Blackgate needs to be bullied, they’ve been nightcap bullying T-2 for the last month.
Is it just me or does the first 30 seconds of the new Lion’s Arch music sound a whole heck of a lot like Cake’s “You Turn The Screws” melody?
Finishing moves should be considered a stealth-breaking action. Meaning that as soon as a player clicks “Finish them!” and begins the progress bar, their stealth is removed.
Right now glass cannon builds can down any play in 2 – 3 seconds and have virtually gauranteed finish because they can’t be targeted during a finish with Shadow Sanctuary.
(edited by Caelib.2497)
I find it really amusing that during primetime, when the numbers are even in most Borderlands … Blackgate is usually in last place.
Did you forget reset night already? This was the score at 11pm EST Friday night.
I’m not talking about overall score, i’m talking about actual control of the map/potential points. When the numbers of players are even, Blackgate typically controls the least amount of the map.
When Blackgate is getting 8 hours of unchallenged control of the entire map, that’s approximately +650 NET gain every 15 minutes. This is where the major imbalance comes into play when you consider how scoring is calculated. When you consider the control is mostly shared during primetime, all worlds are gained at relatively the same rate, say +200.
You all can say that you’re challenged, but the truth is you’re not.
You can’t gain control of 95% of all 4 BLs unless you’re virtually unchallenged — there may be some defenders, but it’s not just one keep that creates the huge point imbalance.
No we defend in the day with less numbers and stay competitive then at night turn up the heat. Not my fault you can’t crank up big numbers in primetime for your server.
Not facing anyone isn’t considered “staying competitive”. And since Blackgate is a North American server, we do fine during primetime. It’s at 2AM EST that BG no longer has to face anyone because everyone in North America is sleeping.
(edited by Caelib.2497)
1) Name plates of dead players greyed out for much better overview.
THIS!
Sanctum of Rall should just be renamed “Sanctum of Portal Bombs” or something to that extent….
Well, we have to get creative when we’re facing 2x our numbers. At least we use tactics other than zerging
I really dislike the stealth implementation in GW2. To illustrate what I think is wrong, I’ll compare it with the spy from Team Fortress 2, which I think is implemented well.
- The game fails to provide enough information about the stealthed player. In TF2, shooting a cloaked spy, or even colliding with the spy, will cause the spy to become visible as a silhouette. You can also set the spy on fire, bleed it, or throw milk/urine on the spy to reveal him. In GW2, the stealthed thief can run around with no substantive risk of detection, which turns combat into a guessing game with no meaningful feedback for the thief’s opponent(s).
- Stealth is too powerful as an escape/harassment tool. In TF2, there is an abundance of ranged AOE damage with low cooldowns (the time it takes to reload). The maps have far more chokepoints than GW2, particularly in WvW. The spy has poor mobility unlike the thief and is even squishier than the thief. As a result, the spy has to play far more meticulously than a GW2 thief, because of numerous mechanics that severely punish a spy whose presence is known to the enemy.
- The spy cannot attack when stealthed. The spy must decloak first, which makes a very noticeable sound, giving the enemy a chance to react before they are attacked. Alternatively, the spy must choose a good place to decloak and approach an enemy with a disguise. It’s a more intelligent, brainy style of play.
I don’t really see a clean way to address all of these issues in GW2 without a complete rework of the class. I think it would have been better if the developers just kept the assassin from GW1, a burst+mobility class without stealth.
I agree 100%. I think all stealth (Mesmer and Thief) should be non-combat.
Simply put, the dual-dagger thief has far too much DPS. It is the only profession capable of dealing 5000+ damage per attack in rapid succession. Wild Strike + Cloak and Dagger + Backstab == dead in 2 seconds. This is not balanced even if the build is considered a glass canon for the simple reason that thiefs get stealth so their toughness doesn’t really matter when they can kill so fast.
Unfortunately, Tier 2 has become little more than a skill battle between SoR and TC because BG has so many people zerging 24/7 that it’s not even a competition anymore. There’s a massive population imbalance and the BG bandwagon just keeps growing … it used to be close, but now it’s just a zerg-fest.
I agree with all and will add one:
- fix population balance for WvW … right now the winner goes to the largest zerg (which results of stacked servers, e.g. if you can’t beat them, join them via free unlimited world transfer).
If my suggestion is implemented, it will introduce extremely long queues on the worlds that are notorious for 24/7 zergs — which would make a lot of guilds move to underpopulated worlds. This is a win-win in my book.
I think they should focus on making it so you can see the people killing you first.
Fact: the server to form the biggest zerg wins battles in WvW.
The “Outmanned” buff doesn’t address the problem. The only way to balance population in WvW is to introduce a dynamic queue size.
Suppose the Eternal Battlegrounds is populated as such:
World 1: 200 players
World 2: 75 players
World 3: 50 players
It’s clear which world is going to dominate. Now, if the maximum allowed players were throttled or adjusted based on the average plus 25% of World 2 and 3, World 1 would only be allowed to have ~100 players.
As it currently stands, these massive population imbalances are creating an extremely unbalanced game. The end result is a snowball effect where guilds get tired of getting rolled by huge zergs and end up moving and creating a larger snowball.
Where is SoR? lol Practically nonexistent in their strongest timezone.
They are around, just not in the triple zerg numbers like BG.
WvW would be balanced if we didn’t have massive amounts of non-US players joining US servers just so they could dominate. It’s quite cowardice IMO.
WvW is balanced. Everyone has the right to go and recruit new guilds to their server.
Actually, it’s not balanced because BG has enough people to zerg 3 of the 4 BLs simultaneously during all hours and nobody else can compete — it’s game about numbers because tactics only go so far when you’re facing multiple 50+ zergs in each BL.
WvW would be balanced if we didn’t have massive amounts of non-US players joining US servers just so they could dominate. It’s quite cowardice IMO.
The amount of clones with all the tricks/deception coupled with the chaos of battle make Mesmers too hard to kill. I’ve faced many, many Mesmers in WvW in group and solo encounters and everything single time I think they are too strong. It shouldn’t take a group of people 2 minutes to kill 1 other player.
The dynamics of the Memser give it too much offensive and defensive ability at the same time. The Mesmer is the only profession in this game that can easily battle 3 other players and come out on top.
The ability for a player to Finish a downed player while in stealth is not balanced because there’s no way to stop it.
Please consider removing this.
My suggestion is that the world with the highest current potential points should be Ineligible for Breakout events — when that world has the most controlled points, why should they have EZ-MODE in one Borderland and extend that lead even more just because they choose to zerg in the other BLs?
It probably wont matter because the Blackgate bandwagon got a lot bigger this week because instead of it being a fairly balanced match, now BG has 24/7 coverage with 75+ zergs in all four BLs.
I don’t know for sure, but it seems like IOJ dropped and BG got stronger … did a bunch of people from IOJ ragequit to BG?
Pretty much: Get a guild.
That’s not a solution to the DESIGN problem.
In my experience, MF doesn’t make a noticeable difference except when somebody uses too much of it, then it becomes a bad thing for everyone, including that player. My advice: remove magic find because it’s counter-productive to a game built around social cooperation.
What is being planned to address the problem of Orr — specifically, the zone is designed for large amounts of players but there are rarely enough players around at any given moment to complete the major events.
This results in the Karma Vendors almost always being in an unavailable state.
My suggestion is to either adjust the difficulty scaling on Group Events to less than half of what it currently is or make the Karma Armor sets available in Lion’s Arch.
Thanks.
I don’t see a lot of difference since many of the items required to create a Legendary can be bought out-right as well. Same difference if you ask me.
The boxes should be renamed “Open this and you die”. The Princess Dolls are an instant death.
After 30 minutes doing Day 2 of Tixx, the instance dropped and reset for all party members … is this normal?
Just because something is easy for all of you doesn’t mean it is for everyone else — do you realize how arrogant you sound? “OMG THIS IS SO EASY!@#$!@!!!” You sound like an 8 year old.
Mystic coins now have a collections tab in the bank. When you hit deposit collectibles, it went there.
Thanks, I was wondering where mine disappeared to!
Please take some time address the issue where NPCs go “Invulnerable” in the middle of a fight in underwater combat. This problem has been in the game for months and hasn’t been address — I enjoy this game very much, but I absolutely loathe underwater combat — it’s just so, so frustrating.
Oh yeah, that is what it is. Still a defect in my opinion … don’t tell me everyone in the game is Immune to beneficial buffs! Thanks for the insight!
As of logging in today, many many other players and NPCs keep spamming an “Immune” text over their head, as if they are being hit with damage but are immune.
I think ArenaNet’s vision of end-game zones was very blue-sky/unrealistic — that somehow there would be hundreds of players per world on the farming treadmill for Karma and gathering. Obviously, it didn’t play out that way because it isn’t fun and the number of people willing to do it for Legendary is very low.
Yeah, I bought the kit for the sole reason of gender change, but stopped short of committal because it wouldn’t let me change my name. Please modify the kit to include a name change!
I would like to see Account-wide Dye unlocks … it’s a tough world for us alt-aholics.
In my experience, the perception of WvW varies greatly on how well your world is faring in your current bracket and your zergability — let’s face it, if you roll with a zerg that’s doing a lot of events, you’re going to get A LOT of Karma, Experience, Coin and XP. Is it broken? Hard to say … my advice is only do WvW with big groups and you wont have half the problem listed above.
You can also right-click on items in your inventory and list them individually.
So, I was surprised to discover that the Full Makeover kit does allow a gender change but doesn’t allow a name change? This seemed like implied functionality. Is this a defect or a sham?
If this is working as intended, I would be interested to hear the justification for such a decision — why would a player want to change their gender and continue to keep the opposite gender’s name?
(edited by Caelib.2497)
AOE damage should break stealth; problem fixed.
Sadly, I shouldn’t even have to suggest this, but clicking on the “Reduce Build Time” button in Guild Upgrades should have a confirmation dialogue. I just lost a lot of valuable Influence because I meant to click on the “edit” button but accidently clicked on “Reduce Build Time”.
Please add the confirmation dialogue, it’s BASIC functionality that should have been there to begin with.
So which guilds transferred from another server to IOJ? Because IOJ all of a sudden doesn’t suck anymore.
I really dont understand the reasoning behind this change … it is called an area-of-affect spell for a reason: it affects everyone in the area!
Prior to the AOE nerf where it only affects 5 targets, there was a lot more strategy to large encounters in WvW; now it makes the most tactical sense to keep your entire force clumped up into the smallest area possible.
This change has also trivialized door sieges because burning oil now only affects five targets.
Please revert this change because the combat mechanics in WvW were just fine. Instead, focus your development efforts on the culling issue.
I know very little about economic balance, but what would happen if ArenaNet based cost of real-money-purchased Gems on the economy/current exchange rate?
To me, it seems like this would encourage real-money purchases at a time like this and would in-turn drive down the price of Gold > Gem exchange rate. Would this be an organic, self-sustaining/zero-inflation system?
You could take up crafting, there a lot of money to be spent there … each craft will yield you 10 levels of experience. So, create alts with two professions each … buy some crafting boosters and go to town.
and probably Last.
LOL! I was thinking the same thing! I don’t understand why anyone would invest so much time and money into something nobody will ever see.
How to fix: if a player ALT+F4, logs out and bails to the character select while in a downed state in WvW, they receive a debuff with the following tooltip:
Your ego was damaged in WvW — you need a 30 minute timeout before it can be bruised again.