I want to know why so many people are so hung up on the weekly score as if it’s some important, competitive thing. If you have a game that’s played 24/7 then the team that can put in the most man-hours is always going to be able to accomplish the most no matter what.
Let’s say Anet somehow built some sort of score handicapping system so that the score was proportional to the average effort of each player instead of the total amount of work done. You might feel a tiny bit better about your efforts being represented or something afterwards but during the match it would make no difference to the gameplay at all. You would still be fighting the same fights against the same players under the same conditions.
The reason why wvw has been in slow decline for years is that the game itself is just plain bad, no matter what relative populations there are. I’ve been in matchups as the blob server and the little guy and everything in between and there’s been no appreciable difference in my gameplay across any of it.
The new outfit especially might be passable without its pauldrons but is utter trash with them.
I think stability does it job if you use it right.
No, it does it’s job against people that don’t know how to use cc. You could pop stand your ground 1 frame before cc lines appear at your feet which is absolutely, undeniably using it right and get no benefit because there were 6+ lines.
Now you have to be good at adapting, positioning, timing, cooldowns, builds, and teamwork if you wanna melee push.
Saying ‘I can still win by doing what was always required to be effective in melee and playing against t1 scrubs’ doesn’t justify stability not being able to do it’s only job.
The problem I have with this is that its basically a reversion. Even with a 1 sec icd, it would be possible to walk through 50 ccs again, which I hope we can all agree shouldnt be possible.
Why shouldn’t it be possible for stability to block an unlimited number of stuns when lines can stun an unlimited number of players? Why shouldn’t a mechanic that’s only function is to counter another mechanic be able to reliably counter that mechanic?
Under the old system the balance between stability and stuns didn’t depend on group size at all. Under the current system it’s nearly completely dependent on group sizes. How is it bad for a mechanic to not depend on group sizes?
Play real pvp instead of being a wuss.
Oh look my expectations for the overhaul have dropped from zero to zero.
No endless cliffhanger chains.
So if the terrain allowed them to skip an entire boss then it’s not the players’ fault for taking advantage of it but the developers for not preventing that from happening in the first place?
Yes. The players should be allowed to do anything the game allows them to do. If the developers don’t like something, it’s their fault for having made it that way in the first place and their responsibility to change it to match their intentions.
Because pve enemies are programmed to lose.
In la-la land equipping berserker gear is an exploit!!!!!
… mindlessly spam stab …
…was never effective unless your opponents had absolutely no idea what they were doing. In the pre-stab-nerf meta mindlessly spamming stab would’ve left 5 second plus gaps quite regularly; which for obvious reasons makes you quite weak to being cc’d.
Skill to a healthy degree should determine fights.
But don’cha know? Spamming cc takes lots of skill!1!11!!
Anet’s ideas on wvw design seem to be based on the point of view of someone who pvds, runs from fights and stares lustfully at the scoreboard.
As expected, the pathetic change to shatterstone was entirely representative of the quality of changes to scepter.
I did it before the patch at the scaling sweet spot, it was just as easy as it is now.
The major issue with arcane skills as I see it is that they’re mostly attack skills on the class that just doesn’t need to blow utility slots on attacks and is desperate for any defence it can get.
We already have 20 weapon skills and despite the questionable quality of many of them that’s generally enough to get all the attacks you need, so why would we want to spend precious utility slots on even more attacks? What we really need from utility slots is defence, which is why cantrips and shouts are obvious picks. Arcane shield can contribute, but it’s cooldown is just too long.
Glyphs, conjures and signets also suffer from the problem of mostly doing things other than keeping you alive, with a few exceptions.
Bad inventory management by players is not something Anet should concern itself with.
I’ve only goofed maybe 3 times in 3 years, but it was a major hassle each time.
I’ve goofed zero times because when you use invisible bags properly compact is never a bad option.
-snip-
That’s not really all that useful. The major advantage to a dps meter is being able to test various builds and rotations in the actual fights. The drawback of theoretical methods like spreadsheets or a test target is that they can’t factor in environmental conditions; e.g. the optimal rotations for Gorseval are not the same as the optimal rotations for Sabetha, even if you’re using the same build. There’s also no reliable way to calculate dps for the ranged team on Vale Guardian.
A dps meter is the only way to get real, useful data on build performance in raids.
Why range anything at all in that fight? Before people started saying no aoe at red everyone just melee stacked it like any other open world champ and it was always the first to die, usually by 2 minutes or more.
Everyone says this about every proffession..
Given that every profession has useless options that have been useless since launch and that every profession see-saws between useless and god-tier I’d say they’re not wrong either.
So they got the item back plus gold but not enough gold? This is a huge issue?
Judging by the response made in that thread I’m not so sure he would’ve gotten the item back if people hadn’t made it a huge issue.
True, though not failing at GW2 is easy enough without dps meters. If you need dps meters to “not fail” at any GW2 content, you have way more serious problems to deal with than the addition of damage meters.
How did you get that from what I wrote? I was responding to your claims that there is rampant elitism around content. I don’t need dps meters to play my own builds correctly.
The point of my post was that it’s not elitism to expect people to pull their weight. The only ‘serious problems’ I have to deal with is that I can play a piece of content correctly and still lose because of other players not contributing.
Surely if they had any other changes for scepter that were more meaningful than a useless skill gaining a pointless boost that leaves it being still useless they would’ve used that as their one scepter change to preview.
Best example is the elitism around harder content.
The desire to not fail despite playing correctly is not elitism.
Lmao in the other thread I made a joke about how bad it would be and then the real thing was even worse than the joke…
Lol no. Phoenix It’s the only skill on scepter very well disegned and possibly the real, if not the one, motivation to use scepter. Dont touch it at all
That’s my point though. Just having phoenix is enough to make it sometimes worthwhile to use scepter over dagger even though every other skill is useless. How could you possibly balance making the other skills worth using on their own while also having a skill that outweighs entire weapons? That’s in addition to my other point that phoenix just isn’t a ranged skill at all.
As much as most eles (myself included) would be loath to see anything happen to it I think phoenix would need to be altered in any serious rework of the scepter. Currently it brings fantastic melee burst, but that goes against the ranged profile of the scepter and could potentially be too good if the rest of scepter was good (imagine if dagger had phoenix).
Assuming the rest of scepter’s skills can be brought up to a reasonable level I would say that phoenix would be better off as something similar to gun flame.
The UI in general needs to be more informative. HP percentages have always been important but are only conveyed through fuzzy and unreliable lines. Animations and hitboxes for skills are not always clear and can sometimes be outright broken (enemy loses stealth mid-cast = no animation at all). No method of determining DPS is supported even though every ‘difficult’ encounter is a DPS check. It just goes on and on…
Old stability was only easy mode against bad players that spam and never coordinate. Back when wvw was good and I was playing every day I got tons of people killed with well placed statics.
Too many relied on stability. It was broken if you ask me. I don’t see why you should be able to stack it and pretty much ignore every single cc the game throws at you.
Posts like this one offer a big insight into why people might agree with stability being nerfed. The standard melee party comp for zergbusting or gvg guilds had 2 guardians in it, which was enough for 60% stability uptime in theory and far less uptime in reality. Your average blob had even less reliable stability uptime than even this. The reason why this would look like being able to pretty much ignore every single cc the game throws at you is the same reason why it’s still technically possible to push as melee today:
People suck at using cc.
Every single class has multiple ways to escape CC and stun, if you choose not to carry a stun breaker or two, more fool you, adapt your build and stop running the so called “meta”.
The meta for melee builds involves huge amounts of stability and stun breakers. The point of this thread is that even maximum investment in anti cc can be effortlessly defeated by focus firing cc.
inb4 it’s just a 10% boost to dust devil damage.
Oh noez gliding will trivialise already trivial content what ever will we do?!?!
Whether skipping is intended or not is meaningless.
We aren’t playing the game Anet intended to make; we’re playing the game Anet actually made. In the game Anet actually made it’s objectively better to skip anything that can be skipped.
Actually I truly don’t think they understand the consequences of the change to stability even now.
IIRC there was a mention of perma stab in an actual dev post on the issue. This would’ve required 4 guards per party which is a garbage comp that could never win against any competent opposition. They definitely don’t get it.
It’s not about the quantity of options for dueling; it’s about the quality.
Guild halls, custom arenas and OS are all some combination of limited functionality, inconvenient access or severe cost. Having something like an area in HotM where anyone can go at any time to duel anyone they please would be of far higher quality.
Furthermore, there is nothing wrong with any of Jaxiom’s replies. If “a 12 year old whose verbose vocabulary extends to only 4 letter words and feeling like necrophilia is a good thing” was a reason to not have a feature we wouldn’t even have chat.
I would like to see an area added to HotM specifically to provide access to dueling. It’d probably solve a lot of the ‘nothing to do while q’d’ complaints as well.
Stuff like this is why everyone snarks whenever Anet tells us that something good is coming for wvw.
Perma 260 ms ping here. I got lvl 163 with no real difficulty.
What you’re saying is that we should tune game balance to the highest degree and just let everybody else L2P.
Pushing your dodge button isn’t even 1/10th of the ‘highest degree’.
The entire shout category is really only useful because of the bonus effects you can get for them. None of them stand up on their own.
I don’t think you should follow bad commanders.
The only meta event remotely challenging was nerfed to absurdly easy difficulty.
Let’s not forget that the only reason why that event was ‘challenging’ was because of how it scaled when you brought more than the required number of players.
In other words, the only event where numbers could be a problem was because of too many players, not too few.
Ever heard of scaling? If you think the meta events are failing because you don’t have enough people I have bad news for you.
What’s the point of having a fight in EotM?
The map is skyhammer tier trash. Even if your targets are players nothing that happens is worthy of being called pvp.
What it would actually do is let players know that they have free reign over the map and that they can just pvd to their heart’s content.
That’s the reason why it was made impossible to see the outmanned buff on enemies, by the way.
- Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.
Quality change, nothing else to say.
- Supply cost for all catapults are being reduced by ten supply. The layout of the Desert Borderlands map has increased the number of catapults required to take some objectives. We agree with your feedback that also increasing the cost of catapults pushed the balance too far towards defense so we are tuning that more towards offense.
I don’t care for siege wars so no comment here.
- Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.
My concern with PPK is that it would result in groups being more likely to run from fights they aren’t certain of winning.
- The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.
I don’t think either of these changes will help smaller, more skilled groups to win against zergs. For rallying, managing the down state is something a more skilled group is expected to be better at and also having any members downed is a much larger problem when you’re outnumbered, so I would say that being able to score multiple rallies per kill is actually more beneficial to a skilled group than a zerg. Additionally you would not be able to be sure who will get the rally when you kill someone if only one player can get it. This would reduce the methods of down state management to just warbanners.
Attempting to hard ress a double downed player was never a winning option in the first place, so removing it has no real impact on large fights.