The Tiny Yuno Sniper of Ebay [EBAY]
The Tiny Yuno Sniper of Ebay [EBAY]
Please nerf this build to the ground for raids or at least make it so changing attunements away from fire is a increase to dps, I didnt main an ele to only use 1 attunement lol… the class is becoming a joke
-Catapults deal the same damage with no charge as they did before.
-Catapult full charge time is 3 seconds.
-Catapults deal roughly 100% more damage when fully charged.
-The CD for throwing a rock is 5 seconds.
-Fully charging every shot results in a 25% dps increase.
——-
Those of you who are into math may have noticed that the new way to get maximum DPS out of a catapult is to charge it to full. The effect is as if you fired 2 shots in 8 seconds. Compare to tapping it twice, which takes 10 seconds. In an 80 second period, this means that full charge will deal 20 shots of damage whereas tapping will deal only 16 shots of damage.
What this means is that catapults have been flat-out buffed. You can still place them snugly against a wall for maximum defensive positioning and will enjoy higher DPS than before. You can also place them further away and enjoy the same or higher DPS as the old proxy catas.
Why did Anet make this change? I don’t know, though I’d love to find out. They already reduced wall health/toughness (on DBL and EBG only) in an earlier update. Perhaps they wanted to further increase the rate at which walls fall? It used to take about 2 minutes (123 seconds) to break into Hills inner assuming a 20-man zerg with 400 sup. Now it will take about 100s. Likewise, it used to take 4 minutes (258 seconds) to break into a side keep inner on DBL. Now, it will take 3 minutes (205 seconds).
If they meant to give players an incentive to assault from range instead of proxy, they screwed up. Players can retain all of the benefits of proxy catas with even higher DPS. On the other hand, since charging will always result in a DPS boost, assaulting from any range now results in faster wall destruction than the previous best case.
What I expected they were going to do with this change was decrease the tap dps and increase the charge dps and charge time. This would allow players to use proxy catas, but would keep their dps the same. It would be as simple as keeping their current damage formula and increasing the charge time to 5 seconds. At that point, catas would do the same damage as old proxy catas from all distances. It would still be a damage buff, but it would only buff the situations that players never bothered with.
The current implementation will result in the same, stale gameplay with even more heavily skewed risk/reward.
It’s fine the way it is.
If you can’t get into a squad, make your own. If you can’t make a squad, make a party. If nobody wants to be in your party, go solo.
WvW isn’t supposed to be an easy-mode loot fest.
Likely these commander are locking their squads to prevent players that aren’t contributing to the tactics of the fight, and are not wanting players that are just concerned about rewards.
The wxp gain from killing enemy players scales depending on the length of time that individual has been alive; so an enemy that dies repeatedly will be worth 1-2 wxp and one that dies less frequently can be worth up to 60.
Its honestly the only system designed for wvsw that does makes sense. So lets not talk about changing it mr OP.
The Tiny Yuno Sniper of Ebay [EBAY]
The moment raids were implemented into the game, of course it was going to be inevitable. I use my DPS meter all the time to judge how well I’m doing against other people on a particular encounter.
It also shows buff uptimes so I can maybe suggest things to people to help them get better. Please do not think that DPS meters mean the end of GW2 is coming, it’s just that we need reliable metrics to be able to do raids properly and monitor what is going right/wrong in a particular raid group.
(PSA the people who kicked you are idiots, most of the people I know aren’t like that. Still, it helps to have an idea of what your DPS rotation should be if you’re going to play T4 fractals – which is what I’m going to assume you got kicked from if they kicked you for “low DPS”.).
Elite specs in the gemstore will clearly cross the line of what constitutes p2w in a cashshop, regardless of any gold conversion.
I play GW2 because it isnt an Asian MMO.
Please dont try to make it into one. Lets stick to expansions.
Easy, the datamined Holosmith sword “Cutting Edge” http://i.imgur.com/PG8j4En.png
and the Incinerator!
Rolling S/D weaver
This is a test for gliding – it isn’t permanently implemented yet. If it turns out to be a disaster or just didn’t work well for the current borderlands, they said they would remove it.
For full set, 6570 tickets not including precursor cost.
365 tickets max per week
= 18 weeks
Precursor cost via Ascended T2 armor = 1310 tickets
365 tickets max per week
= ~ 4 weeks
+ Legendary conversion cost of 18 weeks
- ~ 22 weeks*
Cost per Grandmaster is roughly 35 gold now.
20 needed for the full set = 700 gold to get full set 7 weeks faster than the below method.
Precursor cost via Exotic T2 armor to Mistforge Ascended Armor = 1310 tickets + 2620 tickets = 3930 ticktes
365 tickets max per week
= ~ 11 weeks
+ Legendary conversion cost of 18 weeks
- ~ 29 weeks*
Requires 1500-2000 WvW rank for the Mistforge version.
https://www.youtube.com/watch?v=qsby6rYkxS8
(edited by EremiteAngel.9765)
Roaming its actually the most fun in the game
[OP] Ninja Tactics
Important things I miss if I dont buy hot
in Guild Wars 2: Heart of Thorns
Posted by: Inculpatus cedo.9234
This may answer some of your question(s):
Q: Do I need to own Guild Wars 2: Heart of Thorns™ in order to play Path of Fire?
Owning Heart of Thorns isn’t required to access Path of Fire content. However, some content is exclusive to Heart of Thorns.
- You must purchase Heart of Thorns to unlock and use the gliding mastery, as well as all other masteries introduced in and exclusive to that expansion. You will be able to complete all of the content in Path of Fire without the use of any Heart of Thorns-exclusive masteries.
- You must purchase Heart of Thorns to unlock and use the 9 elite specializations introduced with that expansion.
- Path of Fire includes access to the revenant profession, but not the Herald elite specialization. If you only own Path of Fire, you will be able to create a revenant character and unlock the Renegade elite specialization.
- You must purchase Heart of Thorns to claim the new guild hall released in Path of Fire, and access the Scribe crafting discipline to fully upgrade your guild hall.
https://help.guildwars2.com/hc/en-us/articles/115010688287-Guild-Wars-2-Path-of-Fire-FAQ
Good luck.
Zerg-busting groups aren’t too viable due to the immense power creep HoT brought, including the removal of condi caps. People just get blown up, no matter how tight they play with their guild.
Mostly, if I had to guess, because at their heart all players are nasty. We are kept friendly by game mechanics making it the laziest and most efficient option to work together in a friendly manner.
Add a mode where other players being suboptimal / screwing up / not carrying you makes you waste time, and people will rage and spew bile. See: MOBAs.
I think it’s fair to say the raids are fine. It’s some of the best content in gw2. It’s the people that are terrible.
No one has any tolerance for learning. They want to clear it as fast as possible with as little talking as possible. They want minimum human interaction and maximum loot. Noobs get in the way of that.
The first time I joined a regular non-training pug raid, no one spoke. They had no voice com either. As soon as someone made a mistake, the leader called him the N word and asked him why was he trying to ruin HIS raid…
(edited by Xenon.4537)
Because it is!
Raids are unfriendly by definition and design.
Sorry to hear you find it lacking. It would seem, though, that tens of thousands, if not more, find it, at the very least, adequate. Even preferable to being led around. It’s a core principle of the game, this freedom to do as one desires.
I desire to be at the same level as high-end raiders. I imagine everyone wants to. However, without putting lots of effort outside the game to learn how to have the same equipment they do, it is impossible. All I am asking for is an in-game path. Do you disagree that new players should have a guide to creating ascended equipment?
The history of this sort of thing goes back a long way, all the way back to Guild Wars 1. In part of the Guild Wars Beyond story arc, there was a chapter called Heats of The North. In this chapter, Anet put something in that was virtually impossible to find by looking in the game. It would have taken months at least for most people. And when people complained about it, Anet said they wanted the community to come together and figure out stuff together….it’s a conscious decision they made.
They did something similar with a character called Nicolas the Traveler. Someone would find him every week (he moved around randomly) and post his location in the wiki.
Now you may not like this style of game, but it is in fact, a deliberate choice by Anet based on what they what to accomplish.
I’m not always so fond of it myself, but I’ve certainly grown more used to it.
I enjoy this game better with the liberal use of half a dozen websites.
I don’t think offering information in the Wiki (or other sources) is ‘hiding’ it. Every Guild Wars 2 site page has links to the Wiki, the Knowledge Base, Support, the Forums; not to mention the playerbase in-game are usually quite helpful.
It would seem if a player wanted more information about playing, there are plenty of sources, as well as the tutorial tips at every level-up.
Sometimes, one just has to be pro-active. Having freedom in-game is a perk for many.
Good luck.
Who, what
Roaming is roughly defined as small scale capture and combat. Typically consisting of 1 – 2 players, though definitions vary.
Players who adventure by themselves or with a friend(s) are prepared for and often seeking fights. Their builds will be meta or custom to suit their needs, usually with mobility taking top priority.
These players will capture small objectives such as sentry and supply camps, kill dolyaks and contest objectives if necessary. Depending on the motivation of the player(s), they may also attempt larger objectives.
Why
- Some players are more independent than others and prefer to have greater control over their goals.
- Boredom, practice, recording combat videos or to support their main zerg by counter capturing and contesting to split up the enemy.
- For most – just because they can.
How
An effective roamer is a vigilant one. Strong map awareness and in a constant state of seek and destroy. To survive for extended periods of time, they must be skilled combatants by themselves or supported by players they are familiar with. Their limitations are clear and they are familiar with when to retreat and when to commit.
Build, communication, knowledge and practice keep them afloat while the desire for the surprises that every encounter holds spurs them on.
Roaming is as much a part of WvW as zerging but it was not/is not the purpose of the game.
There are many players who are passionate about small scale combat, most who are driven by the hopes that Anet will bring a near perfect balance to their passion. There is no God. Your balance won't happen.
While skill is a great deal of what keeps a good roamer alive, build and the build(s) they face have a near equal say in the outcome. A good player can achieve victory over almost anything, but due to the rock, paper, scissor design of combat, even the best can fall to mechanics. This can be remedied with co-op, however the drawbacks of doing so are significant; One players decisions are not as impactful, effort needed to defeat a single player is greatly reduced, more players will avoid you, and the more players you are with, the more chances of having your positions scouted and becoming overwhelmed.
Many players have become frustrated with roaming thanks to powercreep and design changes in objectives over the years. While there is still a breathing community of players that enjoy the small scale side of things, a lot of these players feel betrayed or forgotten due to the aforementioned.
I’m sure everyone already knows all of this, but I just wanted to bounce it back to you.
That’s why it’s important to remember that having fun should be the #1 priority, not being the best there ever was. Don’t worry about what builds are broken, whether Anet is listening to you or if you’re making a difference. Adapt to the meta and use what you can to your advantage – no one ever said fights had to be fair. If you’re expecting balance, if you’re expecting your elite knowledge of all the nuances of every mechanic, you’re wrong, everyone loses sometimes.
So please, continue to play what you like, how you like, and get out there. I can’t wait to see all the new faces once Path Of Fire drops but most of all, I can’t wait to see those who are passionate still enjoying themselves.
With all that said, what are some of your most memorable moments roaming? What was your favorite time in the meta? What does roaming mean to you? And anything else you want to discuss! (:
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
welp I think I’ll throw some stuff from myself – as a little bit more casual of WvW Players I do not mind people who have invested more time in wvw in the past to get more stuffs.
however it is not right when I am required to have perfect server performance and somehow manage to get outnumbered bonus and overally rip my veins off in effort to get just about same thing as someone who have spend a “liitle” bit more time in a mode gains… by default for just being there and making sure his participation bar does not get too low.
EDIT: I do not mind not hitting the cap as well – although seeing the guy hitting the cap with exacly same amount of effort that for you does not even gets you to the half of is a little bit… disheartening when you think about it.
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
(edited by Lord Trejgon.2809)
The biggest figure I saw on video was around 6500 HP and it began decaying (really fast pace) after 1 or 2 seconds. And it was a single skill. You’ll need quite a bunch of barrier-giving zerglings with a nice team coordination to keep things up. I’m not saying it’s impossible, but it won’t be that easy.
Honestly, I have no clue how that’ll eventually work, what the figures will be, decay rate etc. But I’m trying to be a bit optimistic… Maybe I’m wrong though.
This will be fun.
I know a lot of “wvwers” don’t want this (looking at the comments) but there seems to be massive QQ about any change, along with QQ about stale game mode. Can’t win? lol..
I suspect this is going to fun for most. Especially with the limit of having to own the objective – potentially quite a boon for defenders of objectives.
Gliding in to from the cliff defend bay inner for example.
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
New Scourge information? Let’s dive in! Here are a lot of my initial thoughts, reactions, and ideas regarding all of the Scourge details and numbers as they exist currently:
As always, feel free to chat with me, share your thoughts and opinions, leave a like if you enjoyed, and have a wonderful day!
~Bhawb.7409
Boo freaking hoo for those crying about this.
Open up your minds. This is great news, things get stale if nothing changes and WvW has barely changed in 5 years. You’re all crying the whole time about about WvW not getting enough attention or changes, and then you cry just because a great PvE feature is added to the game mode?
You all sound like old farts with that fear of change. This sounds great and has incredible potential to add a feature that will greatly improve and refresh the game mode.
Stop freaking out people. They said if they find that it just doesn’t work out they will disable it. Give it a chance first before judging it.
Ele lose to thief you lack stun breakers. You can build to counter and roll thieves as an ele but that you cant counter condi burst and boon corruptions as a core ele. That’s always the issue and will still be the issue in spvp or wvw. Wvw way easier due to more stats variety. Spvp is something to see.. thieves are the last thing you will worry about, Watch out for new Mesmer and Necro bunker heals and condi spikes.
Game Designer
As several people mentioned, and Mo mentioned in the AMA, we release on our own cadence and will continue to release updates for WvW outside of the expansion release.
I also wanted to let everyone know that today is all about announcing the expansion, but later this week we will be talking about some of the upcoming updates for WvW.
I would stick to the old adage: “Buying an experience pays off much more than buying a thing”. As amazing as the legendary is, you’ll probably feel more legendary walking around the desert on top of a giant kitten bunny while killing hordes of living armors forged by the god of war and fire.
The ArenaNet team published this back in June 22, 2015:
“We want to be clear about our business model for future expansions now that we are approaching our first paid expansion for Guild Wars 2. We believe that to keep the game dynamic and vibrant with a constantly growing community, it should be as easy as possible for new players to get into Guild Wars 2. For Guild Wars 2: Heart of Thorns, we didn’t want the core game’s price to be a factor in a new player’s decision to begin playing Guild Wars 2. In the future, if we release further Guild Wars 2 expansions, we plan to offer all of the prior expansions, the core game, and the latest expansion for one single purchase price.
We are committed to our players and believe we remain the single best value in the MMO space. We set out on this journey to challenge the conventions of MMOs, to knockdown the barriers to accessibility, and to fulfill the promise of what online worlds should be. "
You can find the above clarification in full at:
https://www.guildwars2.com/en/news/pre-purchase-community-address/
So…
“Single purchase price”. I suppose that’s accurate. Adding $20.00 to bundle Heart of Thorns together with Path of Fire. It’s still one bundle, one price. But I can’t help but feel like that was a really shady way to sell the idea of offering value to the players.
I was under the impression from that clarification that ArenaNet will always be bundling all previous expansions and the core game with the latest expac at the full retail price of ONE game.
Don’t get me wrong, I’m not salty at all since I pre-purchased the core game and Heart of Thorns and am a very happy member of the community. Working in the games industry myself, ArenaNet are my heroes. So imagine my surprise when I learned that Heart of Thorns is going to cost extra.
Maybe a second clarification is in order.
Short answer is yes, long answer is not really.
People do still roam, but it’s uncommon to find solos or duos. Most players roll in groups of 3 – 6 depending on how frequently they’re moving around the map. Larger groups tend to linger in high traffic areas for easy kills while smaller ones will make a lot of passes at high traffic areas but won’t often stick around.
Due to the increased difficulty of capturing anything upgraded and the profession power creep, people tend to stick together for safety and efficiency. A lot of the skill involved in combat has been significantly watered down making it easier to pick up but more a matter rock, paper scissors than intelligent play. Which is why a lot of the pro level players (speaking in terms of PvP) have left the game.
So although you can still find players outside their zergs, it’s uncommon to find ones that do so solo or in “reasonable” numbers on a regular basis.
With that said, keep in mind that WvW isn’t a small scale game. ANet have shown time and again that they’re not concerned with that kind of balance. It doesn’t mean you can’t do it, but it does mean it’s a lot more likely you’ll find builds that are insanely overtuned that will stay that way for months at a time.
Tldr; Yes people still roam, mostly in larger groups rather than solo however. Balance has taken a turn for the worse, but that’s because WvW is about large scale and not small. HoT power creep has drastically reduced skilled combat. Zerg meta is at an all time high.
EDIT: I used to almost exclusively solo roam pre-HoT but stopped almost completely afterwards. I would still wander around from time to time but it didn’t feel nearly as enjoyable or rewarding as it used to.
In the last couple weeks however, I’ve been roaming a lot more frequently, but this time with a friend. Although I dislike 2v1ing random pugs, I’m at least enjoying myself more because there’s a much greater chance of success when I come across other roaming groups.
So although I’m not having as much fun as I once did, I am still finding pleasure in small scale despite it’s state. Sometimes all it takes is being stubborn and having a friend to chat with to keep doing what you enjoy.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
(edited by SpellOfIniquity.1780)