Its a great fight, but seeing as you need ~100-125 people… Its would become just as dead as Tequatl after a few weeks.
Do love the fact that you’re actually allowed to fail a few times. Imagine if one platform failure meant event fail, lol. It would be impossible.
- Clone travel
The clone won’t reach its target when the target is standing below or above or in front or behind or anywhere around you. This is a thing many mesmers are complaining about and I hope they’ll fix this some day.
Fixed.
You also forgot the severly limited immobilize range – if the enemy is doing the slighest movement away from your clone, it wont trigger.
Imagine for a moment…
A player see strange behaviour and go “gasp, that must a hack or something!”. He report the offending player as a suspected hacker. A game master, or “GM” if you want, take up the ticket, identify the player and check his activities for a short while. Lo and behold, he’s warping all over the place as per known hacks. 1m video recorded and sent with a report to Anet while the suspected hacker is banned for 5 days on the spot. Any repeated offense would mean perma-ban.
… then you can come back to reality and report him for botting and forget about it, because GW2 doesnt have any moderators or even a specific report for hacks.
There is no need for these extra commander colors if you’re just worried about someone being an experienced commander or not.
That’s not really why colors are needed. I mean sure some people may have ideas like “ooh that green commander is better than the blue and the red sucks, lets all go join green because green is an awesome color!” but that’s just kittened.
What we want is to create structure.
Currently its completely taboo with more than one commander on the field. 2 commanders? HA! Prepare to have half the zone shout at you. Nearly everyone in this game promote blobbing, even those that claim they hate blobbing. Colored tags (and possibly different shapes) are needed to create a local and public hierarchy of commanders in a zone – commanders that lead 5 men, commanders that lead 20 men, commanders that lead 50 mean, commanders that has a specific goal (dolly hunting, defense, offense, camp capping, whatever), guild commanders, etc.
It shouldnt be taboo to have 5 commanders on the field if you wanted. Just imagine joining a borderland and seeing 3 guild raids (red tags with a note that says “XXX Guild Raid” next to it), a yellow tag that say “Havoc Team” and a blue tag that says “Uberleet Army”. Players would moderate the joining of commanders themselves. And if the players does not respect guild raids, you go into the party menu, tick off “Public” and the guild tag dissapear from the map… yet still show to the guild.
This implementation should be easy for Anet and add so much to the commander system. Will people and servers use it? No idea. But at least its something.
Look at the bright side: Its completely quiet here, little to no dev response compared to the other forums and still WvW players are such a big threat to the games longevity that they have to create a prison to contain us, a glorified champ train PvP instance that scale up or down (ie they can have all the players there if they want).
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The only time a zerg isnt fun is when its so big, so massive that gameplay literally break due to lag. Yes yes, 2v60 sucks when you get steamrolled but it happens, get over it. I enjoy 10v10 as much as I enjoy 50v50. PvD is boring as hell but meh what are you supposed to do? Either the enemy isnt there, they are complete cowards or they simply dont have the manpower. Nothing is going to fix that and its not like you’re going to choose not to PvD. Its even more boring to stand and stare at a wall, hoping the enemy will try to knock it down.
The problem is when its so many people that there is a 10s skill lag on everything. That’s like 150+ peeps from all three servers inside Stonemist. But to be fair, Anet seems to have helped that quite a bit through last year. It used to be completely unplayable in any large engagement.
I think the core mechanics of WvW is in a very good state at the moment, with one notable exception – the scoring system. Most of which suck the fun out of it is controlled by/due to players – stacked servers, major imbalances between guilds, night shifts, etc. The scoring system however is not and only Anet can fix that.
Keep in mind that the sigils will more than likely have increased cooldowns due to this change, especially those working on 100% crit. All the 3s/5s will probably be 10s instead – and as it is now, we trigger those 30% runes almost every time due to high crit rates. So it might actually be a very heavy nerf to sigils. Wouldnt get my hopes up too high on uber combos, lol.
For guild raiding, I’ll definetly use hp on kill/endurance on kill on my staff and flame/endurance on kill on my greatsword.
Wouldnt surprise me the slightest if on kill sigils also got an internal cooldown, resulting in one of the biggest nerf to sigils I can imagine.
Yes I’m a pessimist :p
Full zerk awesome situation iWarlock crits hit for 25k at Dwayna here. But in general phantasms hit about 8-10k, it’s more you would ever achieve with condis.
Yeah well you sacrifice a little damage for 2100 toughness and raid oriented build :p
If its only PvE we’re talking about, I’d go full berserker too. Definetly power for phantasms.
The meta for WvW is PU, plain and simple. Doesnt matter if its power or condition. Easily has the most survivable builds and the only thing that can reliably counter perma-stealth thieves, ie 90% of the roamers you’ll meet. With the upcoming nerf to vigor and DE its going to be even more meta, unless they secretly nerf PU as well.
That said, its not necessarily the best build for guild raids (it doesnt matter in zerg raids). Boonshatter is still the go-to support build afaik.
Power. Phantasms is all about big hits, not conditions. In open world boss situations I’ve seen iWarlock hit for 12-15K damage (I’m not a full berserker). Have 3 out and it rack up damage fast.
No, its not that pass.
… Dont leap ahead then?
Cant really see what kind of “ideas” you want. Some classes/weapons/builds are less mobile than others, yes. That’s just the game. Warriors leaping ahead of everyone leaving the tail behind to get perma-stunned and slaughtered is a tactical problem. The simplest solution is often to have the slower ranged character circle. If they get caught in the melee push while their own melee train is lol-I-got-a-hammer swinging away at the scattering enemy backline then its a well deserved loss. Another key to avoiding it is obviously stability.
So it takes 20 seconds more… Yeah, that’s still better than standing in the middle of 10 arrowcarts at inner.
I dont know how the servers you face are, but certain ones like Rivercart have people on arrowcarts either when you arrive at a gate or within 10 seconds because people start building them as soon as they enter. Its not uncommon to clear 2-4 superior arrowcarts, a treb and a catapult on an outer gate, nevermind inner. Lets not even begin to discuss servers where there are 50 defending against 30 and they still build half a dozen arrowcarts.
Catapults may be slower, but its a considerably more sure bet if you havent been noticed to breach the outer walls quickly and see what you face on inner, than to enter outer, clear it, go to inner gate and suddenly loose 80% of your supply and half your men because siege start raining over you. And that’s not even taking into account the other things, such as being more exposed on inner gate (enemies can easily come from any direction) and supply traps.
Sidenote: Catapults can also damage gate and wall next to it at the same time, giving you 2 points of entrance with little extra effort (just some more time since it does less damage on gates than walls)
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Mesmer downed stealth is weak as hell compared to Thief which is just mildly annoying.
Elementalist mistform in downed state is downright abuse though. It should not be able to go into portals, nor be able to jump over walls.
A simple solution to this would be to make the Scepter 1 attack the equivalent to the Guardian staff 1 attack. Instead of focus firing one person, the attack will instead spawn a clone per swing, and splash AOE 4 other targets within a set radius (say, 500) it will do this for all three Scepter 1 attacks. After which you have the 3 mesmer clones that you can shatter for the rest of the AOE tag.
What, do you even play Mesmer?
No one want the kitten scepter auto-attack to generate clones. Its one of the core flaws because it wreck builds trying to use it for anything other than shatter. Its completely pointless, you already got a clone generator by the #2 skill anyway.
Having it work like the Guardian staff would be quite awesome because as a long range weapons it suck. People run faster than the bloody orbs fly. Apply weakness or confusion or something on the 3rd attack just like other weapons.
By this I’m talking about 10 to 5 aoe nerfs.
Errrr… Have I missed something? What are you talking about exactly?
Its always been an AoE limit of 5 on most skills, arrowcarts being a [very] notable and strange exception.
Well, technically I agree with them – the crit damage you can achieve in PvP is IMO much more reasonable and modest, resulting in better and longer duels.
However condition damage is still fairly strong in PvP and now its just going to be ridiculously strong in PvE. Unless they nerf the damage overall (ie including condition) this change remain kittened and WvW get the sharp end of the stick up its kitten .
Then again that would only press the issue of gaining insane armor. Zerkers already have problems breaking through the regen of certain tank built classes (ie Warrior/Guardian).
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Why?
Because nerf nerf nerf nerf nerf nerf nerf.
It wouldnt have been half as bad if they had said “Hey we nerfed vigor… BUT we fixed illusionary leap!” or “Yeah we had to nerf vigor… BUT you now got some new blast finishers!” or maybe even “We fixed the reliability of illusions walking to target on popping them but we nerfed vigor regen, sorry”.
Because that’s what people want. Fixes. Otherwise you only focus on the negative things.
Giving people free stat changes after each rebalancing is simply not viable in the long term.
Is dropping a nuclear bomb on the community more viable?
Look, it really doesnt matter what kind of nerf it is. If we buy a piece of gear ingame, be it for gold or gems, then we’d like to get what we buy. Many people invest alot of gold into gear, especially now with ascended and all that junk. And then Anet just decide to change everything? No. That is not acceptable. If they do that, then the very least they should offer is refunds for the changed gear.
Of course its never going to happen because Anet will keep saying “oh but its good for you, trust us, the game is better now!” while we bleed out to condi-tanks.
Shatter builds are nerfed?! This nerf pretty much affect all Mesmer builds with traits in precision!
Let me guess that they’re just about nerf, nerf and more nerf, rather than actually fixing the kitten bugs with weapons/skills.
Sad to say, I missed it
Hear it was alot of fun though.
Then you need a scoring system based on how good the commander is. And how on earth would you accomplish that?
Score based on kills? Yeah, Sacrx is a great pug commander, everybody know that :p
Score based on votes from people following the commander? Can you spell “trolling”, lol?
Score based on how many keeps they captured? Yes I am sure that its truly the best commanders that run around the karma train and cap garrison with 50 people while its defended by a Ranger and his trusty pig, not these chumps that win 30v50 open field engagements, lawl.
Score based on wxp? Ugh… Dont even get me started.
So again… How do you measure it?
Easy and simple, Anet could do it in days.
And yet here we are, 1.5 years after release trying to argue what make a commander “worthy” of the tag…So “easy and simple” that Anet has taken “1.5 years after release” to improve something they could do “in days”.
wont hold my breath for that.
Clearly.
I believe it was like… 6 months ago? 8? Or a year? I dont know, but it was a while ago since Anet devs officially stated that they dont want to change the commander system until they think they can do it “properly”.
To which I say… kitten at least a kitten public/private tickbox that’s been requested since beta while you think about the rest.
For me it is not about whether a commander is worthy or not. When there is 1 tag in a map, I can decide to follow or ignore it. No further tools needed. But when there are multiple tags and they all look the same and I want to follow one, then it is nice when I can disable the tags of the other commanders on my screen.
Is this a complaint or stating facts? This is already in the game, right click tag and choose join. All other commander tags go away.
Oh the horror, must be a terrible experience to see a marker on the map you can easily ignore if you wanted!
Commanding isnt anything special and shouldnt be made such by silly limitations. We can still follow who the kitten we want, it take like 10 minutes to tell a decent commander from a really bad one. If you cant tell, well then it doesnt matter does it?
Add features:
- Changing the color and shape of the tag
- Add short description to the tag (like “TROLL Guild Raid” or “Pugs assemble!”)
- Tickbox for public/private, where private only show to guild and party (regardless of guild).
That is it. Easy and simple, Anet could do it in days.
And yet here we are, 1.5 years after release trying to argue what make a commander “worthy” of the tag…
Noticed that too just now. Login server down?
How can one even make such a comparison?
There’s not nearly enough gay wieners in the living story.
Oddly enough the first and only day I got 4 exotics was the first day I buffed to 507% it was pretty much downhill after that.
Well that’s the thing. Its completely random. And on top of that, I honestly suspect diminishing returns far faster than we think they are supposed to have an effect. For example, I can spend 10 minutes in Orr gathering nodes and killing random mobs in the way and what to you know, barbs, spikes, etc. Every god kitten kittening time. Its especially noticable in for example temple events. I zone in, first couple of mobs killed, everything seem fine… Then you start to notice a distinct drop in loot and increase in white trash. We’re talking 10 mobs, that’s enough. Either my account is cursed or drop reduction hit almost immedietly.
Just wait until at least tomorrow to decide. Crit dmg is most likely going to get nerfed soon.
I wonder… If we are on the road of having just one gear stat mechanic, instead of splitting it between PvP and PvE.
That said, so many zerkers would cry we’d drown.
An idea I have posted about before is local outmanned buff. Instead of being some sort of diffuse all-zone buff, there would be a visible grid on the map, zones of control. Like, 6-8 of them, all covering various areas, from keeps to camps. Not exact squares of course, that look ugly.
For example, we would have loved to have local outmanned in the area between garrison and hills when facing this:
That particular mission is very annoying even with a perfect connection. Underwater combat, ugh… I have no idea what Anet was smoking when they thought it up.
Dont get your hopes up for any sort of fix, there nothing that will be done about this at this stage of the game. Try it in the middle of the night perhaps? If your internet cant stay up for 20-30 minutes straight you have a more serious problem than not being able to finish a story mission :p
When a commander says he want “heavies” up front, he’s really saying “kittening people with half a kittening brain that know when the kitten to dodge and arent kittening rally bots that res the entire kittening enemy raid which we’re about to engage”.
Arrowcarts are perfect
Their damage in not in the slightest suspect
Arrowcarts are great
Dont break our arrows with your hate
There is clearly no abuse
The mechanics for firing arrowcarts doesnt see the slighest misuse
Thank you Anet for arrowcarts
The only thing I think that rhyme with that is arrowfarts
It was probably focus AoE rather than scepter one, boosted by dmg modifiers (~25-30%)
Still dont really see that kind of damage being pumped out. Even assuming 250% crit damage (which would be 200% in the stats), that’s 10K non-crit damage in a single attack. I dont know any kind of weapon that can do that even on zero toughness targets. Maybe a fully traited superior ballista O.o
The only reasonable explanation is a combo attack probably consisting of 5+ sources of damage. But the OP says single attack…
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tell me about it dawdler, 10secs seems maybe a little harsh, im all for balance and agree menders with mantra is OP but maybe 5 secs as to not be able to have it the same as the mantra of resolve
All heal rune effects is on a 10s cooldown, so quite the contrary 10s for menders would be very logical. The minimum cycle time for the heal mantra is ~12ish seconds (8s + the channel time + 2 pops). Basicly you’d get the same effect from menders no matter what heal you use.
A whole new overcomplicated infrastructure change that would probably leave Anet programmers scratching their heads and wondering who was smoking what when approving it.
Yeah… Its not going to work. Personally, I wouldnt want to wait in queue for 12-16 hours before starting to play either.
Because they want you to grind another 500 hours to rebuild it. They want your time, your time, your time in the game.
No they don’t. They want my money. If I don’t log on I’m not consuming server resources.
If they charged another 200gems for e.g I would honestly pay that for my guild bank.
… They want your time and your money.
You buy influence for gold, so you dont have to grind it. Need 500,000 guild influence in order to begin upgrade your newly transfered guild to old specs? That’s just a mere 1000 gold or something like that. Go buy those gems!
Anyone that cant see the nerf inc for menders is blind… Menders is just icing on the cake for by far the strongest heal the Mesmer has when traited. I think it will get a 10s cooldown in some upcoming patch or the trait itself moved up a tier in order to conflict with restorative mantras.
The best we can hope for is that Anet is blind as well, lol.
Did you actually check the combat log?
Scepter doing 25K damage seems quite extreme, especially in WvW. Dungeon group, full dps spec, full debuffs/buffs and everything against a single low toughness target maybe I could believe such a number… But not in WvW. That’s just not doable to my knowledge, but granted it was a while since I played Guardian.
Guardians/Warriors taking barely any damage at all even from dps specced players is normal, so that’s nothing strange. But of course, they can rarely kill said dps specced players in turn unless they are really bad players (if they are good players they should know when to say “meh kitten this fight” and leave)
Reflection damage is based on your own statts and traits, meaning the damage you reflect will be like really low. Sure you see a lot numbers popping up, but the downsides of it are:
1. Really low damage
2. Really spread damage, which is the worst thing you can do
3. A lot retal damage on yourself, giving yourself a really hard time staying alive.
4. Atm, all smart guilds barely use any projectiles. And if they do, its just spamming1 kittenty damage.
5. You would need to give up a lot to get reflects. For example you would need to swap null field for feedback, or respec to get focus reflect so you lose a big part in the shatter area.
Well yeah, that’s the flaws. Didnt say it was always a good thing, I prefer both boonshatter and PU hybrid nowadays. 30v60 with Vizunah and feedback did its job very good, against lower tier servers with more focused guilds… Not so much.
@ carighan
It’s not about if we’re bound or not to a build, it’s if one of those builds are efficient enough to make mesmer viable in raids besides veil. As playing mesmer atm you can fairly say you are pretty much useless besides veil in raids.
Which is really stupid because we should be a lot more teamplay viable knowing mesmer is (or well… should be) a support class.
Lolwat? At least there is some more stuff that the Mesmer can do.
When you build for it, it still the best boonstripper there is which is hardly useless in raids. PU builds with perma-speed also rival Thieves for skirmishing and scouting – while the Thief still has the edge at specialities (ie stealth and evasion) the Mesmer is far, far more flexible and desirable to have in the raid. Portals pretty much define “support” – the ability to move your entire raid into keeps/up walls/hills/whatever. Lets not forget the best AoE reflections as well, though the effect of this has been somewhat lessened by the large number of melee and raids learning how to avoid it. All of this is a buttload of support skills on various builds. I dare say more than any other class can provide.
Its not like the other light armor “support” classes fair any better if you look at them with a critical eye. Necros are just there for their wells. Eles are there for their waterfields and meteor storm.
Because Deathshroud is a bloody heal giving you a gazillion extra hitpoints? Sure its not permanent, but neither is a heal since you’d just loose that HP to the same attacks you’d get while in Deathshroud.
You met a Mesmer that literally did 0 damage on you?!
That must have been awfull!
I cant even imagine it how it felt to go up against such a monster, its just… its just too horrible to even comprehend.
WvW remain an open pasture where Anet let the sheep run free. As long as the fences are there keeping everyone in place and the sheep every now and then come into the farm to be fleeced, they dont care what the sheep do or how they feel.
The reason for the removal of the matchup forum is obvious. We’re not supposed to get upset, challenge each other or otherwise communicate with people on other servers. Just graze in silence.
I’m not an expert in lore… But Scarlett withdrawing into the Shiverpeaks mountains, building something giant to stomp the ground and obviously awaken something… someone… in the depths. A deep dark and pretty ominous male voice in the trailer… Sounds like Primordius to me.
As speculated above, the worm is either just a sideffect of the stompers or a dragon champion.
I wonder if we’ll see Ogden take part in the story.
800 gems, I would even go so far as 1200 gems. Most people that truly desire a race change have already made many times that in terms of gold on their character.
Any cultural gear on the character should simply be unequipped (your character would come into the world naked), set to account bound, race limited, soulbound on equip. Problem solved for that part. You can put it in the bank and move to another character which is the original race.
The story does not need to be reset. Limit race change to level 80 characters that has completed the storyline. Without that, you cannot race change. When race changing, you simply add a line that say “You where born [NEWRACE] but taken in and raised by [ORIGINALRACE]” in the very first story arc page which say who you are (that’s why you did the “wrong” story. You where for example an Asuran raised by Norn, which obviously loved to drink and brawl rather than invent stuff). Your “original race” never change (in order to follow the story) no matter how many times you race change.
Of course they could also simply replace all story info on a character with a page that says “Story arcs not available on characters that has race changed” if they wanted, but that’d be boring. Either way, none of this info show to anyone other than the player.
People always say “oh you cant race change, too many issue with gear, it break story progress, blablabla”. There are no issues, period.
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I fear really good players :/
But in terms of what class I fear, its only the very extreme condition builds. With PU and mantra+menders (and sometimes null field) even that can be too much. Necros that spam 6 conditions every second especially. Most other things I can wear down or burst before they can do the same to me.
Never felt like I needed it. I actually think the base runspeed is quite ok. I feel Swiftness is way too universally available, tbh.
Of course, but you cant really get around the fact that almost everyone have +25% speed or is running with a zerg (ie perma-swiftness). You are not competetive without speed boost in WvW. For PvP, ok, its workable without it even though its not desirable since the entire gameplay mode is movement and standing on a point to win.
I wouldnt mind the normal runspeed if “swiftness” stretched to something used as a short escape mechanic (like 5s on a 30s cd)… that you cannot share, combo or stack.
But that’s not the reality of this game.
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The Skritt are too powerfull and a major threat.
Zhaitan raised an army to be used against them and would have succeeded if it wasnt for that meddling Traherne.
Even the nature dragon created the Sylvari with the explicit purpose to lure in and kill Skritt. Why do you think their bodies shine every now and then?
Now Scarlet is trying to raise an army for Primordius. He’s tired of fleeing.
you can’t punish players that don’t play in your timezone.
With that, instead of trying to solve the problem by timezone, solve the problem by outmannned buff.
If your realm is “Outmanned” in a zone, the following buffs should be applied
-gates/walls/npcs take 20% less damage
-npcs deal 20% more damage
-all siege of the outmanned team deals 20% more damage.this is a great way to help the outmanned team last longer until more players arrive to support the fight.
What exactly would that help if an enemy 20 man night shift zerg is running around and your servers night shift consist of 3 half-sleeping players of which 2 are AFK in the spawn?
The buffs/debuffs you proposed mean absolutely nothing to the issue. NPCs dealing 20% more damage is especially laughable, since 20% more than taking no damage is… still taking no damage.
The “solution” posted earlier was less ticks at 00-08 when its “nighttime” for people on the server. Equally ridiculous since for people across all timezones (US or EU doesnt matter, both areas cover multiple timezones), that would equal more like 19-11, ie cut straight into primetime. It dont work to modify by time, we’ve already reached that conclusion. So that I agree with.
Still think you need to go to the root – keeps being taken unopposed and held unopposed shouldnt be worth much. A 20v20 siege in one border in the middle of the night when every other map is completely empty should be all that matters, even if one server is “holding” the other 95% of the keeps.
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