I agree with the OP,
currently groups offer too much safety from bad play in PvP. “Oh my mate just died? Let me just click him for 3 seconds and we’re good again”.
Currently PvP in GW2 is like PvP where everyone has a Battlerezz.
2 changes would address most issues I have with the downed-state.
1. Direct Damage should interrupt the revive process from downed-state. This would allow anyone to interrupt a revive, not just those with a knock-back, stun or daze currently at hand. Considering how quickly you can revive, this is really a necessary change.
2. Resurrections (aka. reviving dead players) should only be possible out of combat. This makes it possible to actually destroy zergs rather than battles continuing ad nauseum.
Direct damage meaning single target, or including AE damage? I think the latter is a great idea, it allows you to drop your AE on top of a downed player, thus preventing them from getting revived and allowing you to finish them.
Edit: How about modifying the downed penalty for WvW? After your first down if you’re downed again within the next, say, 2 minutes, you’re dead. And when you’re revived from down, you should revive with less health than half. Half is a ton for some people.
(edited by ExpiredLifetime.1083)
The AE limit is actually a good and bad thing at the same time.
It prevents AE stacking from absolutely melting a zerg instantly, but promotes the use of turtling at a door.
I’d rather them find a way to get the burning oil implemented so that its actually useful, and has no limit to how many it hits. Problem solved.
Remove the battle markers. You’ll be forced to split your forces in order to effectively control more map space, or take a gamble that your zerg won’t be able to get there on time.
1. You already need badges of honor for a legendary weapon.
2. This is just plain stupid, this will make winning servers even more powerful.
3. I think lower tiers should have a higher droprate than higher tiers, why? Because this will make better players go to lower tiers, they will spread out and so there will be a variety in fights.
So having a shortbow that spews rainbows and has a unique skin makes someone more powerful than someone that has an exotic shortbow with exactly the same stats.
Riiiiiight.
WvW only legendary items is an amazing idea, I’m quite frankly shocked I haven’t seen this suggested sooner.
Allow the items needed to craft them to be purchasable with badges of honor, make the badge of honor drop rate 1 per kill, and increase the amount required for WvW armor.
Why does everyone who wants the battlemarkers removed not see that you actually can use them in your advantage.. Besides battlemarkers give new players the possibility to join in, it makes the world more dynamic and that is the whole point that Arenanet was trying to create.
Why do they want them removed? It removes strategy. All you have to do is look at your map to know something is being hit. You don’t have to leave a player behind to report back.
It also makes ninja caps for small groups MUCH harder, because the zerg can respond near instantly.
I like strategy, so I think they should not be removed. I use the markers to see where I can strike next. Usually I am in a small group of max 5 players to ninja camps. We never see zergs, because we know what to strike and we’re gone when the zerg arrives.
So you watch the map and not communicate through the /team for the others, you just loll about capping camps and avoiding the zerg. See if the zerg wasnt shown you would be meeting more secured camps that are more upgraded and you would not roll it so easily. This is what we face right now, cap and run and hope it does not get recapped before the timer reaches down.
That’s exactly my point. I would rather have a reason for scouts to keep watch over places than to be able to open my map willy-nilly and see exactly where the enemy force is hitting and where they aren’t.
I find it absolutely no fun at all to be able to watch the zerg move on the map and know that I’m never at any risk of running into them.
Why does everyone who wants the battlemarkers removed not see that you actually can use them in your advantage.. Besides battlemarkers give new players the possibility to join in, it makes the world more dynamic and that is the whole point that Arenanet was trying to create.
Why do they want them removed? It removes strategy. All you have to do is look at your map to know something is being hit. You don’t have to leave a player behind to report back.
It also makes ninja caps for small groups MUCH harder, because the zerg can respond near instantly.
For everyone ripping on hammer guardians?
That’s your HIGHEST dps weapon as a guardian. Your raw dps from the hammer alone is about equal to that of the GS, but when you throw in the retaliation from a mighty blow after you drop a symbol, it skyrockets.
There’s one VERY easy fix that they can do.
Rift had the same issue as GW2 does with the Rogue’s Ranger tree pets. What did they do? Made them immune to GROUND TARGETING AoE. Very, very simple fix that didn’t imbalance the pet at all.
Why? Any decent player can dodge out of a red circle. A pet cannot. It would require singling out the pet, or be caught in your melee auto attack to kill it.
It made it so that you would have to take your focus off of the ranger, and place it on the pet to be able to kill it. Albeit the pet dropped quickly when targeted, but you weren’t able to just ignore it and let someone else kill it with their barrage of AE.
Eh, guardians do indeed have some nerf room. In fact, all pure defensive builds do with the way the game is structured; you can gain 4x the survivability and not even lose 50% of your damage. I can bum rush a zerg in WvW on mine and tank it long enough to kill 1-2.
Defensive builds should have less damage, but NOT less survivability.
I’m still throwing out 3-4k crits with Mighty Blow in PvE, while taking roughly 30% of the damage as I do on a glass cannon build.
I don’t know about your idea cause it still rewards those who are dominating already…
I think it would be better to make the orbs more like the skulls in Halo—when you have an orb you earn more points (and/or karma etc), but it also takes something away from you (a percent of your health or something). I think this would help to separate the servers that are truly more skilled from the servers that simply have more numbers.
Well, yes – something that doesn’t increase the strength of a server at all would be the most fair thing.
My post was in response to what the OP suggested, and meant to be along the lines of what they were suggesting.
I’m not a supporter of boosting the stats of an individual player, because that type of boost is a percent based gain.
What I mean is this:
Putting the relative strength of a server into a manpower perspective:
Server X has a manpower of 10000
Server Y has a manpower of 1000
If you increase the stats of everyone across the board by 10%, server X now has 11000, whereas server Y has 1100. It’s “fair” in the sense that its an equal gain, but server X gained the equivalent power to all of server Y to begin with, thus making the gap even larger.
I propose a flat gain. Such as adding in an ability or event that occurs in the benefit of the one controlling it. A “superweapon”, so to speak.
Now, the flat gain in a manpower perspective:
Assuming the same strengths as the beginning, and the ability is worth 1000 manpower, server X gains a relative strength of 10%. Not that huge of an increase in relativistic terms, but server Y would gain 1000 as well, effectively doubling their strength; thus giving the lower ranking server a larger incentive to control it than the higher one.
Now of course this would have to be balanced to make it so that its not so overpowered that the low tier servers can use it to dominate the others, since it’s a much more drastic power increase for them.
(edited by ExpiredLifetime.1083)
Honestly, people will stick around purely for the competition; that is the reward for most.
I WvW because I enjoy it – that’s all the reward I need.
Honestly? I think the token goes to the person that does the most damage to the player that’s killed. When I run around solo killing stragglers, I ALWAYS get a badge.
And another thing, why not auto-add them to your inventory? Why the tiny little loot bag that’s near impossible to see in the middle of a zerg with your camera zoomed all the way out?
The hammer actually does outdamage the greatsword, unless you go full into zeal and go glass cannon.
Why?
Mighty Blow is used twice in the amount of time that it takes to do one whirling wrath, while having a larger radius than WW does, as well as dropping all its damage in one hit.
Factor in your persistent symbol damage as well as your retaliation that is up near constantly.
Want even more damage out of your hammer? Animation cancel by dodging after the second swing connects, dropping about one second in your attack chain time – causing it to become as fast as or faster than that of the Greatsword.
(edited by ExpiredLifetime.1083)
You actually dodge and replace the attack animation with that of the dodge. Try it in an AE sometime, you get the “Evaded” flytext.
If you want to go with a pure tank build, here’s what I use:
http://www.guildhead.com/skill-calc#mccM0mzz0mNvaomNvao9MxxaVoqcksM8kil7070m7kGl70V7owX70m8ofv
It allows me to go toe-to-toe with Lupicus in Arah and not even have to worry 99% of the time.
Runes of the Earth, Sigil of Blood, Omnomberry Pies. All knight’s gear, with a hammer and scepter/focus for the ranged root+damage as well as the 3 block shield.
Link to video proof of Lupi: http://youtu.be/x-zh9YpYK7U
As someone previously stated, CD’s main zerg seems to be around this time right now, as evidenced by the score card lineup that was just attached.
Oh, and in response to the golem army: yes, we do love our siege here. Been here a few weeks now and its the most siege-heavy server I’ve ever seen.
As previously stated, threads like this are the exact reason that its funny to camp it.
Face it, it’s always far funnier to kill someone that’s in a PvP area trying to carebear than it is to kill someone that’s there to take it seriously. Its the same reason that if I see someone going for a skill point, I’ll kill them over anyone else.
Sure, ranger is slightly underwhelming, but with the build and combos that I’ve devised for myself, there is no one that I’ve run into in WvW that I haven’t been able to wipe the floor with.
You can easily get a full barrage and 90% of a rapid fire off while under quickening zephyr, sharpening stone applies a bleed to anyone that the barrage hits, and the effects of zephyr make barrage rain down twice as fast. You can effectively hit harder than an arrow cart, and put out enough damage to kill anyone before your burst is over. From 1500 range.There’s several problems with this.
First of all, all of this damage is extremely easy to avoid. If your opponent dodge rolls the barrage. they’ll avoid the rest of the damage completely because of how slowly the projectiles fire. Even if the barrage catches them, a single dodge roll will take them out of the AoE and cause most of the rapid fire to miss. It’s just not reliable.
Secondly, your 1500 unit range means nothing in almost every engagement. Very rarely will you be able to dictate the range at which a fight takes place, at least in my experience, as every class that wants to get near you has the tools at their disposal to do so. Whether this be shadowstepping or heartseeker spamming for the thief, or just a generic gap closer, it’s insanely easy to close distance in this game.
As I said, in a 1v1 situation, this is usually the case. When you have a group of people that all work together and have builds to cover the weaknesses of the others, things play out much, much differently.
The same could be said for every other class. The difference is that those other classes have fewer weaknesses to cover, and they can provide everything the ranger does, but they can do it much better overall.
Want Dots or AoE? Get a Necro or Elementalist
Want single target damage? Get a Warrior, Mesmer, or Theif
Want support? Get a Gaurdian or an Elementalist
Want ranged damage? Get a Warrior or Thief
There’s just not a role that the Ranger excels in that isn’t outdone by another class.
I’ll respect your opinion, but as I stated before, I’ve yet to run into a situation with my ranger where I felt that I was kittened. Quite the opposite, actually.
With a couple of bugfixes and minor tweaks, I’d be perfectly happy with how the class is as a whole.I’m honestly glad that we can be civilized about this Expired; too often I’ve seen this discussion spiral into a clusterkitten of “You just need to learn your class”-> “No, you need to do X”-> “No, you need to…” etc.
That being said, I have to ask if you’ve played other professions. I was content with my Ranger, despite what I though were glaring flaws in the design of the profession, until I played another class. It’s like the severity of the situation really hit home when I saw just how bad the Ranger was in relation to the other professions. Don’t get me wrong, I love playing my Ranger, but it’s a buzz-kill knowing that I’m limited by the professions to such an extent.
I’ve actually played every class quite a bit, and Ranger is always the one I break out for when I want to WvW.
In theory, yes my attacks are easy to avoid. That’s prevented by holding off for a few seconds in an engagement to allow the other group to tunnel vision in on one of my friends that’s purposely there causing a distraction to allow me to get hits in before people can react to my presence. Generally by the time that they realize “Oh, its the ranger that’s doing all of the damage”, they have to look around for where I am since I use my maximum range to my advantage, as well as try and avoid any subsequent shots I take.
The tunnel vision effect is further amplified by frequent target changes, causing people to either burn their dodges or sit and take my hits.
Generally, I run with a shout warrior, a thief, a support guardian and the fifth is whoever wants to take the last spot. I drop a burst on someone from range, the thief gets in quickly and finishes them off while the warrior sits and harasses everyone. It works extremely well, and allows for very little reaction time for the other team.
The advantage of having a Ranger over a second thief is in that if they wish to deal with me, they have to completely disengage from the others fighting with them to hunt me down, taking one or more person out of the fight to deal with a single person.
(edited by ExpiredLifetime.1083)
Sure, ranger is slightly underwhelming, but with the build and combos that I’ve devised for myself, there is no one that I’ve run into in WvW that I haven’t been able to wipe the floor with.
You can easily get a full barrage and 90% of a rapid fire off while under quickening zephyr, sharpening stone applies a bleed to anyone that the barrage hits, and the effects of zephyr make barrage rain down twice as fast. You can effectively hit harder than an arrow cart, and put out enough damage to kill anyone before your burst is over. From 1500 range.There’s several problems with this.
First of all, all of this damage is extremely easy to avoid. If your opponent dodge rolls the barrage. they’ll avoid the rest of the damage completely because of how slowly the projectiles fire. Even if the barrage catches them, a single dodge roll will take them out of the AoE and cause most of the rapid fire to miss. It’s just not reliable.
Secondly, your 1500 unit range means nothing in almost every engagement. Very rarely will you be able to dictate the range at which a fight takes place, at least in my experience, as every class that wants to get near you has the tools at their disposal to do so. Whether this be shadowstepping or heartseeker spamming for the thief, or just a generic gap closer, it’s insanely easy to close distance in this game.
As I said, in a 1v1 situation, this is usually the case. When you have a group of people that all work together and have builds to cover the weaknesses of the others, things play out much, much differently.
The same could be said for every other class. The difference is that those other classes have fewer weaknesses to cover, and they can provide everything the ranger does, but they can do it much better overall.
Want Dots or AoE? Get a Necro or Elementalist
Want single target damage? Get a Warrior, Mesmer, or Theif
Want support? Get a Gaurdian or an Elementalist
Want ranged damage? Get a Warrior or Thief
There’s just not a role that the Ranger excels in that isn’t outdone by another class.
I’ll respect your opinion, but as I stated before, I’ve yet to run into a situation with my ranger where I felt that I was kittened. Quite the opposite, actually.
With a couple of bugfixes and minor tweaks, I’d be perfectly happy with how the class is as a whole.
Sure, ranger is slightly underwhelming, but with the build and combos that I’ve devised for myself, there is no one that I’ve run into in WvW that I haven’t been able to wipe the floor with.
You can easily get a full barrage and 90% of a rapid fire off while under quickening zephyr, sharpening stone applies a bleed to anyone that the barrage hits, and the effects of zephyr make barrage rain down twice as fast. You can effectively hit harder than an arrow cart, and put out enough damage to kill anyone before your burst is over. From 1500 range.There’s several problems with this.
First of all, all of this damage is extremely easy to avoid. If your opponent dodge rolls the barrage. they’ll avoid the rest of the damage completely because of how slowly the projectiles fire. Even if the barrage catches them, a single dodge roll will take them out of the AoE and cause most of the rapid fire to miss. It’s just not reliable.
Secondly, your 1500 unit range means nothing in almost every engagement. Very rarely will you be able to dictate the range at which a fight takes place, at least in my experience, as every class that wants to get near you has the tools at their disposal to do so. Whether this be shadowstepping or heartseeker spamming for the thief, or just a generic gap closer, it’s insanely easy to close distance in this game.
As I said, in a 1v1 situation, this is usually the case. When you have a group of people that all work together and have builds to cover the weaknesses of the others, things play out much, much differently.
I’ve yet to ever run into anyone that can dodge everything I throw at them when they have someone else in their face hitting them.
(edited by ExpiredLifetime.1083)
Sure, ranger is slightly underwhelming, but with the build and combos that I’ve devised for myself, there is no one that I’ve run into in WvW that I haven’t been able to wipe the floor with.
You can easily get a full barrage and 90% of a rapid fire off while under quickening zephyr, sharpening stone applies a bleed to anyone that the barrage hits, and the effects of zephyr make barrage rain down twice as fast. You can effectively hit harder than an arrow cart, and put out enough damage to kill anyone before your burst is over. From 1500 range.
Yes, they’re not the best 1v1 solo face wrecking class, but you throw a well-played ranger into a group of 5 people running around in WvW, I guarantee you that’s where they’ll shine with their range.
(edited by ExpiredLifetime.1083)
Looking for Crystal Desert Players for Small (5-10 man) Diversionary/Harassment Teams
in WvW
Posted by: ExpiredLifetime.1083
As the title says, I’m looking for a group of people on Crystal Desert that I can have on my friend’s list for when I need a few more people to go steal supply camps to cut off from a keep being attacked.
Thanks in advance
So you’re saying that removing something that can be hacked to give a team roughly 30% more health, as well as a decent amount more damage and toughness is a BAD thing?