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I ran into the same issue with my Revanent. I’m glad someone else has noticed it. Basically, they enhanced the controls so you can activate skills multiple times when you hold down the key. It’s very annoying.
I tried posting this issue in the general forums with the patch notes:
https://forum-en.gw2archive.eu/forum/game/gw2/Disable-skill-triggering-on-held-down-key/first#post6259021
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When I logged in today, I noticed that my Revanent’s facets were sometimes being activated twice and placed on cooldown. I submitted a bug but then I noticed the following comment in the patch notes:
- Most skills will now attempt to activate as soon and frequently as possible so long as their inputs are held down. This also applies to most ground-targeted skills when instant ground targeting is used.
Can we get an option to disable this feature? The controls are far to sensitive now for skills without an after cast or activation time.
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I’m worried that posts like this will result in more NPC buffs. There needs to be a fair trade-off between risk and reward. If objectives get too many buffs, I feel it will drive solo roamers away from this game mode.
In my option, the worst suggestion I have been seeing on this forum is to make capturing an objective impossible without a set number of players. Imagine what that would do to players who prefer to solo roam or normally play during periods of low activity.
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Maybe Glicko ratings shouldn’t be artificially adjusted at all. Just use plain old Glicko to determine server rank. Then winner up and loser down can be used to improve match making. For each tier boundary have a 25% chance that the winner and loser will be swapped.
This approach is simple and there are no long term side effects from artifially adjusting Glicko. This solution also can’t be manipulated by players (looking at you tier1).
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You really shouldn’t include any Toughness for PVE. The PVE mobs will focus on you if you have the highest armor. It may force you to play the tank role.
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I think facing a D/P thief will always be a bad match-up for S/D. You have to try and anticipate attacks from stealth and D/P can easily reset the fight when they make a mistake.
The release of HoT didn’t improve things for S/D. A well timed Infiltrator’s Strike could previously be used to deny access to stealth, but immobilize is easily countered now that D/P thieves can trait Daredevil.
I wouldn’t say the S/D is an underpowered weapon set. It’s still very effective when dueling and roaming in WvW. It’s just a selfish weapon set and doesn’t provide as much burst or support in team fights.
I’ve been hoping that Dancing Dagger will see some buffs to add more utility to both S/D and D/D. As a S/D thief I rarely use this skill since I have access to Infiltrator’s Strike and can swap to short-bow.
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I don’t think this poll reflects people’s preference between ABL and DBL. If I were given a choice on which borderland to play I would pick ABL every time. Yet I still voted to keep DBL.
I feel like the last update to DBL made the map playable. The waypoints were no longer locked and the barricades around the towers were removed. I also like the idea of eventually having a map rotation in WvW.
That said I hope that future maps will use ABL as a template. I don’t go into WvW to look at the scenery, get knocked around by turrets/rock walls, or fight lords with new boss mechanics.
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It would be great if the 3 player limit was removed. It’s sad that small WvW guilds are stuck doing PvE missions each week.
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It doesn’t seem right to transfer to a guest server if you don’t actually want to play for that server…
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I didn’t know I was on a dead server playing the game with a bunch of non-competitive “band wagoners”.
People play WvW for a variety of reasons. I personally like being on a server where I can solo roam, havoc, or join up with a zerg anytime I choose. It’s a place where individual player skill matters. If I had to deal with the population levels on Blackgate I probably wouldn’t enjoy playing WvW.
I’m not sure what the best long term solution is for population balance. Server stacking is a problem and we also don’t want to have empty servers. I’m glad that ArenaNet is trying to address these issues. I feel like its too early to start complaining about server locking. The lock isn’t permanent and can be changed.
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1. Revert HoT changes to the game mechanics. I feel these changes need to be made regardless of which map is used for the borderlands. Waypoints should only be available on T3 keeps and not restricted a specific team. Auto-upgrades should be removed so player interaction is required. Reduce the health of lords for solo roamers and large groups. Also don’t display the enemy’s location inside objectives.
2. Reduce the size and complexity of the borderlands map. Solo roamers should be able to respond to white swords. There should be less paths available to encourage more fights. Barricades should be removed since they hurt solo roamers. Reduce the size of keeps and towers so it is reasonable to play hide and seek with mesmers and thieves.
3. Fix guild upgrades. Many of the tactics are overpowered and should be nerfed or replaced. WvW upgrades shouldn’t require PVE currencies (shovels).
4. Balance professions and improve build diversity within each profession. Playing PVP and WvW isn’t as when your primary profession and/or preferred weapon set is not viable. WvW needs a stability buff and a reduction to CCs.
5. Improve rewards in WvW. Add more rewards for solo roamers and defenders by adding events. Events should appear when triggering upgrades, repairing walls, and building mortars, etc. These events will also help introduce new players to WvW.
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I don’t understand where the waypoint changes came from. Was this a T1 suggestion? It discourages defense since paper keeps have them and it makes the map harder to traverse since they are restricted to certain teams.
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I wish Actobatics had the old Feline Grace. If it was restored and the third dodge was removed from Dare Devil, Dare Devil would still be a competitive specialization.
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Sign me up too. I don’t bother playing WvW outside of prime time and usually only join the EB zerg when I do play. I miss roaming and playing home borderlands defense.
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I don’t think buffing NPCs to create a player limit for capturing objectives is a good idea. If the game gets too tedious for solo roamers or small groups by increasing objective capture time won’t that drive players away? Creating alternate objectives for solo roamers like shrines also doesn’t help. Shrines have no impact on the score and they don’t draw out defenders when there isn’t a zerg present to threaten the keep.
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I would like to improve the melee effectiveness of X/D and give a little love to P/P. I’m also hoping the active will help the thief in team fights without giving complete damage immunity.
Signet of Dexterity
Passive: Increase weapon range by ~15%. This will give melee attacks 150 range like some two handed weapons and give ranged weapons 1050 range. Hopefully this will allow you to potion yourself to hit targets and avoid AOE.
Active: Grant immunity to AOE damage for a short duration.
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(edited by Dagger.2035)
Damage and CC feels out of control right now which also hurts this skill. I preferred playing this game before the switch from Trait Lines to Specializations.
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The stability nerf really hurt Dagger Storm. A simple fix would be to continue to pulse stability after the animation is cancelled. It would also be a nice if you could press the skill a second time to cancel the animation instead of relying on weapon swap or dodge.
This skill isn’t great for PVP, but it has some uses in WvW.
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Maybe also move the fall damage portion of Cloaked in Shadow to Hidden Thief…
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I really like the idea of making Shadow’s Embrace an Adept trait. If I were king for a day, here’s how I would change Shadow Arts:
Minor Adept – Meld With Shadows
- Major Adept – Master of Deception (Deception abilities recharge faster, no Smoke Screen)
- Major Adept – Last Refuge
- Major Adept – Merciful Ambush
Master Adept – Resilience of Shadows
- Major Master – Hidden Thief
- Major Master – Leaching Venoms
- Major Master – Cloaked in Shadow
Minor Grandmaster – Shadow’s Embrace
- Major Grandmaster – Infusion of Shadows (Gain 2 initiative when entering stealth)
- Major Grandmaster – Shadow’s Rejuvenation (Regenerate health only)
- Major Grandmaster – Venomous Aura
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Sorry, I have a bad habit of tweaking my posts
. I do wonder if there is any correlation to a person’s view of the HoT changes and their preferred group size and server tier.
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I feel that the removal of auto upgrades causes two problems. The map just empties out after it has been re-captured since the home team has nothing to do. Especially, if you are playing during off hours. It also prevents people from being personally invested in defending the map. I used to periodically check in with my phone to see whether my morning upgrades survived.
That said, I believe the HoT way point changes cause more people to avoid the new map. The new map is annoying enough to navigate on its own, and the waypoint changes make it much worse. When I log in to the borderlands and and see a southern camp flipped my first thought is “Kitten this! It’s not worth it”. Then I usually log out of WvW or switch to EB.
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I’m glad that they are trying to give us previews and collect feedback on the changes. I hope it continues. I like the fact that upgrades will be based on yak count, but I’m indifferent to the rest of the changes.
I feel like there are other changes which will do much more to improve WvW. I’m sure most of these have been mentioned already in this thread: revert waypoint changes, switch back to a Friday reset, remove auto-upgrades.
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I don’t like the idea of auto-upgrades at all. As long as there are auto upgrades on the home borderlands, the map will be deserted. The problem is that there is nothing to do on the borderlands after all of the objectives have been captured.
I think all upgrades need to be triggered by players. Instead of just having the new T1/T2/T3 upgrades for objectives, we need all of the upgrade options we had available prior to HoT. I typically play during periods of low activity and upgrades kept me busy. Too busy in fact. It was difficult to trigger upgrades and respond to all of the roamers attacking our towers and camps, but this made the game mode fun.
I also don’t agree with adding gold costs back into this game. It was very frustrating to try to help my server during off hours and having to pay gold to play the game properly. I could easily spend 4 gold in an hour and 10+ gold if I had more play time. I would actually rather see more rewards for defenders, like events for triggering upgrades or repairing walls/cannons/mortars. These events can also help teach new players how to play the game.
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Describe a typical hour for you in the Alpine Borderlands in the past. For example, What size of group were you running in? What kind of tasks did you run? What activities did you do?
I typically play during weekend mornings (NA) solo roaming and upgrading the home borderlands. Despite a low number of players during these hours there was a lot to do. It was a struggle to respond to white swords and move around the map triggering upgrades on time, but it was a lot of fun.
Compare your experience described above with a typical hour spent in Eternal Battlegrounds, if you went there at all. Does your style of play change between the 2 maps?
I never spent time on EB playing defense or solo roaming. Typically, I would play EB during prime time hours and join the zerg.
Compare your experiences described above with an hour spent in the new borderlands.
I’ve only spent a couple hours in the new borderlands. I get bored because you can’t find fights and it feels pointless to play defense since all of the structures auto upgrade.
Describe the nature of combat in the borderlands in the past. How have the new borderlands impacted this paradigm for you? What style or build changes might it cause? For example, knocking people off cliffs or into lava might play a more important role.
There are less fights and all of the PvE gimmicks just interfere.
In your experience, compare the time it takes take a structure or objective here, then it did in the past.
It’s about the same as the old borderlands. The only difference is that objectives are more likely to be fully upgraded and it is more difficult to run supply. I miss our guild’s +5 supply buff.
How is the loot and wxp for you compared to in the past? Will it be able to sustain whatever you are doing? Did it take a hit, or was it improved? If you are planning to unlock an elite specialization, do you think you were helped or hurt in these regards? Do you think you could pursue any other in-game goals just by playing WvW?
The rewards should be better since you are not spending gold on upgrades.
How will the map change impact the long sessions (multiple hours) you spend in WvW?
I haven’t played multiple hours since release. I don’t see myself returning to WvW anytime soon. I’m going to spend my time working on Guild Hall upgrades until some of the WvW changes are reverted.
In 100 words or less, describe how the new BLs could be improved.
Fully revert the waypoint changes and remove auto upgrades. Providing three waypoints for the home team will allow defenders to respond to white swords and generate more fights for roamers. If players have to manually trigger upgrades, there will be a reason to stay on the map and play defense. It would also help if yaks had a larger impact on upgrade time.
Which map am I most likely to find you currently, if you’re on Gw2?
None, I quit playing WvW.
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It is possible to capture a guild hall with two people and I think there are probably quite a few guilds out there who have captured a guild hall this way. Here’s the video from our guild hall capture. It isn’t pretty, but it worked.
I record it and I’m not a very experienced staff elementalist. I’m sure the players out there who solo/duo dungeons often would have an easy time claiming a guild hall.
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In my world lol. I’m sure the limit doesn’t bother most Guilds since it doesn’t affect them.
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I’m glad to hear that there are some PvE missions without the 3 player limit. I thought that the 3 player limit was a requirement on all Guild Missions.
I still hope that they provide more missions without the player limit. I have been thinking about multi-boxing to complete Guild Missions. It seems like it’s legal from this post: https://forum-en.gw2archive.eu/forum/game/gw2/Q-Is-multi-boxing-allowed/first#post244389.
The game would be more fun if I didn’t have to level up and control another character to increase our body count. It seems like they want to make the game more social, but they are just blocking content from people who prefer to play the game differently.
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If they increased energy costs to reduce the chasing capability of the Revenant, it could have had an impact on “in combat” mobility. The benefit of the cool down is that it gives the Revenant more sustain in a long fight.
I will still miss using this skill with no cool down. I was hoping to chase down Thieves in PvP too. I raced a Revenent with my Thief and Phase Traversal can be spammed more quickly and it covers twice the distance of the short bow (as mentioned the thief is moving forward which reduces distance due to the projectile delay).
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I know its just a video game, but I’m really tired of walking. Learning the map may help improve mobility, but I don’t know if that is enough to help roamers find fights. The old map only had couple routes between camps and the distance between objectives allowed you to respond to white swords. This doesn’t seem possible with the new map.
You can tell that a lot of time was spent developing this map. The scenery and layout are amazing for exploring, but it just doesn’t seem work for PvP. I’m surprised that they kept the size and verticality despite all of the negative feedback for EOTM.
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ArenaNet, is the three player limit enforced on all guild missions? My guild only has two active players left, but prior to HoT we were able to complete bounties, rushes, and treks.
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You can also save your CC to immobilize/interrupt the thief before they leap through Black Powder’s smoke field. Immobilize also works against Shadow Refuge if you don’t have a knock back because the Shadow’s Embrace trait only removes damaging conditions. Just CC then use your auto attack to find them. If you are a ranger, please note that Entangle doesn’t work against stealthed targets.
If a thief enters stealth the worst thing you can do is just stand there and wait. Be aggressive and use you auto attack to find them. If your class has a lot of AOEs just place them at your feet.
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- Feline Grace: Increased the duration of vigor from 2 seconds to 4 seconds.
Attachments:
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With the nerf to Shadow’s Embrace, you can now counter the Black Powder and Heartseeker combo with Immobilize. Even if they gain stealth they won’t be able to move.
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A minor change which helped me was to also put Air and Fire sigils on the shortbow. This allows me to drop back to recover endurance and initiative during a fight while maintaining decent dps on the target. I usually only have to do this for roaming warriors and guardians.
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I’m thinking it could reward 2-3 endurance per hit with a one second cool down. The cool down is necessary to prevent it from being overpowered when you hit multiple enemies (Cluster Bomb) or equip Air/Fire sigils.
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What if Feline Grace was changed to provide a small amount of endurance on hit? This would reward more aggressive play styles and possibly synergize with lesser used weapon sets like P/P or S/P.
This would have little or no cooldown to work properly. I’m hoping this would allow more builds to take Arobatics. Right now the Vigor dependency limits the usefulness of Acrobatics to certain thief builds.
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Do we really need more stealth?
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1: Shadow Refuge is already one of our best defensive utility skills. The stability change would remove counter play and is not needed since you can dodge within the circle.
2 and 3: These changes are way too over powered. They also don’t make much sense since they widen the gap between D/P and other weapon sets.
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I don’t believe the NPCs need a buff. It was easy to solo Towers and duo Keeps before the patch. I’ve solo’ed Keeps pre-patch when given enough time. If no defenders respond, they deserve to lose the objective.
I don’t enjoy fighting AI and wouldn’t want it to be impossible or take longer than it already does.
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My main problem with the new traits is that they reduce build diversity and seem tailored to specific builds.
Shadow Arts
The changes to Shadow’s Rejuvenation and Shadow’s Embrace only work for thieves who spend at least 3 seconds in stealth. They don’t work at all for more aggressive play styles.
Shadow’s Embrace – Switch to remove one condition on entering stealth. No more periodic condition removal (assuming a nerf is actually needed).
Shadow’s Rejuvenation – Same here, except that you gain one initiative on entering stealth.
Acrobatics
This trait line seems built specifically for S/D meta and it won’t provide much benefit to other builds. The traits are way to dependent on Vigor which really limits your build options.
Expedious Dodger – Increase the Swiftness duration.
Fleet Shadow – Replace this trait with Ricochet
Hard to Catch – Remove endurance gain (I don’t like how random this is and would rather get endurance from other sources)
Endless Stamina – Remove this trait to reduce the Vigor dependency.
Feline Grace – Successfully evading an attack should provide a fixed amount of endurance. This needs to have a more significant impact on the number of dodges available.
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The Acrobatics specialization is way too dependent on Vigor. If you try to maximize your benefit from Endless Stamina, it feels like your heal skill and half of your traits have already been picked out for you. It’s odd that you gain so much Vigor from spamming Withdraw and Steal. If “skillful” play is important then Feline Grace should be the main source of Vigor.
It also doesn’t make sense that the Engineer can get more endurance regeneration from a single trait. Adrenal Implant provides +50% endurance regeneration without the need for Vigor or good timing.
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This is the first thing I noticed since logging in. I hope this isn’t an intended change.
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A lot of people have mentioned that the DA changes are a buff to S/D. The problem is that D/P also uses DA and, after the trait changes, all classes will have access to additional traits.
I also don’t see much of a negative to the loss of Infusion of Shadows for D/D and D/P thieves. If you slot Shadow’s Rejuvenation you will still gain 2 initiative if you stay in stealth (1 initiative every 3 seconds). I currently use Infusion of Shadow with S/D, but I rarely sit in stealth. I just enter stealth to gain initiative, clear conditions, and apply blinds from the sword attack. It’s odd that thieves are being rewarded for staying in stealth longer.
I wouldn’t consider Don’t Stop a buff to S/D. I personally don’t ever see myself using this trait over Assassins Reward or Quick Pockets.
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(edited by Dagger.2035)
Instead of using the left mouse button you can press the skill button a second time. This works best if your mouse has atleast 8 programmable buttons which you can bind to all of the weapon skills.
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I wasn’t too happy with the new traits. It was odd that the thief lost most of its 10% damage bonuses and might on dodge/stealth. I checked the guardian since I use it for dungeons and all of the damage bonuses were still there.
I’m not concerned about class balance since we did get some buffs, but I feel the new traits hurt build diversity. It seems like if you want a competitive build you have to take Deadly Arts and Trickery.
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I consider myself a gentleman thief since I pursue this profession for the thrill of the crime instead of my own livelihood. I never mug women and children. I’m even respectful to women who don’t return my affection or are very homely in appearance. I don’t consider myself a fighting man, but a sword must be worn on all occasions since its an outwardly sign that I’m a true gentleman. My weapon of choice is my comb. It’s important to be well groomed at all times. You never know when your hair will become windswept or lose its volume. I also seldom fart or belch in public. I’m also fashionably late with my Mr. Thief Multiverse Contest entry.
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The impact of the gold sink depends on how many active players you have for your server and time period. I can see why higher tier players don’t see this is an issue. When you have good coverage, you have players available to scout and defend a single tower. In that case, the gold sink is only a few gold.
For lower tiers, defending your borderland is different. Your typically running across the map as fast as you can to start upgrades on all of the structures (camps, towers, and keeps). White swords allow you to do this and still respond to anything being attacked. The problem is that there is 27 gold worth of upgrades in a single borderland. It is very easy lose more than 10 gold in just a few hours.
If I play during off peak hours the best thing I can do to help my server is upgrade our structures. This is why the gold sink is frustrating. You have to chose to not play for PPT since the cost is too high.
I feel that upgrades are just a part of this game mode and should not be a gold sink.
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Rifle would be the last weapon I would want. I’m hoping for an offhand sword or another melee weapon. If they have to give thieves range they could provide us with the longbow. This would provide an alternative for all the rangers out there that want an archer class.
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