No worries we dont need the TP guys!
GW2 is perfectly designed to allow for easy farming things for gear!
Wait a second…
PANIC!
Why? A party is a party and a squad is a squad. Squad comes with certain benefits – such as supply count. That’s why you want to be in a squad.
People that roam alone hardly need to know their supply count. People that roam just 2-3 isnt really that hard to count supplies for. And if you got a bigger group… well that’s exactly what the tag is for.
Try and try again. I had to do it twice because it didnt give me anything. The NPC for the hunt spawns when you have retaken the fort (just above the canyon). The NPC to retake it spawns all the way up north in the little camp.
You can also just run past the canyon every now and then to see if the champ is up. I did that first time and got “lucky” – but the spider was killed just before I got there, lol.
IMO, Every class/build that can survive damage/condi long enough and can run stab should fit the role. Which made Guardian one of the choice.
Except it also has to fit one more requirement:
Getting zerg loot so easy you can basicly be asleep and have someone else faceroll your head over the keyboard and still get tons of bags.
That leaves one class: Guardian.
Greed drives us all.
Best value for performance for GW2 atm:-
Fm2+ mobo
Athlon X4 860
Rx-460You’ll get 40 to 60 fps on near max settings for probably the next 3 years.
There is ofc a reason for the extremely low cost to performance ratios but if you’re only interested in GW2 you can save a lot of pennies/cents and buy lots of goodies in game.
If anyone buys that well then they deserve the potato they get. Add like $150 to the cost and you can probably make that a Ryzen 1400/RX570 instead and at least reach budget gaming.
The idea that you get 40-60 fps on near max settings with that is laughable. I didnt even get that with a 980Ti in many zones. Not to mention other games.
Make shield the new power mainhand and make new dualweild skills, done deal.
It worked for Captain America, didnt it?
when i play ranger with marauder and air sigils sometimes i instant kill people
the damage in this game is too much sometimes and it makes seem like a hack
When play scrapper I also instantly make rangers kill themselves. I dont think they consider it a hack but I can imagine lots of swearing.
Regarding the thief, I dont mind the damage, if you bring a glasscannon to a fight against a vaulting glasscannon… well the better glasscannon usually wins and the thief is probably already better without vault. Its the evades that make it super OP because that make him invoulnerable to most attrition (ie counteraattacks by tankier builds and condi).
You do know that every keep lord is already a highly advanced golem just dressed up to look as one of the other races?
Why else are they considerably larger than max size of existing races, if not to fit the 3-4 Asuras inside required to control them.
I tend to feel like the simplest way to reduce blobbing (without changing the base game design) would be to reduce the efficacy of all skills—damage, heals, boons, conditions, whatever—as the number of allies in the neighborhood grows. For example, 20 people in 1500 radius would be full power, 20-40 would be 75% power, at 40 would be 50% power, etc. But not effect the design of skills themselves, CD’s, number of targets, etc. Not sure what would need to happen with CC skills.
You’d need an indicator, and the server would have to be calculating when to apply the state constantly. OTOH, if it actually reduced large numbers, it would be calculating a lot less other stuff.
Not saying it should happen, just that it seems like the simplest way.
So you’re basicly saying if two 19 man optimised to the teeth guilds are GvGing, I can just go in and go “lololololyou’renowazerglolololol” and cut the guilds offensive power by a quarter?
If we could control players, your idea works.
We cant, so it doesnt.
A change that will inevitable lead to someone yelling “GTFO out of WvW!” is not a good change.
If stopping condis is the issue, I have a much better idea – cap it just like when PvE mobs hit 100 stacks. On players, that would be… say 10 stacks on damaging conditions (torment, confusion, bleed, burning, poision, dont know if I missed any).
It’s simple and only affect those focusing on either one condition, zerging or trying to condibomb single targets. For small scale yeah bursts from a say 15+ confusion stack mesmer will be weaker. A burst from 2 mesmers even weaker. Small scale should easily be able to spread out their targets. Condi has always been about attrition so I dont really see the issue there.
(edited by Dawdler.8521)
Operation Flashpoint, only one of the greatest PC games ever made and basicly what ushered in the era of true wargaming (1 year ahead of Battlefield 1942)… and you think of DC comics?!?!
“Oh no… 1… is down!”
“Oh no… 2… is down!”
“Oh no… 1… is down!”
“Oh no… 2… is down!”
“Oh no… 5… is down!”
“Oh no… 1… is down!”
“Oh no… 2… is down!”
“Oh no… 5… is down!”
Bonus points for anyone that knows wtf I’m talking about, lol.
New ability:
Plague Doctor (5/5 = 500 points)
5/5=You are invulnerable to Epidemic skill
Which would synergize well with this:
Sick Plague Doctor:
All your skills are replaced with Epidemic.
Ever considered going apotechary/celestial and p/p instead? Yeah you loose some boon duration and obviously power/precision, but you get twice the healing power and condi dmg. Also not as easily kited.
I have definetly seen banana upgrade faster than 12 hours
Speedy dollys also cut everything down to like 1h.
Any form of competitive play in the PvE areas would ruin the game.
Then PvE has been ruined since 2012.
Costume brawl.
Hey you emphesized any, not me lol.
Killing an enemy lord would knock that borderlands out of the match
So uh… a server just rush the lord on reset, then you got 7 days of 200 man queues to EB?
Then that is exactly what I am thinking. Just propose your ideas for WvW maps, there is plenty of space for that. No need to use pve maps.
I fail to see the need to suggest it for WvW maps. Guild banners already show on claimed objectives.
From the responses, it sounds like PvP on PvE maps, which gets my No vote.
Why though? No seriously, lol. OP is clearly suggesting it either on specific maps or specific instances on a map that’s been changed to accomodate PvP. No ones gonna force you to play it anymore than you are forced through bloodstone fen or whatever in order to play in Orr. Just saying “well it’s PvP on PvE maps so I dont like it” make no real sense.
The thing with this suggestion is that yes it’s technically feasable – Anet could change so that we have 1 hour of PvP in Lions Arch if they want to. The engine support dynamic modifications to map rules, they’ve done it before. That’s not a problem. Make a “war” and “peace” state of that shift all the time, some way to join a faction and you’re set.
The problem is if you actually want this truly integrated into the world, it require a ton of new content – entire new maps designed to hybrid WvW/sPvP and PvE far more than WvW does. It’s pretty much expansion size content.
Just tossing this into existing maps will probably be very awkward and require breaking basic megaserver tech in order to split instances depending on whether people want to enter a warzone instance or not. New endgame maps for it is the superior solution.
Whenever SoS is defending DBL, that’s the one that gets queued. People love attacking us.
Honestly, I take way more falling damage trying to get out of the citadel of APL than going anywhere in DBL.
Both maps have their own charm, and it’s no harder to traverse DBL than APL, if you spend 2-3 hours running around it to learn it.
That’s the problem. People are lazy kittens, and they don’t want to go around learning a new map when they could just brainlessly follow a zerg on ABL
Except that’s not the problem. Brainlessly following a zerg on DBL doesnt seem to be any issue at all – the problem is actually getting people for that zerg because people are lazy kittens that dont want to run around small scale on a huge kittening map so they dont go there in the first place. Just the basic enemy spawn area on ABL (camp, tower, closest combat areas around those two) where people hang around and fight is twice as wide on DBL and cover a huge surface area.
The gossamer patches are a killer, even for basic insignias. I feel for any of you guys that use medium armor.
It only costs 13g to make a Berserker’s Intricate Gossamer Insignia. Not 70g.
You only wear boots into battle or something?
You kind of need 6 insignias for a set. Which would be 78 gold if my math isnt wonky. So yeah, not 70g. More.
@Dawdler.8521
Definitively agree on how awkward that would get, but I don’t think it could work any other way than “first kittens”, anything else would likely turn into a even larger mess.
That way an organized group could at least focus fire with their heavy hitters etc. But it would completely wreck pug zergs in some situations.
Yeah but you still have that arbitrary end of the chain. How do you even know if your gonna “overhit” someone? For zerging sure everyone spam skills, if 2 out 38 players miss no one cares and those 2 probably dont even notice. But for smallscale, getting a skill on cd at the wrong time could mean death.
My example with the thief is probably the best to show the unfair nature of it. Yeah so he missed a 10K hit this second – no cd, he just do it again the next second.
But what if someone missed a 30s cd skill due to overhit?
It would open up such a can of worms favoring classes and builds… So even though I want it, its just not feasable.
You would probably have better luck giving everyone 4 dodges or something to simply avoid wide AoE bursts.
(edited by Dawdler.8521)
People could do that before HoT…
But anyway, this is why there are scouts and why you need to be out there in WvW. If everything insta aggroed then people would just sit in objectives looking at the map and reacting to swords. We already lost a part of the WvW soul with passive sentries and lookouts, loosing another to this…
I would prefer just buffing the supervisor and allow scaling to enemies.
B: identify repeated wishes from whatever community, run a ANET controlled CROWD FUNDING for that project. Then use the money to put one or two software engineers on THAT case. Be clear that project X/Y/Z will only continue for aslong as funding is there. As this project is not in Arena Nets current budget, it will have to be up to the community itself to cover the development cost.
Naturally, since the community would be funding it directly, the community should rightfully deserve active feedback in the form of images/video/small reports on the forums and active communication with the developer on the case.
By doing it this way, everyone gets their way. If you really desire a change to the game. PAY FOR IT!
This game is Pay once and you own it. Parts are free to play. Unlike WoW and other MMOs, this lack of active subscriptions means revenue is highly volatile. As people will only buy gems when they have time off/gets a bonus/gets their salary. This can be frustrating to a company, especially if they have to spend more time making new stuff that people will buy (aka spending time and resources making skins and outfits rather then playable content, in order to get more gem purchases).
These are my two cents. Sorry for derailing the topic.
You want kickstarter WvW changes? Yeah because all those work really great…
Look, this is what gems are for. We enjoy the game. We pay for gems. We enjoy the game some more. People buying gems is the overall approval of the game. Anet use gem funds to improve the game and we bevome happy. Anet are happy and we are happy. And around it goes. Does it fund specific things? No, of course not. But your “crowdfunding features” wont do that either, because they will fail. It will look like straight up extortion. You want commander tag shapes? Give us tons of money. Want a public tag switch? Give us more money. Want lower AC damage? Oh you better believe that means money! People wont be happy for long.
(edited by Dawdler.8521)
Well it was either a hair eating wizard hat or a brain eating wizard hat, the devs made the least evil choice.
No, because the engie is supposed to be clunky. Purity of purpose!
Personally I wish they would combine grenade and bombkit into one, removing redundant skills and making something viable where you can combo tossing explosives and dumping it at your feet.
Well I think we should be able to dress up as dollys and transport supplies ourselves, saving dolly lives and be able to ambush players trying hit them by going “surprise kitten, I’m not a dolly!”.
i like that idea! u know what why not go all out and let engineers put their turrets on a dolly too!
Nonono…
Arrowcarts front and back, cannons for dolly broadsides.
(And a pair of omega golem arms)
400 doesn’t means 400 developers and it is hard to coordinate 400 developers anyway
im sure a great number of them belong to the non-development side
399 managers and 1 developer that think if you’re into WvW you’re really into PvE?
Well I think we should be able to dress up as dollys and transport supplies ourselves, saving dolly lives and be able to ambush players trying hit them by going “surprise kitten, I’m not a dolly!”.
Plot twist: devs ignored wvw for the past months because next xpac brings a 3rd map.
Plot twist: its Tangled Depths with WvW objectives.
Also, if the number is too low, it would create some other weird situations. For example max 5 people can deal damage to 1 at the same time, and I know a few roamers that would take on plenty of zergs solo. Even 10 might be too little if the 10 aren’t very good etc.
It would be a tricky number to get right.
The number isnt a problem. As I said I am all for the idea bu the problem is how do you even implement something like this and keep it fair and neutral?
To give an example, lets say that you have rule that says you can only be hit by 5 attacks in 1s. For simplicity, we have a scenario where 6 peeps attack 1 and they all do 1 attack each during that second.
Now… Who is not going to be able to hit? Who’s gonna get “missed!”. The tanky druid that shot a 300 damage arrow from 1800 range, due to being furthest away of the 6? The zerker thief that did a 10K backstab last of all at .9s? The condi necro that fumbled everything and only added 1 bleed stack?
Sure you could go by pure time and say “thief: kitten you!” But would that be fair? How was the thief supposed to know he hit last in that completely invisible timeframe?
If you go by distance, then you’re saying kitten you to all ranged in the entire game instead.
So how do you decide who that unlucky 6th person is?
I have long been saying that the unlimited incoming damage is the reason zergs are abundant as opposed to limited outgoing damage. 1 peep can only hit 5 peeps but 1 peep can be hit by 50 peeps. Thats why 50 peeps bombing on a small area is OP.
Thats also why stability fell apart and created the pirate ship meta, Anet had to fix the unlimited incoming disables.
Unfortunely if you where to change this now, as is… oh boy the condis. Condis everywhere.
I wish I could have changed my votes.
Its funny, isnt it?
Some of us knew this was coming and voted to delete DBL outright. It was harsh and definitive, yes, but it was the only choice at the time that made sense in order to maintain WvW stability. DBL wasnt good for WvW.
Yet people went on and on and on about how Anet wouldnt support WvW anymore if it wsnt there, that there would be no new maps period… and that a vote for DBL meant new maps was likely. So people flocked to that choice.
Hah!
At least we managed to avoid complete WvW meltdown with the second poll, sigh.
We nearly killed WvW and it was our own fault.
Which is what happened for the first 3 years where changes to siege/defense were relatively minor
Ironic in regards to the topic, siege changes where minor except for arrowcarts which first saw a nerf due to community demand and shortly after they boosted AC damage instead by like 100% which has stuck with us despite complaints every kittening day.
Edit: for fun I dug up Anets balance patch to ACs… “minor” yeah
Increased arrow-cart damage:
Increased Fire damage by 80%.
Increased Fire Crippling Arrows damage by 17%.
Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
(Same patch also added extra mastery damage – the above is in addition to that)
(edited by Dawdler.8521)
Also there are still fire turrets/wind etc.
They’re still on the map and landscape, but they’ll never on, even when you’ve got the three shrines. Fire turrets never fire, blowing turrets never blow. Have a look on the wiki for shrines of fire and shrines of air
It’s been this since the update that was released in February the 8th . Here’s the quote :
Shrine bonuses have been rearranged and changed in the Desert borderlands. The last shrine bonus for each shrine is now a themed jump pad that will allow players to travel from one shrine to the next. These jump pads will make it easier for players to traverse the area.
Shrine of Earth:
* Activates lodestones that grant protection and stability to allies. This is used to cripple enemies.
- A sandstorm that reveals all enemies.
- Asura launch pads that launch players to all the shrines and inside the keep itself.
Shrine of Fire:
- Inferno Hound :
- Increased the movement speed of the hound.
- Added swiftness to skill 3.
- The Flame’s Embrace effect allows players to walk on lava. It functions the same as it used to but is now the second bonus instead of the third.
- Fire tornadoes that launch players to all of the shrines.
Shrine of Air:
- Air jump pads that allow players to jump to high ledges at various places in the keep. No changes were made to this bonus.
- The Windfall effect allows players to not take fall damage while near the keep. This functions the same as it used to but is now the second bonus instead of the third.
- Eagle clouds that transform players into eagles so they can glide to each shrine
Fairly sure I have seen turrets shoot even after the patch, but granted I may be mistaken on that – its not like we play on DBL so details can be fuzzy.
Personally, I think in the current condi heavy environment alchemy+traveler beats having inventions. I would also pick elixir c rather than u, if you are able to fight 1v3 your opposition are fools. Even a single player can kite a hammer scrapper (especially if you dont pack elixir gun).
I also question blast gyro, due to its incredibly erratic behaviour.
Because they can’t survive less than 10 sec.
Wait doesnt that mean they can survive more than 10 sec?
its kind of funny because EU T1, T2 and T3 seems pretty even to me. But of course, still early in the week. Some servers will pull ahead as others give up instead of trying to fight.
When you got a tool that changes the way people think, let me know. I need it. For… uh… scientific purposes… yes thats it.
3.) Small groups can’t take big objectives.
-Not long after it came out, tier 2 and 3 Tower defenses were weakened to make them less impervious to small group attack. As for Keeps, you’re able to hit them without being as exposed as the day you were born, which offers ample opportunity for the creative havoc squad.
Hm? Please be more specific on how T2/T3 towers where weakened and how it affected small scale. I might have completely forgotten it but last I checked they only reduced the cost of catas and rams by a small amount which doesnt really affect high tier objectives that much since you still need 15+ people to build enough siege, 1 superior cata on T1 is the same as 4 superior catas on T3. And thats against undefended objectives, superior AC as still as OP. If they did tweak wall/door hp it hasnt made a difference.
Point 5 isnt tricky at all. DBL is much wider and noticably larger than ABL. You cant see hills/bay from the southern towers any more than you can see garri from the northern ones. Runtime from SW tower lord to bay doors on ABL is about the distance of SW tower lord to the sentry on DBL and you are still only a third of the way to bay.
Also there are still fire turrets/wind etc.
I’d much prefer a drop down menu in the tag UI to assign what your role is (WvW only) upon selecting a tag color which will show up under your commander prefix on the minimap when others hover over you and should also be a visible header in the squad UI upon joining (similar to squad message but always visible; top-left corner somewhere).
Example roles:
- Scout
- Havoc
- Public or Open Join
- Guild
Therefore the text box for Commander Nooblord would have an additional prefix/title under it e.g;
- Commander Nooblord
- Havoc
This would give an idea as to what role multiple if any tag(s) on the map are doing and will be a better informative decision whether you want to join one or the other (instead of wasting your time running all the way across the map only to find out it’s merely a scout tag and not the public tag you were looking for).
Commander prefix and role?
Years ago (before the current commander system and squads, when we only had a blue tag that was toggled on or off) I did the below mockup, haha. Realized I still had it on my hdd. Description, colors and shapes was included. Hell I even had a public tickbox which I no longer agree with, lol.
“I”?
“My friend”?
Hahahaha… Since when was ranked ratings about individuals?
Last I checked it was the RNG of ending up in a decent team (or the RNG of having a kittenty enemy team, depending on how you want to look at it).
So wait, you’re not seeing Quaggans bathe in the blood of their dismembered enemies everywhere?
Hm.
Still think a simpler balanced solution would be after ~7 seconds of not rallying a person in downed state should automatically die.
Increasing the hp drop (ie the same a “timer”) would be a much better idea, yes. Increase it to 7.5% hp/s or something (up from 2.5%), for example. Just reduce the heal in WvW so that you need to rely on other players (ie split the skills) and cant res yourself anymore.
I wouldnt mind tweaking the the actual res too – for example reviving with all skills in a daze state (say 5s) and endurance at 0, or lower hp.
(edited by Dawdler.8521)
Oh you’re constantly sitting on an AC despite burning? Somehow I dont feel bad for you.
To be honest, I’ve never seen such a situation, and should it happen, it’d be an issue with the server, and not with the game, so : deal with it.
That makes absolutely no sense.
If you do 1v3 – and the 4 of you are currently the only people on the map but suddenly a 20 man guild port into the map on your side… and those 3 enemies become outmanned while you are fighting them… how is that an issue with the server? Is players the issue? What are we going to do to fix that issue, delete the players? You would not be able to res – those 3 would.
Or are you saying that you’ve seriously never once ran on a border with the outmanned buff and ended up in 2v1, 3v1 etc scenarios against random players outside their zergs?
Point is, outmanned doesnt work on a zone wide scale to properly do what you want. Changing it so that it does work is not really feasable as it would require a major rework of the outmanned system.
(edited by Dawdler.8521)
The idea isnt bad but it will just further the guardian meta – if people see that blue tag and it’s not a guardian they will just go nope never gonna join that noob.
I am far in favor of simply getting more choices for the shape of the dorito. Just 5 shapes would be enough to diversify it and identify the overall objective of the tag. I cant imagine it taking much effort from Anet to change the menu to allow for tag shape selection and it would be a fantastic yet simple QoL addition for WvW as a whole.
Or how about we dont remove everything that makes GW2 just GW2 and instead actually focus on fixing major balance issues like condition output of certain builds, healing output of certain builds, stealth stacking and possibly even scoring issues if we are feeling ambitious?
I agree with major balances in builds classes most used in wvw but still feels less rewarding specially in outnumbered fights that we down someone and they r insta brought back because of numbers ONLY. but i can take babysteps. Remove downsstate while outnumbered buff is on then.
That last idea seems appealing. When a server is outnumbered, there’s no downstate for other servers. Insta kill, and no revive. My sadistic side also thinks of a “time out” of killed players from non-outnumbered players.
So you would be totally ok with fighting say 2v5 and you dont have downstate but the 5 do?
Because that’s still what will happen when those 5 are outmanned on the border because your side got 30 people AFK queueing EB in spawn.
Be glad this game doesnt go down for a whole day a week. Also be glad wvw isnt down for hours before a reset as it was on launch. Maybe it was a bad timing yeah but its bearable with these things in mind.
Haha I remember the first month of BDO… it was like yeah of course it a new game, there’s gonna be a couple of downtimes. Game is down for 6+ hours every other day. Maintenance? Half a day. Critical bug fix? Half a day. Minor bugfix no one notice? Half a day. And most times it came back online the mobs where broken so they had to bring it down the next day again. Tbh its one of the major reasons I quickly tired of it. For GW2 that period was like… a weekend (I can remember a longer downtime on launch week, but memory is a bit fuzzy).
Overall the patching engine and GW2 server system is literally amazing, yet the devs probably get zero praise for it lol. Its almost never down and patching have zero downtime. I dont think any other existing MMO can match it tbh.
(edited by Dawdler.8521)
Or how about we dont remove everything that makes GW2 just GW2 and instead actually focus on fixing major balance issues like condition output of certain builds, healing output of certain builds, stealth stacking and possibly even scoring issues if we are feeling ambitious?
I agree with major balances in builds classes most used in wvw but still feels less rewarding specially in outnumbered fights that we down someone and they r insta brought back because of numbers ONLY. but i can take babysteps. Remove downsstate while outnumbered buff is on then.
Well that would cripple the outmanned… or spare them too long deaths depending on how you see it I suppose. A little poor wording…
Using ounumbered buff to adjust things like this sort assumes two things:
- there is an “you are outnumbering the enemy” debuff
- the buff and debuff works on a local level, ie if 20v70 fight at south bay outer it would be in effect there but if 3v3 fight at south bay inner, they wouldnt be affected.
The former is easy to fix, the latter require a whole new zoning system which splits the map into small “areas of influence” comparing enemy sides constantly.
If you dont take this into account, your suggestion is kitten. Oh your zerg is 11111lolwrecking bay? You just lost a 5v10 at hills because those 10 was outnumbered by 5 people and had downstate while the 5 didnt. Makes sense.
(edited by Dawdler.8521)
Or how about we dont remove everything that makes GW2 just GW2 and instead actually focus on fixing major balance issues like condition output of certain builds, healing output of certain builds, stealth stacking and possibly even scoring issues if we are feeling ambitious?
~Elementalists are going heal bot because of the stats like minstrel and nomads allowing them to tank so much why constantly healing with their auras. This is really the most boring and pathetic way to play Elementalists. Elementalists are meant for so much more than just be heal bot.
And yet throughout the entire lifetime of GW2 people have always been like “no trinity, why cant I play healer in GW2 this game suuuuuuuuuuuck!”…
Also your warrior calculation is wrong, its ~1000hp/s.