(edited by EvilSardine.9635)
EvilSardine this item is avalible to everyone in the game therefore you have the same adavantage if it gives you one. Just because you “didn’t” discover it first and use it to be effective. All I get from most posts complaining about this is lots of crying like little children.
Seriously?
This needs to be removed from WvW.
I’m getting everyone I know to report it as an exploit/bug.
Love how the people opposed to fixing culling are those who main thieves. I for one wont miss those groups of 3-5 thieves roaming in constant stealth.
This even worse culling method makes everyone invisible. Not just thieves. Your comment makes no sense.
It is World vs. World. Think of it in terms of nation against nation. Armies win wars, not small scouting groups (though they do help a whole lot). If smaller groups were as effective in winning WvW maps as larger ones we would see more of them. That just isn’t the case. I’m glad they are thinking of the big picture (the armies, and the majority).
No.
We actually stopped playing WvW in December because roaming around in a 5 person party wasn’t possible. Single enemies weren’t loading until they were in your face.
December was the WORST for culling. Ever.
DO NOT REVERT BACK TO THIS CULLING VERSION.
I guess this post means culling won’t be fixed. Since everyone I know including myself has a top of the line system and this has nothing to do with computer performance.
Many of us tested this extensively. A thief going in and out of stealth on a mostly empty server with NO ONE around for miles other than myself will have 2-3 seconds of extra invisibility. This thief was a buddy so we were testing this.
The general consensus after the trial is that this system lead to a better player experience in WvW.
Thanks for your hard work on all this but honestly what feedback were you looking at? That change made things so much worse. I saw nothing but negative feedback.
Tests showed that enemies were loading when they were 20 feet away rather than the usual couple hundred when out in the middle of nowhere far away from groups of players. Tests were done using friends who were on other enemy servers.
(edited by EvilSardine.9635)
sigh. really tired of seeing people asking if “clowns” are online to lure enemy zergs into the water
Wait…I’ve seen this too. Hahahaha, is that what they call rangers that do this? I guess this is a “thing” now?
My friends and I just ran across this 7 times tonight. Two times on each borderlands and once on the EB borderlands. These were all different rangers. The description below is what happened pretty much with all the different rangers:
A party of 5 would demolish the ranger underwater then he would use his pet to revive himself. We were all focused on the ranger since we had him targeted but we couldn’t out DPS his pet revive. We down him again and now focus on the pet. Of course his pet is tanky since he was tanky build and he was able to revive again before we could kill the pet.
Now we switch to a different tactic. Pull the pet away so it can’t res using the guardian’s staff #5. Oh what’s this? The ranger just swims down to meet his pet at the bottom so it can’t sink anymore and he revives again. Now we actually kill the pet and it revives him even though it’s dead.
What on earth is this? Anet, fix this.
These need buffing big time before the thought of even using one crosses my mind. I can’t believe some of the normal attacks in these forms root you in place. That’s just silly.
I can’t help but laugh as I pummel people who try to use these animal forms on me in WvW. Norn elites are sad.
No, they need to adjust the amount that the pet heals. It heals way too much.
For instance, my character can do 1,000-2,000 damage on land with my number 1 attack. A ranger using his pet to rez on land does speed up his revival but I can stop it and it all feels balanced.
Underwater, my attacks deal like 200 damage even with exotic gear. Underwater combat takes so long because a lot of the damage is toned down big time. This means the ranger’s pet out heals a lot of attacks and that’s stupid.
Three people at attacking a downed ranger but his pet out healing them is just silly and needs balancing.
So what you’re saying is to just RUN AWAY when a thief is stealthed because there’s nothing you can do? It’s broken and needs to be fixed.
Exactly! Rangers are broken just like the stealth is on thieves.
Thanks for supporting the movement on getting rangers fixed.
Sorry but no its not gamebreaking, underwater combat is never going to be a huge part of this games combat system. Sure my ranger can tank 2 people underwater and kill them, but it doesnt mean Im unkillable, just hard to kill. Pro tip, when fighting a ranger who jumps into the water….run away, why waste time fighting him in perfect territory.
So what you’re saying is to just RUN AWAY when a ranger is underwater because there’s nothing you can do? It’s broken and needs to be fixed.
How is underwater combat not important? Do you even play this game? There are some points in PvP that are underwater. There are underwater objectives in WvW. There are underwater gates in WvW. There are moats you need to cross and fight enemies in while attacking keeps in WvW.
World vs world should be about capturing keeps and camps to gain bonuses for your server
Hey OP, why not do that instead?
Yeah, that right there is a perfect example of how this just HAS to be a bug….
Hopefully it gets patched ASAP.
The problem is that all other professions have inferior weapons? Not likely. The DD ele will be getting a nerf and it has nothing to do with EvilSardine asking the devs to nerf it. It’s overpowered because it has too much mobility. The current metagame CC isn’t strong enough to cope with them. And I don’t see ANet beefing up the CC much. So expect the nerf. Brace for impact or something.
But DD eles will still be viable and still be good after the nerf so don’t get your panties in a bunch. They just won’t be the only choice for sPvP elementalists. Of course ANet might just give the weapon a 30% damage nerf rendering it entirely useless like they did with engineer grenades. Then they’ll suck. But hopefully, ANet won’t do that.
Completely agree. I really expect a nerf at this point to it’s mobility and it won’t ruin the class. It will balance it out.
RTL, Lightning Flash, Burning Speed, Mist form, Stability, Frost Aura and Shock Aura + swiftness, Mist Form when downed s too much for a player to counter with even the most CC heavy builds. If you even CC an ele while they have auras you are being CCed yourself most of the time.
I’m bumping this thread because my group of 3 could not kill a ranger who was doing this. We downed him pretty quickly and then his pet started rezzing him faster than we can damage him or the pet. Sunk the pet multiple times with my guardian but when they hit the floor the pet could not be pulled away any more. The guy rezzed 4 times before we miraculously pulled the pet away to the side and was immobilized by a bunch of krait.
Overall it took 3 good players 4 tries to kill one single ranger.
This is broken and needs fixing.
Ranger when downed underwater can rez himself (lick wounds)and you can’t stop him. At one point it even shows him as invulnerable. You can try focusing the pet but if it’s a tanky pet, 3 people cannot stop the rez.
A ranger did this 3 times before we were able to sink the pet away from the ranger.
This has to be a bug.
Guys, please let’s keep this civil and on the subject on how to balance out the elementalist. Not about if PvP versus WvW.
Anyone have any suggestions on balancing this class a bit for WvW?
i played d/d ele for first time last night in spvp and didn’t die once and i dont even know what im doing. I would just RTL/UD then swap around different attunements spamming buttons then mist/RTL/port if i was in danger. I still prefer my phantasm spec mesmer though.
My friend in Peru has been playing the game as a staff elementalist and just recently hit 80. He tried the staff in WvW and while it was decent, I can tell he was curious about my build after seeing what I could do with it against groups of players. He bought some masterwork gear and D/Ds and joined me in some roaming.
The two of us led a group of seven enemy lvl 80 guild members on a comedy chase around the south supply camp. They needed to keep chasing us because we kept killing their dolyaks. They couldn’t stop us. Even with a ballista trying to hit us (we just keep moving and it misses and movement is key for a D/D ele) we managed to kill all 7 after separating them from the tanky guardian they had since he was a bit slow. The one that gave us the most problem was actually a ranged very glass cannon ranger but we focused him down first. Might stacking with two ele’s is comedy.
He was blown away and is now investing in some exotic armor.
I honestly think this type of survival shouldn’t be possible. The only other class that can do this is a thief exploiting some serious stealthing and it doesn’t put out this type of damage since he’s mostly stealthed.
Again, this is an issue with WvW and how mobile you can be. PvP is a whole different thing and I want people to stop bringing it up. Anet balances these two modes of PvP differently anyways. There’s no reason they can’t increase RTL cool down and half the distance mistform can travel in your downstate.
I don’t think he wants ele to be nerf in spvp. Anet already nerfed some healing in spvp so they might as well bring pve/wvw version to pvp.
This is correct. Anet balances things out differently between PvP and WvW. For instance, Mesmer confusion damage does 50% less in PvP. Same thing goes for various other abilities (like healing mentioned above).
In PvP an elementalist while incredibly strong, is pinned down to a small fighting area. In WvW, he can disengage or engage whenever he pleases. The mobility and healing is just a bit absurd.
So try not to get your panties in a bunch! If they fix the elementalist in WvW it won’t affect the few people who play PvP.
Are we argueing then that a class that can (and usually is ) spec for a battle of attrition, is OP because they specced for attrition?
Can we also argue that a class that can spec for condition damage is OP because they specced for condition damage?
Here’s the thing. The class famously referred to as the class of attrition (by a dev if I’m not mistaken) is the necro. A tanky necro is supposed to be the attrition class. The problem is that right now an Ele can do it better and can escape or chase down anyone he wants. A necro can’t do that. So basically what you have is this really tough to bring down build that can do what it wants. I can die right outside a tower if it wants with no penalty at all.
There just needs to be slight tweaking done.
Haviz, I completely agree with you. I’m not calling for this huge nerf of the class but rather just a few tweaks and improvements to other ele weaponsets so they are more viable. Right now D/D is THE weaponset to use for skirmishes.
Their constant mobility (RTL, Lightning flash, mist form, downed mist form) along with other indirect mobility (frost auras and shocking auras that provide swiftness and stun people who are chasing you) are absurd.
I think they should half the distance that we can travel in mist form. Being able to go back into towers or back into the safety of the zerg after dying is silly. I can travel much further (while INVINCIBLE) than a thief or mesmer can teleport while downed. Not really fair.
P.P.S. Get a video of such ele killing 2 thiefs with perma stealth and condition damage+2 guardians and I’d agree it is ‘way OP’.
Wait. You’re saying that a class isn’t OP until it beats two exploiting (culling issue) perma stealth thief builds alongside 2 really tanky guardians? That’s funny…
It’s very easy for people to say to come up with “scenarios” where an ele would “melt” but it just doesn’t happen in WvW. There isn’t a dedicated anti D/D squad running around with pure immobilize. There isn’t groups of exploiting “perma stealth” thieves running alongside perfect guardian builds. These things don’t happen in WvW. If there just so happens to be the perfect combo of classes that can deal with a D/D ele then the ele can just insta-vanish. Nothing they can do.
Considering on my level 70 Ele I can jump into a zerg, fire off 3 spells, and manage to get out alive if I use flash, mist, and rtl I’m sure the argument is valid. Granted I didn’t come close to killing anyone and even in the PvP videos I’ve seen of Ele’s with this build are all flash and no substance. The damage just isn’t there. Go read the D/D guide and watch the videos in that. First 10 minutes is non-stop fighting and I think one guy was actually killed. It’s all show…
I think the builds you’re referring to are the ones that mistakenly put everything into healing (cleric). Healing has horrible scaling in this game in my opinion. If you use power/toughness/vitality gear, mix the proper trinkets, and combo your fields right (which is easy) then your damage will be VERY high and your survival will still be absurdly high.
When you hit 80 and are decked out in all exotic/ascended gear that works best with this sort of build, you’ll see a big change. Especially since most people in WvW now are lvl 80. As a lvl 70 you’re at a disadvantage. Don’t let the “upscaling” fool you.
I have a D/D ele and a Shatter Mesmer. I am sorry but the ele is not OP. I have yet to meet a bunker ele that can take my mesmer down 1v1. I don’t really think any class is OP right now. You must play some really bad players on your server. If ele’s were OP I would never be able to kill one.
I think ppl don’t really understand what OP means.
Your whole build revolves around your shatter clones. An ele has a few AOE attacks that can take them out fairly easily. If the ele misses his chance to take out the clones and happens to take too much damage then just mist>teleport>RTL away, regen instantly, come back and try again. Rinse and repeat until the ele wins since the mesmer cannot outrun the ele. Ele is free to harass any player indefinitely this way.
Most of the issue is the silly mobility. Seriously, the cool down on RTL is like 15 seconds. Really?
In response to the OP, I’m pretty sure he’s trolling, but to clarify: anyone who feels god mode on a d/d ele likely just picked up the build as FotM and has not played the class long enough to know it’s true strengths and weaknesses. Most of these players build full defence, and believe jumping into groups of enemy players and jumping out is god mode. Good players know how to shut down spamming d/d eles, and know they are hardly a threat.
I’m not trolling. Please look at my proof photo in the original post. I’ve had an elementalist since the start of the betas. I know their “strengths” and what very little weaknesses they have.
I think that Anet needs to look at these specific D/D builds that have such high survivability and can deal so much damage while at the same time having the freedom to say “Nah, you know what…this fight isn’t going my way. I’m calling it off and no one can stop me.” Exiting the fight, regenning out of combat, and coming back instantly is just plain silly.
This post was originally made in the general forum but a mod moved it here. Sadly it will now get some negative attention since it’s “attacking” the class.
Please don’t feed the troll.
Badly disguised post by someone who doesn’t play Ele wanting them nerfed.
Edited: To be less abrasive.
Really? Here’s proof:
The only other class that I want nerfed is a thief. And oh….look at that. I also have a level 80 thief. I did make some past comments about mesmer’s confusion damage in WvW (where Anet confirmed it does 50% more damage than in PvP) but that’s not calling for a whole class nerf.
So, please stop trying to drag my name through the dirt. Back on topic please!
Its cool for sPvP but people that actually know the classes’ mechanics can shut down D/D with immobilization.
Immobilzation doesn’t work against any good ele. Ton of cantrips and condition clearing makes it impossible to hold me down.
I actually made a CC heavy warrior at one point (with leg specialist so every cripple causes an immobilize) using axe/mace and hammer. That’s two cripples with immobilize. 3 knock downs. 1 stun. Then with bolas thrown in as well. You can’t hold a D/D down
I’ve tried and trust me, I know the D/D/ mechanics.
The D/D build needs a nerf. It’s quite obvious from how many D/D ele’s are appearing all over the place. I actually saw 8 D/D ele’s in the human starter training instance and I counted 12 running around in a zerg group of 20. All within an hour. Pretty sad…
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When I first started playing GW2 back in the betas, I created an elementalist. It was a challenge and pretty rewarding when I did well with it because of how “much more complicated” it was than other classes. The staff was my first weapon and I used it a lot in PvP and WvW but then noticed that it just couldn’t hold a candle to what I found out was the ultimate weaponset…..Dagger/Dagger. As soon as I altered my build (30 points into Arcana is a must for this) and grabbed my trusty daggers it literally felt like I turned on god mode. Straight up GOD MODE.
This build has every single utility you can ask for. You have no weaknesses. It’s amazing but at the same time I dislike it.
I no longer had to sit back with my staff to cause damage or support team mates. I don’t have to be afraid of large groups of enemies. I could just ride the lightning straight into their faces, updraft, and start laying down pain. Thief wailing on me? Shocking Aura. 50 people chasing me? Lightning Flash > Ride the lightning (CD on this is ridiculous). Taking a lot of damage from a huge group? No problem! My heals are absurd.
I am so completely bored whenever I play this class. When I play my other classes, a 1v1 against a competent player is a challenge and fun. A 1v2 isn’t impossible, but a 1v3 isn’t going to work. With my ele, I don’t have that “fear” of engaging a group and I WILL win against 3 or 4 good players and survive indefinitely against even 8 enemies (maybe get lucky and down a few). I just fly in there, down and stomp multiple players, and can escape without issue. I don’t think any class should have this type of power…
I’m hoping for some sort of nerf on my escapes at the very least (cool down doubled on RTL?) so that when I engage a group I actually have a “fear” of dying. That feeling is what makes fighting in PvP/WvW fun. I mean seriously……Even if I get downed I can just mist form AGAIN right into my friendlies or into a tower.
Anyone else in the same boat? For now, I’m putting this ele aside….
To the people calling me a “troll” and not believing I have an ele:
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My jaw hit the floor when I saw this thread title.
Ele is one of the best 1v1 classes.
One of the best? This is hands down the best class in the game and I’m expecting and actually hoping for a nerf. I’ve been using the ele since the very first Betas and dropped it recently for more challenging classes. I actually became bored of it.
I started off as a staff ele and a few months after release I gave D/D a try and it was straight up easy mode from then on. You can EASILY and I mean EASILY go up against 3-5 opponents and they will not kill you. There’s plenty of videos on youtube showing it in action. Look up a few builds (Particularly bunker builds with 30 into arcana) and you’ll be set.
I play a level 80 thief as one of my characters. It’s completely OP and needs a fix on the stealth side. The player culling especially is what makes them unkillable if you use a certain build. Completely hilarious when you’re not on the receiving end but it’s sad at the same time how something like this still hasn’t been fixed.
Arenanet, please fix thieves so I don’t feel like I’m using a cheat/god mode when playing WvW.
This culling issue has nothing to do with how good your machine is. Everyone please stop saying this.
Thanks.
Huh? There’s no perma stealth in thieves, only non thieves will say there’s perma stealth. Perma stealth is not the same with culling. You don’t even know what you’re talking about and you want to lobby.
@Musty – Extend reveal timer does not fix culling, culling affects everything that involves rendering in WvW, not limited to thieves. Also, culling happens at different rates depending on your computer quality too
Please, PLEASE, everyone needs top stop saying this. Culling has NOTHING to do with your computer or internet connection. It is part of the way their servers handle traffic. This specific issue with the thief has NOTHING to do with how many people are in the area of the fight. It will happen if you are the only 2 people playing on the entire server.
This has been thoroughly tested by a few buddies who were on an enemy server. On two computers with one very low end and one the highest end you can possibly build and both on top tier internet connections. Both servers showing “outmanned buff” meaning the traffic is low compared to zergs running around near each other. A thief out in the middle of nowhere away from everyone will remain invisible every single time for 2-3 seconds after stealth wearing off. Every single time with no deviation.
This culling issue will probably never be fixed. If it was possible it would have been done already. The only way to apply workarounds to the single class that exploits this issue the most. The thief.
Just raise the “revealed” debuff time to double what it is. That might help a bit.
It really does make people stop playing. Many people are leaving the game just because this is still broken.
I won’t mention guild/commander names since it’s against the rules but there are huge group of people out there who run around together using this perma stealth build and basically ruin everyone’s day. They can deal with groups of people three times their size because no one can keep track or even see them most of the time. So broken…
as long as the thief doesn’t have the revealed debuff (lasts 3 seconds) and has stealth abilites off cooldown or has enough initiative to use the stealth abilities, he can stealth.
Revealed debuff doesn’t do anything because of the culling issue. He’ll remain invisible on your screen while that’s up anyways, then he can hit you with a cloak and dagger when it runs out and he’s invisible again.
That debuff doesn’t do a single thing at the moment because of the culling. In fact, they should increase it by double to compensate for culling.
This will only happen when there is a lot of players near you.
This is incorrect info. It’s proven this happens when there are no other players around during down time on a server.
We have a cross server guild where we do 1v1’s against each other when our servers are matched up. We meet out in the middle of nowhere far away from anyone (and even when the server is rather empty). The culling issue does not change. The thief still gets 2-3 seconds of invisibility after it wears off.
We did extensive testing on this issue. The number of players doesn’t matter.
as long as the thief doesn’t have the revealed debuff (lasts 3 seconds) and has stealth abilites off cooldown or has enough initiative to use the stealth abilities, he can stealth.
Revealed debuff doesn’t do anything because of the culling issue. He’ll remain invisible on your screen while that’s up anyways, then he can hit you with a cloak and dagger when it runs out and he’s invisible again.
That debuff doesn’t do a single thing at the moment because of the culling. In fact, they should increase it by double to compensate for culling.
Stealth needs a fix. I think that hitting an invisible thief with melee should bring him out of stealth. Asking for AOEs to bring him out of stealth might be asking for a bit much. Just imagine “in real life” you would swing your sword and hit an object and you would know it’s there but hitting something with a grenade wouldn’t let know you something is there.
At the very least when you hit something with melee the thief should be put into the “predator” looking semi-invisible mode. That would help greatly.
These perma invisible exploiting thieves right now are completely overpowered. (dagger/pistol). It’s a mixture of the culling issue and the ability for them to use combo fields from pistol/smokescreen.
Please increase the “revealed” debuff’s time by double in WvW only to make up for the culling issue. It would help a lot.
(edited by EvilSardine.9635)
If AOE’s removing stealth is a bit much then how about melee attacks. I think that would be a good balance….
This perma stealth exploiting is getting out of hand.
Ppl think something is op when it makes big numbers pop over their head, they never think for a second that maybe they died cause they did something wrong…. moslty the fault is of the opponent class being OP…. lol
Try playing one. You will probably be terrible, at least at first. But then you will figure out how to beat them and, ultimately, how silly this op is.
If you would be so kind to send me a protip strategy for beating a team of 5 thiefs, as I could probably make a fortune selling this secret that only you know.
There are 2 kinds of thieves running in WvW right now:
1 – backstab spec
2 – pistol / dagge specThe first one is a one-trick-pony spec, they have one chance to shot you dead or they will be totally screwed, what you have to do is to counter their opener.
steal -> c&d -> backstab , this is the usual flow of actions, and there might be a basilisk venom to stun and land easier the backstab…. how to counter ?
With my necro -> kitten easy… reaper mark under my feet will fear him after they waste their steal, then spam chillblains, mark of blood, and more conditions, they’ll try to hide in shadows then, to heal, stealth and remove poison/bleed, go DS and fear them to interrupt their heal and set it to cd… then they are done.
And yeh…i know there are other infinite cases, but this is the most common.With my glass cannon mesmer -> mirror images to break basilisk stun, roll back to dodge c&d = 3 clones up -> shatter -> roll + one more clone skill + leap&swap to immobilize -> blurred frenzy & shatter = dead thief.
The pisol/dagger build instead is way more solid, it keeps range to stack bleeding and the get close to stealth with c&d, dodge it, and out-dps them from range, if they stealth dodge their sneak attack since thats their main source of dps and bleedstacking.
General tip: if they shadow refuge, just use a push or pull skill to force them out of it asap… so that stealth will be wasted.
Those glass canon thieves are doing it wrong. You wouldn’t survive the initial burst of the proper combo.
Condition Removal.
Doesn’t work. It’s easy to be the armchair player but when it comes down to a 1v1 duel against a competent confusion mesmer in WvW (where confusion does 50% more damage), it’s a whole different thing.
Anyone who think it’s as easy as this, send me a PM if you’re on Tarnished Coast, Crystal Desert, or Fort Aspenwood and we’ll set up a duel with a confusion mesmer.
Confusion on players is fairly well balanced.
Thanks for the tips! Although what you stated weren’t really my findings. Something these mesmers are doing are stacking confusion a lot quicker than how you described.
But you’re wrong about confusion being balanced. Confusion isn’t balanced in WvW. It’s balanced in PvP.
Also, do you have a level 80 character that you want to fight a confusion mesmer with? Let me know so we can set up a duel. I’d like to see your approach in the fight since you’re a mesmer player. Would be interesting. This is considering of course if our servers are up against each other in WvW.
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I think it’s super funny to see people’s replies when it comes to confusion built mesmers (especially in WvW since confusion does double the damage than in PvP). They usually have no clue and say things like “Just bring condition removals to the fight and it won’t be a problem”
These people haven’t fought the broken build that exists right now.
We have a guild called DUEL where people from different servers get together on some corner of the map and practice fighting each other. We’ve all tried to beat these confusion builds and they just wreck everything without even breaking a sweat. I’ve experimented fighting them using my warrior and as many condition removals as I can have (mending, shake it off, signet of stamina, and auto shake it off as a trait). That’s 4 condition removals (shake it off and the auto trait on shares a cool down but you can pop the utility after the auto one and it still works).
Even with this many conditions removals, the mesmer can immediately stack confusion right back on immediately after you wipe it. You can’t keep up with how fast they can stack it no matter what.
My build is all exotic p/t/v/ with 2100 toughness, 2800 power during a fight, and 30,000 hp. The fight isn’t even close and I’m a pretty good warrior player.
I think at the very least confusion should do 50% less damage in WvW….just like in PvP.
In fact, it’s so powerful that if I have 8-10 stacks on me and I DODGE ROLL…..I do 5k in damage to myself. That’s 5k damage per dodge roll.
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Bring this back please. I actually can’t believe this was taken out.
You can’t really mitigate it. Spamming closest target only helps on some occasions but in many tests even that is buggy and won’t lock onto the invisible thief that is out of stealth.
People are exploiting this issue and have figured out ways to stay completely invisible throughout the whole fight. I won’t name the certain commanders/guilds on other servers I’ve seen doing this. It’s exploiting right now and it’s up to Arenanet to fix it. I’m not holding my breath.
1) Stop reacting slowly and being bad/slow in general.
2) Get good framerate/performance, so you at least eliminate the tool/hardware-end of being BAD.
3) Stop ****ing lagging.
4) Stop ****en lagging.
5) If you can’t stop lagging, then know that even if that thief rendered instantly, you’d still have a ridiculous skill-usage delay, and their attacks would hit you several seconds before they show up/register on your end, rendering the whole ‘culling’ issue moot.
Oh, and-
6) STOP LAGGING.
P. S. I know that I place a lot of importance on lag, but bear with me here. The ONLY time I had culling issues in small fights vs thieves was.. Take a guess. When I was LAGGING and had more than 150-200 ping. And I’ve been in a lot of fights. And I mean a WHOLE LOT.
You don’t seem to have enough experience with this issue.
Everyone needs to stop thinking this is a hardware issue. This is a networking issue on Arenanet’s end. The issue has nothing to do with your computer.
This makes thieves incredible overpowered. I’ve run into thieves that abuse the hell out of it by running the dagger/pistol combo that gives them the stealth combo. They will remain completely invisible the entire fight and will just constantly wear you down without even being seen. It’s exploiting at this point and I hope something is done about it.
This “fix” didn’t work and made things a lot worse. Our group of 5 used to walk around and fight other small groups. Now it’s next to impossible because EVERY SINGLE TIME we’ve attacked one person in an open field, 8 more people would load 20 feet behind him.
We would always circle around and wait a bit to make sure everyone loaded before engaging a group, but now that doesn’t even work. The only way his friends load in is if we’re right on top of them.
Small groups of players and even single enemies aren’t loading until they are in our face. This means we cannot plan out anything or use any tactics since it’s all luck. We don’t know if this single player in a field is alone or if there’s 10 people a few feet behind him.
This is stupid.
Why is this still not fixed? It’s obviously a problem with peering/routing of traffic into Texas. Arenanet needs to get on this.
Various people throughout Florida are getting packet loss into servers in Texas (where the GW2 servers are located).
I’m getting 4% packet loss which is completely unplayable. For the past week or so every server in Texas shows 4% loss while every other server throughout the US shows zero.
Since that patch a while ago, I started getting rares and exotics off dead players in WvW. I got quite a few actually. I never ever ever got rares from players before that patch.
Last two nights I have been having significant lag problems. It has been enough of an issue for our sPvP team that we are unable to play or compete at any reasonable level.
Last night in particular one of my Gw2.exe processes was consisntatly over 400ms in the Resource Monitor. Tonight, all three Gw2.exe processes are above 300ms.
A tracert shows the following:
1 <1 ms <1 ms <1 ms 192.168.1.1
2 39 ms 18 ms 20 ms 69.###.###.#
3 9 ms 10 ms 10 ms 68.##.###.#
4 21 ms 19 ms 19 ms 68.##.###.##
5 20 ms 19 ms 20 ms 68.##.###.###
6 33 ms 35 ms 36 ms 68.##.##.###
7 66 ms 36 ms 34 ms he-1-14-0-0-cr01.chicago.il.ibone.comcast.net [68.86.88.21]
8 52 ms 53 ms 54 ms xe-9-3-0.edge1.Chicago2.Level3.net [4.71.248.21]
9 53 ms 55 ms 62 ms 4.69.158.230
10 56 ms 55 ms 56 ms ae-14-14.ebr1.Dallas1.Level3.net [4.69.151.118]
11 55 ms 56 ms 67 ms ae-91-91.csw4.Dallas1.Level3.net [4.69.151.161]
12 73 ms 55 ms 57 ms ae-4-90.edge2.Dallas1.Level3.net [4.69.145.203]
13 257 ms 237 ms 268 ms 4.59.197.34
14 253 ms 259 ms 242 ms 64.25.32.9
15 250 ms 251 ms 257 ms 64.25.32.26
16 260 ms 241 ms 243 ms 64.25.32.82
17 * * * Request timed out.
18 * * * Request timed out.
My tracert shows the same problem as yours. Packet loss comes in at 4%. Servers outside of Texas do not have a problem at all.
Glad I’m not the only one seeing this issue.
I’ve submitted bug reports in the past about it but still it hasn’t been fixed.