2 League
Anet does not know create good rewards. They does not value the effort.
PVE rewards are much better than those of WvW, with less effort.In WvW, we want EXCLUSIVE rewards for the first three Servers.
If my server wins the League we want to have a exclusive weapon design and an exclusive FINISHER PERMANENT.
and no one should ever be able to get it, even from PVE (forge mystic, …)We want something that differentiates us from others.
I would like to say: “I was there and we won” and you… not. Look at my Finisher!, Look at my weapon!9 week, 24 hour = great effort. Anet, value it!
The problem there is the same as last league. Servers don’t win the league cus of skill of play. Its simply who has more coverage. League hasn’t started yet and the winners are pretty much already decided. We know which servers have the most coverage. Really no need to have a 9 week league to figure out what we already know. But hey lets reward the people who all transfered to the server we already know was gonna win with really cool 1 of a kind rewards awesome. Might as well just make the reward 2400 gems to everybody pretty much the same thing.
(edited by Chuck Zitto.2367)
I thought elder scrolls wvw was pretty bad. Wouldnt pay 15 bucks a month for it when gw2 is free after u buy the game.
I am still a little confused about this new tourny set up. So It looks like my server DB is probably gonna be ranked 6th going into the tourny. Does that mean we will face 2 other gold league servers who have much greater coverage then us the first week and lose. Then the second week we face 2 more gold league servers who lost the first week and lose again cus they still have much greater coverage then us and so on and so forth for 9 weeks. Or will at some point we will get to face a silver or bronze league server and get a win?
Pretty much only thieves. Big part of the problem is raw damage takes power plus usually percision and or crit dmg. Which leaves 1 or 0 other stats for defense. Condi on the other hand only takes 1 stat. No other stat effects condi dmg at all like toughness does raw dmg. So you can get all the dmg you need in the form of 1 stat and then take 2 defensive stats or 1 defensive stat and percision for more condi on crit traits/skills/sigils.
By your examples, I’m assuming you mean a defensive mechanic.
They actually have many defensive skills, but it’s true that they don’t have a defensive mechanic that is unique to them.
What they do have is versatility, though. And I like that.
It doesn’t have to be a defensive mechanic but it wouldn’t hurt either. As far as versatility goes I don’t see it. They are versatile at doing everything worse than another classs can. Right now ele is like necro where they basically have to stand and fight against whoever engages with them. Unlike the necro though they only have 1 very small health pool.
The problem with healing singet is not any specific build its the heal itself. Compare it to any other heal in the game and its way better. Singet of restoration from ele. 200hp per cast each auto attack takes 1 second. So you have to actively cast to get half of healing singet. If ele had hs people would call it op. If guard had 400+ hps on top of thier f whatever healing and the big elite heal they would be considered op. Mesmer singet has to have 3 clones out to still get considerable less than hs. Mesmer with striaght 400 hps all the time would be op. The only comparable heal to healing singet is healing turret from engi which is also one of the reasons condi bunker decap engi is so annoying in spvp as well.
Wish I could find so many 1v1 fights with total baddies that just walk backwards 90% of the fight. Oh ya warrior op still anyways.
Atleast in wvw downed and spiked needs to equal waypoint period. As for downed state they just need to remove the nonsense knockback teleport mist etc… downed skills and make it so only 1 person can rally off a kill.
Engi is still pretty rare in wvw. They are more of the fotm in spvp though than even hambow warriors.
There lies the problem. If you want to provide boons to allies your way better off playing a guardian. If you want to burst your way way better off playing a thief. If you want to make a build that is all around subpar then you play your ele or ranger. Atleast the ranger has its niche pet mechanic even though its awful.
I would like to see ele get some kind of niche. Thieves have insane burst stealth lots of evades and initiative. Mesmer has clones and stealth. Necro has a large health pool plus a second health pool and so on for the other classes. Ele are lowest health lowest armor class and don’t have a niche to make up for it. As several have stated other classes do everything and ele can do better. Want to do burst thief>ele Conditions necro>ele sustain guard/war/engi>ele etc..
So Ideas for possible niches.
1)Add water fields to all ele weps and add some sort of heal to all water attunment wep skills sets like dagger off hand has. So they ele can be the best healer.
2)Massive reduce on cooldowns accross the board so they can be masters of burst like the thief.
3)Add lots of torment chill criplle and wall type skills to the wep sets so they become the masters of anti mobility
4)Add lots of combo fields to every wep set so they become the masters of combo fields.
5)Add lots of mobilty with decent cooldowns so they can become as good or better than thief mobility since they are a low hp low armor class.
I would like to see ele get some kind of niche. Thieves have insane burst stealth lots of evades and initiative. Mesmer has clones and stealth. Necro has a large health pool plus a second health pool and so on for the other classes. Ele are lowest health lowest armor class and don’t have a niche to make up for it. As several have stated other classes do everything and ele can do better.
So Ideas for possible niches.
1)Add water fields to all ele weps and add some sort of heal to all water attunment wep skills sets like dagger off hand has. So they ele can be the best healer.
2)Massive reduce on cooldowns accross the board so they can be masters of burst like the thief.
3)Add lots of torment chill criplle and wall type skills to the wep sets so they become the masters of anti mobility
4)Add lots of combo fields to every wep set so they become the masters of combo fields.
5)Add lots of mobilty with decent cooldowns so they can become as good or better than thief mobility since they are a low hp low armor class.
I thought guarding close meant getting on a class build that has no intention of ever killing anybody and sitting in the middle of the circle spamming knockbacks. Oh wait thats guarding every point I forgot man spvp is fun.
What gets me more than stealth these days is the initiative regen. Compare the thief with say a dd ele another burst type class/build. Ele uses his 5-7 moves in a row combo and does about as much dmg as one backstab. Yet the ele now has all those skills on long cooldowns and the thief never even used initiative for that backstab. When the thief does use the initiative its gained back in a few seconds.
Yup getting tired of only seeing 4 maybe 5 class/builds in pvp. Part of it seems to be due to balancing and part of it is the fact we only have sit on a small point capture mode.
1) Raise base health pool or raise overall damage. No reason why a warrior for instance in tanky based armor and tanky traits still hits harder with hammer auto attacks then a ele in a full glass cannon build.
2) Cooldown reductions across the board but most specifically ride the lightning. RTL is the only skill in game that punishes you when you use it as a mobility skill to create distance or run from a zerg. In comparison warrior savage leap 8 seconds cd whirlwind 10 seconds cd rush 20 seconds cd. None of them require you to hit a target.
3)Make the healing skills useful. I feel these are the worst heal skills by far of any class. Singet of restoration you have to cast a spell to get roughly half of what a warrior does passively on healing singet. Ether of renewal takes way to long to cast to get less healing then every other burst heal in the game pretty much. Arcane brilliance requires you to hit 5 enemies to get again less healing then most burst heals in the game.
Like above the cool downs are awful. You can’t get a proper gear set up in pvp with the choices they give you. All the heals are awful by far worst heals of any class. Take singet of restoration for example. You have to cast a spell to get half of what a warrior does with healing singet passively wtf. Ride the lightning is the only skill in game that penalizes you for not hitting a target and gives you a 40 second cooldown while warrior savage leap is 8 seconds whirlwind is 10 seconds and rush is 20 seconds. None of them require you to hit a target.
+1 to the op I have the same thoughts everytime I play spvp.
I usually do the same accept I keep it in teamspeak. Unless you have help from your team pretty much the only way to kill a even half decent mm necro is to lure the pets away. Kill the pets and then come back for the necro. By that time he has scored 50 or more points sitting on the node. He then comes back 10 seconds later and you have to leave the node to lure off the pets again. Unless you play mm necro have to admit its a really lame build to fight against.
Yet another problem that would be fixed by removing dead state. Just make it so you have 10 seconds to pick which waypoint you go to or it auto takes you to the main waypoint of the bg.
Thief meta seems to be might stacking from singets atm. I been running this recently with 4 singets. 5 stacks of might per singet and 2 stacks from going stealth so 22 total might stacks. can get all 25 if you blinding powder and heartseeker through it twice and steal/stealth to your enemy. Singets all have pretty short cooldowns so you can burst somebody down again less than a minute later.
Pretty much any. When you look at the warrior trait list every strong trait you want can be gotten and still have points left over. Equip healing singet a hammer and whatever other wep set you choose and you will be really strong no matter your player skill.
Decap engi is only strong because 9 out of 10 players all player bunker in spvp solo q and team q. Yes its hard for a bunker to kill another bunker no matter what class. A thief shatter mesmer zerker ele etc can take a decap engi down in seconds. Nobody plays damage builds anymore though accept for a few thieves here and there.
Remove downed state completely problem solved. Also fixes wvw where large blobs win against smaller better skilled forces cus they just mass rez everybody that died. You die you waypoint. Maps are small we don’t need downed state or rezing from dead.
There are several problems that make one huge blob with a couple really small havoc teams the way to go. The maps are so small the blob can get to anything it needs to defend before its taken. Aoe can only hit 5 people so it doesn’t have that much of an effect on the blob. When 20 people of the 80 die to a smaller greater skilled force 40 can keep fighting the smaller skilled force while 20 power rez the 20 that died. Towers/keeps are designed in a way to benefit attackers. A blob showing up at your door can easily take out your ac’s cannons oil etc… A blob can carry way more supply so they can toss down 3 or 4 superior rams and some ac’s at your front door. You get rewards for taking stuff and not defending which promotes blob karma training as well.
I think people just aren’t switching the meta. Its been bunker meta for a long time. Yes its hard for say a bunker guardian doing 300-400 dmg per attack to kill a warrior using healing singet and adrenal heal getting 500ish hp per second. A mesmer or thief built for burst can down a warrior pretty quickly though. Also mesmer is like the strongest 1v1 class and good for way more than just portal. You just dont see many people play burst class/builds anymore besides thieves. Probably cus people dont like to die. When I play a burst shatter mesmer I can do an insane amount of dmg and kill some people in one combo but I die semi often though to cus I am glass.
(edited by Chuck Zitto.2367)
I don’t know I kinda like that you can’t just equip condi dmg and faceroll every class/build. I think the problem is 9 out of 10 people in solo and team q all play knockback bunkers that do no damage whatsoever and cant do the last 4k or so direct dmg it takes to kill the engi. I mean a thief or a mesmer can usually down that low engi in one or two hits.
Also again the main problem is there is only one game type. Which forces you to play bunker and sit in a small circle knocking people out to win so thats the builds you see played.
Power Shoes trait 25% movement speed in and out of combat. Speedy kits trait 10 seconds of swiftness when you equip a kit with 10 second cooldown. A little annoying switching to your kit every 10 seconds but you can get permenent swiftness.
Step #1 Don’t nerf the immobilze on net turret which nerfs our only useful elite supply drop. You could also like change elixer x. Instead of giving us a random chance at 2 bad elites from other classes something unique would be nice.
I will start with the good it looks pretty cool.
Well that’s it for the good. As somebody who only plays wvw and spvp I was excited for a new map. However after 30 mins in etom I will probably never go back there again. Way to much pve nonsense. Huge empty map. Can fall off everywhere so the map supports troll knockback/fear builds. Way to many mobs. Overall very very disappointed and that’s disappointing. Maybe if they added some more waypoints and removed all the mobs except for the keep lords sentries like wvw it would be ok.
Same network error on log in now
Ya the amount of maps doesn’t bother me. Its the point capture. The game mode forces people to play a few different builds mostly bunker and its just boring. I mean seriously how hard could it really be to make another scoring system that is like first team to 50 kills wins on the same maps.
Seriously its getting old. Since the only mode we have is point capture. People only play bunkers in solo or team q. In hot join you get a few other builds like zerker thief but its still mostly bunkers. I pointed it out today in a match and one of the bunker guardians even admitted he has no intentions of killing anybody. He is just there to troll and sit on a point hitting knockbacks.
I stopped trying for the most part. Even know there is pretty much no real penalty for dieing people just cant handle it. Every 1v1 I get into if I don’t down them in a few seconds half a dozen of their guidlmates show up to try and zerg me down.
Pro tip don’t run a glass nerf gun ranger and thieves are usually just an annoyance in wvw that you either kill or destroy in a few seconds and they run away.
the grenth elite where you permanently chill/poison stuff near you is pretty kitten good for wvwvw. definitely better than elixir x. the norn leopard is probably the best choice for wvwvw if you’re norn. guaranteed escapes every time.
I actually been using snow leopard recently and enjoying it more than crate. I can get away if my group wipes and keep my stacks :]
Game still needs diminishing returns on cc and conditions.
Personally, I cannot even fathom how someone could consider this reasonable. Maybe, just maybe in the context of CC alone, but how can you apply any sort of reasoning to stating that my burns, poisons, and bleeds, should be completely invalidated because some other guy or group of guys with those condition just hit you?
That is just like suggesting that once you get hit with a direct damage attack, that the next one that hits should be diminished.
But for the same reasons, why should my glue shot, net shot, glue bomb, or any other CC skill I have become invalidated because you got caught by my group and all of us tossed in our CC to prevent your escape.
If you do not want 5 players worth of CC stacked on you, then don’t be unreasonable enough to run solo past a group, then complain when they all used skills to prevent your escape so they can beat on you.
I don’t know maybe cus condtions are out of friggin control. Also I never said they bcome invalidated I said diminishing returns which means they do less dmg. You can’t honestly sit here and tell me that conditions or cc are fine in wvw. Unless you have permenent stability in any large fight you die almost instantly to cc and even speced for condi removal nobody can deal with the insame amount of conditions a large force can put on everybody.
(edited by Chuck Zitto.2367)
Its a grandmaster trait on engi. When they drop below 25% health all new incoming conditions are negated and you need to finish them off with direct dmg. Engi can trait to be very difficult to get that last 25% health off them. Some builds get use elixer S which is the shrink invul for 3 seconds utility the immune to conditions 13 seconds of regen and their heal comes off cooldown when they hit 25% health
No hard rezing. You die you have to hit a waypoint. 1-2 players max can rally off a kill.
Those 2 changes would make wvw a million times more fun.
So what your saying is that without this one passive healing skill all of a sudden warriors aren’t that great anymore hrmmmm.
Game still needs diminishing returns on cc and conditions or classes like engi need more access to stability.
No healing singet or shadow refuge matches would be fun to see.
Rangers cus the majority of them are glass nerf guns with 0 stability or mobility.
I think its more of a combo of healing signet stances and cleansing ire. That’s why hambow is seen so much. They are constantly dropping 3 conditions while healing a strong amount per second and can go immune to conditions or immune to dmg for several seconds.
Anet needs to look more at what people use rather than just what we talk/complain about. I honestly cant even remember the last time I saw a warrior not using healing singet or cleansing ire. It seems 99% of thieves use shadow refuge etc…. These things are obviously overpowered if nearly everybody is using them.
(edited by Chuck Zitto.2367)
I don’t have a problem with the aoe limit. What I don’t care for is that some classes have way more access to stability then others making them the primary classes in zerg vs zerg. Then there is the terrible designed downed state. Where if you go up against a larger force pretty much no matter what you lose cause they just have half a dozen people power rez anybody you down and spike.
I know this has been brought up before. Maybe we have to keep talking about it to make it happen. When you are downed and spiked you shoud have to respawn at a waypoint. The current setup only promotes zerging. You fight a larger group then yours you wipe many of them. While your still busy dealing with the ones remaining a few power rez all the enemies that have been downed and spiked. Would also fix mesmers dieing at a door so they can get rezed and port people in. The maps aren’t that big you can run back from a waypoint.
Most engies are gonna have around 18k health. When at 25% health where it kicks in your looking at like 4k health or less left. If you cant do 4k dmg without using conditions change your build. Just cus you decided to go full 100% condi dmg build doesn’t mean you should get an I win button.
Doubt anybody is gonna read or answer your wall of text bud.
2 words Diminishing Returns. I am still shocked this game doesn’t have any. 2 Biggest problems I see with wvw zerg pvp. 1) The insane amount of conditions applied by the zerg because of no diminishing returns. 2) The insane amount of cc applied by the zerg because of no diminishing returns. I strongly feel that either diminishing returns needs to happen or classes need much better condi cleansing and stability upkeep to combat the meta which is condis and cc.