1.) Combo fields are an integral part of coordinated play before, during, and after combat in WvW. Frankly you play with/against people who are not taking advantage of that in large scale fights they are missing out.
No, they don’t. Gameplay is too fast for fields to make a big impact in wvw’s big fights. Oh sure, if you play like 10 vs 10, it might change the result, but in a 50 vs 50 fight, it won’t do much. Movement, staying alive and dodging the aoes, healing yourself while damaging the most opponents is what matters. You can’t coordinate the attacks and have someone put a field when you need it or something, it just comes down to players knowing their class and gameplay trying to do it right.
If YOU have a personnal issue with the class that you think can’t be solved, why even bother posting about it ? Go make suggestions if you want to see change and if you don’t just play another class or another game. It’s sad but when it’s not fun for you, well…it’s not fun.
The fact people are still denying the mid combat use of combo fields really just goes to show me a lot about some of the people on forums. My guild has won several heavily outnumbered fights solely because of the mid combat use of combo fields and stacking. Yet people still deny the possibility of it ever happening because they personally don’t take advantages of combo fields or run in disorganized zergs… why..why are you here?
Finally, why make a post about something I dislike about a class for legitimate reasons in that particular class sub-forum…? Why post about something you like then? Why post about anything other than bugs and builds? Forums are a collective of many different people with many different points of view, styles of play, and likes/dislikes. If you start telling people “Why post about something you like, dislike, or feel is detracting from your experience” you missed the entire point of why forums exist.
would it be ironic if this gets moved to suggestion forum?
Yes, yes it would….
*is secretly praying a mod does it now just because
I had an idea similar to this in one of my threads:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
It was a little hidden but it was a special type of siege a player proficient in a certain role would be able to deploy. It would block movement and projectiles but wouldn’t last forever. More of a situational tool.
I really like the idea of these and the possibilities they add but I do think they’d be abused if they were able to be placed too near one another and you know there would be those spots people would find that would border on exploit.
Solid idea, would need very careful testing and implementation. ^.^
Some of these I would have to see in action to really determine whether or not I would enjoy them.
That said, I really like the ideas conceptually. I especially would enjoy just getting more tools, period, in WvW to change it up. I made a post about the “positive” side of this game becoming “siege wars 2,” and I think if Anet is going to go in that direction, then implementing more tools we can use is nothing but a good thing. I WANT more pieces to use on my chess board, and I WANT an arena where people can get their open field fight on. Once they address these two items, Ill be a happy camper.
As for the “punishment” thing, Ill wax philosophical about it (as I tend to do anyway :P). People rarely look at improving themselves, and would rather bring others down to their level. This is likely the basis behind the ratio of “nerf:buff” posts. Most are much, much more likely to ask for a nerf of “x” than they are to ask for a buff to themselves. Aint nuthin gonna change there!
Thank you for your input as well Tulu. ^.^
My point about your reasoning was, that I feel changes to matchmaking and/or ingame tools won`t ever be able to handle the constant fluctuation of population (= server strength) enough to be sufficiently reliable. I agree, some of the tools you listed would certainly help and improve the wvw longterm experience hugely.
However, I feel, to manage matchup imbalances properly there is also need to implemented weighted point ticks according to the number of players active at that particular time.
I am an off-prime time player myself and I wouldn`t feel that my achievements are diminished, just because points are ticking slower, when there are less people online. I mean, it just is so much easier to cap and decap at night/off-primetime because even in (former) EU T1 there`s empty/almost empty borderlands. Why should my time spent at odd times playing have so much more impact in comparison (looking at the 1 week cycle), when I have literally less resistance.
Additionally, the splitting of WXP is just not handled correctly for any PvP Setting. I won`t go into this, but your first paragraph made it sound as if these issues were somewhat non-legit complaints.
Hope, I made my point a bit more clear. No offense, I`m still a big fan of your tool suggestions.
Best regards
No, no I just wanted to hear more on your thoughts as to improve upon mine some. Thank you very much. ^.^
I wasn’t trying to say the concerns are non-legitmate and I’m sorry for making it seem that way. There are indeed a lot of real issues brought up by these threads and the night capping issue is indeed not a easy problem to solve. I was simply getting at instead of posting something like"Night capping is unfair" and having it followed with stuff like “Debuff players because they play at night” is the problem.
What you just suggested as a possible solution is not a anti-player solution as much as it is a ppt revamp and therefore doesn’t subtract from the players themselves and so is a completely solid suggestion. I currently have no idea how to help with night capping but I know its a serious issue and NA servers with EU guilds or a strong night force typically win just for that reason.
As far as method of ranking up Player roles and Siege ranks I really just bull kitten that out right away lol. It isn’t the best or greatest method I’m sure. I was just simply trying to illustrate a way of leveling it and if you wanted to suggest better options for that I would be thrilled to have you do so.
After reading your first paragraph I disagreed with almost each of your reasons for putting up the list of tools. But as much as I dislike your reasons, I love the list of tools and the amount of thought that is put into.
Great list of additions, especially the part about diversified roles for experienced players according to their playstyle. Something like that was what I imagined will come, when they announced WXP Ranks. Sadly, they couldn`t afford you and implemented this zerg favouring monstrosity.
Best regards
I just lost my entire response which was much more lengthy than I intended but on a quick note can you please elaborate on what reasons for this post you disagree with? At the time of writing it there was thread after thread calling for debuffs entire servers, people in proximity to others, everything. That isn’t fun for your enemies nor does it have any counterplay. I was trying to get us as a community to focus instead on what we thought we could use to bridge the gap between teamwork/skill and superior numbers instead of ways to hurt the enemies ability to play the game.
That being said the most common things I see being complained about are anti-zerg and population heavy servers.
My plan to counter zergs is two part. Discourage zergs and then encourage smaller groups. This is not done with buffs or debuffs but through the use of tools enabling smaller groups to counter and destroy zergs with teamwork while at the same time encouraging smaller groups by giving more ways to effectively use supply and make a difference throughout the map. The tools I suggested, in my opinion and experiences, are what I think would help my smaller groups contend with much larger forces.
As for fixing server WvW population I think increasing the rewards for spending time contributing to the WvW war effort would go a long way. Why spend time in WvW fighting actual people when you can get more of a reward killing an AI in a lvl 15 zone? Give amazing rewards for amazing feats of war. Why shouldn’t I get exotics and rares out the butt for eliminating a 50 person zerg when I can get them killing single world bosses with 30+ people. Yes this would draw in many PvE’ers and yes they would be green for a while but most PvE’ers are a lot more adaptable than people give them credit for.
Total server population is a whole other problem and is not easily solved as by allowing transfers. This quite often encourages guilds to stack lower population servers which can quickly become very powerful. My only solution to this would be to combine the lower population servers while implementing the above paragraph’s idea but there’s a whole plethora of problems regarding server combinations as well I’d rather not get into.
Some servers are just always going to be better equipped. Good matchmaking and teamwork are needed to overcome many of the the problems people have with servers. The thing is there is no good teamwork options in WvW (which this post was aiming to add) and we’re fresh into in a new matchmaking system.
PS. I’m pretty cheap, I’m sure they could afford me if they wanted lol.
I really like your ideas and most of them would be very useful and funny.
However I don’t like the illusion golem and the cloaking device.
With it enemies and siege weapons could pop out of nowhere. A strike team should be able to do this without those devices. Also the Anti-projectile weapon should have a range where it could be built only once. Otherwise you end up stacking those and would be invulnerable to those shots.
I forgot to address one of those. The anti projectile weapon in automated and only has a single use while costing supply to use. It basically can defend the area around you as long as you have supply and are willing to deploy it. If they are using that siege to block a treb from hitting a treb, they didn’t use that supply to build the treb and opted for a way to defend it. If multiple ones are deployed by multiple people they’re going to fire at the same projectile thus wasting supply and defense. In coordinated group play this makes it a very powerful tool for the defender which makes it a class which people would want to spec in to where as defense is normally rarely seen.
1. Like I said, everyone knows what the combo fields do and what the benefiets are, its just that other players dont really go out of their way to take advantage of combo fields they didnt make themselves. For example, seeing elemtalists combo up some might stacks from their own fields is normal, but I’ve never seen people intentionally go out of their way to combo in my healing spring or bonfire or flame/frost trap. I do all the time, but they are my fields. Its not implying fk your team, its implying that teammates dont take advantage of the fields because they usually dont take the time to look for them.
3. The solution is either use another weapon or we need to be given a new one eventually. But if you dont see it that way, then there really was no right answer for anyone to give you.
1.) Combo fields are an integral part of coordinated play before, during, and after combat in WvW. Frankly you play with/against people who are not taking advantage of that in large scale fights they are missing out.
3.) I wasn’t looking for a right “answer”. I was wait for it…complaining. Yes I was complaining that I am unhappy and decided to back it up with a “why”. Tulu made a great post. Did he try fix anything with my weapon choice or playstyle? No he simply stated how he personally deals with what I was describing and his success.
You and others came in here, tried to solve my problem which many, many times I describe as a personal issue of not being happy with my options. How? Wait for it….With things I’ve already, in my first post, explained why they don’t help me with this particular problem.
https://forum-en.gw2archive.eu/forum/wuv/wuv/Spreading-WvW-population-using-tax/first#post2216545
You can raise the supply needed to build siege, eg AC from 30 to 60 and then give outmanned servers +100% supply carry. A tax can be presented in the form of bluff using sneaky ways.
I like the idea of this but what it seems it comes down to is an unavoidable…
More gold to upgrade
Less Supply you can carry
Less WXP earned
…for the server simply because they have more people. Every one of those is a direct debuff for the enemy server. Not only does that subtract from the fun of the larger server it also encourages zerging because more people are needed to build siege.
I like the idea of the supply tax but I think we need to go in a different direction. None of the taxes actually help you, as players, combat larger groups they simply hurt the enemies wallet and WXP gain to the point of forcing them to transfer nor does it add another dynamic to winning.
I think that, for now, we have to think of ways for those teams with less people to combat the larger teams, not just debuff them, as well as finding better ways for single people to use siege instead of it always and only being a mass team thing. That way supply becomes more valuable, there are more ways to use it, more ways for smaller groups to counter larger groups, and finally, more ways for smaller groups to be useful on the map other than camp flipping.
(edited by Castaliea.3156)
I really like your ideas and most of them would be very useful and funny.
However I don’t like the illusion golem and the cloaking device.
With it enemies and siege weapons could pop out of nowhere. A strike team should be able to do this without those devices. Also the Anti-projectile weapon should have a range where it could be built only once. Otherwise you end up stacking those and would be invulnerable to those shots.
The cloaking siege device only cloaks siege and build sites so you’d still be able to see the enemies and in the case of larger groups it isn’t really needed but I thought it’d add a nice item for smaller groups who are building up siege in an area to combat a larger group.
The Illusion Golem I had the idea for when I was thinking about ways to get large groups of people to be distracted or lose focus. If it looks like there is 10 defenders it might ward off some foes, if it looks like there is 10 roamers a lager zerg might walk into an ambush to check them out. Just keeps larger groups on their toes while not giving any direct power to 1v1s or already larger zergs.
I think what I meant with “requires a target” was lost on you Raven. .
I read your whole post man. You yourself came to the conclusion that the functionality of the 1handeds was not bugged or flawed and that it was probably never going to be changed. That really only leaves you with 1 option: another weapon. You suggest (sort of) a new weapon be added. It sounded like what you really wanted was tags though (i mean why else would someone run around swinging a sword but not want to be bothered with targeting or falling into an attack sequence?), so I suggested a build that was well suited for tagging.
Everyone knows how combo fields work. The point is that people (in my experience) dont often go out of their way to cross combo in the midst of WvW combat, or even to just take advantage of friendly area fields (pve or pre-combat might stacking is another story). if in your experience that is the opposite, then keep on rolling man.
This !
If you want tags, we have ways to get them (traps, other weapons). In battle, you don’t have time to care about combo fields or healing others.If when you heal yourself that saves someone else, it’s great, but don’t count on it…just survive, dodge, and deal your damage. Dead people don’t do damage.
This is what you all as Rangers come back with? That Healing Spring doesn’t matter to my team at all and that I simply care about tags? Excuse me for a second… For fluffy kittens sake.
1.) Healing Spring-> Regen + Condition Removal + Long Water Field + Optional Vigor + Teammates Blast Finisher = entire party full HP.
I play in T1 WvW and the only reason, and I mean only reason, Rangers are even tolerated is because of their superb water field. (Lame as hell but sadly true)
2.) It’s not about tags it’s about controlling my character and not having a computer set me on predefined movement paths that may or may not put me in locations I don’t want to be in. When you’re running tight with a group and all of a sudden leap in any direction and become separated…you’re dead.
3.) A solution is not “Use another weapon”. I specifically said at the very beginning I’d like to incorporate some of the offhand skills but I can’t because the functionality of the two main-hands that allow the use of off-hands don’t suit how I play with my allies nor do my utility or heal skill skills have the range to be remotely useful if I chose to attack at a distance. That’s why is “My big problem…” because it’s a personal issue I can’t fix nor do I see it ever being fixed.
Edit:
Look, I’m sorry for the rage but this is something that I feel strongly about and is really detracting from my personal enjoyment (#3 in the above post). If the solution was to use another weapon or not give a kitten about my team it wouldn’t be a problem. Is it wrong for me to want a one-handed weapon that I don’t have to target like the axe and every skill controls my movement like the sword? Is it wrong that I find that problematic? Tulu’s was a nice post, he explains how he personally deals with the weapon and how he’s come to value it. It had ways that, as a player, you can overcome the shortcomings of a weapon. It wasn’t “fk your team, fk everything you said, use another weapon.”
(edited by Castaliea.3156)
First off;
WARRIORS ARE AMAZING IN WvW. (Not sorry for caps at all, tired of people saying they suck.)
Never let anyone tell you differently. They are a core part of any organized team for Their massive hammer CC, Banner ressurect(+boons), and Warhorn skills an traits. I strongly recommend giving Warrior a try if you actually like the class and play with friends.
If you are not looking for as much of a team-only orientated character I would suggest either Guardian(Not what you thought, I know, but my friend roams with one and is quite happy. Unfortunately I don’t know his build off the top of my head.) or Ranger. Both have some good tanky roaming builds that sound like you might enjoy. Mesmer is another possibility and have quite a few tricks for survival but I’m not as familiar with their builds and if you didn’t like engineer I’m not sure how you’ll take to Mesmer.
Charr
Because… well everything. They have some pretty cool visuals with the steampunk aesthetic, but everything about them (including that) is ill-fitting when their lore is taken in to account.
Their lore?
Doesn’t their lore describe a battle hungry race turning away from all false gods towards the end of the last GW and instead to machines of war? What part of Charr lore is against them being what they are?Yeah, what their lore doesn’t explain is why? Why did any of that happen?! And the biggest question, why didn’t they ever turn back? The Charr have had a SINGLE major victory in their entire history, and then, they go and abandon the power that won them that victory… for women’s rights, which admittedly wasn’t even remotely important for most of them? That’s seriously the only explanation for why they split from the flame legion, and it was obviously only placed there to explain how charr females could be PCs. Their is still no explanation for why they didn’t return to the flame legion, especially considering they have had no success fighting anybody else but the flame legion themselves since. Why have they never been tempted to turn back?
In modern times, the Charr generally follow the way of the Shaman caste. The caste led them in name of the fiery “gods”: the Titans. The Shamans, fully knowing that they were false gods, used them as a pretense to control the other Charr and fight the humans. Many bases of worship can be seen including burning effigies of titans littering Charr camps in Ascalon.
During A Flickering Flame and Dismember the Titans, Scorch Emberspire finds out the truth about the Titans not being gods. Scorch expected to be rewarded in his afterlife due to his service to the Titans but was pulled instead into the Realm of Torment. On inspection to ask his “gods” why this has happened the Titans begin to attack triggering the lies he was told about the “gods”.
In Guild Wars: Eye of the North Pyre Fierceshot and his warband have dedicated their lives to bringing down Hierophant Burntsoul and the Shaman caste. The Shaman’s grip over the Charr was weakening steadily so they reaffirmed their rule over the Charr with the Destroyers as their new gods. This relationship is seemingly destroyed on the mission Assault on the Stronghold where the destroyers are released on the players by the Charr but ironically turn on the Charr instead. Finishing the mission results in Pyre Fierceshot telling the Charr to remember this day and continue to spread the word that there are no gods for the Charr.- The GW 1 Official Wiki
That’s why they don’t follow their “gods” anymore. That’s why they are very cynical, look down on races who do have gods.
Yeah and that’s the exact point, the Charr are a romanesque society. They care about little more than efficiency, accomplishment, and the growth of their empire; and each Charr cares about nothing more than their own accomplishments within those areas. They don’t believe in any Gods or moral philosophies beyond sense and commonality.
Why then, if those are their motivations, have they shunned for 200 years the only thing that has ever allowed them to be able to accomplish anything as conquerors, seemingly for moral reasons? These heroes and their legends, given time, would fade. What wouldn’t, is the historical fact that before they lost that power, power with which they could fulfill ambitions which they are clearly incapable of fulfilling now. And given their current philosophy, Godly power or not, they wouldn’t hesitate to take it up, they have no reason not to with how their culture has developed.
Again, did you read all of it? They found out their god were false and they were simply being controlled by other charr. This struck their culture at the heart because they thought they had only done it with the help of the gods but they had actually done it all on their own. They were tricked by their own kind. They forever swore off gods. What else then, but their current science and technology. You have this view of them that they would do anything for a victory.. that’s plain wrong. They love battle yes, but they are also very prideful and no long nor ever shall follow a god again.
(edited by Castaliea.3156)
I think you might find this interesting. I too want to expand on the ways players can go about their buisness in WvW.
Some example ideas to illustrate this are;
-Clearly defined player roles such as:
- Scout
– At X rank can use signal flare trap or some sort of item (uses supply) that pings and highlights enemy players (such as a zerg) for all allies on the map. (like the green dots for friendlies but red and last for x seconds)
– At Y rank can deploy a binocular stand (that uses supply) that allows him to see much further into the distance also seeing cloaked siege and trap outlines through walls (walls, not land).
– At Z rank Ballista’s reinforced shot becomes ground targeted and does not need line of sight. Damage vs. Siege is increased.
– Gains passive movement speed, snare debuff duration decreases (except immobilizes), increased damage to Yaks and escorts.
View the full post at:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
Charr
Because… well everything. They have some pretty cool visuals with the steampunk aesthetic, but everything about them (including that) is ill-fitting when their lore is taken in to account.
Their lore?
Doesn’t their lore describe a battle hungry race turning away from all false gods towards the end of the last GW and instead to machines of war? What part of Charr lore is against them being what they are?Yeah, what their lore doesn’t explain is why? Why did any of that happen?! And the biggest question, why didn’t they ever turn back? The Charr have had a SINGLE major victory in their entire history, and then, they go and abandon the power that won them that victory… for women’s rights, which admittedly wasn’t even remotely important for most of them? That’s seriously the only explanation for why they split from the flame legion, and it was obviously only placed there to explain how charr females could be PCs. Their is still no explanation for why they didn’t return to the flame legion, especially considering they have had no success fighting anybody else but the flame legion themselves since. Why have they never been tempted to turn back?
In modern times, the Charr generally follow the way of the Shaman caste. The caste led them in name of the fiery “gods”: the Titans. The Shamans, fully knowing that they were false gods, used them as a pretense to control the other Charr and fight the humans. Many bases of worship can be seen including burning effigies of titans littering Charr camps in Ascalon.
During A Flickering Flame and Dismember the Titans, Scorch Emberspire finds out the truth about the Titans not being gods. Scorch expected to be rewarded in his afterlife due to his service to the Titans but was pulled instead into the Realm of Torment. On inspection to ask his “gods” why this has happened the Titans begin to attack triggering the lies he was told about the “gods”.
In Guild Wars: Eye of the North Pyre Fierceshot and his warband have dedicated their lives to bringing down Hierophant Burntsoul and the Shaman caste. The Shaman’s grip over the Charr was weakening steadily so they reaffirmed their rule over the Charr with the Destroyers as their new gods. This relationship is seemingly destroyed on the mission Assault on the Stronghold where the destroyers are released on the players by the Charr but ironically turn on the Charr instead. Finishing the mission results in Pyre Fierceshot telling the Charr to remember this day and continue to spread the word that there are no gods for the Charr.
- The GW 1 Official Wiki
That’s why they don’t follow their “gods” anymore. That’s why they are very cynical, look down on races who do have gods.
I do agree I think it’s silly they never actually took Ebonhawke but it isn’t like the humans are pushovers either, especially with there being an Asura gate in the complex. On top of that many of their fancy war machines you see throughout the game I believe are rather new and were never used to assault Ebonhawke since the ceasefire. Especially the ones in the story.
Charr
Because… well everything. They have some pretty cool visuals with the steampunk aesthetic, but everything about them (including that) is ill-fitting when their lore is taken in to account.
Their lore?
Doesn’t their lore describe a battle hungry race turning away from all false gods towards the end of the last GW and instead to machines of war? What part of Charr lore is against them being what they are?
As for you Tulu I appreciate your input and I do agree that the sword has it’s time when it shines but when I’m running through a group of 30+ foes personal control is a must and the sword just doesn’t cut it. I would like to use some of the off-hand abilities in those situations but continuing to select targets for projectiles is not really an option and the sword drastically limits my control. It has it’s uses and I’m not calling it kittenty, I just calling it circumstantial and trying to point out a hole in design that is really putting me out personally.
I think the main issue is that as a Ranger, we just dont have the best abilities to truly “zerg.” Our best option is actually a trait (piercing arrows), and Barrage (LB 5).
So, what I found was that by being as annoying as possible, I tend to draw a lot of fire. If you build right (not just bunker, as I actually run pretty glassy), you can basically distract the opponents while your team goes to town.
I will say though, without a target, the sword gives unparalleled ability to wade through a zerg (mostly) unharmed. It really takes a lot of practice to get it down though, and sword 3 is not particularly useful in large engagements.
What I do, is I tend to put my target options on “autolock,” which only selects a target while you hold a button down. When you release the key, it untargets. This setting also allows you to deselect your current target by just pressing it. By using this, and selective clicking of opponents, you can really achieve some cool things. Most often, I have no target selected for the first two parts of the auto attack, then I select a target on the opposite side of the zerg for the third part (the leap). Then, rinse and repeat. This allows you to bounce out of melee range and into a different part of the zerg before most can react. Usually…
That sounds like a really helpful trick. I’m glad you are happy with your sword. For me it really just comes down to the whole predetermined movement feature on every skill. I just can’t get behind that from a design point of view. All in all I just wish I had a more freely controllable melee weapon that allowed the use of off-hands. There was some thread suggesting weapons like whips or something which really got me longing (more than normal) for a weapon which let me decide how to move while using skills.
Again though, I wouldn’t care as much if I felt I could also play my support role from afar as well instead of being forced up close by every other skill available to me.
- Rangers are also a great group addition and boast one of the best water fields in the game which can be traited to also pulse vigor. Apart from that their weapon skills as well as their utilities really drop the ball when it comes to larger group play and many traits are useless. Traps are helpful but take up valuable utility slots and are much less useful if not traited for while still not being spam-able enough to make up for sub-par weapon and pet abilities even while traited. Some pets have very useful buffs and support skills for the group which is often overlooked. Ranger is good in groups, but in moderation.
I think what I meant with “requires a target” was lost on you Raven. Any weapon you can swing or throw at foes without a target. The problem with the sword I was trying to convey with “requires a target” is that it is very much a skirmishing weapon and the skills are designed as such. If I’m running through a group with my allies swinging as I go; I hit, stop in place to kick, then leap. There is a complete lack of control. It is all predetermined movement. “Clicking a button without a target” isn’t even a thing and to assume, despite everything said, you still thought I was simply talking about pushing buttons is rather silly. Second, no one cares about my healing spring but me? You obviously have absolutely no idea how game mechanics work (or here is a hint, “combo”) and sure enough your #3 point is “use another weapon” which again, sure enough, ignores my entire first paragraph. Lol.
This is probably going to sound antagonistic, but, internet.
As for you Tulu I appreciate your input and I do agree that the sword has it’s time when it shines but when I’m running through a group of 30+ foes personal control is a must and the sword just doesn’t cut it. I would like to use some of the off-hand abilities in those situations but continuing to select targets for projectiles is not really an option and the sword drastically limits my control. It has it’s uses and I’m not calling it kittenty, I just calling it circumstantial and trying to point out a hole in design that is really putting me out personally.
…with my Ranger is honestly the fact that we do not have a one-handed melee weapon viable in large fights. We have some decent off-hand skills I would really love to use with my team yet the only weapons I can use with them are 1.) The axe or 2.) The sword. Why is this a huge problem for me? The axe is a decent and unique weapon but functions the same way every other projectile weapon does; It requires a target. You can’t just run and throw some axes at foes like you can run and expect to hit with a melee weapon. That brings us to the sword. What’s my big deal with the sword? It too requires a target. Perhaps the only melee weapon in the game that requires a target. In addition to requiring a target, every skill on it’s bar has predefined movement paths on them. This is a massive problem in numerous circumstances from fighting near a ledge, in large groups in WvW, and anything that very specific positioning comes into play. It also prevents the use of my dodge mechanic more often then not which is also a huge problem. (Don’t even say “Take #1 off AA dur-dur.” Even if it is it still wont let you dodge in the middle of the animations.)
There isn’t really a way around this at all and that’s why it’s honestly my biggest problem. Either give up the use of off-hands entirely, redesign weapon skills, or add a new melee weapon? Which one do you think is more likely? The one that means less word for the Devs. I’m not saying they’re lazy, I’m just saying they’re much more focused on new and irrelevant (events are great, I mean things like Southsun) content than they are improving on their product for whatever reason.
Is it wrong for me to hate a weapon that literally has only predefined movement options? I thought we got rid of that after the last game. I understand there are some really good times for the sword and I’ve even praised it after many of them but that doesn’t change the fact the sword is very static. Sure it moves you around a lot but how much of that moving are you doing as opposed to the skills? It’s a false dynamic and as much as I think they’re all cool ideas I just cannot support it.
I don’t expect anything to improve this situation at all anytime soon which is why it’s my “One big problem”. It isn’t a broken trait and it isn’t a glitch. Put simply, in my very honest opinion, it’s very poor and lazy design. Ranger has a lot of problems that’s for sure but most of them are just poor traits, lack-luster utility skills which you can expect to eventually see minor tweaks to stuff but a whole weapon rework? I doubt it, despite the fact it’s only 3 whole skills.
I’ll be honest, this wouldn’t be such a problem to me personally if I didn’t feel I had to be next to my team to support them. Traps are short range, Muddy Terrain is short range, spirits have the range of a child throwing a bowling ball (not to mention their completely useless abilities). Pets die faster than you can blink so they must be kept near you negating any party effect they might have. My water field (which is the only reason any tolerates a Ranger) is PBAoE. All of this forcing me to be close to my party.
I want to be in the crazy chaotic fray. I want to fight alongside and support my teammates. That or I want to do my job at range. Why does it seem that as a Ranger, who forgive me if I’m wrong, should be very adaptable I feel like I actually have no options?
only thing in this thread that I would agree is fact that population difference problem need to be solved. somthing to make more skill>numbers in WvW.
but method that is sugested in this thread is worst of possibilities
This.
I’m not trying to post kitten or ruin your thread but we have to stop looking for the lazy, easy answer. You all have to ask yourselves, “What tools would make it easier for me to deal with X, Y, Z while outmanned”.
Please, everyone who says or thinks along the lines of “Do so-and-so to my opponents while I’m outmanned.” please go read the following thread thread. We as a community need to stop thinking about what ANet can do for us and instead what we can do for ourselves.
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
Are you all seriously assuming that I shout about my skill level in LA ? Even if I said I don’t? You people are what is wrong: you jump on the assumptions that I am an elitist, an arrogant person etc. In fact I can understand: you may have had such bad experiences with people like who you think I am in the past that as soon as you see something that could be a sign of their presence you jump in for the kill.
Maybe that explains my problems.
ProxyDamage has put it in words for you:
The key word is “statement of fact”Because someone that is actually good have no need to shout about being good?
What if it is relevant to the conversation? What if it merely a statement, part of a discussion? You’re right that most good players don’t usually mention they’re good, but sometimes it’s relevant, at which point it’s merely a statement of fact. And why do you care? If you don’t believe it to be true, why does it upset you? I doubt you go around the street correcting everyone who says something you believe to be untrue, especially if it’s not an objectively easy answer.
This entire comment is again, completely different than the original situation.
Now it’s “part of a existing conversation” instead of just a randomly self proclaimed statement of fact? God why can’t this post die. The story keep changing, the arguments are completely irrelevant… god just let it end.
Did I see whip as off hand? Screw that! make it main-hand for ranger! FK YES!
Its cake to make money to buy anything you want in this game because of its overly casual nature and yet threads like these exist. Honestly props to anet for not locking this thread.
Go play WvW and tell me if you “make money”.
I have them both done. Neither count.
Idk if bug or intended. I just always assumed there would be a lot of players complaining about it so it’d get fixed or commented on.
(Facepalm)
Will players keep associating this new match-up system with clearly defined tiers of servers?
This is WvW….
What’s ecto?
What’s “rare” mean?
Our reward is still completely crap. if you only did WvW you wouldn’t even be able to afford upgrading towers with the poor excuse of loot you earn. I’m kill players, not AI. Actual living people are trying to kill me back and yet when I’m victorious I’m rewarded with kittentastic loot I could get from killing a lvl 5 foe in Queensdale on my lvl 80?
Thanks. Thanks a lot.
I would also honestly like to see another single hand melee weapon for Ranger.
I like the off-Hand skills but the sword is the only melee weapon that gives use of off-hands yet every skill on it had predetermined movements on it. Not only does this prevent dodging during sword attacks it just doesn’t feel like GW2’s fluid combat. This also causes it to function poorly in situations with a lot of people (like zergs) where u just want to run through attacking but instead end up getting predetermined leaps and rolls.
These are some things I suggested when I started playing again. Some of them are iffy but w/e.
Been playing Ranger since Pre-Searing and have always loved it. I had to stop playing GW2 for quite awhile because it just wasn’t fun anymore between getting lied to by a certain Dev and inability to play the way I wanted. All of these suggestions are things I’ve posted long ago before on an old account that were all ignored but I’m bored and have a slight urge to once again share my ideas. But mostly cuz im bored.
Personally the things I’d like to see are the following;
More efficient at extreme ranges. (i.e. 1,500 Longbow range).
– Make the same trait that increases the range simultaneously increase longbow projectile speed.
– Replace rapidfire with a skill like “Triple Shot” that instead of channeling arrow spam for 5s simply shoots 3 arrows at once (on the same path) all of which act as 100% finishers. This should do the same amount of damage as the previous rapidfire skill does as a total. The increase in DPS from not having to channel for so long should help offset often mentioned “low DPS of the longbow” while still keeping the average number of finishers one normally gets from it.Extensive revamp of traits.
*Beastmastery;
– A number of Beastmaster traits can be merged. (species proficiency ones).
– Master’s Bond moved to Grandmaster line. It now only removes stacks upon defeat, map change, or removed from active queue(not one of the 4 active pet slots).
– Instinctual Bond moved to Master level.
– New Grandmaster level trait “Pet Awareness” gives pet attacks AoE radius. (about that of a sword swing)
– Natural Healing is now a Master level trait.
*Nature Magic;
– Grandmaster Trait “Spirits Unbound” added functionality, “Spirits become immune to AoE skills and effects. (Skills that bounce can still bounce to them.)”
– Grandmaster Trait “Evasive Purity” changed functionality to, “Dodging removes Blind and Poison. If you are still suffering from a condition regain some endurance.” (Like the thief trait that refills a bit of endurance “Feline Grace”.)
– Master trait “Two-Handed training” now affects all Two-handed weapons.
– Master trait “Spiritual Knowledge” added functionality, “…and reduces effect cooldown by 50%”
*Wilderness Survival;
– “Hide in Plain Sight” now negates the incoming control ability. Camouflage lasts 2 additional seconds. Recharge increase to kitten .
– Vigorous Renewal switched with “Primal Reflexes”.
– “Empathetic Bond” added functionality, “For each condition you transfer to your pet you grant it 2s of regeneration.”
*Skirmishing;
– Skirmishing now increases Precision and Condition Duration.
– “Companion’s Might” Now grants might for 5s instead of 1s.
*Marksmanship;
– Marksmanship now increases Power and Critical Damage.
– “Eagle Eye” added functionality, “…and increases projectile speed.”
– “Eagle Eye” removed functionality “Increases longbow and harpoon gun damage by 5%.”
– “Signet of the Beastmaster” added functionality, “Signets can be activated instantly. Signet of Stone now removes stun when activated from both you and your pet.”
– “Beastmaster’s Might” now applies 5 stacks of Might for 5s.Alteration to Weapon skills.
– Sword skill chain #1 no longer prevents dodging while on auto-cast.
– Switched Cripple duration to “Hornet’s Sting” from “Monarch’s Leap”. Increased time allowed to use chain to 5s. Recharge increased 10s.
– Longbow skill #2 replaced with “Triple Shot”.
– Torch skill “Bonfire” is now ground targeted. Range 900. Range is not affected by “Off-Hand Training”. Still only the radius. Skillfact updated to read, “Set target area alight with your torch.” instead of “…ground around you…”.Alteration to Healing skills.
– “Heal as One” now recharges 50% faster if only one of you is healed from it. (Just a thought I had)Alteration to Utility skills.
– Search and Rescue now resurrects players at a normal rate. (Same as Player to Player resurrect.)
– “Protect Me” now breaks stun by transferring it to the pet along with damage.
– “Lightning Reflexes” now removes immobilization and can be used while Knock-downed.
– “Signet of the Wild” now properly allows characters to interact with objects, revive, finish opponents and use environmental weapons during the enlarge duration.
– Spirits now automatically use their abilities when a foe comes into range. (Spirit of Nature not affected)
– Spirits now begin recharging after being summoned. (Spirit of Nature not affected)Elite Skill Changes;
– “Entangle” now applies it’s effects once every second instead of every 1.5s.I can dream can’t I?
Discuss.
I don’t want to sound rude, but why do you think we know anything more than you? And if you hope for dev post, then I’m afraid raging rangers scared them off few months ago >.>
I don’t want to sound rude but when you refer to “raging rangers” do you possibly mean when we waited over 2 months for a single update and when JP finally did come out and say “There will be major improvements in the next update” in addition to admitting “Longbow and Sword need some attention”. The entire Ranger forum was full of suggestions and hope seeing as how the devs finally acknowledged us. Then, when the update came around, giving us only underwater skill updates and taking his word back saying “Longbow and sword are in a good place”? Is that what you mean?
The devs say they stopped giving out information about updates because people take it badly when something happens to fall through. That’s not even close. We understand things happen and sometimes updates take longer then expected. What we hate is people we trust literally lying to us, taking back their word, and never communicating.
If the patch notes or even the forums had before hand informed us that there were delays that month in some way like this;
“We are actively working on several more important ranger fixes, that have unfortunately been delayed due to testing. Here are some we got done already. We’re sorry for the unexpected delay.
*Insert Patch Notes"
It would’ve gone a long way for a lot of people. But no. We got words taken back, suggestions ignored, and Devs who got defensive.
I think both sides handled it very poorly but I still firmly blame ANet for their refusal of communication and not taking responsibility for spoken words.
- I can’t play Charr because it was the first enemy I ever knew in GW. I love em now but I just can’t play one.
- I can’t play Asura because despite typically being funny little creatures are still rather ugly.
- I can’t play Elementalist because a lot of the skills seem like they’re in the wrong places and I don’t have “out of combat only” weapon swap.
- I can’t play Mesmer because using my profession’s shatter mechanic also means sacrificing effects of half my skills.
- I can’t play Ranger because there is only one melee single hand weapon (Sword) which allows me to use the off-hand skills I like but all of it’s skills set me on predetermined movement paths which makes me feel more like I’m clicking skills rather than fighting as I move.
- I can’t play Warrior because I get bored not doing anything special or fancy. Also the lack of viable weapons for content I like. (WvW is strictly Hammer+X/Warhorn)
- I can’t play Thief because there is no ranged bow option and the shortbow doesn’t feel like a weapon as much as it does extra utility skills. Wtb Longbow. I like longbows and I like weapons feeling like weapons. >.>
- I can’t play Guardian because it’s always Staff/Greatsword. You cannot deny or ignore the absolute great skills both those weapons have and I feel guilty using anything else.
- I can’t play Necromancer because it gets stale always using the exact same viable set-up and it gets boring only casting spells. Warhorn is great but I wish it had a Sword for melee AoE not just single target dagger, axe, scepter.
- I can’t play Engineer because their rifle skills are are shotgun like effects yet rifles are quite obviously “Rifles”. Pistols generally turn me off although they are good. Lastly because their mandatory backpack equip when using kits clash quite badly with any medium armor I actually like.Uhh…which profession do you play then? o__O
I’ve been playing since release and I’ve yet to pick one. I’m really unhappy to be honest. I think each profession has some great things but I can’t pick one simply because of well, silly things. To be honest, many should have been addressed by now but instead most of their crew is focused on (forgive my wording) completely pointless and stupid filler content that doesn’t do a thing to further my GW lore addiction. I mean seriously, if you’re going to invest a majority of your resources into new content instead of improving on your current product at least make it something I can get behind from a lore standpoint.
- I can’t play Charr because it was the first enemy I ever knew in GW. I love em now but I just can’t play one.
- I can’t play Asura because despite typically being funny little creatures are still rather ugly.
- I can’t play Elementalist because a lot of the skills seem like they’re in the wrong places and I don’t have “out of combat only” weapon swap.
- I can’t play Mesmer because using my profession’s shatter mechanic also means sacrificing effects of half my skills.
- I can’t play Ranger because there is only one melee single hand weapon (Sword) which allows me to use the off-hand skills I like but all of it’s skills set me on predetermined movement paths which makes me feel more like I’m clicking skills rather than fighting as I move.
- I can’t play Warrior because I get bored not doing anything special or fancy. Also the lack of viable weapons for content I like. (WvW is strictly Hammer+X/Warhorn)
- I can’t play Thief because there is no ranged bow option and the shortbow doesn’t feel like a weapon as much as it does extra utility skills. Wtb Longbow. I like longbows and I like weapons feeling like weapons. >.>
- I can’t play Guardian because it’s always Staff/Greatsword. You cannot deny or ignore the absolute great skills both those weapons have and I feel guilty using anything else.
- I can’t play Necromancer because it gets stale always using the exact same viable set-up and it gets boring only casting spells. Warhorn is great but I wish it had a Sword for melee AoE not just single target dagger, axe, scepter.
- I can’t play Engineer because their rifle skills are are shotgun like effects yet rifles are quite obviously “Rifles”. Pistols generally turn me off although they are good. Lastly because their mandatory backpack equip when using kits clash quite badly with any medium armor I actually like.
(facepalm)
x10
I would do it more like this from my own personal experience;
T1 –
Guardian (Support, control, and redirecting of damage)
Warrior (Mass CC, Shouts)
Necro (De-buffing, Conditions)
T2 –
Ele (Water fields, support, wide range of negative and positive effects)
Engi (AoE condition damage, CC)
T2.5
Thief (Spam blast finisher, poison+weakness field)
T3 –
Mesmer (Unique opportunity skills)
Ranger (Water field)
Why? Let’s Start with my T3.
- Mesmers are a great addition to any group no doubt. I ranked them at T3 because most of their amazing skills you think of when you think Mesmer are very opportunistic utility skills. No group should not have one but that doesn’t mean they should have many.
- Rangers are also a great group addition and boast one of the best water fields in the game which can be traited to also pulse vigor. Apart from that their weapon skills as well as their utilities really drop the ball when it comes to larger group play and many traits are useless. Traps are helpful but take up valuable utility slots and are much less useful if not traited for while still not being spam-able enough to make up for sub-par weapon and pet abilities. Moa’s buffs and healing however is very often overlooked. Like the Mesmer, good, but in moderation.
T2.5
- Thieves have the best weakness application (on poison trait) and the ability to spam a blast finisher when needed which are two things you don’t want to be without. Both are dependent on initiative and thus management and wise skill usage is required but when done correctly can be an amazing team bonus. Lack of other weapons and utilities to use in large scale fights however limit them quite drastically. Smoke Screen should not be overlooked. Top of the line solo scouts and camp gankers. As information gathering is also critical while being great in parties but bringing too many quickly reduces the effectiveness of the one which is why it has a special ratting.
T2
- Engineers have some great skills for party play including an AoE heals, bombs, grenades, and control. That one sentence pretty much sums up why they are such a great addition to any group. Having a few in a party who are familiar with the class and it’s tricks is always welcome.
- Elementalists are around for a large number of reasons ranging from lightning fields to water fields to fire fields and finally some snares. Having a few spamming combo fields and snares is always welcome.
T1
All of the classes in T1 are there for very obvious reasons and having many in a larger team group only increases their overall effectiveness. No group should be without many of each.
Every class has something great it can add to the party. That is without question.
(edited by Castaliea.3156)
This is another “Punish players for playing the game” thread. We have got to stop thinking like this
I implore you please read this thread.
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
Don’t get me wrong, I am not talking about advertising.
Of course I would never say “I am a good player” in chat in LA.
Please just try to understand the problem hereAddition example:
A highly ranked player in DotA is often a streamer and average people will watch his play to become stronger. This is healthy. it does not prevent average players from having fun, and actually they are usually proud to play a game that has a competitive scene.
In GW2, the community makes sure that no one can have such pride.
This is pure false.
1.) Using your own example no where at all did you give an example of that DotA player proclaiming his skills for hundreds to see. In addition to that DotA is a PvP game with PvP match statistics which can very easily prove or falsify such a comment. GW2 has no such function while “sitting in LA”.
2.) GW2 streamers and recorders who are actually good (equivalent of you “highly ranked” DotA player) are often viewed and praised from many people. Same as your example DotA.
3.) The entire problem comes from your last word, “Pride”. This entire thread is “Why can’t I be publicly prideful?” Is that not in and of itself the problem? Even if a “Highly ranked” DotA player said “I am a good and skillful player” in a lobby in the same fashion as in GW2 it would get the same reaction if stats were blocked.
4.) Yes, you are talking about advertising and that is what your comments are; Public statements. If I wanted into LA and said, “I am bisexual.” what is that? Advertising my sexuality. It works the same way for you supposed comment.
Self proclaiming “skill” (which in generally the apex of achievement of any video game) for hundreds to see is indeed “Advertising” and therefore a lack of humility. That is why people take such things negatively. In addition to that the lack of any real meaning of “skill” in GW2 short of tPvP or very high level fractals further goes to undermine such comments and label them as either “attention seeking” or “arrogant”. Both of which are commonly viewed as negative attributes.
TL;DR:
Go back and read it because it’s obvious you need to.
Is there no confirmation window? I still haven’t been lucky enough to get a ticket (even in the past events), so I don’t know. If there is a confirmation window, there’s really no excuse. If there isn’t, then they really just need to add one. If the player is too lazy to simply read, then it’s on them. Saves the devs a ton of support tickets to sift through as well.
Otherwise, I don’t see why you shouldn’t be allowed to trade a skin back for a ticket. Since the skins are just that, skins, not items you transmute using stones, they should be easily identifiable for such a trade-back system.
As I said, Idk what happened and it was “(probably)” due to laziness with reading. I’m sure there is a window, Anet is usually pretty good with that. Personally I read everything 5 times. I’ve made one too many one-time mistakes with games not to lol. But yes, thank you for the input and support.
The same thing happened to me but I do not know if it lagged I was preview the jade avenger then double clicked to attempt buying and got a rifle witch is useless for my guardian and never use on my warrior.
I’m sorry to hear that happened to you too. :/
This. The second you said journals I remembered this and went something like;
“OMG SOMETHING LIKE THIS FOR GW2 WOULD BE GREAT OMG!”
(Yes I thought it in caps, get at me.)
Could even trade them for T6 mats, Karma, gold, there’s so much you can do with rewards for something like this it’s awesome! But I saw something about a cooldown which I have to vote no on. If I wanted to grind these I should be able to.
The cooldown is for the area, not the handing in of books.
So say you hand a book in Queensdale, you won’t be able to do the Queensdale Journal until the cooldown is up / clause is met. However, you can still do the other areas that you haven’t done.
This is just to stop people farming the starter zones for lodestones (obviously, the higher level zones will yield more reward i.e. 5 lodestones for a completed journal instead of 1).
Then I approve.
As opposed to this then, how about Journals that you fill?
Every event fills in a page. Handing it in to a person shows how much you’ve helped the area, and thus you get to hand the Journal in for rewards, with the reward scaling on how much of the Journal you’ve filled. I.E filling in 5 pages gives you access to shards all the way up to filling all pages gives you access to lodestones, area specific crafting recipies, cheaper waypoint travel in that area for x amount of time ect.
Add a cooldown / clause that you need to do other areas before you can repeat that area on the handing in of Journals, and people theoretically should also visit other areas, and not just the lower level.
It should take longer to get the lodestones ect meaning there’d be significantly less influx of valuable loot hitting the TP, players have the choice of rewards for achieving this as opposed to leaving it to RNG, and farming the same events over and over wouldn’t be as beneficial as visiting all other areas.
(idea totally nicked from GW)
This. The second you said journals I remembered this and went something like;
“OMG SOMETHING LIKE THIS FOR GW2 WOULD BE GREAT OMG!”
(Yes I thought it in caps, get at me.)
Could even trade them for T6 mats, Karma, gold, there’s so much you can do with rewards for something like this it’s awesome! But I saw something about a cooldown which I have to vote no on. If I wanted to grind these I should be able to.
No not on the TP…
What I mean is this:
My gf got a Jade skin ticket from the coffers earlier and she recently went to go get one. She didn’t care for too many of them but finally settled on a staff. Well she goes to purchase it but it lags, she doesn’t read it right (probably), clicks the wrong one, idk something happens and gives her the shortbow instead. Now obviously there is nothing ANet can do about this like giving her ticket back or anything (that would be awesome though) but I started thinking how cool it would be to be able to exchange the skins back for a ticket as well as the tickets for past event tickets as well giving access to a few event items that were missed (such as winter’s day).
Just some brainstorming.
This was posted in WvW section and became a bit more of a suggestion thread than I thought it’d be when I started so instead of posting it to here also here is just a link to it. I’d love all feedback and added suggestions as well if the subject is something you feel strongly about.
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
Only a WvW player has 2000 hours played but still broke, no map completion or legendary and still sees FOTM as Flavor of the Month.
This. LOL. True as kitten.
With bigger maps and less speed, people will be afraid to die and have to run all the way again and will stay in the safety of the zerg even more. While it will be easier to capture objectives with a smaller group, running into a zerg will be even more frustrating.
Less speed applies to everyone and it does not make it easier for anyone.
This is a fact people seem to be ignoring;
Zergs are faster than normal players and small groups
They always have swiftness up 100% for minutes on end most of the time.
Please go read the starting of this post:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
You don’t have to read it all but trust me, it illustrates the type of thinking you should be doing. Not this “debuff for players!” stuff.
(edited by Castaliea.3156)
True. What I see there is evidence of a zerg. Not “OMG MONEY SPENDERS!” Can easily get flame rams and upgrade them to superiors from JPs and such. Zergs with kitten tons of supply are your problem, not the cheapest piece of siege in the game.
Zergs are popular because they’re safe and they are easy.
When it becomes more able for smaller groups to assault locations then you’ll see smaller groups. Until then you’ll see 10 arrow carts in each tower and smaller groups wont even try against it. It simply takes too much supply for small groups to build up the adequate siege.
Ideally I think the game should favour preparation over everything else. For example, in real life if I were to catch the enemy army in a dense forest in drought conditions, I could plan an ambush by burning the forest down and they’re almost certainly be routed or in complete chaos for my smaller numbers to take advantage of.
That is exactly how these changes work.
Traps can be placed near choke points or ambush areas, Illusion golem can be used to lure unorganized player zergs in, single use rockets or other siege can be build in opportune spots under the cloak and when they are in target area rain down hell on them.
Traps go off, they cant use their swiftness spam to get out, dodge less, move slower, mass reapplying blind, siege can rain down upon them. I added in a cheap single use anti infantry weapon simply to counter zergs.
Zergs do not need anti player only siege, they don’t need traps, they don’t need illusion golems, all of it can be used to disable and capitalize on them.
(edited by Castaliea.3156)
As long as there will be “spread out” instead “stack up” in team chat, I’ll be fine with it
I think this stems from a problem of people taking advantage of combo fields a lot more than they should mostly due to the lack thereof of actually threatening combo fields and effects of stacked foes in larger scale fights.
Some of the traps and siege items I had mentioned would’ve actually punished, quite heavily, people who stacked as well as slowed their ability to do so in certain circumstances if used correctly and capitalized on. If you were to also limit the effect of blast finishers to the same as the AoE cap I feel it’d be a huge deterrent as well. Although I admit stacking has helped win several zerg fights for myself when done correctly over opponents who outnumber us and rely on that tactic only.
(edited by Castaliea.3156)
Additions and changes to Siege weapon and equipment
- Ballista:
– “Reinforced shot” now only damages siege and it’s user and recharge has been drastically reduced.
– Frontal damage is reduced 75%. Increaded damage from back by 50%.
– Range of all skills increased to a base of 4,000.
This addresses the major issues with Ballista which were sub-par at eliminating siege and line of sight which not only requires it to be a prime target for quick dispatches by foes but also drastically limits the areas they can be used in so range was increased as well.
- Asura Cloaking Device:
– Cloaks siege weapons and build sites in the area, including itself, while they are not being manned. 15 Supply. (Must be manned to distribute cloaking)
- Trap of Slowing:
– When triggered applies an unrecoverable condition to all foes in range causing them to move and regen endurance 50% slower and negates all swiftness buffs for 30s. 20 supply
- Trap of Shadow:
– When triggered applies blind (2s) over a large area every 2 seconds to all foes in range for 30s. 15 Supply.
- Mini Illusion Golem:
- Mini stealthed golem that follows creator that creates illusions of players near it. When the creator becomes engaged in combat the illusions vanish and the golem becomes visible. 15 Supply. (Can be activated and deactivated by talking to it)
- Rocket Launcher Pod:
- Build a single use rocket that deals heavy damage to (all) infantry in the target area when it lands. 5 Supply. 2,000 Range (Deals no damage to siege, walls, gates, or players manning siege. Approx same damage as one Ballista shot, Radius ~ same as arrow cart skills.)
These new tools can give a huge advantage to smaller groups who can strategically place and capitalize on larger groups during the chaos while not being directly useful to mindless zerg trains.
A player can only have one designated role at a time and, like crafting, are taught by a “Player Role” NPC. The higher a role is the more Badges of Honor it takes to switch back to if the player previously switched roles, again, like crafting. Player roles would be part of the displayed name instead of the rank name currently used. (Ex. r5 Defender might be an “Invincible Defender” while a r3 Assaulter might be a “Feared Assaulter”.) They would level up the same way and at the same time as the current rank feature but be in a separate page/list with passive effects between larger abilities. (Ex. When you rank you you get 2 points to spend, one in siege abilities and another in your battlefield role.) The unlocked current rank names would be available as titles you can wear.
I pretty much just kitten all this out as I was writing this but as you can see, it adds a lot more dynamics to the game instead of “debuff players!!”. I hope to hear other ideas as well! ^.^
(Edit: An idea I had just a few moments ago (possibly already posted somewhere maybe idk) is to also have the Outmanned buff not allow enemy players to rally off your death. This is a bit of a “debuff/punishment” for enemy players so I’m still pretty iffy on it but I think it would be good to have some input on it none-the-less.)
(edited by Castaliea.3156)