Showing Posts For Bubi.5237:

AC needs nerf now

in WvW

Posted by: Bubi.5237

Bubi.5237

Pic for those who can’t imagine the wall
(Paint FTW!)

Thanks Bubi. I wanted to post a similar picture.

As you can see the wall blocks all trajectories below 85°. Therefore only target on the wall or very close behind the wall are attackable. All targets far behind the wall are safe.

The thing is, I’m not sure if this is how it actually works in the game (you may have meant to say that, I wasn’t sure).

We were discussing a theory about the real world, where Arrows have trajectory, mostly reacting to this

Gravity and physics. Math works!

So yes, we wanna nerf ACs a bit, either having ~real trajectory or disabling the new changes while on siege.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

AC needs nerf now

in WvW

Posted by: Bubi.5237

Bubi.5237

The bigger zerg has more supply, they can simply build AC to take out your AC/Treb/etc.. Before patch there were safe spots for your sieges, but now not even inner treb is safe, so…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

AC needs nerf now

in WvW

Posted by: Bubi.5237

Bubi.5237

ACs are perfectly fine. What do you think an outnumbered server should use when defending a keep/tower against 3-4 times people than their own? Siege weapons are supposed to be used to one’s advantage and its not like there aren’t any counters. Eles’ AoEs can down an AC, a well placed ballista is a good counter, etc

lol

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Stability changes - general

in WvW

Posted by: Bubi.5237

Bubi.5237

Have you ever seen a single engineer in your “skilled” zergs? Ask yourself why. Hint: (no stab).
Rangers? (no AoE ranged damage, no stab)
Thieves? (no AoE ranged damage, no stab)
Mesmers? (no AoE ranged damage, no stab)

No Necros (no stab)
No Warriors (no AoE ranged damage)
Your logic works!

Adapt or get rekt, that’s the tough law of WvW.

Ppl adapted already, they’re playing the Pirateship meta.
It’s working, but boring like hell…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Bubi.5237)

necro elite

in Mesmer

Posted by: Bubi.5237

Bubi.5237

From patchnotes:
Plague: This ability now grants 3 stacks of stability every 3 seconds, with a 3-second duration.
Lich Form: This ability now grants 1 stack of stability every 3 seconds, with a 3-second duration.

So yes, boon removal/steal is not really effective.

Actually I’ve seen it to be quite effective.

How it’s working one CC=One stack of Stab removed

However Shattered concentration=all stacks removed. It also seems to be higher on the priority list now.

Necro lich form melts just as fast to a shatter CC combo.

Stab=nerfed IMO. which sweet.

Stab IS nerfed, true.
But those elits..
Before the Patch, you could remove it with shatter (if traited), and they were prey to your CC for the remaining ~0-19 seconds.

Now if you can remove it with shatter/CC, you have ~0-2 seconds to use CC on them before they’ll have their Stabi back.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

The New WvW Borderland

in WvW

Posted by: Bubi.5237

Bubi.5237

All the cata spots in Hills have a ledge behind them. Cata spots on both northern towers have ledges close by.

Those spots are walls, not gates. Gates are used a “bit” more often, any ledge next to a gate will have bigger effect. (And btw they don’t have automated knock-back turrets next to them.)

If you have 5 players you can’t defend from a 60 man blob even if they faceroll on the gates swimming in burning oil. Your logic is faulty.

The wild population imbalance is a different problem, that we don’t know if ANet has bothered to tackle, even if everyone on the WvW forums is asking for them to fix it since 2012.

So if you can’t defend anyway, let’s give an easier time to the bigger blob, yupyup.

One of the screenshot showed that there’s walls all around the gate and you can hit attackers from every position up there.

A position where you cannot be hit back (like arrow carts on south hills for example) has no counterplay and it’s stupid and pointless.

The keep I saw had the same walls, even if you can stay on more spots, the enemy still can dps ya.. Did you see any medieval keep? They provided defense for the ones on wall, making them hard to hit while they could shoot the enemy.

To bring more numbers they’ll need to move people from somewhere else, so you can strike there instead.

When they have Q on every BL, they’ll have the same ppl everywhere, not like you can strike somewhere else. So let’s provide more benefit for the bigger server.

I already stated that the population imbalance is a different problem and we don’t know yet if ANet has even bothered to fix it. They talked about Alliances during the CDI, but they didn’t say anything about that after it. Maybe they are working on those, maybe they are working on something different, maybe not. We don’t know. But it’s a different problem and changing the map design won’t solve it.

Maybe won’t solve it, but to make it stronger…

maybe you didn’t notice, but there’s PVE in the current maps as well if we can’t have “less” of it, I’ll take “better” PVE over the clumsy current IA…

Dunno, I don’t wanna fight players while perma-crippled (pve sentries), I don’t wanna fight while there are turrets which can knock me off the ledge to death..
Why we can’t have less pve? The Old Borders have little pve, most of them are on EBG (as centaurs/skritts are doing nothing on bls, and quaggans are dead now..), but it’s still too much for some..

There’s no Orbs in the current map design as far as we know. And, as you admit, we don’t know enough to tell if the zerg-splitting will work.
So, what’s all the fuss?

The Big Boom Cannon event is something like:
1) Kill the pve-thingy
2) Get the Power Core back to the Cannon
3) Repeat Step 1-2 to get all Cores

As killing a pve-thingy is not a wvw-event, I believe Anet wanna the Run-the-Core-to-Cannon part to be the main-focus, where the enemies are trying to kill the runner, stealing the Core, whatever. It’s pretty similar to the orbs for me

I’ll give ANet the benefit of the doubt at least until the beta.

I gave Anet the benefit of the doubt during the last years since beta-weekends where we duo-flipped camps with our lvl 11 chars with my friend, but seeing the updates after release….

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Bubi.5237)

Stability changes - general

in WvW

Posted by: Bubi.5237

Bubi.5237

Resistance makes you immune against fear and stun too as long as the new boon is active. You can be pulled or pushed back – all CCs that are no conditions are working. As long as stability and resistance are active nothing will stop or harm you.

Check wiki , stun is not a condition, it’s a control effect. Fear is a condition.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

AC needs nerf now

in WvW

Posted by: Bubi.5237

Bubi.5237

Pic for those who can’t imagine the wall
(Paint FTW!)

Ofc you can shoot farther behind the wall if you have more power, but then you have to change the power and the trajectory, which is not in game yet. As mortar/cata/treb, you can only change the power (which will change the trajectory).

Attachments:

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Bubi.5237)

[Balance] Most OP class nerfed

in WvW

Posted by: Bubi.5237

Bubi.5237

Cliffs are OP, nerf them, buff slopes!

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Fun Thought: A Transformation Elite

in Mesmer

Posted by: Bubi.5237

Bubi.5237

Maybe you could name it mesmerish:
The Stick of Truth and Lie

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

necro elite

in Mesmer

Posted by: Bubi.5237

Bubi.5237

From patchnotes:
Plague: This ability now grants 3 stacks of stability every 3 seconds, with a 3-second duration.
Lich Form: This ability now grants 1 stack of stability every 3 seconds, with a 3-second duration.

So yes, boon removal/steal is not really effective.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

EU lag after patch is getting real!

in WvW

Posted by: Bubi.5237

Bubi.5237

We (or at least I ) have this happening on every patch-day for months now, how are you so suprised?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Stability changes - general

in WvW

Posted by: Bubi.5237

Bubi.5237

Medieval Naval Battle Meta!
Enjoy the 2 in 1 game!

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

The New WvW Borderland

in WvW

Posted by: Bubi.5237

Bubi.5237

After watching “the video” (the presentation they streamed), for me it seems like an eotm +skyhammer+pve combo.

Ledges to knock enemies off.

you mean like there’s ledges close to hills and to the northern towers in the current borderlands map? Shocking.

I don’t remember legdes next to the gate on the current maps, neither ledge-stairs from where the falling equals death.

Automated Turrets which shoots you.

without playing the map, the effectiveness of the turrets remains to be seen: I hope those are not as annoying as the cannons in EOTM

The Knock-Back Turrets next to a ledge means certain death if not dodged/no stability. Effectiveness is big.

Big Boom Cannon which destroys every enemy outer gate (basically opening every tower), so you can capture everything faster when you have superior numbers (timezones for da win!).

because a zone blob building 20 omega golems couldn’t wipe your borderlands clear, right?

20 omega golems need “a few gold” (~50g), “some supply” (let’s say.. 3k?), and they can be destroyed by good defensive siege placement/scouting.
An event which occurs every 3 hours, where a big blob can just split up to 3×20 man groups, use the cannon, blob up again and take towers (no gate), take keeps easier (no outer gates, so supply needed only for inner), so it gives little chance for defending.

instead, it looks like this event requires a lot of coordination: there’s 3 collection points to camp, and 4 towers and 3 keeps to conquer as quickly as possible after the event is completed, that means you’ll probably need a lot of smaller, coordinated groups, instead of a huge blob of mindless zerglings spamming staff 1: scary, uh?

‘Cos during the night, when your server has 5 ppl defending against the enemy’s 40 man nightcap, the cannon will make your defense easier, yupyup.

Keep Lord, which are.. “fun to fight”.
’Cos wvw players love to fight npcs, yup.

no, we don’t like fighting npcs
but when we are defending against bigger numbers, we’d rather have useful NPCs to our side, instead of wooden puppets that will die in seconds

As long as the boss scales, its not THAT bad.. but instead of making pve-bosses, I would like to see defensive layout, where the defensive players have some advantage.. like you can shoot them from the wall while they cant you? On the video I saw the same walls as now, providing close to zero defense for defenders.

The map is nice, it’s beautiful, but.. I fear the mechanics will make it close to unplayable for me

your opinion is based on like… 2 minutes of random footage?

The “2 min random footage” was a ~40 min tour on the map with developers discussing it.
Not the same.

ANet said they wanted to make defending more interesting (and hopefully, more rewarding); I think the design shows it. Choke points, powerful mechanics for the defending forces holding the shrines around the keep (improved mobility and stealth) and defending NPCs that can actually make a difference in a equal-numbers fight.

If the attacker have harder time when equal numbers are fighting, they’ll bring more numbers. That’s all.

Calling the “Big Boom Cannon” a “PVE event” is just plain ridicolous: there will be players from all the factions trying to win the event (by killing each other, mainly, I guess, since killing a player damages the enemy AND gives you a point), and you’ll need to decide how many players have there and how many to have close to the towers and keeps for a quick cap. Endless possibilities of taking advantage of the enemy hard work…

I don’t remember calling that event PVE event, I was calling the map one with filled pve. NPC sentry golems (shrine reward), NPC lords with pve mechanics, jumping-puzzle-like jumppads, etc.

And they are trying to split the blobs, by making it impossible to cover all the objectives with one single group.

I’m not saying they succeeded, but the ideas are sound, and I hope there will be some form of beta testing before the release.

With the towers-blocking-the-path change (which is actually an interesting one), dunno if you can split the blob up better or they’ll just blob themselves past the tower THEN split up, or just continue blobbing as always.

And don’t forget, there was a reason to take out the Orbs from normal maps.
Afaik it was the FLYING/FASTRUNNING ppl.. They’re still here, so I don’t know what to think about it.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Low dmg ? Kinda lost about this...

in WvW

Posted by: Bubi.5237

Bubi.5237

Maybe you found a really-tankish, 3.2k+ armor warrior who was trying to get back to the zerg?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Interview with Tyler Bearce About WvW

in WvW

Posted by: Bubi.5237

Bubi.5237

And why not make rewards based on individual progress to actually earn content related rewards like siege and stuff

I think that’s what the WvW progression system is for.

People get rewards from WvW ?

I mean i get 2 blues / a Blue and a Green every level up but calling that a reward is like calling a Kool-aid, Gatorade.

And I guess, that’s what the extra magic find would improve. Your chances of getting better stuff from all the bags you get.

I was actually thinking the Magic find could be tiered like; 100% for the winner of the two week battle, 50% for the second best and 25% for the third best of the 2-weeks. Everyone gets something but at varying degrees.

" Magic Find is both an account bonus and a character attribute that increases the chance to receive higher-quality loot from slain foes. With a couple exceptions, it does not affect containers (including champion loot bags), chests, or any other source of loot.
The exceptions are:
Containers received from structured PvP reward tracks.
Bandit chests in The Silverwastes [citation needed]"

Magic Find does not affect wvw reward chests.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Balance, please?

in WvW

Posted by: Bubi.5237

Bubi.5237

You’re not Leonidas?
Try Harder! https://www.youtube.com/watch?v=uDVZXF3NwCg

Okay, serious mode on:
Anet don’t wanna give fighting power buff, ‘cos then ppl would rage on the afkers/upscaleds/etc, ’cos they denied their buff, and Anet don’t wanna cause drama.
(Anyone remembers the old Cursed Shore farm with failed events? Ppl raging on those who completed it..)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

The New WvW Borderland

in WvW

Posted by: Bubi.5237

Bubi.5237

After watching “the video” (the presentation they streamed), for me it seems like an eotm +skyhammer+pve combo.

Ledges to knock enemies off.
Automated Turrets which shoots you.
Big Boom Cannon which destroys every enemy outer gate (basically opening every tower), so you can capture everything faster when you have superior numbers (timezones for da win!).
Keep Lord, which are.. “fun to fight”.
’Cos wvw players love to fight npcs, yup.

The map is nice, it’s beautiful, but.. I fear the mechanics will make it close to unplayable for me

Edit: Dulfy’s link for those who didn’t see it yet. http://dulfy.net/2015/03/14/gw2-egx-wvw-desert-borderlands-map-reveal/

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Bubi.5237)

Agitate for change today, NO WAY, NO SHIELD!

in Mesmer

Posted by: Bubi.5237

Bubi.5237

Guyz, if we think we’ll get only 1 weapon..
Then give us double-shieldz~
Mainhand and offhand shieldz, for da win!

VOTE FOR FUN, VOTE FOR DOUBLE SHIELDZ!

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Question on Armor Choice

in Mesmer

Posted by: Bubi.5237

Bubi.5237

As a roamer, you can go full zerker/assa and just be fine (personal taste, some roamers like to have ~2.1-2.3k armor, some wanna go full glass), but if you wanna join the “zerg”, maybe first you need a bit more armor
(Ofc CP-team mesmers can go zerker, but they’re experienced and know where to stand )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

So Anet WILL look into all professions ...

in Necromancer

Posted by: Bubi.5237

Bubi.5237

Necromancer is fine~

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/158908/ColinAlchemy.jpg

“Practitioners of the dark arts, necromancers summon the dead, wield the power of lost souls, and literally suck the life force from the enemy. Necromancers feed on life force, which they can use to bring allies back from the brink or cheat death itself. "
Yea, cheat death itself.. bring allies back… yea..
(source: wiki/official site )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Toolkit third should cleave

in Engineer

Posted by: Bubi.5237

Bubi.5237

Increasing close-range aoe spam is really just pointless. Grenades and bombs already fill this purpose. You are giving a purpose to a skill that is already fulfilled by a skill taken on 99% of non-turret-engi utility bars in spvp.

My SD-engi build wanna cleaving Toolkit 3rd attack! ‘Cos its annoying to hit a spirit/pet for BIGNUMBERZ when I could kill dat annoying player with it.. Okay, it’s rare to have everything else on CD, but still :P

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Lockdown question

in Mesmer

Posted by: Bubi.5237

Bubi.5237

I’m learning the sw/sw+Staff lockdown, and I have to say that offhand sword is nice, as it has a (not easy to use, but) low-CD rupt (traited 16 second), so you can get the feeling of rupting with it. (I mean who wanna miss a chance to interrupt 2-3 ressing ppl with 1 skill? Best use for sword #4 )
And as it’s not so fast to cast, you’ll do more “random rupts” with it (rupt AA for might/immob/setting up a burst), so you have to learn to use your mantra rupt wisely, otherwise you will have a hard time ^^

Btw mid-endfight, when I have ~10-15 stack might, enemy has ~10-20 stack vulnerability, cough some cough condition from staff/CI, your iWarlock will hit around the same as iZerker, but you still have the defensive-style of staff, which is needed for me to learn rupting
So maybe before you go for the (reaaaaly nice) sw/focus setup, maybe a sw/sw can get you started. Ohhh, and don’t forget the iSwordsman, it can surprise the enemy while they’re immobilized from a rupt, doing nice dmg.

(iWarlock will attack every ~7 seconds, iSwordsman every ~4.5 seconds, it’s rare to shatter them before 2 attacks, most of the time it’s emergency/learning mistake.
iDuelist (pistol) would attack every ~7.5s, while iWarden(focus) every ~14s, so with offhand sword you took the fastest one. Double Sword for the win! :P )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Bubi.5237)

[sPvP] CI vs Celengineer, advice needed

in Mesmer

Posted by: Bubi.5237

Bubi.5237

@Fay:
I have similar feelings about staying at range with staff. Even the “quick-healing” drop-overcharge-pickup can outheal almost all of my pressure (with Backpack Regen, which is I believe meta), and they can repeat it every 15 sec..
Playing with staff and contesting can work in big circles like Foefire middle (you can try to stay at ~600-900 range, which is near to nullify all grenades), but the smaller ones are just impossible for me against a Celengineer. (And there even the bomber-ones are difficult to handle, but they at least have not so easy access to poison/chill which are my greatest problems.)

I’ll check if playing with Doom or Fire can improve my gameplay as I have the feeling that Energy on staff is not so important (#2 is a semi-dodge for me), but I just feel like the Celengineers are hard-countering this build.
[Where countering for me means making it close to useless in Conquest-style gamemode.]
I can accept it, just wanna know if it counters the build or me

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

[sPvP] CI vs Celengineer, advice needed

in Mesmer

Posted by: Bubi.5237

Bubi.5237

I asked about the meta cele engineer build.
The one where every better-than-bad engi takes HT up in ~1sec, ‘cos needed for healing rotation. (Take up or blast, same as it’s gone in ~1 sec.)

Using a long-CD in 1v1 to win means that if you can’t win without it, next time you’ll face him you’ll prolly lose that, as it’s on CD (Lich/Supply Crate/Moa, all the same). Yes, it is fun to destroy an enemy with them. Yes, it’s effective. But you should not depend on your elite to fight, it’s something for situations where you start from a disadvantage (as a lot of times you’ll have cooldowns when the enemy start the fight, nothing we can do about it, sPvP is not 1v1 tournament).

If you took it personal, then sorry, but your input was not really for the situation I asked about

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

[sPvP] CI vs Celengineer, advice needed

in Mesmer

Posted by: Bubi.5237

Bubi.5237

If you can destroy an engi’s healing turret, he’s a bad one and can be easily outplayed.. Good ones pick the HT up in ~1 sec, noway to destroy it…

And using elite skill (60+ sec CD) in 1v1 is just sad, even thou situations sometimes need it (if that 1 node can win us the match which otherwise would be lost, I will use elite skill.. but as default I have Mass Invi, I have to use my own skills and not the elite.)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

[sPvP] CI vs Celengineer, advice needed

in Mesmer

Posted by: Bubi.5237

Bubi.5237

Hmm, then I’ll try it with Doom, thanks

Well, my “optimal” start is casting s5 at 1.2k range, then swap to staff still OOC, so I can just swap back when the burst is rdy, and the sword phantasm still doing that lovely 3-4k hits ^^
But this way no doom sigil at the beginning, seems like I have to adjust the playstyle to it.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

[sPvP] CI vs Celengineer, advice needed

in Mesmer

Posted by: Bubi.5237

Bubi.5237

But with staff, my dps is close to zero.. and you can’t dodge IP ~.~
Now I’m trying with air+fire on Staff, then at least I have some random dmg.. But still feels like I’m at a disadvantage ^^

Static Discharge is not really a problem, as it’s glassy (and rare) enough (and I have played a lot, ‘cos I love SD engis), but I can’t really do anything against Cele’s sustain.
And ofc I can kite him as long as I want, but if he’s on the node for 0:30-1:00 defending, it does not really worth imo ^^

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Shocking interview with NOT Anet employee

in WvW

Posted by: Bubi.5237

Bubi.5237

One could of course question if the devs would be more interested in using the forums if people simply make fun of them.

I don’t wanna devs on Forum, I wanna see good changes for our old boring wvw ^^

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

[sPvP] CI vs Celengineer, advice needed

in Mesmer

Posted by: Bubi.5237

Bubi.5237

Ahoy,
I’m one of the (rare?) sw+sw/staff CI build users, and I have a “little” problem against the meta Cele Engis.. As I can’t really rupt any “important” skills (heal impossible, grenades.. I can’t see which one are they shooting right now, so its pretty random..), and as I have no condi removal, my chances are pretty slim.
Is there any tactic that can help me, or the “hard-counter, run away” is the only viable?
Bad ones can be outplayed somehow, but against competent ones, I just can’t see any chance.

Thanks

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Courtyard

in PvP

Posted by: Bubi.5237

Bubi.5237

I would love that map.. If there was a DM queue, where we can go with 5 man group, with the correct builds/setup, not in a conquest one, which is totally different..

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Was this a Hacker?

in WvW

Posted by: Bubi.5237

Bubi.5237

Alt+f4/ragequit gives ya loot/xp..
Dunno about borderland swap thou

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

daily [profession] winner

in PvP

Posted by: Bubi.5237

Bubi.5237

Today daily was Warrior/Thief
“Just” got this MU:
http://i.imgur.com/BOxTdiK.png
Yup, 4 engi, 4 ranger (thou only 3 in the same team).

But ofc I support the remove daily-class wins idea, or make it random per person basis, that’s a bit better..

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Legendary trails (footprints) at WvW

in WvW

Posted by: Bubi.5237

Bubi.5237

I remember it as Quip/Off-hand/ Legendaries are not working with clones (no footprint for clones), but maybe it was fixed..

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Engineer's grenades outdistance rifle

in Engineer

Posted by: Bubi.5237

Bubi.5237

I think we need ammo management too. Rifles use bullets and Bows use arrows but where do the characters get all the ammo?

We have ammo in our HOBOSACK!

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

We need more gold rewards in WVW

in WvW

Posted by: Bubi.5237

Bubi.5237

If they were to implement a reward track of some sort, what rewards specifically would you like to see? Siege? Loot Boxes?

Same tracks as in sPvP would be fine, too.. maybe switch the Glorious Armor for Superior Siege Track, as don’t think we’ll get a new armor.
Make the hot-join restriction (only 2 rewards/day) work in eotm, and it’s a nice rewarding system.
But it would not give enough rewards for scouts, I just can’t think anything already in system to use, only new things which need more time to implement/test.

(Hot-join restriction like this “…reward tracks are capped at TWO TIERS a day if you are playing in custom arenas.” source )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

We need more gold rewards in WVW

in WvW

Posted by: Bubi.5237

Bubi.5237

How do you make gold in WvW? For me WvW is wasted time from earning the exo dropping bags and the badges from EotM, from earning rewards from dungeons, from earning pristine fractal relics from fractals, from completing the maps.

I play squishy mesmer and it cannot go and tag every in the enemy zerg. Need to play from some distance. Most of the time I don’t get lord chests because apparently the chest is damage based – mesmer is very weak for fast damage: crit hits of 300 are real, compared to 3,500 of ranger’s long shot.

Offtopic:
That’s a L2P issue.
300 crits are against a 3.6k armor guardian with protection from your condition build?
(I believe Staff can produce those numbers, but it’s a condition weapon, so..)

Even my tankish 2.5k armor mesmer-setup can do enough dmg for lord/get bagz during fight, not so many as a Taggomancer or a Taguardian, but with proper build, you can tag.. You’ll not do much to help, but will tag enemies
(And not like you as a mesmer can do much besides cp-team and veil/portal.. )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Two kit build?

in Engineer

Posted by: Bubi.5237

Bubi.5237

I still don’t understand though... why the elixir gun? What does it do? It has pretty much no power scaling on the autoattack nor it’s only really damaging skill, and condi damage is sadly just not meta.. nor is much healing, really. Everyone seems to want damage.

http://wiki.guildwars2.com/wiki/Acid_Bomb
Blast finisher, a LOT of (unblockable) dmg against non-moving enemies (like every stack-in-the-corner boss), and you can cancel the leap, so you’ll not even move..
Special uses like OP condi-cleanse for your allies while putting nice amount of poison to cancel passive-regens (#3), or some healing and condi removal for whatever reason from #5. And it has a breakstun if you need it for whatever reason
Yes, it’s an utility kit, maybe not the optimal for dps-rotation and it’s not a "main-kit", but it’s a decent/great kit.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

We need more gold rewards in WVW

in WvW

Posted by: Bubi.5237

Bubi.5237

Another thing to keep in mind is that much of the money spent on food doesn’t actually go away, but rather just switches hands. While it is indeed a gold-sink in using the TP, the majority of the money keeps on existing, just in another users pocket.

So wvw players are paying the pve players (I think most crafted things are from pve players, who can farm the materials in pve for it), ’cos the rewards in wvw are so good. Make sense, yup. And btw some of that money disappears, as TP tax

I am fully aware that the people that gain most from WvW usually don’t use the gold sinks, but that doesn’t change the fact that there will be more gold put into the system that is not taken away if the gold-sink is removed.

Well, we can just take away ~10s (randomnumber) from every dungeon reward and give ~30s (randomnumber) to every wvw reward. I believe it would still lower the overall gold flowing into the market, but wvw players would make more (while pve players would almost not even see the difference.)
Too bad that it would not solve the problem, as the ppl who needs the gold are not the ones getting the rewards.. That’s why you should get something for defending/playing, which can be used for defending/playing!

WvW players are in need of more gold, ‘cos everything we do costs money. It’s not true for pve (well, ofc there are some instances where food/secondary food is needed the same way as in WvW, but most pve content is just fine without it.)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Idea: Revolt events in WvW?

in WvW

Posted by: Bubi.5237

Bubi.5237

Sometimes when I’m scouting, I would be happy to do… anything literally, but sometimes I have too many things to do (building sieges, repairing walls/gates, upgrading/retaking nearby camps..).

It’s sad, but when you don’t have anything to do, even pve-things are starting to seem interesting.. Like “Let’s just kill Harpy while I’m on my way back to Hills”.. So even thou I don’t wanna fight npcs in wvw, if your keep was not contested the last X (bigrandomnumber) minutes, dunno if it would a good change or not.

Or just give us back Quaggans! Let’s Kill All The Kraits and Punish the Enemy with our Quaggans!

(If you make an event every ~30 min, which gives ya rewards if you can refresh a siege under 30 min timer… Imagine the race for the last AC/treb from all the leechers xD )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Map Completion...

in WvW

Posted by: Bubi.5237

Bubi.5237

Ohhh, Weekly Map Completion Thread Achievement Done!
Can we finally get a sticky?

1: Get the ones your server owns at reset, if you have luck you’ll get almost all of them in 1 months.
2: You don’t have to cap an objective, just destroy the wall/gate to get inside, not impossible with ~5-10 guys, but need proper timing/strategy. (Or you can get some thieves to help you out, perma-stealthing you, and sneak inside when the other server opened it )
3: You can play WvW and get it naturally. (Join server TS, follow the commander, learn to play wvw )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

We need more gold rewards in WVW

in WvW

Posted by: Bubi.5237

Bubi.5237

Would it?
The amount of money I get by doing a couple of hours of general WvWing (with no upgrading) is actually rather high. Not as high as dungeons or farming SW, but still high enough to effect the market quite a bit if they remove every single gold-sink in there.

Can you pls define what you think as “general WvWing”?
‘Cos the only thing which makes money is killing a lot of enemies and/or killing tower/keeplords (champ bag).
Then there are Roamers, Scouts, Dolly-escorters, Siege-builders.. Can’t we just have more rewards for everyone who helps the server? (PPT win means coverage anyway, but still…)
Even Roaming is not profitable due to foods/secondary foods, which costs more than what you earn on the long run. (If you don’t buy the best one, then maybe you can get some profit, but it’s still nowhere near pve/spvp. Hell, I got more ascended trinkets from spvp than from wvw, and I played like 30x more wvw than spvp… And they don’t even need it/can’t use it!)
And just for your information: The ppl who makes the most money from wvw are not “using” the wvw-gold sinks, as they’re not commanders, not scouts, not siege-builders… They’re the ones who follow the commander ’til he get rewards then disappear when suddenly no rewards..

(My old idea to lessen the burden on those guys.. https://forum-en.gw2archive.eu/forum/game/wuv/Suggestion-Badge-of-the-Supporter/first#post4430407 Maybe Anet will make something for us in HoT, but I don’t really have hope anymore.)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Bubi.5237)

Fresh to WvW, few questions

in WvW

Posted by: Bubi.5237

Bubi.5237

1.: The “Official” dueling area is in Obsidian Sanctum, there’s a loooo~ng tunnel at the beginning which ends in an arena-thingy.
On borders south to the south-camp, behind the Windmill is the spot where most “agreed” duels/fights are, as it’s far away from the other players, less chance to get interrupted by them.

2. If you just want to find someone to fight, you can try to “poke” a spawn-camp ( south-west and south-east camps) and see if there’s someone coming for defense, you can try to wander between the south-camp and the southest-ruin, near the Sentry, or maybe between Bay and Garri.

3. I don’t really know a lot about ebg (I think there are duels/fights near SM outer walls, like the south area), but I don’t like it, I’m roaming on borderlands.
But IMO it depends on the matchup, on which tier is it, on which servers are there right now. Some has more roamers, some has almost none, some has a “lot” of duelers, some has almost none.

For me, EBG in higher tier is more about the blobz, and thou you can find roamers, the chance to find the zerg is pretty high compared to (non-prime-time) borderlands, when only one map-jump blob is there

I’m sure someone from the lower tiers will say what’s the roaming-situation there.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Engineer's grenades outdistance rifle

in Engineer

Posted by: Bubi.5237

Bubi.5237

I’m deadly serious target lock on would make the grenades much more deadly.

You forgot one thing: It would be much more deadly for the engineer
(Can’t throw behind your back? Can’t throw to random location where the enemy will be in 2 seconds? Too bad, you have target lock on~ )
As long as grenade’s speed is not the same as a traited ranger’s bow, I vote NO for target lock.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Tagless guild commander

in WvW

Posted by: Bubi.5237

Bubi.5237

Okay, but nowhere has OP said he wants to “troll” guild raids, he was asking, wouldn’t it be better if guilds tagged up when there are no commanders? That’s it. I’m guessing OP is not an experienced “guild raider” (or WvW-er) and wants to know the reasoning behind no tags. Instead he got kitten.

A lot of wvw players are constantly quagganed off by trolls/ppl who don’t respect guildraids, they’re a bit too sensitive about it maybe, but well, this is the wvw subforum, where everyone think the worst!

If not for fights or PPT then what? Are you guild raiding the JPs, killing the wurm, entering enemy Bay and killing all quartermasters?

Quoting myself, but tbh killing Henry/Harpy is a must for a guildraid!

WvW guilds will not have fun doing PvE
Well, maybe for the first 5 mins.. but that’s it.

If your goal is PPT, there are better options than a closed guildraid.
If your goal is to make bagz, blobbing up is almost every time a better option.
And don’t say you wanna do a closed raid to lose fights

So yes, closed guild-raids are to have fun with your guild, to improve as a guild, to strengthen your bonds.
And to enjoy the moment when everything fits and your guilds is unstoppable in the thing they want to achieve (be that small-scale roaming, “gvg-scale” fighting, flipping T3 objectives, etc. ).

Our server actually manages to run guild groups with tags. And it’s kind of super useful for other guild groups (if any on the map) and the pugmander (if any) and scouts to know what the others are up to, and know that we got a reliable group running who they can call for if needed (even cross border).

Our maps sometimes have ~2-3 guildraids, every guildraid with 2-3 tags.. Scouts, roaming groups with tag when they have/wanna use.. so yea, it’s not a problem as long as pugs can understand and respect it
(Yup, pug-commander tag, 1-2 guild-raid tags (thats 3-6 tags), 1-4 scout tags, 1-2 roaming tags.. RAINBOW!)

Edit: this quoting seems silly, it’s hard to make out which one I am

Bubiception!

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Tagless guild commander

in WvW

Posted by: Bubi.5237

Bubi.5237

a guildraid is not for PPT/fights, it’s for having fun as a guild, having fun with your friends..

Your guild should try out guild missions. Missions also have nothing to do with WvW whatsoever, just like a guild raid that is not for PPT or fights, and the guilds have fun doing them together. You also get guild commendations which are pretty valuable.

WvW guilds will not have fun doing PvE
Well, maybe for the first 5 mins.. but that’s it.

If your goal is PPT, there are better options than a closed guildraid.
If your goal is to make bagz, blobbing up is almost every time a better option.
And don’t say you wanna do a closed raid to lose fights

So yes, closed guild-raids are to have fun with your guild, to improve as a guild, to strengthen your bonds.
And to enjoy the moment when everything fits and your guilds is unstoppable in the thing they want to achieve (be that small-scale roaming, “gvg-scale” fighting, flipping T3 objectives, etc. ).

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

2/12/2015 WvW report on Unbalanced Match-ups

in WvW

Posted by: Bubi.5237

Bubi.5237

use the 3 orders, Vigil, Priory, Whispers…then whatever personal story and choice that toon made then that’s the WvW team they get when they log into that toon, maximum choice and makes personal story mean more by connecting it to the mists….so if ya don’t like whatever is happening with the Vigil battle in the mists just log in a toon that chose a different order.

And the toons who did not choose yet and order?
I have ~11 chars (lvl 80), I’m using almost all of them in wvw, I have ~3-4 which had already choose an order.. I mean most of my chars are on lvl 2-3 personal story step, why would I do pve-thingy to do wvw? I wanna kill stuff with brain not stuff with scripts..
And then we did not even discussed anything about “spies”, “server/community pride”, “wvw-guilds who wanna play together”, “wvw guilds who wanna fight each other”.
You shouldn’t use a PvE-thingy to determine a WvW-factor, wvw players wanna play wvw not pve!
(We already have to play pve ’cos rewards quaggans when you scout/upgrade/siege up… )

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Tagless guild commander

in WvW

Posted by: Bubi.5237

Bubi.5237

What’s with the hate on OP? It is a totally legit question.

“Hate on OP”.. I would say hate on the ppl who can’t respect guild-raids.
You know, the ones who’ll troll a guild only ‘cos they don’t wanna play with others..
Somehow they can’t understand that a guildraid is not for PPT/fights, it’s for having fun as a guild, having fun with your friends..
I have more fun dieing against 2-3x our numbers if we had a good fights than blobbing up and just running over everyone..

Just don’t forget, if you don’t respect the guild, the guild will not help you.
Or would you help someone who just spit on you? ^^

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

how do i make a lockdown?

in Mesmer

Posted by: Bubi.5237

Bubi.5237

The Lockdown mesmers have a nice thread which is a good start
And maybe this thread is useful, too https://forum-en.gw2archive.eu/forum/professions/mesmer/6-Essential-Tips-Lockdown-Mesmers-Must-Know

Sorry for just linking them, but I’m not good enough with my CI Lockdown to give advice ^^

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Bubi.5237)

wvw design is all hammer trains

in WvW

Posted by: Bubi.5237

Bubi.5237

the only prof that can dish out 5 CCs in a few seconds is stunlock warrior.

That is not true.
Mesmer (diversion with 3/4 clones, weapon-rupt, mantra),
engineer (some traited turrets, rifle, you can start it with magnet for +1..),
thief (well, it’s more like 2-3(4+ if you spamm pistol), stealth Sword #1, elite venom, traited steal, weapon skill(OH pistol) spamm with meta-builds) can do it, too.
A well-placed line will remove 1-2 stacks, too, as not everyone will notice it and will run over it a few times.
And prolly 1 boon removal will remove the whole stack.
So in sPvP it’s either the same as now (remove it) or actually you can focus with your team, and easily remove that few stacks. (We don’t know how many stacks the skills will give.)
But in wvw, where you can see 10+ lines in front of you, with some statics, you’ll "never" cross that (you can use every stabi skills, but then you lost the fight most of the time)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140