Warriors will no longer be restricted in any way. They can take 30/30/30/30/30, use all weapons and skills from other professions and can now fly.
On flying doylak mounts. Using 2 Greatswoords in each hand.
The warrior maybe godly, but I doubt that doylak is. Quick everyone aim for the soft underbelly, BRING IT DOWN!!!!!.
Warriors will no longer be restricted in any way. They can take 30/30/30/30/30, use all weapons and skills from other professions and can now fly.
On flying doylak mounts. Using 2 Greatswoords in each hand.
Warriors will no longer be restricted in any way. They can take 30/30/30/30/30, use all weapons and skills from other professions and can now fly.
Not only did I not say no, I said this “I’m not saying it’s a bad idea,”
Are there even commanders on the t 7/8 servers?
No, we don’t have commanders. Basically we fight against sentries. The really skilled guilds can flip camps. Once I got inside a tower, it was wonderful! The gate, the supply hut. I can’t even tell how it was killing the lord!
There are few who claim to have been inside a keep, but I don’t really trust them.
We still don’t know what is inside SM. It’s way above our skill level At reset we have people from the 3 servers banging their heads against the castle gate, but nobody can damage it enough apparently… but we’ll get it, I promise!
EDIT: almost forgot! If we see enemies, we make sure to not make eye contact and we run for our lives. Usually after seeing an enemy we stay inside citadel for a good 20 minutes.
Whiteside Ridge
(edited by Dawntree.7246)
Not sure I don’t play on any T1 servers, so what is it like to be on a bad server ?
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: Cristoff.2481
I usually do not post on forums, but last night patch shows flaw with Anet’s approach to patching. You do not release major mechanic change while having it coded in 24 hours, because you introduce unforeseen problem that people overlooked. The point and case for last night patch was how buff works in the knights’ fights.
Before mechanic change armor on knights was adjusted so if you did not get buff you did 40% (or so) damage less then your normal damage for opponent of that level. When mechanic changed to provide knight immunity to damage from players without buff, it effectively increased armor of knight by 40%. If you ask how, consider that before you were doing 100% damage when you had buff and 40% less when you had no buff. Now you do no damage when unbuffed, and you can do damage when you get buff. Since buff changed, but armor stayed the same on knight. Now when you attack knight you doing 40% less damage since once you get buff you attacking with same power as you did when you did before getting buff pre-patch.
Instead of releasing such a major change to mechanic if fight it would have been better to introduce minor change for loot and give it few days to test patch for mechanic change. Now instead of making players happy the patch just made more players unsatisfied by creating even more significant problems.
Promises were made
Edge of the Mist was a fail
Account bound xp?
This thread lacks evidence
EDIT: and constructive feedback
http://blacktalons.guildlaunch.com/
I have to ask the Moderators to get this thread back on track. 3 pages of multiple posts that don’t have anything to do with the CDI Topic is killing it.
How many times have we heard something like this over voicechat: They have an AC up careful, oh wait it is just a Ranger no worries.
“Youre lips are movin and youre complaining about something thats wingeing.”
There’s more to defending than standing on a wall and taking damage from 30 people. I wish a lot of people would learn that.
Specific Game Mode
WvW
Proposal Overview
Damage distribution from pet to ranger => 80% ranger, 20% pet.
Goal of Proposal
Shift pet damage to ranger as perma-stow is a non-option and pet AI is lackluster at best.
Proposal Functionality
Current pet functionality with damage re-distribution in place. This will allow the pet to transition into a more utility role while making the ranger almost as powerful as other classes. This way when the pet misses—which it will—the ranger still has a fighting chance.
Associated Risks
None
[WvW / PvP] Proposal: Ranger Spirits, Mandatory Traits, and removing screen clutter
Proposal Overview
By now everyone is familiar with the word ‘Zoo’ and how it relates to the Ranger class. While the screen clutter is still there, the strategic value of all the minions has lessened because of the changes to tab targeting. Body blocking is still a large issue though and I am proposing we remove the spirits from the game.
Goal of Proposal
The main advantage to removing the spirits using my idea is it will make the utility skills useful without any trait investment so the class can consider using them regardless of the spec they choose while still allowing players the ability to specialize in spirits if they want. It will also remove the screen clutter and body blocking problems spirits currently have.
Proposal Functionality
My suggestion is to remove spirits and instead simply give an ‘aura’ to our pet that does the same thing spirits currently do. Think of it as the spirits ‘possessing’ the animal in some fashion. Spirits will no longer have a duration and will be active 100% of the time until the pet they ‘possess’ dies or is swapped out. Once they ‘die’ they are put on a cooldown for XX seconds before they can be recast. A pet could have one or all of the spirits active at one time on it.
When the user activates a spirit’s ability after it has been summoned, a mini spirit will spawn at your pets current location and .5 seconds later it will detonate causing whatever effect the spirits currently do.
If you have the trait to activate spirit abilities on death, this will now activate when the pet dies or is swapped. Like above, a mini spirit will spawn for each active spirit on the pet at the time of its death/swap, and .5 seconds later they will detonate using whatever ability the spirit has. This had the added advantage of the Ranger getting some controllable burst (Storm spirit activated to spawn a mini spirit to explode for AE damage and then you swap pet to summon a second storm spirit at the cost of the XX second cooldown.
The current trait that is no longer needed because spirits will now always move can be changed to reduce the cooldown on death or simply replaced with some other trait.
Associated Risks
The risks of the current spirits remain because you’re sacrificing a utility slot for the spirit. Some of the advantages of the current spirits like their ability to soak AE or body block projectiles is also removed which increases the risk to the Ranger as well. It also puts enormous responsibility on the Ranger to manage their pet properly or risk it dying or needing to be swapped, which would remove all the spirits from play.
Game Mode
Pv[all]
Proposal overview
Wilderness experts should be masters of poisons. Therefore, Rangers should have the most potent poisons available.
Goal of Proposal
Currently Rangers have 15 different skills that apply poison. Necros are in second with 12 and thieves are third with 9. With all that access to poison, you’d think Rangers would have some traits that make it more potent, but they don’t. In fact, there are no traits at all for Rangers that improve poison performance or help Rangers do more damage to poisoned foes. This proposal seeks to reconcile the disparity that currently exists in the Ranger playstyle.
Proposal Functionality
Rangers should be given some trait options to improve poison in various ways. Between extended duration, improved healing suppression, higher damage values, and bonuses against poisoned foes, a healthy balance should be found that rewards rangers for applying and maintaining poison.
Associated Risk
I don’t see any real risks associated with the proposal, primarily because I’ve left it general enough to allow room for various functional applications of the idea that would not unbalance the game or disproportionately reward specific playstyles over others.
(edited by mtpelion.4562)
You are off on multiple paths here my friend.
1. Push players to do things that they would otherwise not do? Like dungeons for skins and money, PvE for legendary and Ascended stuff… fractals, and months worth of PvE farming?? We got 2 things… since release that pushed people to WvW… PvE players have had months and months of having the WvW players get pushed to PvE.
2. Recap I agree is weak sauce. But this is from the same people that brought Scarlet.
3. EoTM was never to promote GvG dont know where people are coming up with this. It was to alleviate stacked server queues.
Stat increase = gear grind.
Gear grind = no money from me ever again.
Lions Arch has personal story quests inside it:
- The starting location (green marker)
- Some personal stories take place inside Lions Arch, they’d have to remake the personal stories.
Hence Lions Arch will not be destroyed in any large scale or meaningful way.
PvP modes are the “endgame” in all MMOs.
Stop failing at PvE, and fix WvW/SPvP. Thank you.
wouldn’t it be old old lions arch and old lions arch then the ruins of lions arch. Cause like…theres already old lions arch aka in the water. But then if scarlet ruins current lions arch that’d be the new old lions arch….and then whatever remains would be the new current lions arch……..lions arch…..my head hurts.
They can nuke it into the ground for all I care because I have the infinite Royal Terrace pass.
It’s simple. The Gift of Battle always required 500 BoH. Before they brought out achievement awards, you had to go into WvW and kill enough players (shock horror!) to buy it. Essentially, playing WvW has been an important element of making a legendary since the beginning.
The only problem was when the achievement awards started giving everyone hundred of BoH. It has now been remedied to something like the original vision. And as has been said, there are workarounds to this requirement that there weren’t for the original one.
You’ll have to wait and see how we integrated story into the release. I think it works pretty well but I’m biased. I am looking forward to the feedback we receive next week.
you also thought scarlet was a good villain.
I also know the entire plot a year in advance.
I guess ANET decided 2014 will be the year of teaser videos instead of preview pages.
80 ~Warrior~ Delvoire | 80 ~Ele~ Azalea Avenir
80 ~ Guardian~ Rag Nor | Server ~ FA
I am more interested in “a few other WvW changes” than EOTM.
This really doesn’t seem like that big of a deal to me.
That’s most likely because you’re a rational human being.
“He’s like a man with a fork in a world of soup.”
I disagree with your order and I think basing a list on the boring, stale meta that is pervasive in this game is meaningless. The fact is most players are underutilizing their class, playing with the wrong gear, and generally doing little more than playing a game of follow the leader.
What you need in your group is highly dependent on what you are doing, who you are fighting and how many you are fighting. The fact that most of our ‘current meta’ takes none of those into account is not a class balance issue.
I saw a request somewhere () for this statistic, but I don’t have an official account for somewhere.
So, if anyone is interested here’s the current donation split:
Ho-Ho Tron: 52.18%
Marcello: 47.82%
I’m actually surprised it was this close! My money was on Ho-Ho Tron all the way.
John.
We had that once already. Siege (except golems) couldnt be deployed. IMO best day in WvW since release.