Nice try I guess, but you could only get downs by target-focusing them 3-5v1.
It’s about 7 times less damage output than what we can do with staff… Less field control, less mobility… I don’t see myself ever using it in its current state sadly.
So run staff tempest?
Tempest is support not dmg if you wanted to do dmg you stay ele if tempest could do dmg and support then there would be no point to have ele.It just doesn’t work. The last thing we need is bad melee support that can be replaced by a guardian who will do better in every scenario. Staff is the perfect melee support anyway: Large water field for them to blast, it’s all they need. The only thing new about warhorn is the boon sharing.
Do you really think that dropping a 50k meteor shower on top of a waterfield will help the melee train less than giving them a few seconds of boons?The problem with tempest is that it doesn’t make anything better. It “works” in theory, but in practice it works less well than all the other options. Aura sharing isn’t something hard to do even without tempest.
Listen to your self you want an mages class who can effectively live forever in melee do crazy dmg and have super support you want something strong then the ele class you want power creep.
What I don’t see is why we can’t expect an elite profession as good as what other classes are getting. I just want something worth using, I don’t care what it is.
Right now overloads are not worth using, shouts are kinda ok but they will not keep you alive in a melee range or replace cantrips for mobility and stability, warhorn will not do something better than focus or dagger offhand beside boon sharing, there is a huge damage loss from tempest traits, and from the warhorn, the new elite is not working. We do not even have the stability to go melee range.
Reaper got a melee weapon but also 10 second of stability from the elite.
I guess gw2 players like it easy and cheese, if aint OP it isnt balanced….
Are you just trolling me? It has nothing to do with op it has to do with the fact we are paying for an expansion and the elite profession adds almost nothing beneficial to the class. I do not mind support roles at all if they are interesting. Balance comes later.
My intention wasnt at all to troll, my bad if u tough that… but to joke from what players were expecting, and i totally agree with you, for the streams i watched i didnt like much of the mechanics as they dont feel elite, the only way to make then work was to be mostly dedicated to output damage, but that is becouse game makes not worth to take any other stats besides the one that improve the output damage.
I was joking about what isnt op isnt balanced beocuse that is really what matters in this game, if doesnt kill fast does not worth to take it (player mentality ), and players feel underwhelmed against easy burst builds becouse they expect to do the same or even faster becouse it is called a elite trait line, imo some builds are to much they should be toned down to the level of the elite specs in some classes, i dont know how anet is doing balance iterarion but feels a really weird one.
@Malchior.5732 i really was expecting overlord to be something cool, turn out it is just another condi skill…. dependable from warrior stamina alike mechanic.
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Nice try I guess, but you could only get downs by target-focusing them 3-5v1.
It’s about 7 times less damage output than what we can do with staff… Less field control, less mobility… I don’t see myself ever using it in its current state sadly.
So run staff tempest?
Tempest is support not dmg if you wanted to do dmg you stay ele if tempest could do dmg and support then there would be no point to have ele.It just doesn’t work. The last thing we need is bad melee support that can be replaced by a guardian who will do better in every scenario. Staff is the perfect melee support anyway: Large water field for them to blast, it’s all they need. The only thing new about warhorn is the boon sharing.
Do you really think that dropping a 50k meteor shower on top of a waterfield will help the melee train less than giving them a few seconds of boons?The problem with tempest is that it doesn’t make anything better. It “works” in theory, but in practice it works less well than all the other options. Aura sharing isn’t something hard to do even without tempest.
Listen to your self you want an mages class who can effectively live forever in melee do crazy dmg and have super support you want something strong then the ele class you want power creep.
What I don’t see is why we can’t expect an elite profession as good as what other classes are getting. I just want something worth using, I don’t care what it is.
Right now overloads are not worth using, shouts are kinda ok but they will not keep you alive in a melee range or replace cantrips for mobility and stability, warhorn will not do something better than focus or dagger offhand beside boon sharing, there is a huge damage loss from tempest traits, and from the warhorn, the new elite is not working. We do not even have the stability to go melee range.
Reaper got a melee weapon but also 10 second of stability from the elite.
I guess gw2 players like it easy and cheese, if aint OP it isnt balanced….
Allow me to joke a little bit more…..
tempest = expected to be a stonger DD ele with frontline bunkering, more survivibility than a dd already has.
Dragon hunters = expected to be zerker ranger on steroids w/o the use of zerker.
Chronomancer = expected to be stronger than PU.
Ravenant = defensive skills and roles dont work becouse game not prepared for that, and shiro expected to worth 2thiefs with backstabs on AA.
Reaper = probably class designed to handle better on outnumbered fight , but due power creep gameplay, class dies as fast as any other class that gets bursted in 2-3 seconds when spiked.
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humm i have been playing much more ps4 mmo’s even if they are p2p, for pc im dropping it slowlly, still playing sto once in a while, only reason i use a machine with windows was due sto and gw2.
(…)
They already restructured core components of the game when they went mega server, now they have to restructure this due to what they broke.(…)
Instead of force merging random servers, either :
1) remove all servers without 24/7 coverage and add more maps to the remaining servers. ( NOT EoTM maps those are atrocious btw.. More maps like EBG would be best.)Players still have a choice where they play.
HOWEVER, I think this is still stale gameplay long term and not the better solution. The better solution would be to :2)Make matches much shorter ( a day or even less), Make wvw non server based, guilds/ players choose a team before playing and cannot switch teams until the match is over. When one side is full it is full , players can only enter other teams. Have multiple matches going on at once. This would allow for players to play with and against a variety of players every time.
if u guys want to merge all servers also in WVW we migh need a" copy ruined continent of tyria as example", with no time fight at all, some sorta alliance conquer game, and yes they would have to change some game core stuff, if we had 1 day or even less combats into wvw…. that would be the new eotm.. becouse everything will be reseted fast and no point to play that game mode well, just get a way to farm it.
more easy gimmick = more players doing pvp and feel rewarded = more esport…. and probably they can raise from those 300-500 players that watch streams?
I bet there are 50x more newer players joining the game than pvp players leaving it. Publicity and the whole “free base game” gig is luring a lot of players. I wouldn’t underestimate the power of advertisement.
(…)
There’s 0 incentives to keep playing after a certain amount of hours (months) spent. You have 1 game mode, no leaderboards, and poor pvp rewards. The people who quit were already frustrated with GW2. The drama queens who couldn’t handle the power creeps are the ones who left while others, well, they’re the ones who pushed them out.
^exactly this..
As much i hate mobas and power creep games(on mmo’s side), all players have the opportunity of playing those damage desirable builds, even i ended doing it, and it is much much easy game than gw1 and i consider myself a bad/mediocre player…. i barely need team support to burst any player down and them to me, But it gets bored after some time playing a game where each combat lasts 3-6seconds max it becomes to much redundant and stale, the best strategy is damage output.
But anet is doing this “propaganda” to get more players on their espsorts, but a little bit sanity to the game should not hurt it.
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(…)
(…)
What happend is: dev responsible for thieves tried to balance them. Devs responsible for other classes went for power creep. In vacuum thieves are fine, in comparison to other classes not so much.(…)
^This.
To many dev’s tuning classes at their own way.. exactly, i tough they would do this as a team it looks each one does each class or 2 classes and game end with huge efficiency gap between weapons and builds.
There is no way in the nine hells that I am ever giving another penny to this terrible terrible company. The only reason I and many others are still here is for the lack of any other game with large scale open world PVP, and the minute another game comes out with this I will drop GW2 like the terd that it is.
Guys give them time,i am on the same boat, just take a break; for sure balance « process will be finished only 3-4 months after hot release…. util then play another thing or focus on something else.
It’s certainly amusing that the most iconic guardian – Logan Thackeray – uses a sword and shield combo. He may be the only guardian on any given map who does.
Shield #5 is completely countered by a team with Stability. If the Knockback effect misses due to blinds, blocks, or stability then #5 is worthless.
Focus Mastery trait offers twice the Protect up time than Shield #4 does… kind of sad really.
Who ever uses the Shield in competitive PvP is, sadly, under performing himself. If they remove the immobile channel effect on Shield #5, then the offhand would have some merit to it as it would finally be on par with other offhand weapons (other focus weapons) in the game. I would even consider using it, given certain situations.
Guardian players have one huge problem, no dev likes to play, so they only know the burst builds using hammer/gs and sword focus…. well because with high damage is easy to kill so they ignore the rest…
There are two problems actually with bunker guard, and might be a trait balance problem only i think this would make them a good point hold choice to pvp also.
I will talk about mace becouse shield is highly dependable from main weapon to.
Mace on guardian could have its healing value halved while on fight, it is a very low mobility game-play wich is a huge burden in this game, and guardians to have a minor working value need to sacrifice alot, compared to other classes.
Same with guardian shield traits:
Merge stallwart defender with strength of the fallen, so players can use strenght in numbers also, imo this would make shield much better and a good option to defenders, and e strenght in numbers could work like similiar to invigorating bullwark, guardian increasing defense of group by spending time on fight(start ( 150 on the inital fight time and then change to 250), that would make the bunker viable as other better classes filling that role with damage only.
edit
A1nd probably increase shield 4 damage plus resistance or block on shield 5 detonations for 1 or 2 seconds?
Funny how this looks completely op on paper but on combat would be more balanced than many tough.
Bunker guard should be a circle point holder/delayer, it is far from that.
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Avoid them :P, play with map LoS , outrun them, hammer them from cliffs, u could burst them hard but it is very(IMO) difficult to push.
or.. u could play those classes in spvp, and watch some videos on youtube and try to predict them.
Thief isnt op, problem is classwide, for the good and bad.
Before patch i could hold 1 thief(for some time while help was at is way) with mace/shield except those plesky p/d teleporting machines :P, now i use GS WW to blend them easilly there is no true balance since every class can burst each other at the first second best tactic is output damage(it is a little bit mindless game), i dont know what kind of iteration anet is doing, but so far game looks like it is in beta state, and getting worse….
On gw1 was required team work and a certain knowledge to burst players that way…. now every Skritt can do it, it turns that gimmicks on gw2 make any players a good player.
High ranked gw1 player > any gw2 player.
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Give thieves a break== EVERY class in the game currently counters the thief. Do you even pvp bro?
GS guardian does Ji+simbol+WW thief down… oh wait it was 2 thiefs one was stealthed.
Ravenant with defensive skills will not work that well, only thing im expected to be playable (optimized for output damage) will be with shiro avatar or a condi avatar.
Gw2 is a game that is easy to kill targets, just need to play certain builds…
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Stage One: Change population to reflect active WvW players.
Stage Two: Wait for people to self-move and spread out.
If Stage Two fails: Reduce map cap on all maps to 60 per server permanently — or until the population regulates itself and spreads out.
Stage 3: watch people abandon wvw to play games where they can play Massively multiplayer together. QQ.
Massively multiplayer means massively multiplayer.. It is already much less than most games I have played allow to play at once.
With this change some sort of guesting mechanism is needed, so you can still play with friends even if you are on different worlds.
u dont need to guest in pve…megaserver remmember? and why woud u want to guest in other server WvW for free? that would leed to troll and stack at spawn to prevent players from entering.
Read Lil Devil’s posts, thats why. You do raise a good point however its something that would have to be worked through. But as it stands now if a new player to the game has a friends on a full server they are completely prevented from joining those friends in WvW.
ic now tks for the info, it is the price for having such map/server limitations… :\ larger megaserver (continent style)maps w/o shards would solve that …
(edited by Aeolus.3615)
Stage One: Change population to reflect active WvW players.
Stage Two: Wait for people to self-move and spread out.
If Stage Two fails: Reduce map cap on all maps to 60 per server permanently — or until the population regulates itself and spreads out.
Stage 3: watch people abandon wvw to play games where they can play Massively multiplayer together. QQ.
Massively multiplayer means massively multiplayer.. It is already much less than most games I have played allow to play at once.
With this change some sort of guesting mechanism is needed, so you can still play with friends even if you are on different worlds.
u dont need to guest in pve…megaserver remmember? and why woud u want to guest in other server WvW for free? that would leed to troll and stack at spawn to prevent players from entering.
indeed while im trying to maintain targets on symbol on gs, some necro will fear them or ranger kb them…hate that on spvp…
Bring sanctuary and cast it behind the target, but u might loose some precious time by doing it.
Reached 200+ post, can we have any info is shield will be reworked and re-balanced on further updates???
Tequatl is fun, I think because there’s actually a purpose for having a ton of people there.
Jumping trampolines to fight a dragon isnt quite the definition of fun for some lol, i actually when they released that i tough was a very childish event…
/page divided by zero fix.
Lower rewards from taking objectives by about 90 %.
Increase player kill rewards by about 200 %.
Only seige allowed; rams.
cough, how it should be, cough
Does that means players dropping precursors? :P
i would play just offer them… lol
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(…)
In addition, I’d like to also mention that I’m not here to make WvW players rich. That’s not my intention whatsoever. My intention is to reward those who really put in the effort to win while also keeping it balanced and not farmable. My idea is simple and I want to not only get feedback but allow us to get a real discussion going on how Anet could change the reward system.
I dont know what to say then, game will never(hardly will) reward players that were/are dedicated to WvW and their guild, nor even reward guilds, u migh have some unlock stuff to use in battle via new houses with research points in your GH but those will make game more easy and casual, so keeping it balanced and not farmable will be impossible.
I know players that are t dedicated to the game and their guild/server efficiency and that is not rewarded by some fight or copper gain while in fight that imo is looking in a very limited way.
Anet needs to make castles and towers more important (more fancyness), give guilds a true objective to hold and desirable to conquer, something attainable over time or desirable for the guild and pugs(lesser reward for pugs and only in events where they helped at castle defense).
I think what we need to think is what the importance of reward and directed o whom? .. not the quantity of something basic and useless.
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How much does it cost to to transfer to servers below the “medium” level?
I thought the population levels were:
Full
Very High
High
Medium
Low
Very Lowafter the changes; has anyone seen a server with a population level below “Medium”?
What are the new transfer fees?
Medium – 500 gems
High – 1000 gems
Very High – 1800 gems
I’m worried that this new method will make it impossible to bring my friends who are new to the game onto JQ. Before this change, the method was to log on at 3 am with some luck and determination.
Eternal Crusade and Camelot unchained. See you there!
I see great disappointment in your future… (People said the same thing about Archeage)
DAoC is the grandfather of the game-mode and they nailed it. CU is, hopefully, going to be it’s grandson. I can’t wait for CU, too bad it’ll probably arrive late 2016/early 2017.
Allow me to go offtopic , but for some one that played the 2 games:
Both games got their problems and they hardly can be compared so ill do the easy job of pointing what both do badly. (or try to :| )
Gw2 is shinny empty bottle besides graphics game has nothing, even armor stats most are useless and could be deleted, AA is way to much time consumption(farm ville is to annoying, to much of that…) and gold sell bots make chat unreadable, far lesser graphics but much more game mechanics and not the limited a themepark that is gw2, map depends of the entire game community, traders etc, also having an ship boss where u need to kill it to gain a cool ship blueprint and build one for your guild, not just double click and player transform to a car or a mechanic scorpion… here u play zerker becouse yes , dungeon redundancy or eotm redundancy, on AA u can do anything and some will bring cool stuff for your guild, zone, fame, place to control and defend/fight and anywhere in the map.
Both are extremes of each other, both have serious issues, but gw2 have more design issues than AA, since it gw2 it is to much fast action for its limited options, small map and very low mechanics, game gets old to fast due the massive redundancy a player has to do, even guilds are badly rewarded in the game for the dedications they have to the game, it is a game where every player also ends playing very equally builds due effectiveness gap against non meta/gimmick builds.
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We are in Gw3 alpha test server didnt you guys notice??? >:P
@Hexalot.8194, for sure he got bursted while in heavy cd times :P
@Apolo.5942, Toughness is useless after patch, get better damage output and you will be fine, since u can do alot of damage to.. just go full power builds or full condi, guard GS+symbol+fire sometimes can wreck 2-3 players.
@Alphabet.7392 guardian with high toughness are easy to kill(to easy), other classes with high toughness like engie and eles are harder to kill(takes more time), it is a matter of mechanics.
If i recall well the difference between light armor and heavy armor defense is around 10-12%, so if sacrifice damage for defense expect to loose.
Apolo.5942 what class were u playing maybe player can help with build?
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High rewards is one of the things that dumbified eotm, if u want rewards Anet need 1st to change how redundancy train also works in wvw, own a castle on mist should be important and fancy to any guild, thus opening more viable “guild cummunity” rewards other than copper and badges, it is the entire wvw model that is at flaw.
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@Fenom.9457, ask in map chat main cities, pve is megaserver so no boundaries and u might find rp’s from several servers.
start adding RP players into your friend list so u can end on same map sometimes, or look for RP guild.
“By observation RP specimen, are just players that stand still looking at game artwork(j/k) "
>:}
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I might try the bow but **** the traps, the loss of survivability for such long cds isn’t worth it. Don’t forget you still have the lowest HP pool and no access to passive movement speed.
Exactly. Trap builds will have no sustain and no condi clear. Stealth and superspeed are not going to save you from being kited by an enemy smart enough not to stand in that spot where you clearly just laid down all of your traps.
cast mesmer time dome on guardian aplying traps and kill it… :P
Players wont play it if trapper guardian isnt overpowered in damage output, since it look they have many ways to get self trapped.
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Wow. I’m definitely glad these ideas were never implemented. Sounds like someone missed the sign to EotM. Go play there.
yeah creating more map shards than servers, like having a map shard per alliance it is fuggly as it sounds :\, before changing wvw anet needs to find a good way to solve how players would connect to the mist war and wich side they would be.
A solution is the megaserver for WvW (i was a megaserver hater for wvw but the mode is so bad atm even megaserver would be nice for it..) so it would be a bit like Eve alliances system on a continent style eich was divided by several maps, hold zones and be rewarded by that, call bounties where havock(or smaller guilds) groups could apply to wreck supply lines on distant maps for a reward, guilds could make a reserch that would be like intel under enemy lines before send havock squads, and im loosing myself here with this ideas…….
(edit) funny as this sounds like a complete new game…. im thinking about a game with lots of stategy and real PvX gameplay, cause the actual wvw is already close to eotm…
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Lol… /15rainbows
Edit: LOL I looked up “rainbow unicorn kitty” to see where that image came from and I found this:
/facepalm, that as a mini or finish would be fun
Why would something be wrong? They just updated the interface is all.
Seen some of the things hackers go out of their way to recreate false websites, and sometimes make small mistakes here and there.
that was the first thing i tough about.. i can now put my tin foil hat back into the panic box.
<|:}
(…)(…)
The system is much cleaner, nobody yells at Clerics or Zealots or anyone else who wants to run something other than Zerker, and everybody wins. Theoretically. In the realm of pure fantasy. Unfortunately there’s not a single chance in Gehenna ArenaNet would just eliminate scaling heals altogether, so I tried to come up with something that at least partially decoupled a core gear stat – Healing Power – from a useless relic of a game function – improving healing ability.Pardon me for trying.
By zerker lets call it builds optimized for better output damage, and that is what is gw2 about, it is a placebo that fast action mmo’s have, because players can kill and feel rewarded, as example on gw1 u need more teamwork than gw2 since in gw2 a players can single burst as a gw1 team could.
With the actual game those stats aren’t needed, and if those stats gave anything good people would start screaming because it was op and they could not kill target as fast as before, they would feel that was needed more effort and that would lessen the self reward expectation.
if anet deleted 60-70% of gear sets and mostly like 90% of the runes game would not miss them.
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@Max, all u need is output damage and use blocks/blinds at right time, best support ever (for a <5 seconds combat ), and yes game is far from being balanced but gw2 players like that way…
use torch build or gs.
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It’s really not going to be that good, guys…
You said the exact same thing about burn guards… lol.
Burn Guard is still a gimmick though…
@BBox, isnt meta a bunch of gimmicks anyway?
Macro ur elementalist bursts and water blasts, problem solved :P
>:}
Lets all plot to make a revolution and take Divinity’s Reach down….
3rd guild wars = money.
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If you think weapon swap in ele would be a good thing, then your judge about balance is completely wrong.
Ele is and has been the most OP profession for a lot of time, across all game modes. Highest DPS in pve, indispensable in pvp, brilliantly and one of a hell versatile in zergs, and good for roaming and dueling.
^weapon swap + element swap…. ain’t balanced enough while isn’t OP.
now if players defend weapon swap VS element swap that would be different, sacrificing one for another.
Neo in the matrix movie also had spoon problems…. spoon OP.
(zerg 1) <————Random casted aoe zone—————->(zerg 2)
dont get in the middle^^
Range has to range. Melee has to melee. Someone has to melee…
portal bombs, veils, but if melee groups is small, since damage is easy to make, zerg will clean the melee groups w/o much of a problem, the actual changes are making even the “unbalanced” numbers even more important than gameplay and tactics.
I have been in situation like the one in the example where i put myself aside the figh and notice no one on both side were killing just a empty space where woe is being throwed in hope of a miracle to melt any overextended players, i even noticed guardian with GS at range and changed to staff when some players decided to flank that group, wich was a ~2 second fight due massive aoe spike, it is not pretty to watch nor play :S .
At least DH will work at range…. >_>
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Anise.
15chars.
yeah count Anise to, and that isnt her real form
, she is much much older.
Wonder if she is some sorta gw1 character in disguise all over this years….
dont use nomads, damage is better than pseudo support.
(zerg 1) <————Random casted aoe zone—————→(zerg 2)
dont get in the middle^^
Look at it this way people. No discussion – nothing happens. Discussion gets people to say, “Hmm”.
WvW is a dead format with no direction or indication of what is to come in the expansion pack. That isn’t a dig against the developer. That is just stating what we know today. Now break down how much you play of the various formats and that determines how important it may or may not be for “you”.
The indicators that Anet are giving are not good, more casualty, more easy and lesser effort game play…
Gw2 WvW could have content to be even a unique game…. it lacks so much..
WvW would be much better if it was a “continent” and each server is a zone/alliance of that continent, instead of copy pasta borderlands where players effort is rewarded by a reset and ppt score.
Anet could even introduce special forges and mines in map to aquire mats, hold important zones with good rewards for the alliance or guild, like presecursors due holding more than X days or mats to help craft the legendaries.
A more seamless pvx game, instead the pure casual themepark where everything and every one is the same.
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Conditions are now actually useful, so no, they don’t need a nerf. That being said, yes, burn is OP right now, everyone knows that. Anet will get to it, they have a lot on their plate.
It did 18k by the time it wore off? You seem to hate the typical response, but that’s how it is: clear it before it does all that damage. They changed the game, so adapt to it or stop playing.
Or get a build that makes better damage and kills it fast
.
Also…. game would end with more alliances than servers thats for sure lol, since each t6 guild can have 500 players where players can represent diferent guilds, and each guild being in deferent alliance, so a players could jump from alliance to alliance…..something would had to change here.
@Tspatula.9086, i think the sense of genereting shards due alliances it gives the sensation to players of casualty and randomness, it aniallates them, even with more temporary stack and fight content, that will be reseted just for a score reward basicly it will not last longer, game lacks in indepth development everything is equal and bland, way to much bland.
The problem ic with WvW is the lack of indepth, it has a feeling of lacking after some time, if i want to play a super fast combat with score reward and resets, i would play a mmofps, that on a mmorpg might be acceptable on paper, but awful on practice after some time, and thus is the reason the actual wvw start to “decline” (not quite the right word but is to be refered as less quallity due stalness or poor indepth).
I liked that ideia of a alliance hold a bortherland, but if as the means for it, not only the numbers, gw2 is already a low effort casual game, it needs something that is important and valuable when attainable.
(Carefull here, BL that would be copy pastas w/o change and that is not good, a change to get the same result at the end, that we have actually??).
I can see those ideias work(probably at long term), but not with a pale simple game that Anet looks forward.
*and sorry for the bad english.
Watched anime on my free time, Gits Arise. :\
i just laughted when saw this page…
Special weapons , mace shield…..
https://www.guildwars2.com/en/the-game/professions/guardian/
wonder if skills names will be similiar.
http://wiki.guildwars.com/wiki/Glint
i betting on glint to give snares like slow,unblockable skills, stability and disenchanting hits.
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