The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
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Our biggest weakness is in Europeon coverage. We are tie game in NA prime time and winning in Oceanic times.
Our NA prime time is spent taking back fortified and sieged-up towers and keeps from BG that we lost during Europeon time. So while we are mostly losing in points, I won’t call our NA weak by any standards. It is just that the situation is bad when its their turn to play.
Another weakness is our Hawaiian time slot. We are often out-manned in those few hours between NA and Oceanic.
Once our Oceanic takes over we start winning. I don’t think any server, even JQ, can take on our Oceanic prime time head on.
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I see SF owning both servers and still losing points for next week in the standing. LOL this is so mess up. Gecko is clearly broken.
Well to be fair, the “current” DS only benefits power and critical builds that makes full use of DS1. Condition and other builds are useless with DS. So we have this “ultimate” necro ability that only benefits certain builds, but not everyone. How is that fair?
That’s exactly why the current DS system is bad. It shuts down your whole skill bar. There is nearly zero synergy between DS and other necro skills. You cannot heal. Condition damage is almost useless with DS. Your play style normally and when you are in DS is totally different. You are not yourself when you are in DS.
I repeat, the only people that loves DS are those that use power and critical builds. The reason is that it doesn’t change their play style that much, when they switch between normal and DS. They are going full blast damage anyways.
Look at DS2. How does that benefit any other build except main hand dagger? When Anet designed DS they clearly only had the blast class in mind. That’s the main cause of all the grieve people have against DS. Not every necro build to be a blast class.
Changing/adding skills to DS aren’t the solution. They can never change/add enough skills into DS to make it work with all the different necro builds. For example let’s say a necro relies on Well of Blood to heal her allies, and that’s a big part of her build. How would DS ever help her build (e.g. benefit the wells somehow), when DS disables the necro’s whole skill bar in the first place? It can’t and it never can.
Remove DS totally. Add LF skills. That way LF would benefit all the different necro builds.
So you want to say that condition builds with Shrouded Removal and eating bursts dont benefit from DS? Despite how much i dont like some parts of it (and i still think that Foot in the Grave should give effect stability like earth elementals have and that toughness should make more of a difference in DS damage), it still feels better/fits more the Mighty Glacier playstyle necro than what would be a cheap imitation of using Engie toolbelts and Guardian Virtues just because of how it changes where and where you cant screw up in a fight.
Here is how it helps wells: 1. you use Doom to push a peron into one 2. you use Dark path to chill slow them and force them to either take damage or use a dodge 3. Life transfer to abuse the damage amplification Well of Suffering gives.Overall im shocked to say this without it being a joke, but dear god learn how to use DS properly.
How does Well of Blood benefit from shrouded removal? Not much because: 1) WoB is disabled when you are in DS. 2) You cannot be healed while in DS.
How does condition damage benefit from DS? Not much because: 1) DS disabled all weapon and utility skills with condition damage. 2) DS doesn’t deal condition damage, unless you trait into fear damage.
I can pull out many more examples. But the point is that DS does not, and cannot, benefit all the different necro builds out there. DS, with DS1 auto attack, clearly benefits power and critical builds the most. The other builds not so much.
Remember, DS is supposed to be the “game changer” for the necros. Necros=ALL necros of all builds. So how is this fair that only a certain few necro builds get full benefits from DS?
The “game changers” for other professions benefits all builds. Thief stealth clearly benefits all builds. Mesmer portal clearly benefits all builds. etc.
And that’s why the current DS system is flawed.
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If you guys (BG and Kai) love us TC so much then please stomp FA for us. <3
You guys in TC want to team up this week? If you like I will talk to other commanders about that. Doubt we can beat BG but let’s make a run for their money. :P
TC is probably one of my favorite opponents, you fight hard no matter what and are respectful
just look how clean this kitten thread is, no other thread even comes close
You attack when you can and defend when it is needed, you opponents outnumber you but still you throw whatever you can at them
keep up the good fights TC
That’s why I like tier 2 much more than tier 1. Tier 1 is very toxic and poisonous. Has been and always will be. Been there done that.
Tier 2 is the highest tier you can get to where wvw is still about fun. After that it is total war where anything goes.
We in Kaineng will keep improving and recruit more people to wvw. However we are in no hurry to get to tier 1.
And the problem lies in? Theif stealth (except for shadow refuge in combat), Guadian Renewed Focus, Ranger Trap nest into Spring and Ele water switch (especially if with 30 arcane) all do pretty much the same thing, reseting the fight by maximum potential damage output, but returning the hp bar to a reasonable survival level while cooldowns get up, for the other classes same could be said with Mace/Shield Warriors, Mesmer Moa and Elixir S, but they are way stronger in combat abuse than a hp reset.
You are naming builds, of course there are builds with strong defense. This would make every single necro build, regardless of how we spec, able to reset battles every time we hit 100% LF. Those other classes are forced to trait certain things, use certain weapons, use certain utilities; essentially they have to actually give up on damage to be able to have those fight-resetting abilities. Now, if healing while in DS was made into a trait, such that you actually need to spec into it (and therefore sacrifice another aspect), then it could possibly be balanced. But as is, giving healing to DS would give every build far too much defensive ability with absolutely no cost.
Well to be fair, the “current” DS only benefits power and critical builds that makes full use of DS1. Condition and other builds are useless with DS. So we have this “ultimate” necro ability that only benefits certain builds, but not everyone. How is that fair?
That’s exactly why the current DS system is bad. It shuts down your whole skill bar. There is nearly zero synergy between DS and other necro skills. You cannot heal. Condition damage is almost useless with DS. Your play style normally and when you are in DS is totally different. You are not yourself when you are in DS.
I repeat, the only people that loves DS are those that use power and critical builds. The reason is that it doesn’t change their play style that much, when they switch between normal and DS. They are going full blast damage anyways.
Look at DS2. How does that benefit any other build except main hand dagger? When Anet designed DS they clearly only had the blast class in mind. That’s the main cause of all the grieve people have against DS. Not every necro build to be a blast class.
Changing/adding skills to DS aren’t the solution. They can never change/add enough skills into DS to make it work with all the different necro builds. For example let’s say a necro relies on Well of Blood to heal her allies, and that’s a big part of her build. How would DS ever help her build (e.g. benefit the wells somehow), when DS disables the necro’s whole skill bar in the first place? It can’t and it never can.
Remove DS totally. Add LF skills. That way LF would benefit all the different necro builds.
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I am interested in knowing what Anet plans to do with the necro. We hasn’t gotten any news update about that for a while.
I remember back then how SoS and JQ would team up to 2v1 SBI 7 days a week. They were the best of friends against a common enemy. SBI finally got demoralized and imploded.
Not sure where to start on that one. BS mixed with oversimplification ?
BS on the 2v1…. Let’s clean this up right now. It didn’t happen. In a 3-way fight, there’s always 2v1 situations, they happen naturally and by design. To a certain extend, you can control that. SBI wasn’t very good at that, and if you attack both fronts, you have to expect to get hit from both sides. I had thought by now that people had caught on to that.
The “implosion” of SBI happened for other reasons that you simplified, and ultimately not because we were beaten in matchups by SoS and JQ. It was more complex and had to do with the unhappiness of players at WvW progression in general, new PvE content and overall overtime put into WvW and missing rewards from it. It lead to a decline in the active WvW population…
To get back to the current matchup, it kinda reminds of the one right after HoD imploded and JQ vs SBI vs HoD turned into a 1v1 between SBI and JQ. Come on SoS, you can do better than that
Weren’t you from SBI yourself? Here let me give you a brief version of what happened back in the good old days.
JQ and SoS commanders were in the same TS server every night, communicating on how to take out SBI together. Thought that was common knowledge.
SBI commanders were constantly harassed by hostile private messages. And the SBI TS server were f-bombed by trolls, to the point that our TS population dropped by 80%.
Spies were rampant back in the days. So were hours long afkers that takes up player map space.
Ever seen those hours long spawn camping by one server, while the other server take our towers and keeps?
It was total war. No ethics or classy was considered. Everything possible were used to gain an advantage over SBI.
Sure I will agree that the SBI implosion wasn’t 100% everyone else’s fault. But I am still gonna popcorn the current T1 situation.
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I remember back then how SoS and JQ would team up to 2v1 SBI 7 days a week. They were the best of friends against a common enemy. SBI finally got demoralized and imploded.
How things has changed. What goes around comes around. I never liked toxics and poisons, but I am popcorning this. :P
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I have to say that of all of my characters, necromancers are quite clearly the most useless of all the classes in this game for WvW. .
http://wiki.guildwars2.com/wiki/Plague
http://wiki.guildwars2.com/wiki/Plague_of_Darkness
http://wiki.guildwars2.com/wiki/Life_TransferAnd btw necros kill thieves and mesmers.
Are you trying to claim that Plague is useful in wvw?
And are you trying to claim that Life Transfer won’t get interrupted in a zerg fight?
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Hey guys i’m Rooster, some of you may know me on this forums for some of my subtle trolls, some by my score updates but i am here to discuss a pressing issue that is emerging in tier 1 NA. This is not about the current score or the domination of Jade Quarry but rather the antagonization and unhealthy propaganda that is going on to purposely destroy other tier 1 servers communities.
Currently the amount of trolling, personal abuse and antogonization that is going on behind the scenes in the current tier 1 community is redicilous and appalling, never have i ever in my video game history witnessed such desperate attempts to bring down A server through such horrible propaganda.
I will start with my current server Sea of Sorrows, or some may internally refer to ourselves as #SeaofSwag. Currently the situation is not great we lost two guilds and are attempting to rebuild our community, however the negative propaganda from certain sites and individuals is making this extremely difficult. I will refer to an exhert from the community site Guild wars 2 junkies which spreads random false rumors about guilds leaving.
" most of it centers around the drama caused by Tsym (who apparently is planning to stay on SoS) and privately is throwing quite the hissy fit about these guilds departure."
now in a later post
“*Reset night in T1 is starting out with some interesting news; in short the Sea of Sorrows (SoS) drama continues to unfold.
As they prepare to enter reset, they are currently involved in heated internal fights. Multiple sources have confirmed that the catalyst for the internal fighting today is TSYM GM, name of GM*. " However more despicable is this post included screenshots of Sea of Sorrows private chatbox which the site may have recieved intel from, which is considered spying.
Now the problem with posts such as this one is they specifically antagonize certain guilds and individuals as the root of the problem. this puts unnescsary pressure on the guild and an immense and unhealthy amount of pressure on the individual which i will say has done alot for the sea of sorrows community. Now the site didn’t mention why the outburst occured, it just focused on the outburst its self.
That is just one example of many of negative propaganda in attempts to implode a server which in my opinion is disgusting.
Now i will move onto Jade Quarry, upon post of this thread i had consulted with a prominant Jade Quarry GM about the issue and he had told me that the issue was affecting his guild aswell, where he explains that certain unknown individuals had made personal attempt at undermining the guild with personal attacks which put a financial strain within the guild due to resources on repairing the damage done.
So the current situation in tier 1 NA is horrible, the community and lack of sportsman ship is redicilous and when i heard of notable guilds being attacked personally and my server being repeatedly bombarded with propaganda which causes a rift and strain within the community about who’s next to leave it’s not healthy.
My solution lets leave this way of recruitment, the battle should be fought in the battlefield not through gossip i honestly don’t understand why some individuals would stoop so low just to bring down certain servers and attempt to create negative rifts within communities which affects personal life especially in the case of the Jade Quarry guild where the actions of some caused them to throw real life money and resources for them to repair it.
Lets all just have some fun, don’t worry about the score stop trying to undermine servers and stop spreading unnescssary rumors and gossipThank you.
Sorry but the name of the game is Guild Wars not Guild Sports.
In a real war, sabotage, subterfuge, spying, and lies are all fair game. “exploits” and “hacks” are also fair game to those players that are willing to risk their accounts to gain the upper hand to win the war.
ArenaNet may patch up some exploits and hacks. But rumors and gossip? I don’t you’ll ever stop that.
Sabotage, subterfuge, spying, and lies are actually alright. But spamming SBI commanders with hateful private messages? Going onto SBI’s TS server and trash talk everyone? How low and classless can some people get? This is just a game ……
People won’t believe how toxic tier 1 is until they get there.
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This is exactly the same kind of thing that destroyed SBI. There were hateful private messages from classless opponents flying everywhere (not going to name names). I am glad that Kaineng will be in T2 for a while and slowly improve. At least BG and TC are respectable opponents.
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I think Life Force should act as an entity that fights from within the necromancer. It provides support while the necromancer to fight with his/her regular weapon and skills. That means the necromancer can use LF skills at the same time as his weapons skills and utility skills.
We should remove DS altogether, and add 8 skills to F1 to F8 that uses LF. Each skill costs significant life force. Since these actions are performed by LF and not the necromancer himself/herself, none of them are interruptible. And none of the skills have cooldown.
A necro cannot use certain LF skills if he/she doesn’t have enough LF.
For example:
F1: Spiritual Protection: For 5 seconds your LF blocks the next 3 attacks against you. Cost 20% LF.
F2: Spiritual grasp: You target is chained and cannot move for 3 seconds. Cost 10% LF
F2 alternative: Spiritual pull: You pull your target to your location. Cost 10% LF.
F3: Spiritual arms: Your LF forms arms and swings wildly and hits everyone nearby you for the next 5 seconds. Cost 20% LF.
F4: Spiritual force: Your LF swings around and knockback all nearby foes. Costs 10% LF.
F5: Spiritual gun: Your LF fires at target foe, dealing damage and knocks him down. Cost 10% LF.
F6: Spiritual sacrafice: You LF forms a ghost and charges at the target. If it hits, target is chained for 3 seconds. 3 seconds later, the ghost explodes at that location dealing deviating damage. 100% LF.
F7: Spiritual wall: You LF forms a wall at the target location. No hostile projectile can get though and no enemies can walk though. 30% LF.
F8: Spiritual teleport: You teleport to target location: Costs 20% LF.and CHIPS makes his worst post ever….
this idea feels so devoid of necromancy altogether, it seems like you just finished watching the green lantern and playing a guardian and then made all this up.
sorry but this is ridiculous.
Nope the idea came from blue mage from Final Fantasy. The whole idea of LF is taking the power from dead enemies and using them for your own. So a lot of LF skills would be similar that what other professions got.
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Actually, we could easily pull people to us with 20% LF, then spend the next 80% using spiritual gun, keeping them permanently knocked down and dealing damage, while we use Focus 4, then dagger auto attacks.
It doesn’t matter if we can’t 8k in one hit, we’ll still be glorified thieves and be turned into a burst class.
Keep in mind that all LF skills can be blocked or dodged. Stability would prevent knock down and daze. If the necro aren’t careful that’s 20% or more LF gone.
No, we’ll become a glorified thief with this. Power build + wells + this = thief on roids.
Necro still won’t be hitting 8k a hit. When a necro has full LF he/she should be dangerous. However when LF is low the necro is weak. That’s the balance.
And unlike thief with stealth and eles with RTL, necro still cannot engage at will.
I play mostly WvW. I found Flesh Golem much more effective than Lich Form. That charge from the Flesh Golem knocks your target down and allows you to chain other combos with it. A well placed golem charge allows you to knock down multiple foes at once.
The key of Flesh Golem is that charge. Don’t worry about DPS since it will die in seconds while fighting zerg. When the time is right you should summon it and use charge right away.
Lich Form sounds good on paper and does deal more damage. However in zerg vs zerg no one will stand there and let you auto attack them to death. The other skills are medicore at best. You cannot heal. You got no speed buff. Other than that nearly useless push back skill you got no defensive abilities and no damage avoidance. All you got is double hp, which won’t help you much against a zerg. Everyone and their mom will attack you when you are in Lich Form because you are so big and such an easy target.
Of course my opinion might be biased since I am a conditionmancer. Lich Form scales with power, but not with condition damage. But in WvW you are asking to be killed by using Lich Form.
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This has been suggested a few times before and I do like the idea. 4 skills would be more than enough. No more DS form, but the aspects of it are kept via four skills.
1) Life Blast: Nuke that heals for 30% of damage done. 10 LF.
2) Dark Path: Same as current, no bleed but faster projectile. 30 LF.
3) Doom: Fear (1s) and Bleed (2×5s)your target and nearby enemies. 30 LF.
4) Will of Undeath: Remove crowd control effects and gain a damage absorbtion shield. 50 LF.So essentially we would now be guardians with no block, and horrifyingly bad dodge, because right now DS lasts as the shield, and deals damage since we couldn’t do both with yours we would essentially be useless in any 1v1, and it would be horrifying to see how fast we would die. remember we have the fewest stun breaks and no access to vigor.
Under the new LS system necros can use LS skills while stunned to counter enemy moves. LF is in essence a separate entity. So that’s the trick. Necros do not have strong stun breaks, but they are semi-immune to stuns.
The new necro will be the best counter class in the game. It is designed to outlast the enemy by countering skills that the enemy throws at it, while slowly wearing down the enemy. This is truly an attrition class.
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1. They aren’t going to completely and entirely change a class like this. This would require a complete revamp of all necro skills and traits.
2. Having this many skills is too strong. You are basically giving us 8 more utility skills that we can use.
3. They are way too strong.It makes us do too much damage, too fast, with too much tankiness, and too high maneuverability. We could out-everything everyone.
You got to keep in mind that LF aren’t unlimited. Many of the skills costs 20% LF. That’s roughly 4k worth of health. The LF skills aren’t meant for spamming. They are used only situationally to support the necro’s main weapon skills and utilities.
Having 8 skills doesn’t mean you can use all 8. Each cost LF. You got to pick and choose. And this is still a farcry to an ele’s available skills.
The main strength of this LF system is the ability to use LF skills alongside your main weapon skills, for some devastating combos. LF skills won’t win the match for you by themselves.
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Really don’t get why this is an issue.
You’re a less populated server – is that it? Then your rating will settle and youll be matched with servers of a similar rating. Each battleground has the same population cap regardless of your overall server population.
So what is it you want? ANET to magically find you more people – no thats up to you and your server. You want ANET to adjust the ruleset so you can win vs larger numbers? not going to happen.
Really don’t get what you’re complaining about.
That means Anet have to find a way to make WvW fun for those in smaller servers. Weekly victory is out of the question for them. So what do they have to fight for? The current system doesn’t offer them much incentive to fight on at all.
The smaller server doesn’t have to win/beat a bigger server. But WvW must be fun, rewarding and satisfying for those playing in smaller servers.
There are a thousand ways they can do this. For example, scale down repair and upgrade costs as according to the weekly score. Losing by 30% means a 45% cost cut. Losing by 66% means a 99% cost cut, etc. Stuff like siege costs should not be reduced, to prevent abuses.
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Well first let me say I like the DS mechanic as is, not to say it couldn’t use some fine tuning.
But LOL at this idea of yours.. I got to say this is the single most rediculously OP suggestion I’ve seen on these boards.. 30 seconds of spam-able immobile? Really? Endless knockdowns pulls and immobile.. Sounds fair..
No need to focus on the specific skills right now. Just discuss the general idea of removing DS and adding LF skills.
I personally really hate how the DS is setup. It took away all my skills. I can’t even heal.
20 rats of 20 hp each would actually be great at taking up AoE damage. AoE target is limited to 5. Having 20 rats around would be the perfect counter to that.
Siege and repair aren’t expensive. It is those tower and keep upgrades that would bankrupt you. The final keep wall upgrade costs like 2G.
I think Life Force should act as an entity that fights from within the necromancer. It provides support while the necromancer to fight with his/her regular weapon and skills. That means the necromancer can use LF skills at the same time as his weapons skills and utility skills.
We should remove DS altogether, and add 8 skills to F1 to F8 that uses LF. Each skill costs significant life force. Since these actions are performed by LF and not the necromancer himself/herself, none of them are interruptible. And none of the skills have cooldown.
A necro cannot use certain LF skills if he/she doesn’t have enough LF.
For example:
F1: Spiritual Protection: For 5 seconds your LF blocks the next 3 attacks against you. Cost 20% LF.
F2: Spiritual grasp: You target is chained and cannot move for 3 seconds. Cost 10% LF
F2 alternative: Spiritual pull: You pull your target to your location. Cost 10% LF.
F3: Spiritual arms: Your LF forms arms and swings wildly and hits everyone nearby you for the next 5 seconds. Cost 20% LF.
F4: Spiritual force: Your LF swings around and knockback all nearby foes. Costs 10% LF.
F5: Spiritual gun: Your LF fires at target foe, dealing damage and knocks him back. Cost 10% LF.
F6: Spiritual sacrafice: You LF forms a ghost and charges at the target. If it hits, target is chained for 3 seconds. 3 seconds later, the ghost explodes at that location dealing deviating damage. 100% LF.
F7: Spiritual wall: You LF forms a wall at the target location. No hostile projectile can get though and no enemies can walk though. 30% LF.
F8: Spiritual teleport: You teleport to target location: Costs 20% LF.
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No opinion on this?
What kind of opinions were you expecting? numerical superiority is numerical superiority.
also, based on your tag you transferred from SBI to Kaineng, making you part of the migration that created THE worst population imbalances the game has had. so.. you’re the last person that gets to complain about the plight of the undermanned server.
I had seen the worst of this problem first hand. I am not complaining for myself. I am pointing out why smaller servers can never win under the current system.
No opinion on this?
It would really help if they lower the ledges on the walls. They should just barely prevent pulling, while allowing the defenders to hit foes below.
Take me for example. I am already near bankrupt just from buying sieges. I won’t be able to afford upgrading keeps and towers.
In your opinion, what’s the necro’s greatest strength? And what is the necro’s greatest weakness? You can focus on one single skill, or an aspect of the game.
Here is mine:
Greatest Strength: Well of Blood
This is probably the best team healing skill in the game. Very useful in wvw, from zerg vs zerg to sieging a door. Its light combo field means condition removals.
Greatest weakness: No damage avoidance at all.
Everything enemies throw at us, we always get hit unless we dodge.
From my experience, there is no way a smaller server would win a weekly match. The reason follows:
1) One battle changes very little to a weekly match.
This is a very important concept. A smaller team would, often times, pull off a nice trick and beat a bigger zerg. However all those defeated players can come right back. And no matter how hard the smaller zerg tries, the bigger zerg would always win eventually.
In real battles when your 1,000 men army beats a 3,000 men army, you won that’s it. Period, conclusion, ending. Those 3,000 men are not coming back in 5 minutes to kill you again. In WvW they do. And that’s what drove smaller servers to defeat eventually. That bigger zerg of 3,000 men just keep coming back and burn your small team out, even if your 1,000 men are stronger.
2) Smaller teams get less supplies
Supplies is the single most important thing in wvw. However when your team is smaller, you cannot carry as much supplies. So when you attack, you get less sieges. When you defend, you repair slower and get less defensive sieges.
Many people argue that small teams are great at taking camps. Yes that’s true. But your small team can only carry so much supply. Let’s say the 5 of you takes 1 camp. Your team can carry a total of 50 supplies. If the 5 of you take 3 camps, your team is still only carrying 50 supplies. This doesn’t help your server much. Camp capping is meaningless because your small team cannot move those supplies fast enough to make a difference.
In real battles, a supply raid usually ends with either the supplies being moved and stolen, or at the very least all the supplies in the camp would be burnt to avoid the enemy from taking them back.
3) Smaller teams cannot take towers and hold them on a consistent basis for the weekly score.
For defence, the tower walls do not benefit the defenders much if at all. The wall would block the view of defenders so they cannot attack below. The attackers on the other hand can AoE the wall and then retreat back to their zerg very easily. When the defender jump onto the edge of the wall they get pulled down to their deaths right away.
When a smaller team of 20 tries to attack a tower with 40 defenders, we all know the outcome. And it is really pointless since your weekly score won’t improve until you take that tower.
And even if you somehow take that tower and killed all 40 foes, 5 minutes later those 40 enemies are back at your doorstep. You end up losing that tower again after a while, and that’s when all PUGs rage quit. Now instead of 20 vs 40 it is 10 vs 40. Good luck getting anything done. Might as well go back to pve.
All in all, the towers provide very little defence for the defenders. The bigger zerg will always come out victorious after a while. Even if the smaller zerg takes a tower, they cannot hold on to the tower to improve their weekly score by much.
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Personally, the silence from Anet has more to do with the past issues with making promises and then having to retract them (Rangers promises and re starting w3 are two examples). Anet is figuring out it is better to stay quiet and deliver product then make promises they have to back track out of. Tell us about it once it is finalized rather than tell us what they’re planning to do, then not be able to deliver it.
my 2c.
Of course the risk of this is spending 100s of hours coding something, only to find out later that the players absolutely hates that idea.
In DOTA and LoL there are minon wave every minute, that would start from the players’ start point and attack forward. They are very weak and are usually cannon folders.
I think this would help weaker servers. In WvW the size of minion waves would scale with the number of human players. The less players on a map, the bigger the minion waves.
Thoughts?
In my previous server of SBI, there were plenty of ex-wvwers. However the lack of reward and failures in battle has driven most of them away and back to pve.
I think they should totally remove orange swords. Why should a team get “free scouting”? In fact, the should remove the white sword from towers and keeps even if its under attack. If you have no one watching a tower that’s you own problem. This game shouldn’t babysit you.
Collision detection on a WvW scale would grind the servers to a halt. I’d rather not see that happen.
Not only it will bring servers to a halt (which I’m not that sure about), it will take all the air off of battle dynamics and basically freeze them. I understand that the dream of range DPSers is standing still in a safety behind a wall of towershields laying down death rains on the heads of helpless enemies. This however would bring us back to the holy trinity . Next thing they’ll be asking for is a second line between tanks and you consisting of… right, healers. No, not gonna happen in GW2.
If you want your enemies to feel some of collision system benefits, “melee attack assist” checkbox is right there in the options.
I would take line battle over tight ball formation zergs anyday.
It seems like a good idea but once you play in a system like this it creates all sorts of annoying problems… like people standing in front of doors not letting you pass.
As long as stealthed players do not have collision it is fine. The rest can be countered by knock back and AoE.
I agree with pretty much everything OP said.
I’d like to add in the fact that the Outmanned buff is complete BS.
“Hey, you’re getting destroyed right now, how ’bout some more karma?”
Its more like:
“Hey we know that you got NO chance of winning right now. So to encourage you we will buff your rewards when you DO win.”
>_>
I lost count how many times that once we lost a keep, we also becomes outmanned right away.
Lost a keep=>PUGs rage quit=>outmanned.
Anet got to find a way to keep the PUGs, losers, underdogs playing.
The necro is squishy because it has crap recovery options. Your heal is on a 25 sec cd, your access to regen is kinda small and doesn’t compare to the healing of other builds like ranger, guardian, or ele; necro damage is plain terrible if you have played any other class.
Necro is a team class for aoe chill/poison/conditions with epidemic and wells for boon removal. It is not a 1v1 class or a farming class.
I got permanent regen, every well pulse AND hit heals me, and i got healing well. every attack heals, i use Dagger so thats OFTEN..
please learn the class before complaining.
not to forget my second life bar that refills every 5-10 sec and my already huge life pool, and unless you run crappy glasscannon build you got enough toughness to stick around forever.
Weren’t you that necro that charge into our 15 men zerg with a dagger and died last week? We were all like WTH. Didn’t see you again so I guess you rage quitted. :P
Well of Dhuum
For 20 seconds, you create a well that’s twice as big as normal. No foes caught in it can be resurrected. If 10 targets dies or is already dead in it, friends or foe, you summon Dhuum to fight for you for 60 seconds.
Cast: 1s
Recharge: 120s
Necro=>no kill=>no badges=>no/weak wvw only skill.
We are further screwed now. Direct damage classes (warriors, thieves, etc) will be able to level up their wvw only skill super fast. While necros will take forever to level them up to a usable level.
We will be so screwed it won’t be funny. Same goes for engineers and rangers. We are all screwed.
Necro/el can farm 150badges in 2 hours.
This.
The amount of badges I get on my ele is silly. My necro, when I played it, was second in terms of badges per hour. L2P issue here is all.
Funny. There are more necro players here trash talking me than I ever see inside wvw actually playing.
No joke.
Necro=>no kill=>no badges=>no/weak wvw only skill.
We are further screwed now. Direct damage classes (warriors, thieves, etc) will be able to level up their wvw only skill super fast. While necros will take forever to level them up to a usable level.
We will be so screwed it won’t be funny. Same goes for engineers and rangers. We are all screwed.
The lack of reward for the losers is the single biggest problem of wvw. Just look at how many ppl have quitted wvw.
Necro are indeed underpowered. But I won’t call them fodders, since they are not totally terrible. But unless you love the class (like me) don’t waste money into it.
Ok, I see the posts have been removed so I’ll edit this but leave this pic here as it is coz I just love this one; and yeah big props to you guys for understanding our intention here and keeping it civil.
Since when is war civilized? Victory is all the matters. And after that the victor will write the history.
True as if any team’s victory has a kitten to do with how good a discussion thread looks like. I think BG has kept it classy so far, and as far as I can see, they’re the one that’s winning. So…
It is total war now. Die respectibily. :P
(edited by CHIPS.6018)
Ok, I see the posts have been removed so I’ll edit this but leave this pic here as it is coz I just love this one; and yeah big props to you guys for understanding our intention here and keeping it civil.
Since when is war civilized? Victory is all the matters. And after that the victor will rewrite history.
(edited by CHIPS.6018)
Death Bond
For 3 seconds you and target foe are bonded by death. All damage you take is also taken by the foe. And all condition you get is also received by the foe.
Cast: 1/4 sec
Recharge: 30 sec
(edited by CHIPS.6018)
You know that because of DS vitality scailing it would make the boss need to take more damage than claw of jormag would if youd never bother shattering his defenses if with boss you think of a world scale encounter.
Don’t need to worry about that. DS drains at a flat rate. So even on a boss, he/she would lose roughly 10% of LF a second while in DS. Afterwards the boss would need to regain those LF.
The boss won’t be as tough as the Priestess of Dwayna in Arah.
The strength of this boss DS is that it acts as an extended arm and extra attack, on top of the boss’ regular attacks. For example if you knocked down this boss, you disabled his true self. But his DS can still attack you if you are within range.
(edited by CHIPS.6018)
Nothing new here… Old video of another exploit on the wvw queue to be fixed in the ‘near’ future.
Theves rule in roaming, scouting and small scale fights. In zerg wars they suck.
Thieves are great in zerg wars. They wait 10 seconds after the main engagement, and then go in to pick off weakened foes. Free badges yay!
Fighting thieves is like fighting submarines without depth charges.
Necro problems are too many to list. But the top ones are
-No damage avoidance.
-No escape gadget.
-Very mediocre damage.
-Conditions too easily removed in zergs.
-Bleed cap, which hurts a lot since bleed is a condimancer’s primary damage.
-Skull Fear, a thief stolen skill from a necro, fears 3 times longer than necro skills.
-Crazy cast times, specially channelling.
-Crazy cool down times, specially signets.
-Many bugs that are still not fixed, with some that seems very easy to fit. For exampe staff mark size indicator. This indicates that very little time is spent on the necromancer by Anet.
Defending the wall has been largely useless. Your own wall blocks your own attacks, so you can’t even hit the enemies below unless you jump onto the edge. And once you jump onto the edge you get pulled off right away and dies.
Arrow carts is always useless because any character with AoE would out damage it. Its only advantage is the range.
The best way to defend a tower is to charge outside altogether to abuse culling.
We used to build a lot of defensive sieges. Now we don’t even bother. Save the money up for offensive sieges later instead.
(edited by CHIPS.6018)
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