Showing Posts For DeadlySynz.3471:

WvW is unplayable thanks to skill lag

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Skill lag is terrible.. like beyond terrible. Worst I’ve seen it was a 3 way battle in the center of stone mist (on T2). Could not use any skills.. not even an auto attack. The only positive that can be derived from it is my pet seemed invulnerable. It killed several people while I just hung out on the staircase.

World vs World Cup

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Posted by: DeadlySynz.3471

DeadlySynz.3471

If they eliminate coverage being the deciding factor, then this would be a great idea.

Eliminating Zergs and imbalances.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I thought about this the other day.. kind of the same ideas as the OP.. to even things out:

A) Have an NPC back in the base that you can buy say veterans/champs/legendary NPC’s that fight along side you, drop siege etc.. As much as I like this idea and think it’d be unique, it could be heavily abused.

B) Remove the AoE cap. Anet said they can’t do it due to skill lag and what not.. which doesn’t really make sense because they allow arrow carts to hit as many targets as in the area. Removing the AoE cap would in fact break up zergs or at least spread them out. We all know what a cluster of AC’s in a small area can do.. If players are given the same ability, you’ll be hard pressed to find any zerg charging anywhere in a blob.

C) I mentioned this one before but it was more of a joke as it’s extreme, but it’d in fact break up zergs as well. Hit groups of players (10 or greater) with a stacking debuff (similar to agony) that takes a % of hp out every 3 seconds. For example 15 people = 10% hp loss, 25 people = 20% hp loss, 50 people = 45% hp loss. Unpopular I know, but watch how fast zergs bust up.

D) Attach it to points. Groups of say 20 or more will get no world xp, no loot, and forfeit their PPT (for that area). This happens only outside bases and garrison. On the flip side, targets taken with less people offer more world xp, more loot, and bonuses to PPT.

Personally I think removing the AoE cap would eliminate zergs completely.. but with this, the elephant in the room is skill lag, they have to address that first.

New Server Matchups Was Worst Idea Ever

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t know what the hell matchup you are playing but SoS are giving us some of the best fights I’ve seen in awhile. The ppt differential is because SoS can’t field all maps during NA prime, but you guys more than hold your own on the maps you have a presence on, and it’s showing in the rating gain.

I concur, SoS is kickin butt out there. The only thing holding them back is coverage, which to me, should not be the deciding factor in how well one server does. I like the PPT system, but I don’t think it should be the primary way to get points.. I only think it should be a small factor.

How might rankings look if there was no PPT system? How might they look if points were only awarded through kills (not from siege kills), and the capturing/defending of towers/keeps/camps?

I’ve seen many instances of small groups not only taking out larger groups, but also taking and defending towers and keeps.

How in the world do I deal with Retaliation?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

There should be no skill in game that completely nullifies one’s attacks, or build for that matter. With that being said, I run a full glass cannon build and retaliation doesn’t bother me. That’s dropping a full scale barrage onto a zerg plus rapid fire. At most it takes maybe 5-6k hp off so I’m unsure how it seems so bad for other people. I’ve never died or even come close to dying from retaliation.

If it’s bothering so many people, then perhaps there should be one or 2 counter skills out there that spreads retaliation damage over an area as opposed to just a single player.

Please, don't ever force us to go solo again.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

While the solo instance was needed; it also needed the same instance to be done in a group or “scaling” as a few have mentioned.

You see, not everybody wants to play solo (though most do it seems), but not every wants to group either. The option to do both needs to be there with the same reward so neither group feels compelled to do one or the other for a better reward.

Taking the week off GW2

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Posted by: DeadlySynz.3471

DeadlySynz.3471

The one glowing problem with this new ranking system is it could just plain discourage a lot of players for even bothering to enter for the week.

As I look at the rankings now in the case of T3 where DB is blowing the other 2 out of the water, I wouldn’t be surprised if there are a lot of players on those servers that will just say “to kitten with it” and not play for the week (including DB).

Realistically, what motivation does SBI and Magg have to WvW this week when it’s probably more profitable to just PvE? What motivation does DB have to be out on the battlefield if it’s a baron wasteland because possibly the other 2 servers are nowhere to be found?

Waypoints too easy to contest

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Have mesmers use/chain Moa Morph > burst him down

Use a lot of CC, like guardian weapon skills.

Place stealth traps in front of each gate.

Stealth traps? Apparently no one wanted to use them. The idea was floated in the chat but no one bothered to buy any.

Isn’t that your problem then? ANet has literally given you something to help in a situation and your server refused to use it. I have no pity for you guys despite agreeing that it should tap more than tap to contest a wp.

Going into stealth costs nothing. Traps cost 15 badges (and do hold some value). In the time it’d take to kill the thief, for him to respawn, and hike it back from the WP to his intended target, the WP he’s contesting will not have dropped its swords.

Yeah…

… Which is why you then bunker down, drop some ranger traps, send out some scouts, and murder every rabbit that comes within 100 yards of your keep.

This sounds like a wonderful.. waste of resources. This is no different than half a zerg breaking apart to chase 1 person they probably aren’t going to catch, completely inefficient and a waste of time. How efficient is it, to send a bunch of scouts after 1 player that could be better served helping larger objectives elsewhere in an environment where sheer numbers matter. Especially now that the siege is bugged out.

I don’t understand where people get off thinking stealth traps were specifically designed for thieves, they were not. There are better served uncovering veils. Sure the stealth trap can uncover a thief (if the stars align and your lucky); you can also technically send 1 person to PVDoor a re-enforced door. Neither of these scenarios are an efficient use of time, and will really get you no where.

Oh, how I miss defending :[

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t miss “defending”. Nothing is more annoying that circling a tower and continually going in and getting flattened in seconds with no chance of escape. This made game play dreadfully slow and boring. Build a treb and take out the AC’s? Sure, up until their treb knocks yours out before it’s even built.

If it was made, that trebs could not destroy other trebs, I’d be perfectly fine with siege going back to the way it was. At least this way, it would force the defenders to come out and destroy the other treb to keep their defenses up.

I was one of the people for AC’s buffs at the beginning, and still was for them for a week in; but after I’ve witnessed just how painfully slow things became, I don’t support them anymore.

separate pve and wvw commander titles.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

It would be interesting if commander titles were voted on rather than bought with gold, or karma/badge (rank), like the OP suggested.

So basically in zergs, if one person stands out as a good leader, they can be nominated and voted on.

My first Wooden Loot Chest

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I wasn’t even aware loot bags (and chests) despawn.. I’ve run back clear across the battle field and my loot bags were still there..

How long before they de-spawn? If they do de-spawn.. this is just wrong on so many levels. At the very minimum, they should be ported back with you back to the base.

What has happened to our community?

in Last Stand at Southsun

Posted by: DeadlySynz.3471

DeadlySynz.3471

It’s impossible to please everybody all the time. Some decisions made can and will frustrate people to no end. For example, the RNG factor in the crates in regards to weapon skins. I think most would agree, that Anet at the very least should allow these things to be sold straight up for gems; because they are not, people get aggravated, and for good reason.

With that said, when you compare Gw2 to other games currently on the market; this game is heads above the rest. You look at other game’s forums (like D3), where 85% of the threads are complaining about one thing or another, consider ourselves lucky for what we have here.

Ascended Back Item

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Don’t like dungeons myself, especially fractals Better use of time IMO.

I’m perfectly happy with the exotic back piece I have at the moment. No intention or desire to visit fractals for any length of time which will only amount to a minor upgrade. The small bump in stats makes little to no difference.

If/when they do put an ascended back piece in WvW or at least make them craftable from things found outside of dungeons, I will probably upgrade then. If that never happens.. well, I’ll always have my exotic back piece

Suggest ideas for improving WvW.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

It would be nice if the auto target or “tab target” was fixed. I’m standing in front of a couple of enemies hitting tab to target them and it’s cycling through a pack of wolves behind me completely out of range.

I know other people have had these problems as well, so that being fixed would be a great step in improving WvW

can't drop sieges in wvw

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Posted by: DeadlySynz.3471

DeadlySynz.3471

The only people that are saying this is fun are the ones that are on servers that greatly outnumber their tier opponents. Defensive siege are meant to offset the zergs and level the playing field for the lesser populated servers or at the very least slow down the opposing zerg. Unless every server in every tier was balanced in WvW participation and coverage this may not be much of an issue, but we all know this isn’t true.

I can see the point with this. I’m on a server that’s fairly evenly matched and battles are far more fluid now that the siege can’t be placed. More gold, world xp, karma, and more open field fights.

With that said, I wouldn’t be opposed to a server who consistently has lower numbers on the battle field (or is outmanned usually) to have the ability to place more AC’s. On servers that are highly populated with WvW’er and evenly matched, there is no reason to have so many AC’s placed everywhere. It just makes the fluidity of the battles painfully slow and boring.

The situation is far different when you have say 5-10 people defending a tower (against a zerg) with 3-4 AC’s rather than having 50 people defending a tower with 12 AC’s against a zerg

(edited by DeadlySynz.3471)

Huge crits!

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

The biggest hit I’ve taken, not sure on the exact numbers but it was at least 16K from a thief which one shotted me. I’m full glass cannon build, so it’s to be expected.

The biggest crit i’ve done (with rapid fire), I think was just over 18K. The single biggest crit I’ve had with the longbow’s auto attack is just over 5700.

How would you get that type of damage ? I don’t know how I could get any more glassy with 83% crit damage and 3400 power. I get 2k-2.5k on my auto attack. Have never seen 5.7k …..unless I shot a rabbit.

I didn’t have signet of the hunt or signet of the beastmaster active at the time. I don’t pay attention to what buffs are on, but it very well could have been a bunch of Might stacks. There also could have been max vulnerability on the enemy as well, that and I’m pretty sure they were sitting in a glass cannon build.

A request to ANet - Sclerite Skins and RNG

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Posted by: DeadlySynz.3471

DeadlySynz.3471

This perplexes me as well. The designers have an eye for designing beautiful weapons and armor (IMO), it’s just a shame that an RNG system is attached to it making it next to impossible for players to get who really want it.

I don’t know how many people I’ve heard saying they lucked out and got the weapon skin with the first 10 crates they opened, but didn’t even want it. Then there are people who spend hundreds of $$$ who never get it, who really want it.

I’m totally fine having an RNG system in place to obtain these skins when they do come out but there needs to be additional ways to obtain these during and after the events.

For instance, I think this would work better, make them more money, and make players happier:

A) Don’t sell crates on the market, sell the skins and mini-pets outright instead
- there are collectors who will buy all this stuff up because that’s what they like to do

B) Have a means to farm/craft/mystic forge the skins/mini pets after the event is over
- these don’t need to be easy to get, but don’t make them “legendary” difficult either, but difficult enough that those who like to farm, will do so; then those that don’t have the time or patience to farm will just buy them

I would have liked a few of the fused weapon skins when they were available; I also would like some of the Sclerite ones as well, but I’m not playing the RNG game with real money. If I want to do that, I’ll go buy a lotto ticket

[RE] Rethesis is looking for a new home

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Posted by: DeadlySynz.3471

DeadlySynz.3471

If your looking at T2, I’d just FA, they need the numbers more so than DB or TC. When DB joined T2 they had ridiculous coverage across the board, so the potential is there. TC has very strong coverage throughout the day (not sure about oceanic though). If you want to come to TC, i’m sure we’d welcome you!

FA on the other hand I notice tends to lack numbers from time to time. They are a very good WvW server, but there numbers at times tend to hurt them. One moment you’ll see them steamrolling through the map, then the next it’s like they’ve gone into hibernation.

Huge crits!

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Posted by: DeadlySynz.3471

DeadlySynz.3471

The biggest hit I’ve taken, not sure on the exact numbers but it was at least 16K from a thief which one shotted me. I’m full glass cannon build, so it’s to be expected.

The biggest crit i’ve done (with rapid fire), I think was just over 18K. The single biggest crit I’ve had with the longbow’s auto attack is just over 5700.

can't drop sieges in wvw

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I’m totally fine with the not dropping of AC’s, but rams, catas, trebs etc.. it’d be nice to toss those down.

With the siege bug and the lack of arrow carts around, it sure does seem more fun, and the amount of world xp, gold, and karma being raked in is nice. Made about 2.5g in 30 min today.

Q> about ranger

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I pulled out about 225 badges today in an hours time with a Ranger in full zerker gear. I could never pull that off with any other Ranger build; nor with my Warrior or Elementalist. This is soley because of the heavy damage from combination of barrage and rapid fire (piercing) can do to a group that isn’t coordinated. I think nearly everyone can attest to running around in zergs and seeing how many people tend to lose focus on the groups goals.

I’m not sure how people come to the conclusion that Rangers are less desirable in zergs or don’t do as much damage as other classes. I can usually pull 20K+ damage to a group with the combination above in a short amount of time, without fear of getting run over. In zerg vs zerg encounters, what other class can do that while consistently surviving at the same time?

Sure the build isn’t meant for 1v1 play, and more often than not i’ll lose to other classes in any 1v1 encounter (like running towards the zerg), but if the class can rake in that much badges and loot in an hours time with minimal deaths, i’ll take that over a more conservative tougher build any day.

T2 NA: TC/DB/FA 5/24

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Edit – that siege cap bug is just plain dumb. Golem Wars 2.

It’s better than AC wars 2. Atleast players have to man those golems and clash each other face to face rather than AC to AC.

“Guys who has got Sup AC blueprints?”
“Cmon X server get out of your AC range and fight!”
“Bring em into our AC range guys”
“OMG AC’s are OP!”
“AC’s made me quit this tier (and go to a top tier)”.
“OMG X server you haxors haxored using AC’s to kill my dandruff!”
“AC’s abducted my husband!” or was it aliens or aliens using AC’s?

Ironically WvW seems a lot more enjoyable now that you don’t have arrows raining all over you while your breaking down a gate or in the tower/keep. I was initially for the AC’s but after how it got so painfully slow to the point you just ran around flipping camps for the most part.. it really wasn’t that fun anymore.

Now were getting far more World XP, gold, and Karma. I don’t really think anyone will argue against that one.

Ranger vs Canach

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I beat Canach on my 1st try with the ranger, and that was only because my pet kept reviving me after it kept killing me.. go figure.

This was a kitten awful boss encounter. I like the idea of the traps, but did not like the idea that there was no way to tell which trap needed which disarm other than trial and error then memorizing. Of course the pet setting off every mine in a nautical mile didn’t help the frustration level.

First and last time in that lair.

Where do rangers fit in WvW?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

BM Bunker is good for 1v1 and small scale battles.

Dont go full zerker in ZvZ you gona kill yourself when you use Barrage.

I dont know how you guys are dying but do I just this. I actually have far more survivability in full zerker gear (that is unless I come across a thief or mesmer while I’m trying to reach the zerg and im by myself).

I go completely zerker, and the retaliation is barely noticeable. I can usually pull out 20K + damage to a group if I line them up right (between barrage and rapid fire) and retaliation has never been a problem.

I’ve tried every other build and armor combo imaginable and I actually tend to die far because I don’t put out enough damage in battles before the enemies overrun the party.

Arrow cart wars 2

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Posted by: DeadlySynz.3471

DeadlySynz.3471

If they insist on keeping the AC’s the way they are, then at the very least, they should make it so Trebs can’t destroy other Trebs. At least now you should be able to (slowly but surely) destroy all the keeps defenses (or most of them) before entering.

Personally, I’d rather see the amount of arrow carts allowed in the based reduced, as well as, their damage and range as well.

Canach's Lair Story Mode Reward

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Well there was a thread earlier about this exact thing from a player mentioning it which I commented in. The thread got deleted which would lead me to believe it most likely is an exploit which they don’t want people to know about.

Trait line for Pets?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I havn’t seen any topics on this, nor am I sure if it belongs here or in suggestions but I’ll post it here for now. What do people think about pets, or should I say families of pets (like feline, drakes, or birds), being able to trait them, similar to how we trait our own classes?

I would think most would agree that the ranger pets need a little more attention due to their survivability issues and the continually pulling them in and out of combat which in effect takes away from overall dps.

What I would like to see is each family of pets getting their own separate trait line for it’s own unique abilities, as well as some generic ones. For instance, every family will have access to beef up their pets via:

Power/Precision
Toughness/Vitality
Ability to dodge attacks (as I think this is needed)
Or a balance of all the above

So if players could tailor their pets to certain situations… like dungeons where they may need a lot more armor and hp, as well as dodge to survive. Other things I think could be thrown into the trait lines are: Reducing cool-downs on their F2 abilities, or beefing up their auto abilities.

As far as unique abilities, i’d like to see each family have the option to trait into an ability unique to that family. For instance, the dog or hound family be able to detect stealth (which I believe is also very much needed). I’m sure people can come up with some unique abilities that would fit into each family.

What do you guys think?

Harder Hitting Long Range Shot

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Pets can’t really ever be considered part of the rangers overall damage as they are either dead half the time or being pulled out of combat to avoid death (both of which take away 40-50% of your dps)

Be that as it may, I did some more testing and found out devourers, my ranged pet of choice, do 2×200 damage every ~1.8s for ~200dps. Combined with LB#1 at max range gives us a dps of ~1k.

Hmm I’ll have to give that a try. Do they actually stay out of battle though? My biggest issue I have with pets, well ranged ones anyways, is they see fit to run up right next to the enemy to attack, which in effect is pointless lol.

Harder Hitting Long Range Shot

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Pets can’t really ever be considered part of the rangers overall damage as they are either dead half the time or being pulled out of combat to avoid death (both of which take away 40-50% of your dps).

Ranged pets are no different, the AI is so bad, they will often just run into battle anyway and be dead within seconds. The only pet I really use is a brown bear because it at least has a little bit of survivability. Then again, I’m speaking from a WvW standpoint.

With that being said, I think the damage for the LB is fine in itself, but it really needs something extra like immbolize at max (or close to max range), cripple, knockdown, etc

Why Not Balance Thieves In WvW Like Spvp

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Glass cannon on any profession will do huge damage – it is nothing to do with the thief profession.

No. There are plenty of professions in this game that can TRY to be “huge” damage, but can’t get anywhere close to thieves. If you mean Warriors, then sure, they can roll glass and put up huge numbers, but the zeitgeist is heavily direct (critical) damage due to the lagging combat system which rewards the crit multiplier in PvE/WvW with the only true min-maxing calculation in the game. Ask an Guard or a Necro when the last time they put up a 10K+ crit.

An an engineer, when I roll completely glass, I can’t get anywhere near the DPS a thief can do with a “tanky” version of their build, but have none of the stealth, combat movement, or massive access to blinds to prevent me from cracking like a eggshell.

You are incorrectly making an apples to oranges comparison, and this discussion has EVERYTHING to do with the thief profession.

I run a full zerker set on a ranger, and I can easily deal over 20K+ burst between rapid fire and the AoE barrage. This can be done to multiple people if they aren’t careful; however, my build makes me a sitting duck if anyone gets close. Imagine if I could stealth away at will to avoid retaliation?

This is where the problems with thieves arrives. Take any other class and turn them into glass cannons, they deal huge damage (some obviously bigger than others), but receive big damage in return. Thieves.. not so much.. they’ll just hit you for 10-20k before you can even react.. if they don’t down you, they’ll just stealth out, reset fight and repeat as needed.

Imagine if all classes had that ability to just reset fights at will.. it sure make things interesting..

Farshiverpeaks WvW Suicide mission

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Posted by: DeadlySynz.3471

DeadlySynz.3471

make the AC’s cost 1 supply to use for each shot. Supply taken off the person that’s using them (not from the tower/keep) etc..

They can’t bunker down forever; inevitably they’ll need to come out for re-supply if they wish to hide behind AC’s. Then it’s a perfect opportunity to sneak in and take over, or just wipe them as they come out.

This would solve a lot of the AC’s problems currently. They can justify having to use supply to build siege, so how can they not justify using supply for ammo as well?

Why Not Balance Thieves In WvW Like Spvp

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Posted by: DeadlySynz.3471

DeadlySynz.3471

How about you put some toughness or vitality on? It’s quite a valid suggestion.

Stealth, reset fight, rinse & repeat as much as necessary, until they get it right and finish you off, there for it isn’t a valid suggestion at all.

On the same token as someone else mentioned.. follow the population. If there is suddenly a spike in thieves or mesmers (like there is now), then yes there is a problem. If they don’t want to see their WvW population drop off, they best act now.

I’ve seen a few people on here simply say “don’t play WvW”, well have you been on a map you either completely open or nearly no players are present? Fun isn’t it…. be careful what you wish for.

Farshiverpeaks WvW Suicide mission

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I was for AC’s before but seeing this video proves why they can’t exist in their current form.

This was so bad, it was kinda funny to watch actually lol

Stealth Thief, "Playing Victim Game'?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I wonder what they will end up doing about stealth. I’m fairly certain that they won’t touch stealth in itself, but more than likely they are going to add a couple of hard counters to at least a couple of classes.

My guess is they may buff some ranger pets to auto-detect stealth, as it seems only fitting some pets should be able to do so given their heightened senses..

Now the question is, how would thieves feel about that if Anet took that route? If a ranger had a pet out that revealed stealthed units (which you know most rangers would be using in WvW at that point). What would you guys do exactly?

Stealth Thief, "Playing Victim Game'?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d like to see far less stealth with thieves, but more the ability survive and be better in group play. The way they are now, they are pretty much relegated to hiding in stealth and nearly 1 shotting people or whole groups. If they aren’t stealthed they are pretty much dead, so yes they do have a point there.

OK…you guys say you want them to have more survivability, but what does that mean? I can understand 2 things…more ways to dodge attacks, or ability to survive getting hit…Thief is Medium Armor, giving us more Armor isn’t logical because we are already locked in the Medium Armor category…so I guess you mean the second one…

I see just as many QQ threads of Thieves being able to disengage and go heal, as I see Thieves being able to stealth and sneak so…pick one that you all want to complain about, quit saying we need more of one and less of the other.

More abilities to dodge/block attacks, bigger HP pool, better AoE capabilities. Then on the contrary less stealth.. IE: Add a cool down to stealth of a minimum of 10-15 seconds so they can’t vanish in and out of battle at will resetting the fight as much as they need to before they get it right. Nor should they be able to vanish and stomp people while they are downed either. The amount of QQ’ing I see regarding that alone should warrant Anet to raise some eyebrows on the issue.

Stealth Thief, "Playing Victim Game'?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d like to see far less stealth with thieves, but more the ability survive and be better in group play. The way they are now, they are pretty much relegated to hiding in stealth and nearly 1 shotting people or whole groups. If they aren’t stealthed they are pretty much dead, so yes they do have a point there.

Spotting system proposal

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Posted by: DeadlySynz.3471

DeadlySynz.3471

How bout make it an additional upgrade to a tower/keep. It expands your map so therefore you can see groups over a larger area.

Ridiculous WvW

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Posted by: DeadlySynz.3471

DeadlySynz.3471

WvW by design is meant for large numbers of people. Isn’t it like 100 per side is allowed on the map at a time?

Human nature… mob mentality.. you name it. Plus it usually works out to nearly everybody’s advantage to be within a zerg because that’s usually the best and easiest time for people to get loot.

With that being said, Anet could easily stop it if they wanted to.. just put a stacking debuff on that increases in intensity the more players in a given area (similar to agony), except it’s a permanent debuff that activates when a minimum number of players are in a given area.

A portion of hp is lost ever 3 seconds.. for example 10 players = 10% hp loss every 3 seconds; 15 players = 15%; 30 players = 30% and so on. Sure this is extreme, but watch the zergs displace faster than you can blink :P. It’d screw over my game completely, but hey, zergs would effectively be eliminated in the blink of an eye lol

Q> about ranger

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I run with a Sb/Lb with 30/30/10 with full zerker gear. I use a brown bear (mainly for distraction), and a wolf for knockdown and howl (fear). My longbow carries the superior sigil of fire, and my shortbow has the rune that adds precision. I am thinking of changing these though.

I’ve tried every other build and armor combo under the sun and this combination (for me), provides the most killing power and best survivability. That is unless I come across a roaming thief, but that’s my own problem as I take on that risk lol.

Depends on how you want to play, if you want to be in the thick of things, you’ll need better survivability gear, if you want to hang back and deal heavy damage, go with what I suggested, but learn how to escape quick. To me, Rangers are best suited for hitting from long range and are best to support groups that way. Though I know they can be effective in 1v1 or small groups with the right build, these builds I find aren’t nearly as effective in zerg vs zerg battles.

It’s not uncommon for me to get wiped out in small group battles and definitely not uncommon to get wiped in 1v1. On the same token, it’s also not uncommon to deal 20K + damage to a group within a zerg if they aren’t fully aware of what’s going on.

T2 NA: TC/DB/FA 5/24

in Match-ups

Posted by: DeadlySynz.3471

DeadlySynz.3471

Competitive ?
All I see is a cowardly Tc and FA double teaming us since day one ! Neither of these servers has a lick of honor . As I type this , TC has there 75 + man zerg hitting one side of our keep ,and FA has there 75 + man zerg hitting other side ! Not bothering to attack one another . We have 35 people maybe holding atm and you STILL cant take it . If you had even a lick of digninty ,you might have the skill to get it from us . But as it stands ,its blatantly obvious why you insist on this alliance amongst yourselves . Your players skill base is laughable . And now we ALL know why ! Keep grinding Db ,these clowns aren’t worth the slightest bit of our respect .

You don’t need to be double-teamed. More often than not, when it’s zerg vs zerg, DB is getting wiped, even from outmanned teams. I was in said battle, and all I saw was DB hiding behind a barrage of AC’s.

Work with what you got I guess (while it’s still here), if/when the AC’s get nerfed, DB will probably plummet quick.

Stealth Portal Teams need a viable counter.

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

counter to stealth portal team? Anyone in the keep, tower, castle etc.. gets ported out immediately back to their base upon the fortress being taken over. If your inside said structure and you know it’s inevitable that it’ll be taken over and you don’t want to be ported back, jump out, it’s as simple as that.

Next to having to chase or finished off downed players (which should be removed from WvW IMO, sweeping keeps for stealthed players is such a kitten awful waste of time.

Southsun/Overflow Guild Rush bug

in Bugs: Game, Forum, Website

Posted by: DeadlySynz.3471

DeadlySynz.3471

Just came across this myself, very annoying that the chest couldn’t be opened. Complete waste of time

Solo Dungeon?

in Last Stand at Southsun

Posted by: DeadlySynz.3471

DeadlySynz.3471

The more options the better. Not everybody want’s to group up with others to do the dungeon; nor does everybody want to solo it.

The rewards should be identical for both multi-player and solo, because realistically, those who are doing multi-player, shouldn’t be concerned about the people soloing the dungeon (worry about yourself). Vice versa for the other group.

People who want the challenge, get their challenge. People that don’t want to group up, get their wish as well.

100 Southsun Supply Crates Opened

in Last Stand at Southsun

Posted by: DeadlySynz.3471

DeadlySynz.3471

The thing is, are they going to make more money off of it leaving it RNG? Or would they make more money off of it selling the mini pets and weapon tickets outright for gems?

How many people refuse to by these crates vs how many people would by the tickets or pets?

I don’t mind spending money on the game here and there, but I will never spend it on something that’s random. The OP layed out quite nicely as to why someone should not spend money on RNG.

Ticking siege just ain't fun

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d prefer they remove the tick siege as well and just institute an ammo system for all siege. Either make it cost 1 supply per 1 shot, or have a separate ammo camps that can be taken over for ammo.

Deadly *lol* new WvW abilities

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Oil single handedly stalls a group from siegeing a gate for a good minute or two. How is that in anyway useless…?

Just because you aren’t wracking up kills from it =/= serves no purpose.

a minute or 2? It gets taken out in less than 10 seconds. First the cannons, then the oil.

At least the cannons have some usefulness as they can harass groups that are roaming near by are forced through a choke point; the oil on the other hand, really serves no purpose, only to those stupid enough to stand under it before it’s destroyed.

For now, it’s a waste of supply. This will probably change. How, I don’t know as it melts in seconds when zergs approach it. It makes no sense that oil can be thrown so that won’t work. Perhaps it’s better served as hot oil traps placed around the towers.

Trait Reset

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Posted by: DeadlySynz.3471

DeadlySynz.3471

If they do, it’s going to be costly, but frankly, I don’t see them doing it. All people will do is just flood all their points in AC mastery.

What they may do, is bring the rest on par with each other, then allow a costly retrait option

List your top flaws with WvWvW!

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Anet has already said they are making some major changes to WvW. I just hope one of those is a significant point system for kills.. like 5 points per kill, and 10 points per kill as outmanned.

Yes, skill lag also has to go. The only positive I can see to keeping it is my pet seems to be invulnerable during skill lag lol.

thief nerf required in www

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

What some people don’t get (mainly the L2P crowd), is that when you join WvW, you generally don’t trait your class for sPvP play; if your smart, you’ve traited it for group play.

If your traited for group play, you less than ineffective at sPvP. Thieves don’t seem to have any effective builds built for group play due to having the following as another poster pointed out:

“Weakest healing in the game
Least health pool
Medium armor
Zero boons abilities
Zero invulnerable abilities
Middle mobility
Middle DPS
1-3 support abilities (two make only stealth,one block projectile)”

This forces thieves into sPvP which immediately puts anyone traited for group play at a severe disadvantage. This furthers the effect from the ability to enter and leave combat at will or reset the fight as many times as needed as so many have pointed out. Combined with the fact that the stealth is so effective, they can essentially go full zerker without any worries of ever dying.

Bottom line, thieves have nothing effective in group play and this really need to be adjusted. Their sPvP play needs to be brought down a couple of notches while their group effectiveness needs to be raised a couple of notches.

I’m well aware that classes like rangers, guardians, and warriors (if traited properly) could probably wipe the floor with thieves easily; but, you’ll rarely find them traited for this in WvW. If they are traited for sPvP in WvW, then their aren’t doing themselves, or their groups any favors.

Oh bull crap. I don’t want them to turn my thief into another #1 spamming warrior. Do realise that some people prefer roaming & harrassing over mindless blobbing, even when you do not.

Do you realize that most people (or small groups for that matter), don’t like that type of disadvantage in WvW? Sorry but that group outnumbers yours. As many have said before, you could just L2P when the time comes.

Too many people bringing to light the problems with the thief class. It’s going to be changed whether you like it or not.

What I think will happen, is some ranger pets are going to be able to just auto-detect stealth at all times (like they should). This could effectively ruin stealth as long as rangers are around. This to me the most likely change that’s going to happen, seeing as ranger pets need buffs and what’s more fitting than to have some pets just auto-detect stealth..

Question is, when that happens.. what are you going to do? L2P or QQ?

thief nerf required in www

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

What some people don’t get (mainly the L2P crowd), is that when you join WvW, you generally don’t trait your class for sPvP play; if your smart, you’ve traited it for group play.

If your traited for group play, you less than ineffective at sPvP. Thieves don’t seem to have any effective builds built for group play due to having the following as another poster pointed out:

“Weakest healing in the game
Least health pool
Medium armor
Zero boons abilities
Zero invulnerable abilities
Middle mobility
Middle DPS
1-3 support abilities (two make only stealth,one block projectile)”

This forces thieves into sPvP which immediately puts anyone traited for group play at a severe disadvantage. This furthers the effect from the ability to enter and leave combat at will or reset the fight as many times as needed as so many have pointed out. Combined with the fact that the stealth is so effective, they can essentially go full zerker without any worries of ever dying.

Bottom line, thieves have nothing effective in group play and this really need to be adjusted. Their sPvP play needs to be brought down a couple of notches while their group effectiveness needs to be raised a couple of notches.

I’m well aware that classes like rangers, guardians, and warriors (if traited properly) could probably wipe the floor with thieves easily; but, you’ll rarely find them traited for this in WvW. If they are traited for sPvP in WvW, then their aren’t doing themselves, or their groups any favors.