Showing Posts For Aria.5940:
Yes please make matches like this
I’d happily wait for hours in q for pvp if it meant I would never see another warrior again (I run power/hybrid ranger and always get matched against the meta builds :/ )
In the spirit watch map, if someone takes the orb and carries it around for a while without delivering it, that message will pop up, so it basically isn’t all that necessary to watch (in the map, ppl tend to know who holds the orb and if it’s been handed in or not anyway)
lol +1, that just made my day
Do you think we could also be allowed to tame juvenile charr?
I’d happily do season 2, as I had fun, regardless of the reward. Got to admit though, the key filling up room in my inventory for ages did bug me a bit. I’d have prefered to have my bags clear. I guess I treasure bag space a bit too much. But it seemed to me that the season was reasonably easy to do while just playing normally in wvw and I got plenty of loot bags as rewards during the season, so the chest was just an added bonus.
This could be so fun in wvw
I don’t think it should be active anywhere else though, but lol in wvw. Especially if they didn’t warn ppl first. I can just imagine the blobs wiping themselves out.
I’ve seen both low lvls and leavers/afk’ers in the soloq a lot. I am by no means a good pvp’er but it is sad to see 2-3 ppl on an uncontested point capping it.
Usually it’s a thing you see with low lvls, so I wonder, would it be possible to have a slightly improved tutorial? Based on the current tutorial there’s nothing in the tutorial to tell a player that multiple ppl capping 1 point might not be optimal or that fighting outside a point isn’t good (common sense should count but even that needs a bit of experience).
I think the guide should be in game though, as I doubt any casual trying out pvp would bother to search guide videos first.
So basically, could we get a tutorial that goes over the do’s and don’ts in pvp that ppl have to play before joining a match. It could be 5m tutorial, but if it would go over the important points, it would be a huge improvement.
Also when a team has a leaver, could we be allowed to just offer the spot to the next one in the q. Possibly with a warning to him/her that the match is already started. Allowing ppl in midgame would both shorten the q as well as helping to balance 4v5s.
Not sure what the solution to afk’ers should be though, apart from reporting them. The optimal would be to have them replaced during the match, but vote-kicking (requiring 4 to agree to kick) could be too easily abused to get rid of the least experienced player. Perhaps a timer if you spend 10 seconds in the spawn after the match is started, you get auto-kicked and replaced? (10 seconds is fast enough that the team won’t suffer too much while still plenty of time that someone actively playing would have moved out)
It’s not only mighty roar. Seeing the same a lot with different canines as well as moas. Occationally the pet will start the animation and then the skill effect won’t trigger. It seems to be any pet with an animation connected to their f2.
Sometimes the skill will trigger a bit delayed, but if you press f2 again before it triggers, it will cancel and go on full cd (experience mainly from red moa, wolf, drakehound and fern hound as those are the pets I’ve used most. Not sure how many other pets suffer from this)
But at least standing still usually helps. With the canines, the bug happened more often while fighting (can’t think of many cases where the canine skills are useful while not fighting though, except for when running tests) where the pet wanted to do another skill, or while running.
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Just a comment on this, if you place a treb in your keep in EB (assuming your server has the keep or can get it back), you can usually hit 1 tower + SM walls. It’s easy enough to place a treb and run back and forth between camps to get supplies (make sure you have a camp or can get one first).
Once the treb is there you can siege SM walls to keep them down constantly for whenever your world feels like taking it. Also if an opponent takes the tower, you can quickly down the wall for your world to take it back.
I got 20 points for the achievement from about 30 minutes at a treb keeping down walls. Every time an opponent attempts to repair the wall, you get points for taking it straight down again.
A thing I’ve noticed (being on a server with no commander late night) is also that once the commander heads off to bed, he usually asks if anyone could take over, so perhaps being able to get permission from the commander to borrow his tag could work.
Otherwise the idea of nominating a commander would also be great. Perhaps even better if you could briefly get a list of the ppl on the BL and vote for a temporary commander? (not sure if it would work, would depend on the server community being reasonable I guess).
With regards to why some rangers don’t use healing spring, that may be due to the lower base healing from it as well as the increased cd. Having run healing spring a few times, it’s been my experience that teams rarely use the waterfield anyway if it’s a pug and if you use the skill to heal a team-mate on low health, you end up having no heal for yourself, leaving no room at all for a single missed dodge. Also if I have healing spring but wait with casting it until I need it, I can watch any low health team mate go down in the meantime.
So if there’s any chance the ranger might miss a dodge, asking him/her to bring healing spring to help the team may well get the ranger killed.
That said, I do agree with bringing healing spring in some groups. Any group that can do a few combos in the waterfield is worth bringing the field for. But there’s nothing more depressing than having a group at low health on a waterfield and being the only one trying to do combos on it.
This could actually be very fun
perhaps it could even be included as a mechanic in wvw. If one server got ahead of the other 2 by some specific (50.000?/100.000?) amount of points, the other 2 servers would be put on the same team against the dominating server.
I can’t see it working outside of a few guilds though without a game mechanic to support it. It would too easily turn into a ‘’but-you-broke-the-deal-when-you …’’ kind of ‘alliance’.
Also true wins from an otherwise outmatched server would likely be undermined by this, as everyone would assume the only way the server could win would be using an alliance, even if there was no alliance in that match-up. So a marker of when the alliance was up would also be a good thing.
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Just a question for fellow rangers. Spike trap/poison traps would be lovely to have fields on similar to flame/frost. For poison trap, a poison field would make sense, but is there any obvious field that could fit with spike trap?
The current spike trap feels a bit like a lack-luster version of thief caltrops and connecting it to a field would make it feel a bit more unique.
Just a comment, even if the skill itself was improved, I always found one of the major issues with it being the cast itself. The cast is very obvious and I’ve only seen very few players actually fail to dodge it.
If the initial cast fails, no improvement to the skill could possibly help.
Of course it could hit better if used later in a fight when endurance is running low, but fights (not bunker vs. bunker) are rarely very long, so by the time this could prove useful, the fight would be nearly at its end in most cases.
Just a couple of ideas for these.
The traps are kind of useful at times, particularly flame trap with the fire field. A few things that would improve traps though would be to be able to activate them instead of having to wait for an opponent to step on it. There are a couple of cases where actively activating a trap would be a huge improvement, so would it be possible to get a trait for this? (particularly in wvw it would be useful to avoid a single opponent setting off the trap and instead have it sit there until a larger group stepped on it, or activate a flame trap early to stack might before a fight)
Viper’s nest also seemed like a good candidate for a poison field. I was wondering that 2 of the traps had fields (fire and ice) while the rest had no fields. Having a field for each trap would improve the usefulness of them a lot as well as the utility of the ranger.
Last issue I had (not counting the pets … omg, what does it take to send a pet to obedience and agility training?) was with the healing spring skill. When traiting to place traps, it would be nice to be able to actively select where the water field should appear instead of always having it on my character. This is particularly aimed at group play where you might not be stacked up. It’s troublesome to have to run to someone to drop a water field on them, particularly when you’ve traited to be able to cast ground skills where you want.
Basically any way of stowing the pet in combat would be a blessing.
Griffonrook jp you take damage from falls and even if you dodge perfectly, the pet will likely get into combat slowing your speed and recovery from falls, which usually ends with failure.
Fractals Maw: One of the worst cases. The boss will often target the pet (my record so far has been 5 times in a row). This leads to a lot of frustration, particularly if you have multiple rangers. I’m getting tired of ppl asking me to stow the pet in this fight (apparently they thought it was an oversight, so have had to explain on multiple occations that I can only stow pet if I don’t fight at all :/). But in a way they’re right. Stowing pet is the only logical thing in this fight, because the pet is only prolonging the fight, not helping.
There are many more cases but these are the 2 I believe any ranger is likely to remember. I can’t imagine I’m the only ranger having been asked to stow pet in Maw fight.
So I’ve been playing spirit Ranger recently to see how good they are, and it is actually a lot of fun. One thing that bothers me however is that the spirits start their cool down once you summon them, meaning enemies have very little incentive to kill spirits as they will likely be ready to summon again anyway, also with the trait Nature’s Revenge they will even be punished for doing so. The only spirit worth killing is the Elite one, for obvious reasons. Having nearly 100% up time on my utility spirits just feels unfair honestly, and that’s probably why the build is so strong right now. I suggest the cool down should be lowered to about 45 seconds, but only starts after the spirits die.
It seems like a bug that they recharge when you summon them. This isnt how minions work. So yeh, fix this bug please.
Okay I have to take back my words, it currently doesn’t reset the recharge when they die, but I’m almost 200% sure that they USED to because I remember having a lengthy discussion about them with Deku God, and that’s how he had explained it to me, of course this comversation was 2 patches ago.
Yeh. Spirit ranger is the most op thing in the game by far. It is also completely lame. You just put the things up. Dont even need to use utilities and yet have the best build in game? Seems legit.
I really really hope this is a joke (please put smileys and the like, so hard to tell what’s real and what’s joking when it’s written).
If someone is actually having trouble with a spirit ranger, find a non-spirit ranger and put him/her on the spirit ranger. And where are all the spirit rangers anyway? Seen only very few of them around.
If you understand how spirit ranger works, the only way you’ll ever lose against the ranger is if he/she is simply a better player.
I’m willing to say that if a spirit ranger beats me, it’s because he/she outplayed me, not because of the build.
The main issue I see with spirits and also why they can be countered without problem (in all cases I’ve seen at least, may be some really good spirit rangers that are harder to counter) is that they follow the ranger closely when you trait for them. The limited control over their movements makes them very vulnerable to AoE, and if you kill the spirits, the ranger is left with no utilities at all.
Particularly around team fights I’d expect the spirits to drop within seconds. The elite spirit while a bit tougher than the others has a 4m cd, so once killed you could actually time with your team when it would be around again. Also you can interrupt its revive ability (see an opponent going down, you should know the ranger may use spirit to try to revive so have 1 player target it and interrupt)
That said, never actually played spirit ranger (in pvp), only tried playing against a few.
Ty
But I understand how you feel. I’ve often looked at the score and thought to myself, why do I keep doing this? However, I can really suggest tpvp here. At least there you get a proper reward for winning. In spvp I’ll agree that it seems pointless, especially in the 16 ppl matches where defending a point solo is never going to end well unless everyone forgets the point exists
I thought the entire point with soloQ was to have teams not class-wise adjusted to each other and just make the best of whatever you get. So I’m very happy if they lock classes at the start because otherwise it’s likely to become too much like teamQ (I play this class/build, you go get class/build x …). Also with regards to leaderboards and such. If the team comp is random every time (hoping nobody finds a way to exploit the system), then after a number of fights the results should even out and show your skill because you’d get an approximately even amount of good and bad teams. So random teams with class lock seems fair to me.
If you want to adjust a team comp, it seems to me that you may be happier doing teamQ instead, as adjusting a team and perfecting your team will likely be essential to teamQ.
Also if you communicate with your team during the fights (you can easily type while running between points/capturing points …), any class/build comp will be able to manage if the players are good and help each other well.
Basically what I’d like to see with soloQ is a result that depends on how you adapt to your team comp and make the best of it regardless what you get, instead of making a team comp to get an advantage from the start.
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Personally I thought the reward for defending a point was winning, or at least increasing the chances of a win. So I’ve always seen it as a personal reward/team benefit issue and also part of what makes pvp interesting.
I’ll always prefer a win over points though, so my choice is obvious, but it’s interesting with this mechanic as it makes the play in a particular map less predictable. If point defending had the same rewards as zerging, we’d see a lot less versatility in how ppl play I think.
The worst thing I’ve tried was joining a group and before they even said hi, they asked me if I could switch to another class when I joined on my ranger :/
That said, the groups that won’t run with a ranger at least seem to say so from the start, either by a direct kick the moment they see the ranger symbol or by asking you to change to another class.
Still out of about 100 dungeons, this has only happened 2 times to me (1 with a direct kick about 2 s after joining the group and another where the group asked me to switch to an alt), so at least in my experience it is possible to get a group on ranger if you can just forget about the few bad ’’can’t use a ranger and won’t see them in group’’-ppl
I can add trouble with this for ranger as well. The pet dies if you summon it while in the bubble and traps won’t work. So you’ve got next to no utility skills as a ranger in this fight and you lack the dps from pet (even with 0 points in bm it’s still significant loss of dps). Also spirits died when attempting to summon (can’t confirm if it was bad luck on the positioning or they will always die). So ranger utilities in that fight comes down to passive signets (activating them affects the pet, which is dead), quickening zephyr (+50% skill speed -50%healing), sharpening stone (bleeds) and the racial skills.
Whenever I play with my sister, one of us (usually me with my ranger) will go try to steal the other team’s monster. It’s risky as you end up alone trying to steal a monster between 2-5 opponents, but it’s great fun to try and really lovely in the rare cases where it succeeds. (solo or duo queue always in tpvp)
I think it shows more about the opponent team if they can’t stop a lone ranger from stealing the monster kill they’re going for. It’s just a matter of looking around and spotting the ranger running in. However, I wouldn’t call this a cheap move in any way since you land yourself in the middle of the opponent team and unless they completly fail to react to your presence, you are going to go down.
With a thief, their first attack is going to put them out of stealth, so just knock-back/cc him and either kill him or finish the monster fast (depending which one you expect to go down faster). If he times his attack perfectly so his first attack kills the monster, well then I’d just accept I didn’t get that kill and note the time for the next appearance of the monster
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When you do ask the wvw zerg to stop while you check their icons, please take screenshots if they do
That said, it’s not so much retal that bothers me with barrage as the root. If you stand rooted for the entire duration of the skill, every opponent in miles will have to be afk or asleep. You pass on the chance to survive and you won’t kill anything bigger than a rabbit with barrage. So either the damage should actually go to where it’s dangerous for opponents or the root should be changed.
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Agreed.
A variation of this is someone who consistently dc’s at the start of the fight, returns near the end just in time to collect rewards in the case of a win.
Saw this a few times (same player every round). First I thought he actually had bad connection but 3rd fight with the exact same thing happening, I was wishing for a leech report option. (if he actually had bad internet you’d think the dc would vary a bit in timing as would the reconnect. Also most players wouldn’t keep pushing tpvp if they dc’ed every round)
I may be alone in this, but I think it’s an interesting mechanic. You have to actually choose in some matches whether you want to go for highest personal reward or you want to help your team (zerg or points).
While it can get frustrating at times, it’s also fun that you always watch to see which one other players choose. This is even more pronounced in Skyhammer (at least the hotjoins I’ve seen. I hate that map so haven’t seen it often), where ppl either go for the laser or go cap points.
I love tournies every now and then. Usually soloQ or occationally 2-man queue. While not getting up against full premades would be nice, there are potential problems. First of all, what about the rewards? would they be split up? and the newly made groups, would have to train against old premades?
An alternative would be to disallow the top premades from getting up against soloQ’s. Just saying the top 50 (how many premades are there?) can only get up against other premade teams
I agree with this, but I have to ask where would you draw the line between premade and random?
I regularly join a tpvp with my sister, so it’s 2 of us joining a random team. Would that team then count as solo que or as premade? It may be unfitting for solo que as we can speak with each other and view each others’ screens but at the same time against a premade we’d stand no chance due to not knowing the other 3 on the team at all.
I don’t want it to be like in gw1 though. In gw1 it was almost hopeless to get into the arena with the premade teams unless you ran 1 of very few favored builds or had a really high rank (by the time I started gw1 that is. It may have been better when it first came out).
I’d much rather have a few certain losses in pvp than to have 1/2 pvp arenas blocked for casual players.
That said, I know how frustrating it is when you do go in solo and get up against a premade.
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I’ve seen a few erroneous things like this lately as well. But it’s only been happening for the last few weeks, that, or I never noticed it before. ;p
- Warriors that can Teleport
- Rangers that vanish repeatidly as if they were dropping in and out of Stealth (Including pets)Either there are some serious hacks/bugs around atm, or I am losing my mind.
There are no doubt some hacks going on but the ranger disappearing can be explained. There is a trait with 50s? cd (not 100% sure about the cd as I’ve never used it) and also I remember seeing runes with a stealth upon the 6th bonus.
So 2 stealths can be explained. Also was anyone near the ranger? like a thief or mesmer or such?
An alternative strategy in teams where everyone races from the start is to fall back to 12 before first waterfall and get the double Light Travel. Go over the jump bridge and the first cliff to the 2nd checkpoint and use Light travel, then as you reach the series of lightning jumps, use Light travel again.
Provided everyone races, you don’t need to fall far behind to go to 12th and using the double light travel you can easily go from 12th to 1st over these couple of checkpoints.
This does work for getting ahead even when others get the 3 aspect masters, as long as you can jog along at the start. If you have to stop up and wait in order to fall behind, it won’t work. Also for some reason you don’t get the double light travel 100%, but even 1 light travel is often enough. (after first lightning jump the box on the right is almost always a light travel if you’re last place in the race)
It’s necessary to be among the 3 last to get the double light travel though, so in some teams with a wide spread of team speeds (some very fast and a lot of slower racers) this strategy won’t work, since you need to get the double light travel fast before the lead sprinter clears the checkpoints you’d light travel to.
Never been a fan of the fake crystals though. I usually won’t drop them because they annoy me, so I assume they may annoy other racers too (and really, if you’re in the lead, you don’t really need these at all)
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I got 3 wind catchers now. I’ve won a fair few races and never ever gotten anything from that. 6-12 places are where all my catchers came from (but lol, whenever you get to 12 place, game will spam light travels at you :P).
In my guild, we made the Deep Cave upgrade 4 days ago. Checking up on guild influence history shows 4891 influence earned since, but the actual influence is only at 2779. So a bit more than 2000 influence has gone missing. This is very significant for a small guild.
Is it possible to at some point get an update that gives a viable means of dealing with roots? Or does anyone have advice about how to deal with this? (I know avoid the root, but when that fails).
It seems to me that getting rooted usually is “game over” for a ranger both in wvw and pvp (you can dodge but that won’t help a lot if you don’t get out fast). Compared to thief that can easily get out of any root, I have to wonder if we could get better chances of getting out.
Also the ranger elite root has a very obvious animation. Would it be possible to tone it down a bit. At the current time, no player who pays attention and has any evade up will ever get caught in it.
lol Tuluum, did you by accident borrow one of my pets? That description almost matches them perfectly.
Particularly the wolf in spvp or wvw seems to love this F1-F2-F3 dance when you’re downed and want it to howl before the opponent finishing move. (it does regularly pounce though instead of howling, which actually can help in that situation)
Though honestly I wish my pet would have this aggro bug. Seen cases where my pet appears to go on follow on the target I want it to attack (it runs to the target, and keeps running behind the target without attacking. Ok admittedly I only gave it 20s after reaching the target, but 20s and no damage lead me to believe it wasn’t going to attack)
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In wvw earlier I had an odd bug regarding jaguar pet.
I went for a dolyak and set my pet at it. At the start it attacked as expected. I got attacked by several nearby npcs and saw an opponent player coming, so I backed away from the pet. When I backed away and stopped attacking the dolyak, my pet kept following it but did no damage at all. The pet would just stop up each time it was right behind the dolyak, pause a moment and then run to the dolyaks new location. This went on for about 10-15s before I gave up on it. The dolyak had no speedboosts and the dolyak guards were not hindering the pet attacks.
I usually have my pet to passive and it only attacks when ordered, so I kind of expect it to attack when I tell it to, and keep attacking.
I do not know if others have had similar problems and if it’s only jaguar or also other pets. My wolf pet behaves as usual (that is attacking as normal and refusing to use f2 skill also as normal)
For the 3rd phase the pet is actually fine. Just switch pets every time lupi does the health drain. As an extra boost Lupi sometimes used the green fast damage skill on the pet. Only way the pet will ever get caught in the health drain and heal Lupi is if the ranger is sleeping in the dungeon. (if the pet switch is on cd, you keep your pet on passive until it’s ready in phase 3)
That said, the pet adds significant damage and ignoring it would be like taking away half your char’s strength.
A pet is only a problem if it’s out of control. If you play ranger in a dungeon, solo or with others, the pet should plain and simply never be out of control.
There’s 8 ppl in a match, which means assuming no lag and equal skill 1/8th chance of a win for each match. A match takes about 6 minutes average. So based on that, how many matches for a 90% chance of a win?
Now add in lag to the point of freezing up every 10-15s. There seems to just be no possible way to win when playing the game this way.
This achievement is pure luck I’ll agree, but it also affects your chances what ppl you’re playing with.
I tend to stand in a corner away from the group to block this achievement if I can’t get a chance to win. Mainly because it’s the only joy I can get in this minigame
7 hours without a single win
worst thing is that whenever I quit a team and rejoin the game throws me right in with the same team.
Would at least make it more endurable if you could blacklist players you really did not want to be on team with (for me, the players who keep on joining after winning once)
I found crab toss to be the Least enjoyable of everything in gw2. The teams are way too big. Allow us to choose teams like in hot-join pvp where we can see team size would improve it.
Also daily win? With the team sizes and ppl occationally setting the match (1-2 helpers helping a mate to win) it’s close to hopeless. Perhaps participate in x matches. Wins work well with a team, but in a solo discipline against loads of ppl, it doesn’t work
Deeply frustrated to see this a part of daily so often. I enjoy doing all dailies, pvp and pve (even the 2 tournament wins previously) but this is just ridiculous
The pvp changes to daily were set back, presumably for taking too long/being too hard, but you could do all the dailies in pvp in less than half the time it realistically takes to win a match of crab toss
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On an unrelated note. Since other BMs are probably keeping tabs on this thread hoping they won’t get nerfed. Do you have problems with phantasm mesmers? Because I usually get owned.
I’m not sure what sort of BM I run (starter runes and soldier amulet) but phantasm mesmers are a huge problem to me if they don’t shatter. If I set pet on the real one, I can follow it to make sure I dps the right one, but in a sheer dps/dodge race, the mesmer usually wins unless he stands close enough to the phantasms for greatsword to work (seen that once and once only).
However, I find that anything with minions/illusions is a problem. So my major issues are engineers (any spec), phantasm mesmers and minion necromancers.
Also I find immobilizes hard to deal with as they take a while to get free of.
Anyone have a good tip for dealing with those?
That said, the unleashed pet can be fun when you set your pet on something and run the other direction, but they do in fact have a return distance. When they cross a certain distance they return straight to my side. But one thing to consider is that if you have a ranger pet on your heels, that means the ranger is defenseless and has no damage available until she switches pet. Also, if you keep moving, the pet does very little and it has a quite slow attack speed.
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Also a function which warns you upon joining a match that you’re going to be observing only would be nice.
I understand why some like observing, but I never ever want to. I just want to fight and learn from my own mistakes (I make enough of them :P) but often I’ve joined a match and found that I could only observe it.
I don’t know if it’s a common issue or not, but I’ve been running with drakehound/wolf and panther/wolf for a long time and while the wolf f2 has always been a problem it’s become much worse lately. Tried all other pets and never had a problem, but the wolf does the howl less than 10% of the time when it’s ordered to.
Usually I command the wolf to howl. It goes and pounces. I command it again, it runs to my opponent and does normal attacks … I’ve taken to checking that it doesn’t get interrupted by skills but still the same thing happens. Even on rarer occations the wolf does howl animation without the actual skill (standing in the middle of 3 opponents and howling and no effect at all), again without getting interrupted. To actually get a real howl I usually end up commanding it 8-12 times.
I don’t know if it’s a common bug as said, but wolf was always my favorite pet (always ran with a wolf called Macbeth), but I’m starting to think I may need to replace it if I can’t get it to use the f2 ability. (by the 10-12’th time I press f2, it usually is already too late for the actual purpose)
I usually spent 10x the gold on repairs that I can make in a full day of WvW. This means that whenever I see overwhelming numbers I’ve taken to running or zoning to the wp. Personally I hate having to do that as I’d much prefer to fight and take my chances but I just can’t afford it.
If you play in a zerg against outnumbered opponents I can see why you wouldn’t need to worry about armor repairs as much, but I usually play solo or in a small group at off hours and usually with few to no allied keeps and outnumbered 10 to 1. In these odds you do die a lot as the outmanned buff doesn’t help with defense and you can’t take anything appart from occational dolyaks and supply camps.
At times even getting to and taking a supply camp takes a lot of deaths. When the opponent zerg has run out of other things to hit they seem to be rather happy to hit a 2-6 man group going for a supply camp.
Some ppl no doubt would rush in like head-less chicken if there was no armor repair to worry about, but honestly rushing in like a headless chicken is a LOT better than running at every fight that starts going the wrong way. The ones running in will likely die, but at least they create a fight.
Last fight I ran from it was 5v1. I ran and zoned to the wp on that occation. The 5 had absolutely nothing to do other than look for someone wanting to fight them and I guess it must have been disappointing to them that I didn’t stick around. I wanted to try to fight them and hopefully get a kill or 2, but I can’t afford the repairs, so instead ended up running.
The way i see, getting rid of armor repairs from getting killed by other players (if an npc hits you then by all means apply armor repairs for all I care. I just want to be able to fight other players) would promote more aggresive playstyles, get more people involved in WvW and help outnumbered servers a lot. So all in all I believe it will benefit WvW
First off, I love gw and really like doing WvW but the fact that your armor gets damaged from dying to other players does bother me a bit.
I find myself constantly worrying about dying in WvW as the price for repairing armor after a death has previously forced me to leave WvW for a while, just to be able to get enough silver to actually repair my armor.
Would it be possible to only get damage to armor when dying to npcs or environment (high cliffs and such)?
I tend to walk around a lot in WvW and often I get caught by an opponent zerg. I would love to not have to worry about dying there. I don’t mind having to walk back from a wp after getting killed but I don’t like always counting my deaths in WvW to try to determine when I have to quit in order to still have enough silver to repair armor.
I don’t know about other players but I would be able to be a lot more active in WvW and get involved in fights I would otherwise flee from if I had no armor repairs from getting killed by another player.