Imagine a team death match.
Got one on salvaging the 9th or 10th chest 3-4 items per gold tiger chest.
Am I having really bad luck or was something changed? I used to get like 1-2 tokens every 2-3 gold tiger chests but after 7 or 8 chests I still can’t find any.
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Always good to see eles.
On the other team.
Anet is trolling me all day it seems I’m facing engi and grouped with ele. I hate being grouped with ele. Why don’t they just play engi?
I don’t think anyone really expected to get a ton of glory from these things. Convert them into 25 glory each and I would be happy.
That is a fair point. I just don’t know how cost efficient it would be to code a one time thing like this and how it would effect their current timetable. If they were to invest resources into compensation it may take away or push back from what they had planned.
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Concerning glory boosters, I’d be surprised if they weren’t the least selling item on the gem store. They were fairly abundant in game able to stack up to 8 hours on a character and can be used on multiple characters which takes advantage of switching classes at the start of a tourny. I don’t think anyone actually bought keys wanting a glory booster out of a bltc chest which contains multiple items. Not too mention I doubt any real money went into the game from a player actually wanting a glory booster unless it was a first time buy until they learned how abundant they were in game. Even still if I buy 10 glory boosters with real money and earn 100 glory boosters while playing, the ones used first are always considered the ones I bought versus the last ones used.
What will happen to the pvp locker? Will current pvp gear become soul bound needing to be deposited in the pve bank or remain account bound? Will pvp exclusive gear remain account bound and deposited in the pvp locker?
I’d like to know this as well.
Is it a good idea to fill up our pvp lockers now?
What happens to duplicate pvp gear?
We ask the real questions!
What will happen to the pvp locker? Will current pvp gear become soul bound needing to be deposited in the pve bank or remain account bound? Will pvp exclusive gear remain account bound and deposited in the pvp locker?
So, may I ask, why are we even keeping the ranks?
Because rank points will be retroactive for that title bug and if exclusive rewards are tied to either titles or ranks or both plus ladder’s then the structure will be complete.
Ladder for skill rewards
Ranks for duration played rewards
Just go mid and tell your team to go home, far, and skyham.
50% of the time it works every time.does this turn skyhammer into some other map?
Nope, but if you eat an apple at least you’ll be laughing on the inside until your trip through hell is up.
Just go mid and tell your team to go home, far, and skyham.
50% of the time it works every time.
Consumable tokens and arcane converters. Choose to sell unid dyes or id dyes for gold.
It’s like… why go to a chinese restaurant that chinese people don’t go to?
Decapping a node takes less time than it takes to cap it. So if home and mid are safe you decap far. The problem is communication and map awareness. If home and mid aren’t safe going far may not be as helpful versus assisting mid or home. Also depends on the map and the situation. Anything goes when you can pull off a win.
What will happen to the pvp locker and account bound pvp gear?
+100% to PvP rank gain
Small wonder why the class with twice as many weapon skills as all the other classes was once overpowered only to be made underpowered.
Allie started posting 6 days ago
gf left me coz of ladderboard was locked 6 days ago
Is all vain?
It seems like people really want (and want we also want) is a way to officially support new games modes combined with our current queues regardless of what the new map is.
If not a chopped map with a system to support a new mode would open beta weekends leading up to the new modes/maps release date be a possibility?
what’s the counter to stealth revives?
Fear, push, knockback
AoE only. Can’t target, remember? But yeah, everyone should have stability and a PBAOE CC to counter one class res. That’s balance.
Those don’t need a target.
chaos storm, hundred blades, poison field and cluster bombs.
LOL, no. You don’t want to put auto-attack in there, too?
Auto attacks are your weakest skills. Ones I listed either do enough damage to down the thief while slowing down the res or will interrupt the thief.
Now, were you going to reply to the rest of the post.
No.
Why not both? New game mode on a new map.
The wildcard has modes and now is the advantage. I know it takes time away from current developments, but if this can be coded faster for a public hotjoin test server I think it would be beneficial as it extends to the entire player base and not just the portion of mutual participants currently exploiting the conquest mode.
Oh, stealth counters stability stomps?
+1 reading skillz.
what’s the counter to stealth revives?
Fear, push, knockback, chaos storm, hundred blades, poison field and cluster bombs. Play the game and you’ll discover more.
Stealth counters stability stomps.
I had a dolphin once. It flew away singing thanks for all the fish.
Was wondering when someone would play this card. Here is your complimentary towel and +1 internets! Have a nice day!
Most 4v5’s I’ve noticed are from long queue times and the player akf’s 1 minute into the match and gets kicked which can be fixed with a working ready button. Some 4v5’s are players leaving before a match even starts yet continues to start as a 4v5 which can be fixed by delaying the game from starting. Additionally there are the occasional 4v5’s that result in a disconnect after the match has started which the dishonorable debuff takes care of from discouraging intentional disconnects.
Because there is neither a working ready button or a delay of game the dishonorable debuff is a band aid that does not work which skews a players mmr. The downside is it increases queue times.
Does mmr change merely from win/loss or your preformace during the game?
Win/loss only. If you have any thoughts on how you would like to see it done, feel free to share.
Most 4v5’s I’ve noticed are from long queue times and the player akf’s 1 minute into the match and gets kicked which can be fixed with a working ready button. Some 4v5’s are players leaving before a match even starts yet continues to start as a 4v5 which can be fixed by delaying the game from starting. Additionally there are the occasional 4v5’s that result in a disconnect after the match has started which the dishonorable debuff takes care of from discouraging intentional disconnects.
Because there is neither a working ready button or a delay of game the dishonorable debuff is a band aid that does not work which skews a players mmr imo. The downside is it increases queue times.
Death Blossom was designed for when haste was 100% and there was no torment. D/D thief needs a revamped dual skill imo.
From what I read, the new game mode(s) will be ~june. The second half of the rewards along with amulet unlocks(?) (phasing out of glory?) is ~march.
I am not really sure what the drawbacks of healing signet is.
Pros:
-best HP/s
-No need to activate/can’t interrupt
-Synergizes with high armor/blocks/immunities really well
-Poison is less effective (only get pro-rated portion of effect, perma-poison is rarely possible unless you “shotgun” your poison nades)Cons:
-Weak to “Continuous burst” (which, for the record, is not achievable). There is no burst in the game that can 1-shot a warrior, and given the nature of burst, the warrior will regen the damage and out-dps the burst player before he would be downed.Also, I can confirm that my ele is unable to even out-dps this heal skill unless:
-Full Zerk s/d
-High arcane-use d/d, plus they are so mind-numbingly stupid they eat churning earth to the face.Edit: I do agree, I feel that they under-value the addition Pros the skill has and over-value the cons, which are mitigated by natural class mechanics.
Another pro is aoe burning uptime from lb. If warriors didn’t have burning hs wouldn’t be as bad.
A 24 hr ban is just a bad band aid until underlining problems get addressed. You guys are writing a soap opera.
I think skyhammer could have been a home run if instead of falling to your doom and teleporting to the hammer you fell onto a second floor that had the controls to the hammer. Make use of the falling damage traits.
The dishonorable debuff design is bad because this game doesn’t yet have its casual game mode and with only ~10 min matches for increased rewards on soloTeamQ and yoloQ it becomes a different matter. What should happen if the population was high enough is the game pauses and finds another player or have the other team randomly select someone to sit out.
Gw1 with all it had was able to set the dishonorable debuff around 15 minute to a few hrs.
I just thought of something.
Why did pvp players need to buy their level/skill points with glory at all? Why wasn’t the amount of matches played per character retroactive to earning xp and granting levels and skill points? PvE characters that power leveled in a under a week have the skill points and gold stock piled.
I think unlocks will be implemented horribly and the length of time to unlock things by only pvping will be impacted by the gold:gem economy.
We’re talking WvW, sinject. In WvW it’s broken, considering thieves do not have any of the nerfs from sPvP present, we’re at full power there.
WvW is broken with the food and potions and gear oh the gear….. The shadow traits could be adjusted. But the skill? Then on a broader scope you see everything else unbalanced in wvw and it creates its little own perfect storm.
Unfixed weapon skills. A pool of skills to choose from each set so a s/p or p/p can choose a skill other than black powder or head shot while retaining its dual skill.
Simply put the d/p build mechanically is very fun and engaging and you don’t actually stack stealth in terms of heartseeking multiple times off of one blind field and you stealth at critical times periodically.
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What I’ve noticed is my losing streaks are consistent and personal skill aside almost always results in being on a poor team comp versus a good team comp. I remember being on a lot of 2 war 2 thief teams today in soloq. I’d imagine I will eventually win but, when I lose it is a losing streak.
I remember pistol whip in open beta and even now to have a stun, evade, and multi strike on one skill is crazy. Like a gw1 elite skill style crazy. I gotta say in open beta when playing it and insta killing anyone was crazy. Funny enough launch was crazy because of backstab although haste 1.0 and death blossom had its moment.
When was the last time you seen a thief use death blossom? Shadow Strike has better synergy.
Unfixed weapon skills. A pool of skills to choose from each set so a s/p or p/p can choose a skill other than black powder or head shot while retaining its dual skill.
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Any chance a dev that see’s this could reply with their thoughts on the reaction so far in this thread?
The new amulets will be unlocked similar to how the heal skills were unlocked? So it will cost an equivalent of 300,000 glory and 40 gold? So it will cost gold once glory is removed and we buy skill points? How fast can I unlock things while only playing pvp? Will pve players have a 1up over pvp players?
I call them bridge builds that connects the casuals from the competitors as a result of no bridge mode. Once we get a game mode less strategically competitive the game could blossom away from micro managing rng metas on smallest scaled goblins. Essentially, and was at launch, asuras are the competitive race so everyone should be rolling them or a largest scaled norn for things like mesmer that competitively adds to the difficulty due to screen clutter.
The most likely option is to both re-standardize the asuran height scale in spvp as well as working on the animations.
But that would take an awful lot of time. And would make your character look different than how you wanted it to be.
Yes, I agree.
I call them bridge builds that connects the casuals from the competitors as a result of no bridge mode. Once we get a game mode less strategically competitive the game could blossom away from micro managing rng metas on smallest scaled goblins. Essentially, and was at launch, asuras are the competitive race so everyone should be rolling them or a largest scaled norn for things like mesmer that competitively adds to the difficulty due to screen clutter.
The most likely option is to both re-standardize the asuran height scale in spvp as well as working on the animations.
it’s fine to have counters in the game, hell, moa and any other aoe build against an mm?
That is the direction I tried to move the discussion in. Does the mm need to be changed in order to soften its hard counter? In a nutshell the mm build to many is not fun due in part it can be hard countered by one skill.
Omg… why isn`t this community like the wow one, I never once thought I will miss it. at least there, they cry about a class only when it concerns high rating pvp. MM necro is as OP as blood death knight… against unskilled players.
Honestly, where are these mythical crying posts?
I think ron and sorrow are discussing pre vs post mm changes. The mm build is micro managing screen clutter with a hard counter. Would you soften the counter and if so how?
The necro mm can be micro managed by skilled players but, like the spirit ranger it is screen clutter. How would you change the mm so that it softens its moa counter?
How many Warriors are there?
There was at least Cleon, Swan, Ajax, Snow, Cochise, Cowboy, Vermin, and Rembrandt.
Hard counters such as mesmer moa that adds to the rock/paper/scissor theme should be changed at some point versus added to. My perspective on mm’s is change it’s set till death nature and turn it into a low duration low cd summon.
Elite golem and bone minions relatively stays the same. Fiends, shadows, wurms, bloods, and jaggeds now need to sacrifice a bone minion that lasts for a set duration. In theory this would need the build to maintain the sacrifices for the situation at hand at fifty percent less adds.
So you could summon bone minions and with a new elite summon be able to sacrifice up to four bloods or four wurms or 1 wurm and 3 fiends etc. Or when using the golem which retains its set till death nature while upkeeping 2 bloods or 1 blood and 1 shadow etc. This all would be with low duration low cd skills so the necro would need to maintain its minions upkeep at crucial moments throughout the fight all of which could cut into the using of well timed weapon skills etc.
Ranger spirits is easy. Remove the trait to make them follow the user and instead increase it’s range and effects with a set duration as a spvp only version.
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