I strongly agree with the idea that holding camps needs to be more important than just flipping them. WvW is notoriously light on the pvp and could really use something to make people fight each other rather than npcs and doors. Adding a map control mechanic would be great for those of us that don’t really want to be going all zerg rush kekeke everywhere.
Edit: and of course the more places we have to fight over the more spread out the teams have to be. Smaller zergs all round, unless you like losing.
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If anyone wants it the event is in progress and past the horrible Warmaster Chan part on Sea of Sorrows now.
Edit: open now.
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I don’t see why you would bother to single pull if you had a SB but SB3 is a single target attack if you really want to fight only one mob. SB does the same dps against 3 as 1 though so you might as well group pull.
P/P is not for single target because SB does that better while also being aoe.
I think this thread is just full of thief haters. Give me one good reason why Thief P/P should be worse in every possible way than every other weapon set for every other class.
Make the only score displayed for the Clawmag event how much damage you did to pillars and maybe people would actually hit the freaking things instead of doing 100 damage a hit all day while on the icy grave. =D
Noble was inspired by gimmick contagion necros from GW1 I guess. Anyway, it’s called “group event” for a reason. You’re not supposed to solo it easily.
It’s not a group event. This is the only part of the chain that is required to complete it that isn’t a group event and it’s the only one that will ever get failed. The rest is just an easy ride.
Edit: just went at it with a group and got exactly the same result. There is no way to prevent the nobles from using their symbol and no way to save the npcs once it’s cast.
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Here’s hoping that once living world stops being a trial run and starts being the real deal we get game-wide events like the Ancient Karka but with more polish and less lag.
It’s not bad enough that escort missions are already the worst thing you can put into any game.
It’s not bad enough that the npcs are made of wet tissue paper.
It’s not bad enough that you have a failure condition that is cumulative and cannot be reversed.
On top of all that you pit them against a brutal aoe that you can only deal with by dodging when they can’t dodge.
Words cannot describe how utterly infuriating it is to repeatedly fail the first step on what is supposed to be a long, epic event chain because of the useless actions of weak, brain-dead npcs. You can run ahead to try and aggro the mobs early, drop as many heals, blinds, aegis as you want, it just doesn’t make a difference.
A recent Balth run illustrated the problem quite clearly. The morale loss from all pulls bar one came to a total of around 10%. The morale loss from the one pull that has a noble rush? About 75%. One pull did seven and a half times more than every other pull put together.
Arah is also absolutely ridiculous. I just got through the pull that included the vet abomination at one more death to fail and what happens? Another pull with more than five nobles that just ruined it. Just killing the mobs is difficult enough for a non-group event at scale one. Keeping these npcs alive? You wish. At the moment it feels like the only way to beat these escort events is to zerg it so hard that your aoe target cap cheese protects the npcs.
Sea of Sorrows clear just now. Big props to Ozone Friendly who downed the priest in the last moment of his vengeance while the very few of us that bothered to show up were dead.
Leave it up to the Aussies to save the day. Arah clear on Sea of Sorrows.
I think the mobs should still count for something at least so that ‘on-kill’ effects trigger from them. The number of times I’ve blown VoJ from thinking I was going to get it back after every kill like normal is quite annoying.
Why not just remove all conditions from the game? >.>
They certainly wouldn’t be even slightly useful with clears like that.
Personally, I think if I hit ‘2’ more than once all enemies around me should explode into rainbow sparkles.
Press 2 with The Dreamer equipped? =P
Gotta love how people are disguising their 22222 QQ threads as other things these days. Every thief already knows that unless it’s in a smoke field or on a <25% target you’re wasting your initiative. HS is exactly as good as it should be already.
Sea of Sorrows clear 5-10 min ago.
It’s not a group event so yes it is meant to be done solo. Good luck doing that on a same level toon though.
I think the point Rising is trying to make here is that if leaderboards add nothing to the game, why take the time to add them to the game?
According to my math that’s a 12.5% decrease in all damage for what adds up to an extra 9.2% average damage per hit. Overall it’s a loss.
I played an MMO that scaled dungeons based on the number of players while still giving the same rewards for quite a while. The idea that everyone would solo and nobody would group is just not what happened. You could almost always go in with a guild group or just pug, and if nobody was available you could just go it alone. More freedom, not less.
On the top level of The Grove is a portal to Lion’s Arch, which is the hub city that leads to all others. From there you can go to any of the other 1-15 maps. The level scaling system means you will always get level-appropriate rewards for events and renown hearts.
Aoe is always going to be the most important thing in a pvp mode that pits groups of 50+ against each other, cap or no cap. Thing is, the natural counter to aoe that has a target cap is to stack up, which is the exact opposite of the natural counter to aoe in both real life and every video game ever: spread out.
Aoes in games like WoW have to work differently because they generally are instant-effect and so cannot be avoided or countered. Aoes here are very slow, have long cooldowns and take a very long time to deal their full damage. People say ‘whole area gets blanketed by aoe, dodge what now?’ but that would be a death sentence with or without a cap.
The clearest indication that uncapped aoe is not game breaking is meteor shower. The large number of hits that all have independent target caps allow the spell to pretty much ignore the aoe cap, but you don’t see whole zergs crumbling under the iron fist of the elementalist now do you?
I’m also seeing a lot of talk about being able to simply carpet bomb the keep lord’s room. Besides the fact that siege already allows this; I think we need to remember that if the enemy is in range, so are you. Plenty of classes also have ways of simply brute-forcing through the fire with invuls or charges/teleports that could be used to break through and disrupt the aoe defensive.
You’ll want to say what server you’re on so you can find someone that’s on the same one as you. (I’m on Sea of Sorrows)
The main thing about levelling in GW2 is to do events as often as you can find them; they’re basically the game’s quests. If you want to get more xp elsewhere you can also go to other maps and clear renown hearts.
I love how people seem to think that Anet employees are all some kind of gods that can literally work on any part of the game. As cool as that would be, it is unfortunately not the case. The people that work at Anet do different jobs. The ones that worked on the SAB are not the same ones that would do any of the things some of the entitled people here say they should be.
What the SAB does do is prove a concept: puzzle dungeons and puzzle bosses can exist in an MMORPG format and people will play them.
Even more ridiculous is that the Zhaitan fight itself is nothing you couldn’t solo but you still have to get through the dungeon to reach it.
Had a 22222 thief attack my P/D once in wvw. I just CnD’d and shot him in the back as he leapt off into the distance. =D
Fighting bads never gets old.
Can we stop using zergs full of sleepwalkers in our arguments for aoe?
Meteors already laugh at the aoe cap and we hardly see single eles devastating entire zergs now, so why would it be different without an aoe cap? If zergs want to be cute and stack up tons and tons of boons with no aoe cap then obviously they’re asking for well of corruption.
People also need to stop acting like aoes are some kind of instant death bolt from the blue. They put down giant red circles and generally require targets to be stationary to do anything close to maximum damage. Sure, there are aoe cc moves that can trap people, but there are also aoe condition clears to free them. Every play has a counter-play.
If you get hit by icy grave in Clawmag at all you’re part of the reason its such an ‘unbearable’ fight. The real damage is done by stunning him, which is done by killing the pillars and elementals on the ledges. The only time you’ll ever see icy grave is when it starts up after a stun phase, in which case it’s your signal to gtfo.
For clarity, half the time we were working on SAB we had 3 people working on it. Only added the rest of the core group a couple moths ago. And Anet is closer to 300 employees. And trust me, you do NOT want me balancing your favorite class!
L2read people.
The SAB team is the jumping puzzle team.
The SAB team is NOT the spvp team.
The SAB team is NOT the wvw team.
The SAB team is NOT the dungeon team.
The SAB team is NOT the balance team.
The SAB team is NOT the bugfix team.
Go read this while you’re at it: http://wiki.guildwars2.com/wiki/Game_updates/2013-03-26
That is a stock standard monthly update that we got at the same time as the SAB, Anet clearly dropped everything else to make their april fools event didn’t they? -.-
WTB > circle strafing
Beats everything but the snakes with one button.
Back items tend to be of short supply. You get a backpack for completing your lvl 20-30 section of the personal story which you could use as well.
Retaliation + Igniter = Look ma no hands!
I prefer to focus on the dredge units first since you cant blind them and they generally have more annoying abilities and most can CC. Once you burst them all down you can just mop up the flame survivors.
What I don’t get about the stealth nerf is that it hits builds that had their only balance issues addressed by the culling fix while not doing anything about the actual cheese builds. Why my currently P/D thief has to put up with less access to everything that makes the build work (and can easily be shut down by dodging the obvious CnD) while you can still infinite CnD chain or 5 F1 1 instakill is beyond me.
I think the problem is they try to kill people off seemingly at random because ‘war manufactures grief’ but plot armour is still in full effect for anyone that actually matters.
Can Unsee the mesmer and Spin To Lose the thief.
Everything is so pwetty when you change your graphics out of wvw mode. =D
Xolotl is easy to solo without cheese, you just dodge the poly. There are some champs that are cheap and you should fight cheese with cheese but Xolotl isn’t one of them.
There must be a bug in this mission that makes the allies in the courtyard not show up or something because I just did this mission again a couple of days ago and it was just as cake as it had always been. The screen someone posted showing the huge swarm of risen looks almost completely devoid of allies compared to what I’ve always seen when I play it.
Nah man you should do Tribulation Rift Scaffolding or Skipping Stones. =D
The main thing to remember is that only whole seconds count for condition duration. It means that if you see something that will cause bleeding for 5.5 seconds, that bleed will cause damage 5 times even though the condition is applied for a total of 5.5.
Tequatl is too cool to play by the same rules as other world bosses. He just shows up even when other ‘Danger at Fabled Djannor’ events are underway.
What you really have to do is compare how many of the stats that affect you they give. Magic find does nothing, condition damage is marginally useful on a power build etc. Also, our stats here are somewhat socialist in that some stats are more equal than others. Power always contributes more than precision or crit damage, vitality increases effective hp by more than toughness etc.
A while ago I did compare all-stat ascended gear to standard issue exotics because it would let me use the same item regardless of build and concluded that the correct exotic item was still more useful than an all-stat ascended, since it’s been buffed we can now reasonably assume that this means 3-stat ascended > all-stat ascended ~ 3-stat exotic.
@Syktek: I see you have now stumbled upon the real problem with ascended in wvw. If it’s easy to obtain and it makes a negligible difference, why does it even exist in the first place? Why did the devs put work into making new gear? Why do we now have to obtain that gear?
If something adds nothing to the game it has no place being in there. Agony resist didn’t need to bring a stat increase with it and if it hadn’t the treadmill would have been contained to pve where it belongs. If it were like this we wouldn’t even need to discuss what can and cannot be sold on tp.
Given that they nerfed Orr into the ground the personal story is the only time the game difficulty rises above nonexistant, therefore he has good reason to not want it nerfed for the sake of people that won’t l2p.
I play all the story steps as a thief,
Read that again please since you clearly didn’t notice it the first time. Thief is the most fragile class in the game at low levels, even moreso than elementalist due to having near zero active defence. The tiny boost from wearing medium over light does not even come close to compensating.
@Kashrlyyk: The personal story is not casual mode, world pve is. I am quite inclined to take SFtheWolf and Absalom at thier word regarding difficulty because most people I know can do both of those things.
I found him while he was at 17 adds and solo’d it so I’d say it is.
1.) if you dont do dungeons than what do you need one for anyway? Most of the game scales you down and the parts that don’t weren’t designed around those stats. Ascended gear is for the higher difficult content, ie dungeons.
The entire reason people wanted a way to get ascended without wasting time in group pve was so they could have it for wvw. These monthlies, which get you an extremely significant boost to your laurel generation rate, require wasting time in dungeons.
‘The whole game is the endgame’ but only if it includes forced group pve. ‘Play the content you enjoy to get the same rewards’ so long as you enjoy rolling your face around against scripted targets.
Get rid of ascended.
Get rid of all pve in wvw and make badges take no less farming than dungeon tokens.
Putrifiers are still there, and they still open with a pull. They just turned the entire map into empty space so you don’t have to think or look at your screen or even be awake to play in Orr.
Orr was always easy. Even when it was supposedly dead from being so ‘annoying’ (read: too hard) I always saw more people in Orr zones than midgame maps or frostgorge. Now it’s just as faceroll as any other zone.