I certainly hope that legendary armour cannot be used in wvw if it is pve only there is no viable way of attaining it via wvw …surely that is only fair.
Oh so they should disable Ascended armor and all HoT stats in WvW and all Legendary armors?? Smh people, Legendary Armor isn’t a Stat increase or any advantage besides convenience they won’t be better than you in any way for having Legendary Armor vs Ascended and it’s no different than Ascended vs Exotic.
Hopefully at the bare minimum they learned not to make easily obtainable promises then break them and ship another half finished product like last time.
It’s not OP especiallys since all the punish frames are highlighted by either glowing blue or not onnall staff evade attacks……
WvW players don’t even have an Ascended Vendor (even the game mode that doesn’t use Armor Stats or tiers has an Ascended Vendor) and you thought that the powers that be would proved WvW with access to a Legendary Armor?
Welcome to the most neglected gamemode.
And in two years they have only stated that’s Raids would be the only way to obtain Legendary Armor
BlaqueFyre.5678By your logic I should be able to RP in LA never doing anything else as a level 2 and be rewarded with Legendaries and other sought after items.
I don’t know if this is for me or for mtpelion.4562. If it’s for me, then look bellow:
1. “… all the supporters of a change in MC acquisition method dislikes this aspect: no matter how you play, you get the same amount of MC”
2. So, a part of the players are not content with this "play how you want and get the same rate of rewards as everyone else”
3. “By reading the posts you can understand that every single person writing here is aware that different amounts of effort means different amounts of reward. And nobody disagree with this.”It seems for you that I advocated doing RP in LA to be rewarded with Legendaries?
Ashen.2907By playing in a manner that produces more gold I can get more MC. Increased effort does allow for increased rewards.
Sorry, but this debate is about MC and not about gold. Can you show me during this post when I complained about the quantity of gold I’m rewarded by playing ?
Nothing about gold. This is a topic about MC.
Again – if you like to farm gold in order to buy MC, is OK – this is “play how you like” for you. But I want acquire the MC directly and not by buying. This is “play how you like” for me. Why do you have the right to “play how you like” and I don’t have this right?
Your whole argument revolves around players playing as they like to achieve the same rewards, and used the quote from Colin:
“Collin Johanson: “To make playing in our open world worthwhile, we’ll make it rewarding enough for players to spend their time there across all levels. It’s extremely important that we stay true to our philosophy that you should be able to play Guild Wars 2 the way you want to play the game in order to reach the most powerful rewards.”.”
So if a player likes to only RP in LA thereby the entire basis of your argument they should be rewarded with the Most powerful rewards aka Legendaries, with out having play any other way besides RPing in LA because that is what they like.
And again Players can spend actual Effort and increase their Mystic Coin accrual rate.
mtpelion.4562He never says “play how you want and get the same rate of rewards as everyone else”.
Can you show me where during my post I ever said “play how you want and get the same rate of rewards as everyone else”. ? If you distort my words (you main a mesmer? ) even when quoting directly form Collin’s interview, I don’t think I have any chance to make you understand that all the supporters of a change in MC acquisition method dislikes this aspect: no matter how you play, you get the same amount of MC (because ANet gives an equal number of MC every month to any player.
Even if the number of MC can be slightly different due to RNG or the player being forced (play how WHO? wants) to do a certain content, taking into account the large number of MC you need, the result is almost the same: At the end of the month you have only a tinny fraction of the MC you need. And you are forced to buy. Or to wait over 20 years if you don’t want to buy.
So, a part of the players are not content with this "play how you want and get the same rate of rewards as everyone else” (in the same manner you are not content with this too) and they asked for a way to acquire MC by playing and not by waiting or buying.
By reading the posts you can understand that every single person writing here is aware that different amounts of effort means different amounts of reward. And nobody disagree with this.
Exception from this rule are the MC. No matter how much effort you invest, the reward is the same: 20-50 MC per month. So, in this matter, a lot of players (like you) are not happy with this " no matter how you play, you get the same reward as everyone else". And asked for a change.Thanks for agreeing with us.
By your logic I should be able to RP in LA never doing anything else as a level 2 and be rewarded with Legendaries and other sought after items.
It’s not healthy for the discussion to be deliberately obtuse. -_-
Insignias are a part of the armor-crafting process to get to 500, making Ascended gear available. Even for crafting Ascended gear, the Ascended insignia requires the Exotic one. Even getting a loot box from a fractal, conversion through the Forge requires an exotic insignia.
Kuu’s statement happens to drive home the point that the leather component is entirely too costly and affects the entire playerbase.
Too costly for whom?
Almost everyone, barring the top few percenters.
Dang I must be a top few percenter and never knew it, with only 60-100g On my acct on average, yet have crafted over 4 Ascended armor sets……….and 3 of those being Leather for my Thief.
Yes leather prices hurt to buy from the TP, but it’s not like players are forced to buy from the TP they have a few methods to acquire them. And it doesn’t take all that much gold to get to 500 crafting, if you buy every single item on the TP for Leatherworking it will cost at most 140g as of today as of this moment on Gw2crafts.net, and let’s not forget almost everything that is crafted on the journey to 500 can be salvaged and recycled or sold on the TP to recoup some of that cost. Again that is the total cost to buy everything on the TP, which in most cases most players won’t buy every single thing needed on the TP.
Now currently to craft the most popular Insignia Berserkers is 16.5g ea which the only reason to craft these insignias is for Ascended items either crafting or stat converting, since you know you can buy those stats in multiple ways or get them completely free from reward tracks.
Then if you want to craft the Ascended armor you can always bypass having to make the insignias all together and purchase them from PvP and Fractal vendors, or to avoid crafting altogether you can purchase from Raids, since Raids can be done with Exotic Armor.
it does rediculous damage but also it has big/ hugeeeeee tell. pretty much yelling dodge me.
Which would be great if the skill had a cooldown, but we can pretty much just use it again and again if someone does avoid it.
I’ve not seen Vault damage get over 8K in sPvP, but WvW is like 10-13K on squishes most of the time.
But it has an extremely large telegraph, a punish frame and a large tell for the punish frame, and the Thief is locked into the animation till it ends. And don’t forget that it costs 1/3 of the total Traited initiative pool(almost 1/2 of the Non Traited initiative pool), and requires building solely for damage to do big numbers.
Heart of thorns is 29.99 right now through Gw2
It’s almost like DH has a low skill floor or something.
I made it T3 Gold (2 points shy of T1 Plat) during my brief spurts of playing using D/D Power the whole season, it performs relatively well if the player has decent awareness and positioning knowledge for each matchup, the amount of Burst it can generate far exceeds that of D/P (especially on initial opening) combine that with the lack of opponent knowledge on how to combat D/D power Thief made most fights lean in my favor.
Through the entire season I have not encountered any other players using D/D Power.
The debate of should Anet or the community organize training is a completely different debate. I’m saying that there are tools available for people to get into raiding which you agree with in your post hence making raid accessible.
They are not available for people, they are fully dependent from amount of people willing to carry and teach you, and there is nothing you can do about it. You cannot learn Xera fight if there is only W1 teaching groups in LFG, or learn VG if there is only W4 training runs available at the moment, and so on. And there is no teaching schedule, so you cannot say “hey, you cannot learn this fight now, but tomorrow you will be able to join two training runs made for this boss, just come around this time and join”. These tools are not reliable.
Hmmm, so you are saying that people can’t make a group and go do the bosses themselves learning the mechanics like idk the people who originally cleared the content by trial and error!
Because people are capable of doing just that, that is an option and it’s the option that has been used to clear every Raid Boss released, but the big thing here is the new people doing it will have a much easier time since the Raiding commmunity is kind enough to always release strategies and Class Guides for each boss encounter.
If players took initiative and made their own groups instead of whining about not being able to raid there would be hardly any complaints, but certain people just want an easy mode no effort path to rewards.
Yep it’s the Guardian Rune and Amplified Wrath Combined that causes the interaction
I think the Sigil of Fire could be swaped for Sigil of Blood, as Sigil of Blood steals more health than is the dmg of Sigil of Fire.
Also Critical Strikes used instead of Deadly Arts, using Hidden Killer trait might be fun aswell. Considering your combo will propably be CnD + Steal, it will get you beautiful dmg bonus for striking from stealth.
Blood and fire can be interchanged but it’s not too much of a difference either way, it’s very hard to drop DA for CS, due to the amount of utility and damage DA brings, the extra damage from Mug normally outweighs the damage from CS plus the heal it provides, then there is Improvisation which can be extremely beneficial.
All CS bring some is extra damage with not much else.
Even with Mug, CS still provides a considerabli more dmg than DA, which is what this build aims for, dmg. Although I’d suggest CS only cause of the Hidden Killer trait, otherwise it would not make much of a difference, indeed.
Yes, as I stated CS provides higher damage but lacks Utility and the added benefit of the heal From Mug and not to forget Panic Strike without sacrificing too much damage. In most builds it’s hard to replace DA, certain builds can do it easily.
I love using CS when I can get away with it, builds utilizing S/P or P/P which greatly benefit from the trait line, or when I pure glass D/D using DA/CS/Tri, but I digress.
I think the Sigil of Fire could be swaped for Sigil of Blood, as Sigil of Blood steals more health than is the dmg of Sigil of Fire.
Also Critical Strikes used instead of Deadly Arts, using Hidden Killer trait might be fun aswell. Considering your combo will propably be CnD + Steal, it will get you beautiful dmg bonus for striking from stealth.
Blood and fire can be interchanged but it’s not too much of a difference either way, it’s very hard to drop DA for CS, due to the amount of utility and damage DA brings, the extra damage from Mug normally outweighs the damage from CS plus the heal it provides, then there is Improvisation which can be extremely beneficial.
All CS bring some is extra damage with not much else.
It is an interesting build, I will say I have been running the regular DA/Tri/DD traits with D/D using CV, SS,BD, SoA, and BV. SS and SoA provide more than Adequate Condi cleanse especially if you run Improvisation and get the CD resets.
I run the same build for both WvW and sPvP.
The only thing is not to try and fight the same as D/P, D/D is more initial Burst to pop the Passive Defenses then Disengage and re-engage after Passives and Defensive skills are gone.
I have yet to find any Classes a hard match up, with this build, always remember Burst then disenagage and burst again after all procs are finished. The build relies mostly on kiting and awareness
a gift of BATTLE requiring you to BATTLE people in WvW, how dare they!
Honestly it doesn’t take any real time to get the badges for it, like, go into WvW follow the commander, be sure to tag enemy players that you see, ect. Heck, I roam and I have more badges than I know what to do with…
/facepalm
When it’s obvious people don’t know what they are talking about.
It’s even easier than badges now for close to a year now BoH have not been needed for GoB all it takes is 4.3 to 8 hrs to finish a reward track while semi AFK even to acquire one.
Again BoH are no longer used for GoB, check the patch notes it’s was approx a year ago that change happened.
Well see before, way back, the GoB was a purchase you used Badges to purchase, and NOT a reward track, so who doesn’t know what they’re talking about?
And now that it’s a reward track it’s that much easier, anything that gives you XP in WvW now goes towards it, you could literally just kill mobs in WvW to get it, run around and tag a few things and when they complete you don’t even need to be close to there for you to get credit, people just want to make it easier that’s all, pretty soon this game will just be a, “Log on, get stuff handed to you, get bored, log off”, sort of game.
Your statement was present tense, again it hasn’t been BoH for a GoB in approx a year so what you stated in the original quote is still 100% wrong since you stated present tense. yes I know GoB used to be for BoH since I have played since shortly after launch, yes it is stupid that they are making everything easier and easier to acquire but fun fact players used to not have to even participate in WvW and could get GoB since Achievement chests give BoH at least the new system makes them “participate” in WvW.
Again read up on the systems currently in place, people will take you more seriously.
I haven’t noticed anything different and I have been playing Power D/D a lot between WvW and sPvP the last few months, only thing tonight I found was a Warrior that wasn’t allowing CnD to register on after I ran into him again after killing but due to some hits he got on me that shouldn’t have, I just attributed to him lagging.
But I am glad that you seem to be having a better time landing CnD either way if there was a fix or not.
They may have changed it, but I haven’t seen any redpost saying as such.
It’s been +15 every week for the entire season. Like why do we need a redpost when basic observation gives us 100% accurate picture.
I have been gone the majority of this season and I haven’t paid attention to the games required since that’s no concern to me. Interesting hmm.
And normally when there are changes to a system like Leaderboards the Devs will say something through forum posts or patch notes which they didn’t in this case.
They may have changed it, but I haven’t seen any redpost saying as such.
You know you can take how long the season lasts in weeks and multiply it by 10 right? There’s your answer.
March 7th to May 2nd is 8 weeks. 8*10=80. The current minimum games required is 105… Did you mean "multiply it by 15? That would be 120. I’m just asking if it has been confirmed that it will actually be 120.
I really hope min games for next season will be at least 100 matches.
but thanks for doing this now.
We were thinking something like 10 per week, but it is configurable. We could to 1 a day, 20 per 2 weeks, etc.
The only problem with 10 per week is if people going on vacations for a week and failing the requirement,
So it could be every 2 weeks at least with a minimum total amount of at least 100 please.
The cutoff works just like dishonor in that if you come back and play those 10 games, you’ll go right back on the leaderboard. If you go on vacation a week before the season ends, well, then decay will remove you anyways.
So if I understand this correctly, someone could play just enough games to meet the minimum total requirement and place high on the leaderboards, AFK the entire rest of the season, then come back and play 10 more ranked games a day or two before the season ends and still keep their rank near the top? Or is this a 10 games per week thing where if they stop playing for say 7 weeks they have to play 70 games to get back on the leaderboard? Because I don’t think the prior is all that fair to the people who do play everyday and are risking their MMR every day.
The total is cumulative. If it’s 10 per week and an 8 week season, you need to have played 80 games by the end of the season.
So unless they changed it
You know you can take how long the season lasts in weeks and multiply it by 10 right? There’s your answer.
#HumanFemaleMeta
#Underboob
#Buttcape
All this salt by people who don’t realize that when the meta changes dramatically (as it is apt to do in wvw), you basically salvage a set of gear (because who buys a bank tab every patch) and make a new one. It’s less about the 5% difference between exotic and ascended (though that difference can be substantial because we’re talking big-team games), and much more about the cost of keeping gear up to date, and the IMMENSE cost of meeting the current meta due to the maguuma 4-stat gear.
I’m asking for gear in wvw to operate similarly (though not exactly) like that of spvp. Both because I like to change characters so I don’t get bored, and I’m tired of protracted rants by fight guilds about how someone doesn’t have the right to take up a slot in WVW because they’re not ascended and infused and meta— which they currently have a point about in T1 at reset.
It’s more about some players not wanting to put in any effort to the acquire gear, but want everyone else to be brought down to their level so they don’t feel bad.
Most people that play WvW and have obtained Ascended or multiple sets of Ascended don’t mind the cost, especially when they are able to stat swap quite easily at a discounted rate vs remaking the gear over again.
Players that put in effort to get better gear and better mix of gear shouldn’t have that taken away or penalized for it all because someone doesn’t want to put in that effort as well.
If you want standardized stats/gear guess what Anet already accommodated you, it’s called sPvP.
He clearly wants to play WvW. Telling him, repeatedly, to go play PvP does nothing but try to drag this thread off topic.
No not trying to derail it, he wants standardized gear in a pvp setting well they have Gamemode that’s sole purpose is just that, now from what I can gather the people wanting standardized stats in WvW aren’t willing to put in the effort to acquire the gear or stats that they want and instead want everyone dragged down to them and to negate the effort others have put in to have those gear and stats.
So again if he wants to be on a completely level playing field Anet has accommodated that through sPvP, again WvW was never designed with that in mind and was never the purpose of WvW to be completely standardized and sterilized of customization.
So again if people want to be as competitive as they say they do, then they need to put in the effort.
a gift of BATTLE requiring you to BATTLE people in WvW, how dare they!
Honestly it doesn’t take any real time to get the badges for it, like, go into WvW follow the commander, be sure to tag enemy players that you see, ect. Heck, I roam and I have more badges than I know what to do with…
/facepalm
When it’s obvious people don’t know what they are talking about.
It’s even easier than badges now for close to a year now BoH have not been needed for GoB all it takes is 4.3 to 8 hrs to finish a reward track while semi AFK even to acquire one.
Again BoH are no longer used for GoB, check the patch notes it’s was approx a year ago that change happened.
All this salt by people who don’t realize that when the meta changes dramatically (as it is apt to do in wvw), you basically salvage a set of gear (because who buys a bank tab every patch) and make a new one. It’s less about the 5% difference between exotic and ascended (though that difference can be substantial because we’re talking big-team games), and much more about the cost of keeping gear up to date, and the IMMENSE cost of meeting the current meta due to the maguuma 4-stat gear.
I’m asking for gear in wvw to operate similarly (though not exactly) like that of spvp. Both because I like to change characters so I don’t get bored, and I’m tired of protracted rants by fight guilds about how someone doesn’t have the right to take up a slot in WVW because they’re not ascended and infused and meta— which they currently have a point about in T1 at reset.
It’s more about some players not wanting to put in any effort to the acquire gear, but want everyone else to be brought down to their level so they don’t feel bad.
Most people that play WvW and have obtained Ascended or multiple sets of Ascended don’t mind the cost, especially when they are able to stat swap quite easily at a discounted rate vs remaking the gear over again.
Players that put in effort to get better gear and better mix of gear shouldn’t have that taken away or penalized for it all because someone doesn’t want to put in that effort as well.
If you want standardized stats/gear guess what Anet already accommodated you, it’s called sPvP.
remember when people got went to the forums got laughed at for complaining about noob stomping classes? remember when half of the community said git gud and outplay your enemy instead of agreeing with them? man pvp has dropped the ball.
Games pvp is ded, what do you expect, he’ll NA top 250 is 1544 it’s been that way for a few days now.
A few things to Note,
Dunegoens were abandoned when the whole Dungeon team left Anet, this happened years ago. Fractals are the path forward from Dungeons.
Raids don’t need a hard mode, they just need to have Challenge Motes with repeatable rewards, Raids don’t need an easy mode they are at an acceptable difficulty range per encounter, Casuals were never the target audience, the target audience has always been and has remained Organized Guild groups, they don’t need to be watered down for non target audience.
As pointed out by Blaeys and OriOri, Anet has been extremely adamant on not implementing a gear treadmill, and this I applaud them for adding a gear treadmill will alienate almost every player, all that is needed is to provide Ascended vendors in WvW and to have each gamemode access to its own Legendary Armor, New Stat combos should always be released but not have bigger stat totals than what is already in game.
End game progression in this game has been, cosmetic skins, Legendaries and story progression, not gear progression as such.
I wouldn’t mind condi thief if they wouldn’t be able to keep a point while dodging or if they would just have a bigger opening between dodges.
It’s nearly impossible to punish them between attacks unless you got a really good internet connection and even then it’s hard for certain classes.
Using your logic then classes shouldn’t be able to contribute to point capture while chaining/spamming blocks……….
Dead Horse is Dead, and it’s no different than the GoE forcing players to play PvE , but funny thing GoB is a lot easier to acquire and can be faked to obtained in 4.3 hours while GoE takes a minimum of 18+hrs.
There is already fair gearing, everyone is afforded the exact same opportunities from Anet to acquire whatever gear they so desire, with multiple ways to obtain. The only limiting factor is the Player themself. GG no new gearing system needed, all that is needed is a Vendor for WvW like Pvp and Fractals have.
Ah OP I feel for you, you still hold the hope that they care enough to keep and foster a competitive team gamemode, which has been dismantled into a yolo queue that has made a mockery of anything competitive.
Like most things with this game, they start/create something then abandon it relatively fasts specially if there is anything wrong with it, I wouldn’t hold my breath for any bug fixes, most of which have been in the game since the first BWE, it’s sad but it seems to be the SOP.
But be 100% certain that if any of these bugs in anyway made Raids easier or Solo’able that it would be fixed same day as any video of them being posted.
Ele still has top DPS over large hitboxes (with Sc/Wh) and moderate DPS over small boxes (Sc/Wh)
Staff (e.g. ez mode) has been nerfed though.
Ez mode? How is staff ez mode? just because you were attacking at range its not easy mode. And how is D/Wh fresh air overload spam harder than it?
Staff you had to rely on teammates to get aggro off you.
Uhmmmm, Dps doesn’t determine Aggro on the majority of all encounters in this game and no Boss in Raids has ever had Dps determine aggro…… The only time Raid bosses had a set aggro is based on Toughness/proximity nothing else, then there is the fixation mechanics on a select few bosses which is all but random for all intents and purpose.
Staff was ez mode due to Meteor shower Spam and air overload Spam for the most part.
And if your comment was in regards to WvW, staff is still ez mode with the amount of kiting that is possible with it in large scale fights, and yes opponents focus on the glass backline Eles because they would be extremely stupid to allow glass Eles to free cast on them, but again if the sides are approx even the Eles have a few decent tools to kite using Staff with proper positioning and kiting, between weapon skills and utilities.
(edited by BlaqueFyre.5678)
As the most mobile profession with access to stealth on demand, I think 1200 range would make us overpowered. Also, if it happened, it would then just lead to annoying nerfs later on that probably mess up our current builds.
Other classes have almost similar mobility and stealth access while also having 1200+ range, high mobility is no longer an excuse to not have access to something we had at launch.
They keep increasing other classes’ mobility and stealth access and not nerfing their Range on weapons, so either those decisions apply to all classes or they remove the offending classes access to those abilities that increase mobility and stealth access.
Again come up with an actual reason that Anet has already proven they don’t adhere to.
Thief in general has too many evades.
Timing thief evades, similar to what you used to be capable on rev(only better), grants them too long of a window to not take damage at all.
When you add the ability to clear the map in like 5 seconds and instantly clear terrain, it makes the second most bursty class(second to mes) near unkillable provided the person playing knows when to leave a fight and does it routinely.
It’s no surprise the highest rated thiefs abuse it.
While most other classes have too many “Insert defense/offense here” blocks, invulns, stuns, stab, cleanses, heals… etc on top of having large damage both AoE and Single target.
Only thing I notice is someone can’t beat a troll build and can’t learn to play around it if need be, all that says is the “skill” of that player isn’t as good as he thinks they may be
Do you play thief or are you in the top 250?
Do you know what strategy is the most potent right now?
You seem kind of clueless
“Troll build” is synonymous with broken now?
Did I say anything about D/D Condi being broken? Nope I called it a troll build, and if people lose against it, then the problem is with the player that lost. And no I am not in the top 250 since I was out of the country for two weeks and only recently gotten back this week, and I main Thief almost exclusively.
Again my post was stating that almost classes have too much of everything.
And the players that have issues beating Condi D/D even after the significant nerfs to Acro and SoA really emphasizes how bad those players really are.
Condi D/D is nothing but a sub par kitten troll build, hence why it’s not seen all that much.
Thief in general has too many evades.
Timing thief evades, similar to what you used to be capable on rev(only better), grants them too long of a window to not take damage at all.
When you add the ability to clear the map in like 5 seconds and instantly clear terrain, it makes the second most bursty class(second to mes) near unkillable provided the person playing knows when to leave a fight and does it routinely.
It’s no surprise the highest rated thiefs abuse it.
While most other classes have too many “Insert defense/offense here” blocks, invulns, stuns, stab, cleanses, heals… etc on top of having large damage both AoE and Single target.
Only thing I notice is someone can’t beat a troll build and can’t learn to play around it if need be, all that says is the “skill” of that player isn’t as good as he thinks they may be
It’s not a problem, and all but 1 or 2 can be Solo’d the only one I could not Solo was the champion arrowhead
With today’s Game environment Thief needs its 1200 range Weapon back, the only reasons they removed it was because of Great Mobility, and High Stealth access, but guess what they have been giving classes with 1200+ weapons Great Stealth access and better Mobility without taking their long range capabilities the main offender of this has been Druid.
So those reasons are now a complete moot point, they have been increasing every other classes Mobility options and giving some higher stealth access, now it is time for them to give Thief back a 1200 range option, either by removing the Nerf from SB or adding a new 1200 range Weapon.
Being able to engage from long distance by closing the gap between you and an opponent isn’t the same as having access to a weapon with 1200+ range on all Attacks.
You stated " I would pvp for it but i cant stand waiting in queue for 5 minutes sometimes to have a 10 minute fight when i could be roaming in ebg"
Which guess what you can roam in ebg while queued for pvp……
If only you could queue for Pvp while in WvW or any other map…… oh wait
They could make the content so you could actually learn it from in game experience in the first place. Like any good game designer knows to do without being battered about it by their audience.
It is already that way. Things like videos only help you to learn faster, but it can all be done ingame only too. Or how do you think did the first groups do the encounters when there where no guides at that time?
The game teaches very well. Not enough people on greens? Getting damage! Ofc you have to make the connection betwenn “not doing greens” and “getting damage” yourself, but like every person should be capable of making this conclusion after a few tries.
How would you like Anet to teach you better? Do you want a sign before each boss wich explains you all the mechanics in detail?
It is not already that way. Look at the first people to clear the endgame content, always people from massive mega-guilds, frequenting websites, forums and part of a huge community trial-and-error-ing their way through the content until every nitpicky detail is taken in to account. That is not info a single person could learn in a reasonable amount of time, especially given how much gw2s developers love to obfuscate mechanics that are contrary to normal play.
I assume you mean not doing greens as having green gear? You want to put in some effort to actually make some sense there buddy? That doesn’t even come in to play in this conversation. Do you not know the difference between active and passive play?
The gear bar is an arbitrary choice with no active effect on play. It’s a completely different issue than I brought up, but often maligned by casual players because it is often the hardest bar to surpass for some content, and in the end it isn’t enjoyable to finally learn and masterfully comply with the mechanics of an encounter only to lose in the end because you’re missing a +1 to some stat or other that there is no system in the game or in the encounter itself which indicates that said +1 was needed beforehand.
Funny thing, Green gear can and have been used to clear instances and so have players Low manning every single boss so gear stats aren’t all that important, there is only two bosses that have anywhere near a DPS check at all, and even they have been lowmanned.
There is no Gear bar to reach, it’s almost exclusively a Encounter mechanic/class knowledge to win if players know those and are good at executing them then the encounters are trivialized.
And the " Greens" they refer to are the green circle mechanics which show up in multiple encounters which require players to stand in a Green circle to stop/limit damage or similar mechanics from happening not for dealing damage to the Boss. Again it seems people don’t understand Raids enough to know what is being discussed.
(edited by BlaqueFyre.5678)
Its rotational blocks/invulns can be up about 80% of the time during a fight. The impressive part is they don’t have to give up much DPS to get that. The DH builds are already difficult to melee much less having to wait for a tiny window to open so a player can do damage. It is the strongest low skill floor build IMO. Guardians can be kited. That isn’t an option with most DH builds. Their Virtues are simply stupid good.
Don’t exaggerate – it is obvious you are qq’ing as a thief which most other players only have a tiny window of killing. The blocks/invulns you talk about have a long cast time that can be interrupted very easily and they all have a very long cd. Worst part is that except for shield of courage, which doesn’t block from the back, you can’t deal damage while using the blocks/invulns so not as effective as you are trying to make it out to be. It is like saying thief has 90% blocks/invulns because they are in stealth for that amount of time.
Classes that allow skill spamming are easily the most low skilled and the strongest low skill floor of them all is a thief running perma evade or spamming stunlock. Oh, I stuffed up, let’s spam another skill or stealth out – initiative uptime is not even remotely an issue. I’ve played this class enough to know how easy it is and DH are never an issue – I run power stunlock when using thief in case you were wondering.
- People complaining about requirements for Raids when Raids have next no requirements to do, all that’s needed is 10 level 80 Players, all Exotic Minimum gear, Time and Patience, and Heart of Thorns, there are absolutely no other requirements to Raid.
- people complaining about Raids not being designed with the majority of the player base in mind, when they were never the target audience, and last
- players complaining that Raids don’t teach players what to do when that is a a complete lie, only some bosses have obscure mechanics that take a little longer to figure out, big example of mechanics being taught before boss is VG all the main mechanics are taught before ever reaching the boss, Sab Teaches green bombs before fight, and so on.
what’s hilarious is the OP is complaining about people getting kicked for being considered inexperienced when they stated they have done the same to others. Oh the irony.
They should just increase CnD to give 4-5 secs of Stealth baseline and would help it alot
Remove all Solo Queue players, Coquest PvP was solely designed with 5 man Premades, this is evident at every single level of the gamemode, from MMR to Class/Skill balance.
Solo players shouldn’t be allowed to queue since the game wasn’t designed for that and skews the competition and forcing players to have horribly lopsided matches instead of matches being made on accurate MMR
Solo queue causes so much toxicity from the Solo Queuers, with premade teams player will play with people they actually like instead of scrubs and trolls that can hinder their advancement and fun.
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I agree, there should be no class switching after you queue up.
I think you should be able to adjust your build as you wait for the match to begin but not swap.There was a poll on this already and this position lost.
I saw the poll on getting rid of the 5 man premades but not this one, hopefully they put it back up sometime.
The poll ended at 52/48 % iirc so not that big of a split and it took quite a while for the people against complete class locking to beat the people for class locking, which would have also had a Soft class stacking limit implemented as well as Class specific Mmr.
No need for a raid story mode … i think removing boss enrage timer on old wings should be enough.
People could use any build and enjoy old raids encounters while PvE focused guild still have challenges on new raid wings.Which defeats the whole purpose of why raids were created in the first place.
Which is part of the reason why story mode is needed – to preserve the integrity of the hard mode. In fact, the existence of greater accessibility would most likely give the devs freer rein to make more difficult encounters moving forward.
There are two real solutions to this issue, imo – tiered levels or a gradual compromising/watering down of the content to the point where it doesn’t really meet anyone’s needs.
We are already starting to see the second make its way into the game in some of the wing 4 fights. Is that really the direction anyone wants to see them take raids?
To be completely honest the Devs could just keep all Raid wings at the same level as W1-3 since they were designed with a specific idea and a specific audience, which bubble anets own admission exceeded their expectations of participation, and the other players can improve their gameplay if they actual want to see the story or have The Experience of the Raids and then the actual philosophy of the Raids doesn’t have to be at risk.
It’s not an issue if content that was designed for a specific audience doesn’t meet the wants or need of players not of hat specific audience.
But carebears will be carebears, and want the easy mode no matter what.
Big problem I feel when playing Rev, is that chains skills cost energy aswell.
For example Duelists Preparation: 10 Energy on activation, 10 more Energy to use Shackling Wave.
No other class has this, check thief for similar skills (shortbow cluster bomb for example).
Same issue with Staff 2 chain skill. Youre barely able to use both skills.
Please remove the costs for the second skill, the amount of situations where I use it successfully is so kitten low. You have to care about your energy already so much, now keep it up and kite around just for one skill?Uhm yes and no Look at Flanking Strike/ Larcenous Strike, and Infiltrator Strike/Infiltrators Return both cost Initiative.
then look at the amount. It has the same amount like any other skill5 on weapons. But those chain skills on Revenant have together a 30% higher cost in relation to the 5th skill (costs are compareable)
Staff 2 doesn’t have an Energy cost on the Chain skill and Sword 5 is 15 energy on each skill of skill 4,
There is no rule that states individual skill costs need to be cheaper than skill 5. A lot of Resource costs are the same costs on the same weapons. Sounds like a non Issue, and it’s not like you can’t Legend Swap to instantly get the needed Energy….