Showing Posts Upvoted By Svarty.8019:

So no big changes for WvW?

in WvW

Posted by: FlOwMaKeRs.8623

FlOwMaKeRs.8623

I heard they said their priorities are rewards and ascended equipment in the future. .. but seriously .. just only that? I want Great and Big Things…. it’s been 2 ****g years since HoT released And literally we have not had anything I could say!!

I hope you guys come with great stuff for wvw, because unfortunately you guys should be embarrassed because 2 years ALREADY NOW after HoT released and the second expansion is coming and we can not have anything yet that makes you say " What a great big change for WvW ".

2 years since, expecting big changes for wvw.. I hope they do not come with few stuff.. cuz.. Rewards and equipment are not a big change for WvW at all, WvW will remain the same. Keep that in mind.

Once again

in WvW

Posted by: ThunderPanda.1872

ThunderPanda.1872

You just mentioned a server name

/matchup thread

Send me 1000g and I will stop trolling WvW forum.
I have a dream – Our Anet Senpai will make WvW Great Again!
WvW Forum is more competitive than WvW

Recent patch - Nice "balance"

in WvW

Posted by: Junkpile.7439

Junkpile.7439

Anet just can’t understand or bother to try understand what makes some spec op. They just nerf and boost something and won’t even think how it affect non FotM specs.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

Necromancer skills in PVP is poor

in PvP

Posted by: Zomak.3168

Zomak.3168

Played Necro from beta now with al these nurfs plague being the last straw for me. I have to find a new class to play thanks for killing my favorite class. So unless I’m playing the story mode no point to my favorite class anymore… happens in every game at some point the developers kill there own game with nurffs bats.
#missOLDguildwars2

Stunlock Needs to Go

in Guild Wars 2 Discussion

Posted by: Crossaber.8934

Crossaber.8934

Being stun locked even with 3 stun breaks on your bar is a stun lock.

Being stun locked with 1 or even no stun break on your bar is your build issue.

Case 1, it will noy happened in 1v1 situation unless a totally newbie player or greatly out numbered. Death or stun locked is perfectly fine here.

Case 2, build issues, thats clearly player’s fault for not bring enough tool to deal with possible threat, it is perfectly fine as is.

CC is a potential threat to a player no matter pve or pvp or wvw, to encourage a player to bring defensive utilities in their build. Unless a player is so skillful and able to dodge all damage, cc and still able to dash out max damage in full offensive build. Otherwise it is player issues for not bringing enough defensive tool to a battle.

An unprepared soldier always deservse to die on a battlefield.

Quick, Simple Economic fixes to WvW

in WvW

Posted by: jul.7602

jul.7602

Yeah I know this another one of those suggestion threads that will have a 0.0001% chance of ever being considered or implemented in this game but hear me out. Despite the downward trend I love WvW, just like many other readers and want to see it restored back to its glory days pre hot. So the purpose of this thread is to offer some simple, inexpensive and meaningful changes to WvW. I could list a lot more than what is listed, but I’ll keep it simple and short.

New NPC vendor-ascended, everything you need
Professor Siegecrusher has been added to the game, residing at the spawn at the spawn in each borderland.
-Sells every single prefix of ascended gear in exchange for proof of heroics and badges of honor. His pricing is slightly more expensive than raid gear, replace magnetite shards with proof of heroics(+50proofs) and the gold with basically 150-250 badges of honor refer to this if unfamiliar with raid vendor
-2nd tab (citizen) offers the exact same gear but everything is 75 proofs cheaper. This will only be accessible by players who have stayed on said server for 28 days.

Tired of being treated like a 2nd kitten class citizen. We need ascended gear just as much as any other game, and not this vanilla pvt/carrion bs either, I’m talking all 41 possible stat combinations. 2nd should give some economic pressure to stabilize server communities.

Reworked loot tables for Wvw Rank
Utter trash rewards with no availability/increasing rewards. refer to thiscurrent rank table. A few noticeable tweaks at specific ranks. Rewards listed are account bound. Players who have already earned said ranks will automatically receive said chest upon logging in.

Rank 120 legend
-New Metamorphic Back piece
Chest contains a lvl 80 exotic grade back piece. Double click to permanently chose a stat combination (41 option). Soul bound on equip.

Rank 570 bronze legend
-New Bronze Metamorphic Back piece
Chest contains a lvl 80 ascended grade back piece. Double click to permanently chose a stat combination. Account bound.

Rank 1320 silver legend
-New Silver metamorphic back piece
Chest contains a lvl 80 ascended grade back piece. Double click to permanently chose a stat combination. Professor Siegecrusher will change its stats for 175 proofs and preserve the upgrade.

Rank 2445 Gold legend
- New gold metamorphic back piece
Chest contains a lvl 80 legendary grade back piece. Change to any stat at any time outside of combat.
-1 upgrade extractor to allow players to move their mega expansive infusions from the previous backs to the new one.

Rank 3945 platinum legend
-Precursor chest
No bull****. Just chose 1 precursor (not account abound), if you spent 1/3 of this time in pve or spvp you’d have 2 legendaries.

Rank 6195 Mithril legend
-Box of ascended metamorphic armor (chose any 6 pieces of ascended armor and pick their stats).
-box of ascended metamorphic trinkets (chose 6 trinkets and pick their stats.)
-box of ascended metamorphic weapons (chose 4 ascended weapons and pick stats)

Diamond XXX At every named title
-Gift of whatever you want.

Rank 10,000 (holy crap you are a hero if you got this)
-Guaranteed 1 beta key.
-Automatic 300% base magic find.
-Automatic 300% base gold find
-Automatic 300% base karma find
-Automatic 300% base EXP find
-1k achievement points
-Zomoros’ Quantum box
Pick any single item in the game or that has been in the game at one point (will instantly account bound). Otherwise receive 2k gems.

Invincible Mesmers, always, every time

in WvW

Posted by: IndigoSundown.5419

IndigoSundown.5419

Mesmers are annoying, no doubt. They are also not the only profession that can be invincible for a long enough time to deliver big damage.

The real reason for all of our PvP issues

in PvP

Posted by: HeadCrowned.6834

HeadCrowned.6834

The low amount of patches and fixes is indeed a big problem. Anet has to revise their way of thinking about balance completely.

The real reason for all of our PvP issues

in PvP

Posted by: kdaddy.5431

kdaddy.5431

naw i disagree.

HOT made ele a heal bot and 6 seasons later its a heal bot.

Warrior for 2 seasons was the worst class and then for 2 seasons the easiest class to play.

For patches would help the overall balance of the game but it wouldnt change build diversity, team comps, or create a competitive scene.

This is a PvE game and the game gets PvE patches, more PvE patches doesnt fix the game.

The real reason for all of our PvP issues

in PvP

Posted by: Zak.9106

Zak.9106

The (in)frequency of balance patches, updates, hot-fixes, whatever you want to call them.

I don’t get how we get balance patches so infrequently when balance is fundamental to our pvp experience. Look at other (successful) games. For the most part, you get hotfixes when there’s something game-breaking, minor changes every week or so, and a comprehensive balance patch every month or so.

Balance issues are going to happen, but with this setup they are putting themselves in a position where they have to get everything right the first time. And then when the next patch comes they’re stuck fixing prior issues on top of whatever they were planning to do. It’s literally an impossible task that leads to (predictably) inadequate results.

It’s incredibly poor, unprofessional, and inadequate. And it is beyond frustrating to witness when there is so much potential here.

/endrant.

Need help with a valid WVW build

in Mesmer

Posted by: LSD.6139

LSD.6139

So I’ve been playing GW2 for a while and i finally decided to give Mesmer a try, it was always such an intriguing class but i couldn’t bring my self to play it because it looked painfully difficult for a complete beginner, the problem is that when i was browsing online for builds/guides i couldn’t find a decent one with GS & SW/Shield, i wish to use those specific weapons even if they were not tier 1 at the current meta, also most builds recommend different gear stats (wanderer/trailblazer/dire) which some needs to be crafted or are not available for purchase from TP.

any help/suggestions would be much appreciated (viable alternatives for gear stats/sigils) would be highly appreciated.

Necromancer skills in PVP is poor

in PvP

Posted by: Crinn.7864

Crinn.7864

The funny part is that power necro is still better off than condi necro, which as this point is relegated to killing support eles and being junk at everything else.

Sanity is for the weak minded.
YouTube

Rifle Thief: how does it make you feel?

in Thief

Posted by: DeceiverX.8361

DeceiverX.8361

Ranger burst isn’t even close to what is capable on the thief and you know it. And many will argue druid is incredibly strong as a roamer when in reasonably good hands due to its mobility. Remember how many times CS and other druid skills needed to be nerfed because it was broken? And it was broken from a single trait mostly, which was a pretty easy target. So then what on the thief, if given the capability in this design takes nerfs? Core thief or the spec? I doubt they’ll rework any aspect of the spec’s design because the problems are design-level. And as soon as that happens we just have Daredevil #2 with a different weapon. And as far as the druid, it’s not capable of dealing such damage while moving, either. It’s one or the other. It’s a great kite profession, but a far cry from just a mobile ranged damage dealer.

I’ll even use an example where it’s a stealth attack with thus a cooldown and dependency with only a 1.2 coefficent making it burst pitiful in comparison to most other kits.

D/P stealth -> Swap -> Rifle Burst from 1200 -> SR immediately trailing reveal as enemy comes to engage -> Shoot burst projectile of stealth attack -> During projectile airtime Shadowstep to force reveal early -> Shadow return into last tick of stealth on SR -> Burst

Easily between 20-30k damage without being touched by opposing melee nor using any other skills in the process. Even if we assume a paltry .6 base attack damage coefficient at a .5s cast time, you can squeeze between 10-15k in extra damage from AA’s. That’s incredibly safe damage with a lot of escape potential if need be, considering the merits of SS and SR in their own right. Again this assumes no skill use for further damage nor utility, either.

Now trade some damage for Acrobatics and the thief becomes nigh impossible to lock down from Uncatchable while retaining a double stunbreak teleport and ranged pressure all with the possibility of entering stealth at any given point in time.

We can’t assume anything about the nature of rifle, such as self-inflicted reveal, mobility cuts, evasion drops, etc., because people made the same kinds of assumptions regarding the Daredevil in regards to what the thief gained; turns out, there effectively were no sacrifices made at all when taking Daredevil, similar to DH, Berserker, Druid, and so on.

As soon as we start making assumptions things will be well-designed with legitimate drawbacks, we’re begging to be let down when they aren’t there.

It’s why I’m naturally opposed to the rifle being a damaging weapon without major consequences and why I’m suggesting the very notion itself is concerning.

(edited by DeceiverX.8361)

Why does WvW feel bad?

in WvW

Posted by: morrolan.9608

morrolan.9608

i.e. Forget what exists and make a new system. That’s how development goes with Guild Wars 2, if you hadn’t noticed.

Development by accretion its a clear philosophy from anet and a poor one. There’s a good extra credits episode on it.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

(edited by morrolan.9608)

Lake Doric's Map

in Living World

Posted by: Proteus.6320

Proteus.6320

Lake Doric.

Let’s just say failing the vast majority of events and having an empty map isnt fun.

I was cruising through HoT, maps are active, not having any issues during prime hours to get new exploration of maps done.

Until the farm in Lake Doric that sucks up the majority of the maps players.

It isnt fun. I did some research and read that the farm was intentional to help a leather issue?

That is so unbelievably amateur I’m at a loss for words. I guess if the map is only good for farming I’ll try to get some guildies together to help me finish it but wow, I had higher expectations and was I let down.

This map is wrecked AF. Good job fixing one issue by causing another.

Couldnt the simple thing be to just lower the leather in recipes by i dunno, half or more? Nope, wreck a zone. Typical from years ago, at least I can see not much has changed.

Thx Anet

in Thief

Posted by: Zero.3871

Zero.3871

Yeah I just want to say:
Thx to anet for 99 % of roamers in wvw playing thief, because this class is completely OP in mobliliy, perma dodging, DMG output.
Thx for nerfing stability on necromancer, for the 1000th time, so that the necromancer is now the same trash class like the 4 years before hot.
Thx for giving warriors a dmg boost again, because this class just made 10k per f skill cast every 4 sec.
Thx for buffing every patch the same 3 classes while engis, eles, necros, revs etc. are still trash.

Thx for condi meta, thx for blob meta, thx for lags since 5 years on ebg, thx for dont giving an ascended gear vender for wvw since 5 years, thx for creating in 100 hours a legendary armor for pve while wvw ask for a serious skill balance and never will get. hmm… did i forget something?

never mind. Overall thx Anet for 5 wonderful years in this game with all this disappointments I don’t want miss. I am very excited for the next 5 frustrating years without stability on necromancer, with uncatchable thiefes, and completely unbalanced game. CHEERS! ;-)

1 up/1 down in Testing

in WvW

Posted by: Jim Hunter.6821

Jim Hunter.6821

About kitten time.
Really kittening tired of seeing them respond on reddit when that exact conversation has popped up multiple times on this forum though.

Also known as Puck when my account isn’t suspended
LGN

1 up/1 down in Testing

in WvW

Posted by: Sviel.7493

Sviel.7493

https://www.reddit.com/r/Guildwars2/comments/6co28x/anet_glicko_needs_to_go/dhwhl30/

AnetChrisB

I’m doing local tests for a change to 1-up/1-down on the other monitor now. No exact date, but we’re aiming to send it toward Live and turn it on when it’s ready.

What WvWvW Server To Choose?

in WvW

Posted by: Swamurabi.7890

Swamurabi.7890

I’ve never seen a thread where someone was looking to go to a server that was outmanned when they play. It’s always “Where can I overstack an already overstacked server more?”

The Condi-Meta? Give me a break

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Necromancer

  • Plague (Elite): This skill has been reworked and has been renamed to Plaguelands.
  • Plaguelands: This skill creates a 240-radius corrupted area at the necromancer’s initial location for 10 seconds. After 1 second, it pulses damage and conditions in that area for 9 seconds. Each pulse applies a new condition, and each pulse applies all conditions from every pulse before it. Conditions applied (in order) are: bleeding, poison, torment, vulnerability, cripple, weakness, blind, chill, and burning. Recharge is set to 120 seconds.
  • Epidemic: This ability now fires slow-arcing projectiles from its initial target to up to 5 targets in range. Foes hit by the projectiles gain all conditions from the original Epidemic target. Projectile strikes are unblockable but cannot critically hit. Increased radius to 900.

And now tell us how any of this is a buff for necromancers in pvp?

Lol, Plaguelands is such a bad skill for PvP. I’ve met some Reaper’s trying it out, and it is as simple as not standing in it, wasting their entire elite skill. Not sure why anyone would ever take this over “Chilled to the Bone”.

PvE? It’s pretty good. WvW, it has some rare uses. PvP? It’s garbage. Complete and utter garbage.

Ever since I used it the first time in Lion’s Arch on patch day, I knew it would never see my PvP skill bar.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Why does WvW feel bad?

in WvW

Posted by: Sviel.7493

Sviel.7493

SubHonour Guard.6498

This is true for forces that are similar in size but for largely uneven fights this does not prolong the fight long enough for a smaller force to be particularly effective. For more similar sized fights the lord is powerful enough to reduce the duration of the fight by killing the attackers faster. A mechanic like bannering the lord does not increase the lords ability in combat so it has a smaller effect on the actual fighting, allowing the players to fight each other more. Pre-HoT garrison fights could last hours once inside the lords room.

Largely uneven fights are not the sort that would last for hours pre-HoT. The lord would drop and, unless contested, the ring would cap very quickly due to the number of people in it. Bannering the lord would buy a bit of time but, since the lord died so quickly, it didn’t make a big impact if you didn’t have the forces to make use of the extra time.

Post-HoT, the EBG/ABL lords live longer but are still a non-factor in a fight. How do you feel about those? On DBL, lord rooms and inner keeps are generally bigger so there’s more room to fight, but the lord creates an area of advantage for the defenders. This means that it’s hard to take a defended keep with even numbers and the defenders, when pushed to the lord, have an advantage. Is this not what you wanted?

On the other hand, if the offense manages to kill a defender, they gain more of a foothold. They don’t lose all of their progress every three minutes while slowly dying of attrition.

Assuming that the problem is one server having a 100% win rate against the other the keep fight will happen because the smaller server cannot push out and win. This doesn’t mean there can’t be a good keep fights, just that one side needs a major advantage. The nature of the advantage is where we disagree, I believe mechanics that reduce the fighting between players is uncompelling.

Allow me to clarify my position. I am not an advocate of reducing fighting between players. However, I recognize that if everything caters to unmitigated PvP, small population imbalances wreak havoc on the game mode. I also recognize that WvW is more than just unmitigated PvP. Thus, I seek mechanics that are less vulnerable to population imbalance. Sometimes that means a reduction in fights, but as fights are the most volatile component in terms of population, that is occasionally necessary. There must be a balance, of course, but we cannot simply say ‘more fights always.’

As to the nature of the advantage, I want it to be something that the offense can play around.

A 3 minute free WP is too powerful. A 30 minute WP on a stick is, as you said, far less effective. We should note that Emergency WP had a 20m CD initially and was raised because players complained despite the same thing existing on a 3m CD pre-HoT. What CD length would you prefer and why?

Bannering the lord can’t be blocked and resets the ring timer. It is too often ineffective for a force that needs an advantage and needlessly annoying for the offense. The best case is when there isn’t any real population imbalance but you just need to buy a bit more time for your zerg to come over. Having a powerful lord that doesn’t die instantly, on the other hand, still gives time for a zerg to respond but also gives a tangible advantage to defense. If the offense has enough room to disengage from the lord without leaving the keep, all is well.

Anecdotally, this is all false and my experience is the complete opposite. The best example of this was garrison, where mesmers would portal people inside from spawn, warriors would wait above the lord to run in and drop banners and everyone else would repair holes in walls and gates. People would build ac’s that forced the attackers to move and that presented an opportunity for defenders to cc people and pick them off. Fighting the attackers at the gate is fundamentally different from fighting them in the lords room since the defenders have more control over the reinforcements. If you can control all these elements the only thing stopping the defending force from pushing the attackers back is time and it was a very meaningful resistance.

In other words, the defenders would use multiple tactics that the offense could not play around to draw out the fight indefinitely and win by attrition. That sounds like it could be very fun for the defense (I enjoyed it) but terribly frustrating for the offense. They have to kill the lord, kill every warrior on multiple levels of the keep, camp the places where mesmers could drop portals and somehow keep the gates open all while fighting w/e defenders are around and dodging ACs. That sounds less like a fight than like mass torture.

Patch Notes May 16, 2017

in Necromancer

Posted by: Rapier.3675

Rapier.3675

plague aka plagueland just killed usage of it in WvW/PvP. Another lost for necro to escape or overcome bombing. No stability. They already nerfed it with range now theyve killed it.
another useless well with 1 condition per tick, easy to escape.

Does anyone just have fun anymore?

in Guild Wars 2 Discussion

Posted by: Greyraven.4258

Greyraven.4258

I’m a long time MMO player, I started with the UO beta, though the original GW will always be my favorite, I’m a solid GW2 player since launch. But one thing I have noticed over my years of gaming…….

No one seems to want to have fun anymore. They are obsessed with numbers, averages, and metrics…it’s like the games have become spreadsheet and parser simulations that have very little to do with going on an adventure with your friends. The vast majority conversations I have had in game haven’t been about the world, the story or what is happening it’s all been about the math behind the game and it’s disheartening.

I personally don’t want another statistics class, I want to meet new friends and have fun in a living breathing world…wasn’t that what the MMO Manefesto was about?

Years ago a guy named Jack Emmert created a MMo called City of Heroes and he didn’t want to originally show the math of the attacks, abilities and blocks….he was pretty much crucified for it and caved, but I understand his reasoning now. I can’t be the only one that feels this way can I?

Honestly this whole direction especially with the new raid has me more than a little bit sad.

(edited by Greyraven.4258)

Plaguelands Bomber - The Anti Siege Reaper

in Necromancer

Posted by: DemonSeed.3528

DemonSeed.3528

No.

I’ve been condi bombing siege since tuesday with this. It does a lot of damage but enemy CC means a lot of the time the necro is unable to cast it before being overwhelmed by zerg.

Coordinating lots of necros to do it would be another thing. Someone wants to deprive the zerg of their damage dealers?

Speaking of zerg, I notice that this ability is very situational;

  • My main gripe is that it’s utter garbage against enemy thieves
  • Enemy zergs don’t walk through it
  • If I put my toon in harm’s way to drop it, either I get CC’d in such a way that I can’t cast it or the enemy commander runs his zerg through me

Conclusion: Plaguelands is a neat idea on paper, but it’s too impractical. Having said this, the rest of the options are extremely crap underwhelming, too, so I guess I’ll leave it there until I decide that I want my shout back.

I have to mostly agree with this – it requires a bit of setup and the odds are mostly against you but when you manage to somehow get it off it’s pretty awesome. That said cast time will most likely get you killed, enemies worth their salt will move out of it anyway, and you will be lucky to get out alive. Against a thief you will probably fail to use it the majority of the time, so best use something else. It works mostly against newbies so it should be called PlagueTheNewbiesLands XD. I tend to drop it only when I am not in focus and I can use teammates as shields so I can drop it on low health or downs and epi them.

Way to screw over core necro a-net

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

So the thing that was our biggest panic button for “I’m gettin bursted” situations as a core necro got changed to a well that’s not a well. Well, all’s well that ends at the bottom of one.

I care little for how “awesome” new elite may be offense wise, i care that our only deffensive elite option got removed. Plague was not perfect but it did one thing right – help us hold a capture point and survive a burst.
What was needed for it to be more interactive for the player and with viable options against moa transform and condi overload.

Now the “class of atriouciousness….erm pardon…attrition” is supposed to run from almost every possible engagement it seems….clap, clap, clap

You forgot

in PvP

Posted by: Pyriall.1683

Pyriall.1683

To place an icd on Dash removing immobilize. Someone didn’t read their assignments to get it in this patch.

You forgot

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

But…but…Bound.