Plays completely opposite professions to his main Teef.
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Cant even get out of emerald, as I keep being paired with some of the worst players ive seen. Worst of all, they just run into fights on mid and melt, rinse repeat, without rotating or capping elsewhere, not even close.
One victory doesn’t even change my luck either. If everyone is solo, why does it give special treatment towards the winning team?
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Reaper and druid, although they can’t carry, would likely be more useful against some teams aswell.
Everything they added through guild claiming is broken really, makes it too hard to flip if it upgrades to t3.
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So any chance of changing back the traditional Reset to Friday, instead of Friday night being usually a ktrain night for us?
Nobody bothers with that nowadays, because its pointless, most wvw guilds don’t even play ppt on EU servers, hardly anyone but community guilds.
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Well with Population imbalance, PPT is pointless as it is anyway, no matter if there are tournaments are not.
It’s much more satisfying winning equal numbered fights, than WvW competitively, in that way anymore. I know that people go on about community, but don’t base it around PPT.
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That’s a gimmick one-shot gank build, hardly anyone uses that, because the only thing that can do is gank unsuspecting players.
Also Gunflame and CoR hits like a truck from ranged themselves.
Nevermind the build he’s using, I found exactly the same problem, lopsided matches and too few close matches.
Hopefully they’ll let us expand the arena at some point, also bring condition damage and retal to wvw levels.
I’ve scrimmed multiple times with my guild in there since HoTs launch.
I feel as though it isnt the best enviroment for 15s, but it’s more convenient for guilds right now, since there are less guilds on different servers to fight in our MUs.
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No it’s not fine, many people end up with really bad teammates, you cannot carry a team if 4/5 of the team play like they’re like new to sPvP, vs a group that seem to know what they’re doing.
It’s not a L2P issue, it feels alot like luck/RNG involved.
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This system is simply kittened up, if you run Solo. I keep on getting people who can’t seem to dodge roll, or rotate for their lives, leaving me trying to kite 3 people away from a point, so nobody can cap it, gg.
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The idea behind the map is to split zergs in terms of ppt, and keep the blobs on EB.
They have in mind that wvw populations on each map are supposed to be pretty balanced, no matter which map you’ll still get ktrains atm though, even with the buffed lords. Certain mechanics like auto wps on keeps, make home borders difficult to defend with low numbers really.
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You could say WvW, was badly directed from the beginning.
At least from a population standpoint, they could not or did not bother with, managing player population better, they offered Gem discounts that allowed players to stack on servers, their only solution was to use their resources on EoTM.
The Core, of the game mode has always been flawed really, all these new features and changes, just shows their lack of understanding and direction.
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Even in large scale fights, including all that CC and aoe, its a problem if you’re running squishy or have little access to stability
Doesn’t killshot do a little more base damage, even with multipliers? Minus the burning and velocity though.
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Simple thing would be to move most of the mobs and or the event, the players won’t miss it at all.
That isn’t so bad as valk/cavalier, SA/hidden killer thieves in the past, but yeah, there are some builds that are pretty broken, good sustain,mobiltiy and dps, more so than in sPvP, so small scale fights aren’t really fair.
You even notice it in large scale tbh.
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+1 Guild Arenas right now are too small.
They will just one shot you with True shot/LB, if not from the traps, trying to contest or decap against them is usually pointless, even worse without shortbow.
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By doing that, you’d just enforce d/p main set. Really really hard. The only self sustainable weaponset would remain d/p. You’d kill p/p, s/p, and staff. All in one, neat shot.
This.
D/P is not the only weapon set the thief has. More viable move would be deleting heartseeker’s ability to stealth when leaping over own black powder smoke. This is almost uncounterable combo and easy to perform. Zero risk, high reward = not thiefy.
However, I imagine some people would be very upsed once it is taken away from them. Some compensation would be required.
HS through BP is easy to counter, with interrupts. Bound through BP, I don’t think you can stop, once the Evade frame starts.
Bound is good to take, but overall I think Dash is better, it has a small chance of getting that midair immob bug.
Keeping wvw in mind, at least bring changes that makes the amount of damage CoR does on low cd (4s still too low, with no changes to damage coefficients) require skill and coordination.
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Because it makes part of the game mode pointless to play for.
During the day, every effort you make is undone at night, or you can just kitten during part of the day, including prime time, tick 400+ at night and the MU ends up totally one sided, sometimes before the weekend is over.
This is the EU side, we play normal hours usually, there are night and day players, but the amount of players has shrunk, nobody try hards 24 hours anymore.
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Vault abuse won’t work on decent players, use it sparingly. In PvP, you have to kite, evade and make use of Debilitating arc, . Weakning charge chain and steal combo is powerful, like a heartseeker without the modifiers, n ways, additional weakness uptime can help total.
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Yeah, just take Escapists Absolution, since it can be a problem in clutch situations (esp in PvP; 4s reveal), or just play a non-stealth build.
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Agree that they need to do something about populations on Servers, forget server pride, players just leave to more populated servers and that server ends up lacking players, even for fights. That’s the problem with transfers and no server being full anymore.
There’s nothing they can do about difference in coverage as of now, there isn’t enough players to make that side of WvW, actually competitively balanced.
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Someone from the EU itself, I can’t even play with 100+ ping, you can definitely feel the delay between skills, such as with D/P, the black powder and Heartseeker combo.
Even with that much delay, it can get you insta-ko’d.
Yea, the dodge of choice is kind of a tough spot for S/P. On one hand, bound is one of the few ways you can get stealth with this weapon set. On the other, dash helps with soft CC, which is harder to overcome when you don’t have Shadow Shot.
I’ve been trying out s/p too, tbh I’ve found Dash far more useful, especially to get out of bad situations, rather than have stealth access, especially when black powder and pistol whip, uses up quite a bit of Init.
Basically, you use dash and infiltrators return to keep moving, away from AOE and heavy melee attacks. I don’t usually use Black Powder, because it uses so much Init and the dark field nowadays, doesn’t pulse enough, as a defensive utility it’s a bit weak now.
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I like ppk, but its like its come a bit late, alot of fight guilds have gone on break or quit, so the potential effect it could of had is much, much less.
I can also see the downsides, such as gank groups, kill trading, players using siege, hiding inside towers, all that stuff, but ppks inclusion, is more positive, even with whats left of the population.
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The WvW ‘content’ is perhaps a year or 2 too late, the only thingg besides the overhaul, is a rethink about stability in wvw itself. Player populations or in terms of guilds, its dropped to such low levels, I can’t see much, that would bring those players back.
Also energy sigil nerf in pvp and not wvw, is weird, it completely changes my rotations, as the change makes it feel useless
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Still think it’s underwhelming, especially in terms of reliable condi cleanse, dash and Escapist Absolution is far better, with more dodges aswell,.
It’s hard to have to try to make something different, yet be an viable alternative to DareDevil, after they pretty much changed Acro for the worst.
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It takes a bit of getting used to the fact; thief has a on demand block utility now, it works well though, just be aware there are unblockable attacks though.
https://wiki.guildwars2.com/wiki/Unblockable
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You can use short bow to kite and bait out traps, but I usually run into them using long bow, a bit tough to do that still, against good players or others on point.
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We just hop whenever this event happens, is it really that hard to disable it?
He/she is not a new player, even roams and posts videos now and again, there’s your clue.
Sadly you don’t understand unwritten rules, you only think that because it is open world pvp. So yes we can just do what we like, still, players are enjoying wvw how they prefer, but they know what’s respectful towards those; who know the unwritten rules, wvw/gvg guilds don’t jump into one guild as a group of 2 or more, unless outnumbered.
After all this time, players should know by now.
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Still feel like it could have 1-2 more seconds cool down, or some other tweaks for the amount of DMG it’ll still do. as mentioned here: https://forum-en.gw2archive.eu/forum/game/wuv/Coalescence-of-Ruin-and-WvW-GvG/page/2
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The overall changes are pretty nice, sword could come back into the meta and we’d have 3 viable sets. Although I think Staff is one of the hardest sets to play, against decent players at least.
All this in a much different, less tanky meta, but I’m still skeptical about Acro, will have to see the rest of the changes and whether they reworked the entire traitline, including baseline traits.
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Why do you expect, each and every Guild to be responsible, to show players, how to play? All we want to do is run together with their guild, for 2-3 hours an evening, in coordination with the people we want to play as a team with, without having to do that with player; that won’t invest time in joining a guild, learn to play as a team or learn to run a proper build?
You have Community guilds and pugmanders for that, I’ve been there done that, it’s almost impossible to expect full cooperation and organize everyone in wvw, unless they’re already in a guild.
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It’s to be expected, we used to get masteries and WvW Seasons as new ‘features’.
Fixing population and Scoring, is going to take alot of change, they’ve known all the issues since the last CDI in 2014 (I think), hopefully the beta is around Spring/summer and not too late, cause communities are going to die.
And hopefully they actually bring some Balancing of Classes to wvw, if they allow CoR to be untouched, the current meta is gonna make even more players quit.
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It seems they ran out of ideas and things to buff/nerf.
I’m wondering what they’ll do with Acro though, it doesn’t seem to fit anywhere, even if you haven’t bought HoT.
I hear you, Hap. And it was nice you were commanding short time on Deso BL this reset. Unfortunately no good fights, enemy outnumbers us greatly. Thus Desolation is no longer “very high” population server, but only “high”. The only “very high” servers in EU are: Baruch Bay, Jade Sea and Seafarer’s Rest.
It’s because you’re left with just Pugs on Deso now, I don’t even think I saw a single raid from other guilds who could bring together 10 players (AIM/IRON) and then there is EB. That is the state of Deso, the only thing that kept Deso from dropping, is Night capping.
The maps won’t change a thing, people fail to adapt (blob mentality) and Anet needs to bring some changes to their border, the mechanics and merge populations somehow. Everything about wvw got stale and the meta got worse. (no surprise, cause they don’t balance for WvW)
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They can save S/D and S/P, maybe splitting PW would be beneficial and making FS, easier to proc.
Atm staff is superior, with much more fluid animation and more DPS (esp AA) chain, but I don’t think Power D/D has the utility right now for PvP, as it stands.
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You would of probably lost that fight anyway, it looks like they have slightly more numbers too, so this basically shows the state of WvW; Pirate Ship, it’s not that choke points fights aren’t unusual.
We know and have mentioned to them this central events lags the entire map for 2-3 months now, aswell as skill lag in general.
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It’s a fact that this game is imbalanced in wvw, it’s likely that things will even out by the next patch, but these patches are often take too long, they made nerfs to certain professions in-between, but left other things still broken.
And Thieves rerolling to Revs aswell? Pfft, those guys who rerolled, weren’t even that good in the first place.
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There’s many players, that are simply not interested in pvp or wvw, or they just prefer to do their own thing really.
WvW Seasons just brought in players temporarily, yet those rewards they offered, weren’t worth the time and effort.
The achievements they brought in during Season 3, only kept those players in WvWonly for a short period. Those players are just not interested in staying in WvW for long, or committing to getting organized or learning to play better.
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I doubt many are even playing GW2 during the holidays, I stopped for 2 weeks personally. Otherwise they might prefer sPvP (due to leagues) and PVE due to the rewards.
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It does not seem like most roamers, usually run into actual roamers, eb is usually just blobs, or the borders are empty, with a few guilds doing gms outside prime time. The days when roaming groups, ran into other roaming groups, it seems like its gone extinct, like gvg guilds out on the open field, at least when you try watch those countless videos.
So it doesn’t matter what tier, as long as the server you’re on, is in a balanced tier, so you won’t be stuck fighting the same servers each week. Auto correct, sorry..
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The fire keep side is actually fine, minus the amount of dunes. The worst part of the map is the air keep side, which has too many obstacles and elevation, something that makes eotm an unbearable Map to play on, these are not supposed to be plain, flat maps though. The alpines were too small, easy to karma train, it had plenty of places to fight, but not many large spaces, unless it was sent or sw of garri.
I’d swap air for water, make it like bay 2.0 or something, surround the keep inner with water is again, rather than verticality and bridges.
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Builds can be even more broken in WvW imo, but you don’t usually get to see it unless it’s in small scale groups or duels really (solo roaming builds are often, too selfish in group play), which is different to sPvP conquest; where it’s bunker wars.
Of course, there are some compositions, which larger coordinated groups can use, where they can pre-stack almost perma boons.
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I think the meta is more casual friendly atm anyway, large blobs with either lots of ranged or Melee can work, it depends on your style of commanding really and how you adapt.
When it comes to Guilds, you generally still need a good amount of guards with well timed stab rotations, otherwise all that CC and ranged damage will melt you. With more players, the bigger groups, also have more mitigation thanks to the AOE cap, especially if they stack closely.
Unless you have a bad composition, or have no coordination at all, you can’t lose.
The new rally mechanics could benefit either groups, but Anet should trial it before implementing any change to that.
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I think it’s fine, it does high DPS, at a medium risk, which isn’t too bad, good players know how to avoid it though and have ways to mitigate the damage; like backstab.
I’d like to try putting the other skills to use, rather than have to rely on #5.
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