easier access to Torment is a strange choice but let’s not open that can of worms.
Finally: necros have had constant chipping away at other aspects since dhuumfire was introduced to try and placate the PvP howls but I don’t see any of those changes being reversed. Introduce this change the class will be right back where it started: useless/unwanted in PvE, slightly above ranger in WvWvW. Or is that the intention?
(edited by Ntranced.7415)
It’s fun, yes.
In group fights, you might even enjoy seeing your hammer smash people around on occasion. But eventually you will realise they die too fast, their special moves often miss and two of them don’t really do anything worthwhile.
You’ll run into classes that easily counter your spirits weapons by having them slowly attack some worthless minion or smash the ground they used to be. You’ll die, you’ll be angry at your shiny weapons and wonder if it’s you, or if they’re just letting you down.
Finally, you’ll look at other guardian builds and realise that spirits weapons in PvP is crap. Fun, but crap. You’ll discover meditations, a line of utility that doesn’t suck in PvP and become a monster that all classes but engineers should fear.
You’ll never use spirit weapons again.
So in short, no, they’e not viable if you want to do good in PvP. 
Agreed.
But we must be able to smack people with the tomes.
because he doesn’t know it himself
I know the point of elite skills is that they’re supposed to look sexy and do nothing but I say nerf the spells in the tomes and make them a kit guardians can equip like an engineer can equip their weapon kits. Add a 10 second cooldown to it, too, to avoid stupid spamming in and out of these tomes, like engies can spam their kits.
And with nerf, I don’t mean reduce the stats a little, I mean: overhaul them completely.
Add a consistent but useful number 1 skill, and change the other skills so that they allow guardians to either support or attack reasonably with the help of their tomes
Think: Grenade kit and Elixir gun!
I know the elite skills can have their moments of glory but let’s be honest, everybody and their grandmother runs Renewed Focus because the tomes are super situational.
And actually, no. This isn’t QQ, I love the game’s balance and skills but it feels such a shame to look at these tomes and come to the same conclusion you come to when looking at spirit weapons: Cool idea! But inferior to this other skill I have which is always useful and doesn’t have this and that drawback.
—prepares to get slammed into the ground by the minority that uses the tomes—
I’m aware of its previous damage nerf. With my guild build Earthshaker is doing a 2 second large AoE daze, ~4.5k damage in the same AoE and serving as a blast finisher. All of this can be spammed every 10 seconds from one skill. Its really exciting to scream “HAMMERSTUN” in TS every 10 seconds or so, but really. How many skills out there can be used with such a short cooldown that provide so much Crowd Control and deal so much damage whilst also having the utility of a blast finisher? For me, it feels like one of the skills that is currently overperforming.
Made for Tier One servers, there are hardly ever queues in Tier Two and lower servers.
Why would I want to play EOTM instead of WvW if there are never queues?
I mean, what types of players?
The types that are too stubborn to transfer down for the good of the game.
total waste of resources that could’ve been used to improve the WvW. Now you get a pointless map where you spend most of your time running to where you wanna go.
but you buyd them without bonus – so you cant ask now for more^^
it’s pretty fun to spam 5k+ hits over and over again on my thief! don’t take away my fun