Apathy Inc [Ai]
8 seconds would be sword ability…
but wat?
Apathy Inc [Ai]
glitter, this patch was the biggest buff to stealth caps you could have asked for…
BTW if someone sees you it isn’t a stealth cap anymore.
Apathy Inc [Ai]
^ ive lost multiple trebs to that short 10 minute despawn timer.
Apathy Inc [Ai]
Regular arrow cart, the minimum damage I saw was 623, the maximum damage I saw was 1,100 (ele, probably gc).
Is it strong, yes. Uncounterable, no. This patch opened up blitz tactics and diversionary tactics, keeps and towers will still die -you all just need to give the game a chance. Instead of whining about changes you haven’t even played with yet.
Apathy Inc [Ai]
If an enemy has enough people on the map to golem rush, that means they have at least 40 players. If you don’t have but 5 people on the map you weren’t going to stop it anyway.
Apathy Inc [Ai]
I remember reading once: “Wah wah wah defense is impossible all this game is about is attacking things you cant defend wah its impossible” so devs just buffed ac’s to make defending more possible and now its “wah wah wah game is too static, attacking is too hard…”
Really, make up your minds people.
Apathy Inc [Ai]
This is nutty, was this a gameplay decision or a ’save bandwidth / resources ’ one?
I have run supply for my own siege in WvW sooo many times when it has taken more than 2 minutes. Nice to be able to stop and help a ally in combat, or take back a camp before you can get the supply you need. Sometimes you just need 2m+ because the closest available supply is a long run.
Only large zergs are going to bother dropping defensive siege now, and even more supply will be looted out of depots. They must really despise defense in this game, and won’t be happy until its just zergs exchanging each others structures back and forth and waving to each other as they pass.
It probably has to do with people siegecapping servers.
Makes it harder than just throwing down 50 blueprints.
If they despise defense so much, why in hell did they buff arrow carts?
Its only 2 minutes if you throw the blueprint down and NOT put any supply into it. If you put even 2 supply in it after you throw the BP it gets a 5 minute timer.
So if you are throwin down 3 prints at once and you have 10 supply, put 2 in each, the rest in the last one before you run for supply.
Apathy Inc [Ai]
And ninja squads.
Apathy Inc [Ai]
Its designed to kill your zerg, make things defensible against zergs.
Maybe come up with new strategies?
also arrow carts 1-2-3-4 are deathtraps for operators against people that know what they are doing. There is nothing to stop an attacking force to simply pull the operators off the walls.
Apathy Inc [Ai]
Make it so the enemy factions cannot see outmanned buff It is a green light to rush as much as you can as fast as you can.
No info should ne displayed as boon/foods/ upscaled lvl, etc etc.
only guild and server should be observable.
Do we play the same game?
Boons have particle effects associated with them, I see no reason to remove them from the UI (conditions too), all this does is disadvantage people running on minimum graphics. And buffs zerg play where these particles are easily hidden in the wash of explosions.
Apathy Inc [Ai]
Are they hitting the ingredients yet?
There is one in particular that will get strained from increased demand.
Apathy Inc [Ai]
His math, is off… (partially because he didn’t play endgame content in his review, partially because his numbers are off (trading post has a 5% posting fee and a 10% tax, not a 5% tax))
His methodology is not equivalent to the average player experience (he did ALL level 15 zones before going on to the next zone, and thus was level 37 before going into a level 15+ zone)
Sure there are a lot of items in gw2 that are vendor trash, the number of vendor trash items however doesn’t mean your economy is broken.
If he is only looking at pre-80 sure vendor trash items are broken and people value crafting xp overall because a lot of people use that to level, so the level 80 economy is driving up the price of crafting materials as there are less players generating sub L5 crafting materials than those that need them.
The demand for sub 80 gear however is lower than the outputs, crashing the price to below vendor value (to which the TP caps so people sell at that +1).
Apathy Inc [Ai]
In code sunrise and twilight are also precursors for eternity.
Which is probably the root of the bug.
Apathy Inc [Ai]
it will put the whole stack in but only take one (or 10, if your doing the 10x recipe) when you forge.
Apathy Inc [Ai]
it didn’t completely, it would affect 5 targets per pulse, the pulses were quick though. If you ran 20 people through the edge at the exact same time, only 5 would get it. Kinda like veil.
Apathy Inc [Ai]
Ive had the pet go invulnerable on me underwater so I couldn’t stop the res at all.
Frustrating. Only thing you can do at that point is just run away.
Apathy Inc [Ai]
That’s if you use additive stacking instead of multiplicative. Has it been established this game uses additive over multiplicative?
If its multiplicative it wont hit 98%
Instead of a 30% trait and a 40% food bringing you to 70% reduction, it will bring you to 58% reduction.
I wonder if this interaction is tested somewhere, cant really find it.
Also the question is how does condition duration interacts with this, if I have a 40% longer cripple (pizza) does it make the cripple last (against a target with 98% condition reduction) 58%, or does it make it last 96.4%?
Its definitely additive. I can tell a huge difference from when my food wares off and I just have runes going on.
I’m not sure how it applies the condition. Just a guess but works like this. Lets say your Cripple is 10 Seconds base so we have easy numbers.
You’d have a 14 Second Cripple after we factor in your 40% bonus, then I reduce the duration by 98%. Which ends out to be .28 Seconds.
Are you sure that’s how it works? Have you tested it?
if its additive scaling you have a second scenario:
if you have a base 10 second cripple and apply it to the enemy, condition duration is calculated before application -98%+40% = -58% meaning a 4.2 second cripple is applied.
if its done in steps that’s multiplicative scaling.
Apathy Inc [Ai]
^ good zergs use a lot of melee currently already.
I really don’t see anything wrong with melee in a zerg situation. The only time melee doesn’t work is when you cant run into the enemy. And that’s all fine.
Apathy Inc [Ai]
Ops suggestion just plainly buffs zerg combat. if you cap a camp under his suggestion then you don’t have to worry about it for another 15 mins.
Less targets = more zerg friendly.
Frankly I want supply camps to be unprotected – scale the reward based on how long its been camped to prevent reflipping abuse for leveling/karma/wxp.
Removing RI is more anti-zerg because I can keep my team of 5 near your camp, if you don’t defend it I can keep it my teams color, if you zerg it and leave ill just retake it back again.
In order to counter that you must leave defenders, which actually encourages small fights to break out.
Apathy Inc [Ai]
Hammer warriors are one of the most deadly things you can face in a zerg fight
Imagine 10 hammer warriors charge into your zerg (with their zerg behind)
They will all launch a 2 second stun that will hit up to 50 people (5 per warrior), they will use an AOE knockback that will break your zergball up, they have access to a single target 2 second knockdown – all the while putting out decent damage.
Keep in mind that melee weapons do roughly 5x the damage as their ranged counterparts. So any time you can get in melee combat you will kill the other side faster.
If you are the ONLY melee person in a zergfight, yeah its going to suck.
Apathy Inc [Ai]
what are the materials for lemongrass again?
Apathy Inc [Ai]
which is no different from before really.
well actually it is, ive been able to zero trebs in on build locations faster by rotating the treb before the enemy starts building.
Mortars also turn quickly – if they wernt taken out.
Apathy Inc [Ai]
With Dogged March + Melandru + Lemongrass, all snares will be reduced to 2% duration.
This seems ridiculously powerful to me. Did ANet intend for Warriors to be able do this in WvW?
Am I missing something?
And how exactly is something like a nourishment as Bowl of Lemongrass Poultry Soup related to warriors alone ?
Also,forgive me for my ignorance,but wth is Dogged March ?
A Trait that will provide 30% Passive Reduction in duration of movement impairing conditions.
With Lemongrass & the Runes, warriors will be able to stack up to 98%. More than likely since the the Lemongrass Soup was over 8 Silver Per unit last week, I doubt many use it, so your looking more likely at 94 or 96% whatever the difference in the lower level.
That’s if you use additive stacking instead of multiplicative. Has it been established this game uses additive over multiplicative?
If its multiplicative it wont hit 98%
Instead of a 30% trait and a 40% food bringing you to 70% reduction, it will bring you to 58% reduction.
I wonder if this interaction is tested somewhere, cant really find it.
Also the question is how does condition duration interacts with this, if I have a 40% longer cripple (pizza) does it make the cripple last (against a target with 98% condition reduction) 58%, or does it make it last 96.4%?
Apathy Inc [Ai]
(edited by Draygo.9473)
Removing RI benefits small teams.
Limiting potential targets to harass HURTS small teams.
Please do not enact this pro-zerg suggestion.
See this thread for the opposite suggestion, which will actually help small teams:
https://forum-en.gw2archive.eu/forum/game/suggestions/IMO-get-rid-of-Righteous-Indignation/
Apathy Inc [Ai]
its not a flame
what is world vs world, its a huge pvp arena, so why would the devs go against the design of wvw and remove pvp from it?
It makes no sense. Sorry you want to rage on the forum but it isn’t going to change.
Apathy Inc [Ai]
kill them first, or, get a buddy and kill him together 2v1.
Apathy Inc [Ai]
I’m sure if they could fix skill lag easily they already would have. You think they think its acceptable the amount of skill lag we have right now? I’m sure they realize it isn’t. Fixing it isn’t so simple.
Apathy Inc [Ai]
I really don’t get the ops logic.
Making it easier for me to kill you is supposed to deter me from killing you? As you were then.
Apathy Inc [Ai]
I had watch the whole thing and I know they mention Guardians wont be able to block projectiles, but didn’t hear anything about elementalist not being able to block them anymore. Must have miss that part.
Do know elementalist and mesmers seem to be getting the biggest nerfs for wvw.
Guardians are pretty much staying where they are, didn’t really hear any nerfs to them other than not being able to block projectile.Look forward to seeing some of the changes go into effect as well as necro getting a new condition would be interesting.
It was an answer to a question, basically it was asked if the guardian change applied to swirling wins and the dev said yes.
Also I’m going to repeat this again. This is sPvP’s state of the game, they aren’t going to put a wvw person on a panel when the panel’s topic IS sPvP, that’s just silly. What we should do is see if arenanet is up to doing a wvw sotg focusing on wvw changes and news.
Apathy Inc [Ai]
On that note I wonder if we can organize a monthly wvw state of the game twitch session with Devon and crew.
Apathy Inc [Ai]
Maybe its because that SOTG focuses on sPvP play – exactly as advertised.
The presenters are SPvP players, don’t expect them to question WvW changes that were mentioned in passing.
Apathy Inc [Ai]
Gems are created when someone buys them with $, and gems are destroyed when someone uses them
1. What we do not know is whether ‘golden’ gems (gems that are created when they are bought with gold) also determine the price.
ANet never said that they did. Nor did they say that they didn’t.
.
2. If only dollar gems change the gold price of gem, ANet must track down where someone gems come from: are they bought with dollars or with gold.
ANet never said that they did this. Nor did they say that they didn’t.
.
3. The gold value of gems goes up and up and up. According to the theory that was mentioned int hat post, this means that either the supply goes down or the demand goes up or both.
ANet never said which one it is (are you noticing a theme here?)
.
3a. If supply is defined as ‘gems players bought’, then it is impossible that supply is lower now than atthe start of the game. Players had bough zero gems when the game started. Or did ANet had some sort of ‘starting pool’ for gems? Or do they add a number of gems to the pool for every new player?
ANet never said anything like that.
.
3b. If supply is not down and prices rise, than demand must be up, right?
But, it is hard to believe that demand would be higher each and every monthexcept once: prices (taken from http://www.gw2spidy.com/gem atthe start of every month)went from…
37s in oct
88s in nov
1g67 in dec
1g64 in jan
1g84 in feb
2g05 in march
2g38 in april
3g05 nowSaying that demand is up in each and every month, compared to the month before is very, very, very unbelievable.
.
I know that it is unlikely that ANet will ever give correct information about this topic, but it is clear that there is more to it than ‘prices go up when people buy gems with gold and prices go down when people sell gems for gold’.
The exchange rate changes based on the scarcity of each supply. You cannot inflate it, it’s an exchange rate. As players purchase in one direction, it entices purchases in the other direction.
And yet, here we are, with gems prices raising month after month after month after month. Odd, isn’t it?
1) Gems are NOT created with the exchange – this has been said many times. you do NOT create gems with in game gold
2) Dollars do not affect the gold conversion price. buying 800 gems with money then buying a character slot does not change gem price on the exchange
3) Supply is NOT the total pool of gems in the game in players accounts, only the supply of gems currently sold to the exchange
3b) Did you ever consider outside factors like more DEMAND for gems because anet has been adding things people want to the gem store. Matter of fact gem prices on the exchange jump when players want to use gems to buy an item anet just added to the gem store. Often this coincides with anet adding something to the gem store.
When there is more demand for gems, more gold is converted to gems, jumping the exchange rate price.
Apathy Inc [Ai]
That’s why I said you can just Blurred Frenzy during your 4th step and achieve the same damage. If he is stupid enough to spam through confusion he will be dumb enough to spam an invulnerable target.
Apathy Inc [Ai]
OR
1) Thief approaches you and stealths
2) you decoy
3) he hits decoy
4) You hit MI + Mind Wrack
5) Thief is now down
Yes there are insanely stupid thieves that will spam through confusion, just add blurred frenzy to your list of things to do after cry of frustration and you will still down him.
Apathy Inc [Ai]
To be fair, 12 stacks of confusion was pretty kitten unfair and too easily reached using a Mesmer. Even if the target cleansed it off right away they still take one hit of 2k+ damage. now it will be 1k+ damage, which still hurts but isn’t omg I cant do anything with 12+ stacks of confusion bad.
Apathy Inc [Ai]
bunker guards also depended on retaliation in order to punish people attacking them. As that is now nerfed you should increase base healing of guardian skills by 25%.
Confusion was never the best method to counter backstab thieves. I don’t know where you got that from.
Apathy Inc [Ai]
I’m kinda excited to be able to use moa again.
Instead of just granting my enemy a free escape from the fight I get to kill them now.
Apathy Inc [Ai]
Moa skill is useless. You turn a person into a bird and gave him 5 speed skills (congrats you gave a player an escape)
They nerfed the speed skill. So not quite true after the 30th.
Apathy Inc [Ai]
Actually trebuchets in real life can fire farther than the trebuchets in game.
This has been covered before. Careful when comparing to reality.
Edit:
Trebs in real life can shoot 300 yards.
Game measures in units. Units are = 1 inch meaning that if they were to match reality by that conversion trebs would have a range of 10,800 units.
If units are 0.01 meters (another estimation) then trebs would have a range of 27,000 units to mimic real life.
Current trebs in game have a range of 10,000 units. Props to the devs for doing their research.
Apathy Inc [Ai]
(edited by Draygo.9473)
They buffed the moa skill considerably. And mantras. But hey NERFS.
Apathy Inc [Ai]
I don’t know why these threads exist.
You really want everyone in wvw to play an elementalist or GTFO?
Or do you want AOE damage to do very little damage so it its ‘balanced’?
Do you want the return of ungodly lagstorms that lock a server down where you cannot do anything even press 1 or move while elementalists drop AE into your zergball? You think the lag is bad now? wait till the aoe cap is removed and it will be outright impossible. (Think T4 in WAR with brightwizards camping the only ramp up into the cap area – it was aweful)
The aoe cap really isn’t a problem, if you need to get around it use ballista and arrowcarts.
Apathy Inc [Ai]
There is already a thread which discusses this change and other changes in relation to the SoTG here:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/State-of-the-game-WvW-Highlights
Apathy Inc [Ai]
We need to tie back in that line of discussion with the topic of the thread.
Are there examples of artificial scarcity in real life? Or is the artificial scarcity of certain items in game a reflection on actual scarcity in real life?
Apathy Inc [Ai]
only against boon hate warriors.. which is fine.
How many of you actually have played with the new trait and made a build around it yet? How about we test it out before we play the jump to conclusions card.
The sky is falling a different warrior build might be viable!
Apathy Inc [Ai]
Several changes were highlighted in the spvp State of the Game – I covered those highlights here:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/State-of-the-game-WvW-Highlights
Beyond that we know something is changing in relation to blueprints due to a post by devon. I imagine there will be more changes but I don’t really know. We should see the patch notes pretty soon.
Edit: In addition an arrow cart mastery upgrade tree will appear for the wvw ranks – no other details have been leaked about exactly what it will do.
Apathy Inc [Ai]
(edited by Draygo.9473)
Uh
confusion is not an effective zerg burster, as it is affected by the aoe limit of 5..
Do we play the same game?
as an aside the mug->backstab combo is getting nerfed as well. So its not a good analogy.
I would argue that it is, or at least it is to those whom understand how it works. If you see an enemy glamor field, would you step in it? I wouldn’t because I know that could trigger confusion. Feedback is even better for zoning because people have to step out of it in order to use ranged attacks. The 5 man limit only effects up to 5 enemies in the field. When others step out, it can then affect another. That’s why turtleing in an aoe is more effective than scattering. And I feel the devs are promoting zerging because they have had to have seen these tactics by now and yet they keep nerfing things that dissuade it.
zergs can put glamour fields on your party more often affecting more people.
this has nothing to do with zergs.
the shatter spec confusion build is pretty overpowered as hell in wvw as it can quickly stack 12+ stacks of confusion on at most 5 people. Use an ability and you take a huge chunk of damage.
A zergball will either be: a) moving, or b) stacking spamming things that will purge conditions while fighting. I never found glamour an effective antizerg tool besides the reflect component.
Its not gunna be like you take feedback out of your build because confusion does less damage – applying confusion isn’t the primary reason you are using feedback.
Apathy Inc [Ai]
There are a bunch more changes, and even more than highlighted in the sotg video.
I am only highlighting the specific WvW related changes here you will have to refer to the video when its uploaded or a transcript for the complete list. I would like to ask that this thread stay on topic with changes that directly affect WvW and any associated feedback in that area.
Apathy Inc [Ai]
Uh
confusion is not an effective zerg burster, as it is affected by the aoe limit of 5..
Do we play the same game?
as an aside the mug→backstab combo is getting nerfed as well. So its not a good analogy.
Apathy Inc [Ai]
I know a certain elementalist that will be really happy with the change to #1
Apathy Inc [Ai]