[AoD]- Commander Vars Wolf
[AoD]- Commander Vars Wolf
Loot comes if you succeed, do the meta properly. Loot isnt rewarded for staff guardians spamming 1, not contributing to the event. Loot would make people farm it over do the objectives. Keep the event loot free please.
No Staff Guards. No engi spamming nades doing 50 damage to tag. No mindless bots running over event doing nothing but tagging. I like it this way.
This, I agree with sooooooooooooo much. If these champions for the Twisted Marionette dropped loot (not counting the code fragments), then the farmers would be dominating the event. There would be only weak staff guardians and grenade engineers, all more focused on tagging the mobs/champs rather than the objective. We saw this and have seen it with Scarlet’s Invasions.
Because of the “farm farm farm, screw the objective” mentality, there is only a few viable solutions. And that is to mostly remove the loot drops. Too many players have been “taught” that all you have to do in a group or zerg is just spam your 1 auto attack key and you get loot, and this needs to be fixed.
[AoD]- Commander Vars Wolf
All excuses. Nothing should it for 16k in this game. ESPECIALLY when Im in full dire gear…Warrior kiddies defending their face roll class. ANET Just remove all classes from teh game and give everyone 80 warriors kitten
Please just don’t lie about something that is so obvious. It is impossible to hit 16k with warrior rifle kill shot while in dire gear. The only possible way I can see that coming even close is against an upleveled wvw player who has 25 stacks of vulnerability on him and you have 25 stacks of might, and its a critical hit.
[AoD]- Commander Vars Wolf
Why place it out there in lornars pass? It’s not really near a city if her goal is to destroy one.
One thing I see that no one has mentioned so far: What about the steam creatures in Lornars Pass? We’ve seen many times now Scarlet in command of Steam creatures (or at the very least, a sub group of them she took control of). Looking carefully at the preview video, the giant Clockwork seems to be in the same area that the steam creatures are in, or very close to it.
http://wiki.guildwars2.com/wiki/Lake_of_Lamentation
Coincidence?
[AoD]- Commander Vars Wolf
The point the OP was trying to make was that Scarlet popped up in Sparkfly Fen, in an overflow packed to the brim with TTS players (i.e. well-geared, well-built, coordinated players), and they STILL couldn’t complete Scarlet’s invasion successfully. If even a map full of level 80, well coordinated players using voice comms couldn’t complete the invasion, what hope does a map full of randoms have of doing it?
Its something I’ve talked about many times. I’ve subjected and posted MANY ways that Anet could easily fix the problem of the Invasions being now Un-beatable. The simplest fix being add 5 more minutes to the total timer.
https://forum-en.gw2archive.eu/forum/livingworld/lwd/Newbie-request-regarding-Scarlet-s-minions/first#post3241439 and
https://forum-en.gw2archive.eu/forum/livingworld/lwd/Suggestion-Improving-Scarlet-s-Invasions/first#post3177105
I’ve loved the Invasions for many reasons, one of them being that they bring activity and players to zones that normally have only a few people in them. But after nearly 5 or so months since the change to the invasions being 5 separate waves, there has basically not been any server that has beaten it. (I would be shocked if the number of wins was more than 4)
[AoD]- Commander Vars Wolf
same at Maw , exquisite timing as we neared completion.
A lot of very unhappy n disgusted players.
Not appreciated Anet.“Not appreciated Anet.”
You act as though its ArenaNets fault that they got DDoS’d.
Blame the source, not the victim.
Since it seems that ArenaNet got DDoS attacked, they need to respond. Work with their host IPS and block the attacking addresses, and fix it so its harder to happen again. Because that DDoS literally brought the entire game and website to a crash.
[AoD]- Commander Vars Wolf
I would say fighting against thieves, the counters vary depending on the weapons they using. Off-hand pistol and the black-powder can be problematic. While true you CAN move outside of the black-powder field, that’s not always an easy option depending on the surrounding terrain. Due to hammer auto attack being slow, it will by its nature be not very good against blinds.
Since you say you using a longbow, keep in mind that the thief can not reflect your #3 and f1 aoe attacks (unless they directly hit the thief) with his reflecting whirls. If you are far enough away from him that his whirl finisher blinds aren’t hitting you, then that also means he’s not hitting you at all.
Thieves I have always hated fighting against because of their spamming stealth/evades/blinds, second to Mesmers and their spamming of unlimited clones. :/
[AoD]- Commander Vars Wolf
If this is the bug I understand you are describing, I have found ways to solve this. Usually this bug is fixed if I weapon swap, or use a skill that move my character (Greatsword leaps, warrior sword 2 savage leap, ect). I have also found this to sometimes be fixed if I “used” a blueprint from my inventory, but instead of pressing 1 to throw down the siege site, I instead put it back in my inventory. (this trick also has helped me fix the bug of when my weapon skills stop working) Finally, I’ve found that either of these bugs might be fixed if you change out your weapons on the Hero screen, although obviously this requires you being out of combat.
[AoD]- Commander Vars Wolf
(edited by Fallout.1798)
I would like to suggest to have a more community driven effort for Scarlet’s Invasions. Currently as it is many people see the Invasion pop up message and check out that map. And if there is no one/very few people there, for their home server, they just leave. Instead should have all the servers consolidate and guest to certain servers for the invasions.
Now I do not know about the EU servers, but for the NA servers the 2 I have seen have the best overall participation is Tarnished Coast and Jade Quarry. (there may be others, but with me being only able to guest to 2 servers a day I can’t check them all) If this effort shows to be successful and we start getting overflows, we can always extend the list of the semi-official servers for invasions. Sure this won’t be as big as the Tequatl killing servers/guilds, but this could still be a great thing to do.
Point is would like to have people know what servers they can guest to for invasions and have enough people to actually do the invasion and have fun (and I suppose in some people’s cases loot
)
NA servers for Invasions:
Tarnished Coast
Jade Quarry
*possibly more if these 2 get overflowed often?
EU servers for Invasions:
*would like to have EU server people chime in on this, because I have no clue what servers you guys have decent to high participation
[AoD]- Commander Vars Wolf
For the Scarlet invasions, in the molten alliance phase, the tunneling machines are still bugged on certain maps. For Lornars Pass, the Tunneling Machines have far greater hit points than on any of the other maps. These ones have so much hp, even when you go to solo then (and there is no other players around to scale the event up) it takes minutes to destroy the machine.
By comparison, on most other maps I can solo kill the tunnel machine in 1 or 2 minutes. On Lornars Pass, 3 to 5 minutes. It gets even worse when there is a large group there, because the machine scales up even more. This is valuable time that is getting wasted in the invasion because of the timer, makes me almost say “ugh” on seeing that the invasion is at Lornars Pass.
I remember originally there when the Scarlet Invasions came out there was a bug with the tunnels that did the exact opposite, the tunnels having so little hp they took 10 seconds to destroy.
[AoD]- Commander Vars Wolf
guildie who solos arah for profit mentioned this. very lame not to put these kind of changes in the notes.
The fact that there are people who can SOLO Arah path 2, the hardest dungeon, is one of the problems (I am not talking about fractals). I’m sorry but no dungeon path should be able to be solo’ed, at all. Dungeon paths like these need to have mechanics in then that require more than 1 person to proceed, such as in CoF path 1 and the 4 people to open the gate controller.
The fact that people are able to solo run path 2 Arah is a problem, as well as the “selling” of spots. Dungeons are suppose to be designed to be run by a full 5 person party, and it should reflect that.
[AoD]- Commander Vars Wolf
(edited by Fallout.1798)
Lol. Terrible conspiracy theory. Why would Evon do this when it hurts his own business?
[AoD]- Commander Vars Wolf
10dec:
Combustive Shot: Increased the pulse duration to 3 seconds. Increased the burn duration per pulse to 3 seconds. Normalized the damage per pulse. Updated the pulses per adrenaline tier to 2, 3, and 4 respectively for adrenaline levels 1, 2, and 3.
This is my problem exactly. I and many others said why the “problem” with combustive shot existed. It was because of the furious trait giving adrenaline on crits, per target hit by the crit.
I have tried out a lot today to new combustive shot, and oh my gosh….it is so painfully slow pulse rate. In comparison, the Elementalist’s fire attack #2 with staff, lava font, pulses every single second. Now I have to ask, for wvw and pvp, who in the right mind is going to stand in the middle of the full level combustive shot fire field, for all 9 seconds??? Not me that’s for sure.
And the best part is, this did not even solve the problem Anet said was for the change in the first place (only a tiny bit). If you have the furious trait, you will still get the bonus adrenaline for each target hit by the pulse. So IF you are lucky enough to have 5 enemies willingly stand in your fire field for 9 seconds and have a good crit rate, then you will be back to full adrenaline again.
I have said I before and will say it again: Change combustive shot’s adrenaline gain to be exactly the same way that main hand sword Flurry works, which does not generate any adrenaline from any of the hits.
[AoD]- Commander Vars Wolf
On the topic of Scarlet’s invasions…is there ever enough people bothering to get past stage 1 anymore? The last several times I’ve been in or gone to a map that was being invaded I was pretty much alone, or so it seemed. I do play off hours (for NAmerica), though. I’ve been thinking the devs should consider things on the fly for some of this stuff and modify how these events work subjectively rather than objectively just laying down procedure and ignoring the reality of the player base. But again, I’m unsure if these still work at peak hours.
There are people doing the invasions, but you have to look for them. Guest to a server that is doing/does the invasions often. Since you are from NA servers, I suggest either Tarnished Coast or Jade Quarry. I always guest to those servers for invasions.
[AoD]- Commander Vars Wolf
Would some policy that you can’t whisp people not on your friends list if your account is less than 10 days old be possible? Something to help cut down on this, it’s getting annoying.
This I support very strongly. Making it so that new accounts can’t whisper people for a set number of days, unless those people have to listed as a friend, would sharply cut down on the number of gold selling bots.
A similar rule of some sort needs to be implemented to fight back against WvW spies. (really when you see an up-level character siting in your map spawn all day, and he has less than 100 achieve points, that’s an obvious sign). And to stop the spies abusing the fact that if they delete all their characters and can then transfer for free to a new server: Make it that if they delete all characters and take the free transfer, they can not enter WvW for a few days.
Sure, this can affect a few legitimate players, but lets be honest, how many honest players would this really affect? I suppose you could turn this restriction off for free trial accounts, have to let those trial people try out WvW and all obviously. But otherwise this would not affect many real players.
[AoD]- Commander Vars Wolf
Technically, there is already a guild function under the guild rank permissions for this. However, it does not work right. “Mission Control” only allows those with the permission to start the guild missions from the guild upgrade panel. Even though its description says that it applies to “interact with items in the world to kick off guild challenges”, it does not work, anyone in the guild can interact with the item/banner to start it. This is not a problem when it comes to Bounties and Treks, but it is a problem with Challenges, Rushes, and Puzzles. This needs to be fixed badly. 
[AoD]- Commander Vars Wolf
Agreed. It is far too easy to accidently kick my guild members from the guild on accident. Really this should be a simple thing to fix. There is also a list of other guild functions that need to be fixed still. Such as guild missions able to be activated by anyone (I’m talking about with Challenges, Rushes, and Puzzles), that you have to manually set to represent the guild on each of your characters (thus I have to tell each and every new guild member about this), and others.
[AoD]- Commander Vars Wolf
I can not believe that this PINK guild thief from FA is still around and has not been banned. How many times Anet do we have to report that this person is literally getting inside our lowlands keep again and again when all the walls and gates are intact? Where do I go to report this properly so that it will get taken care of? This happened last time we faced FA back in week 3 of the session.
[AoD]- Commander Vars Wolf
You have no way of knowing who started it. There is no way to know. I don’t know. And that is the problem with your logic. For all we know, YB could have had a spy. And so someone “evened the score.”
That’s bullcrap.
This was something impossible to ignore. A guy sitting in a keep for hours eating every supply that came in, running dozens of stacked golems to their deaths, and going around starting useless upgrade at any stocked holding.
If this was being done first on SBI it would have been posted about here, screen shootd or someone would have contacted YB players about it.
I really am stunned that SBI is trying to act like a victim over this.
You know someone was griefing. That is all you know. You know nothing else, really.
yep, could be someone from your own server doing it.. we’ve had it happen several times by our own people to us and pretend that it was X server doing it
Except that in this case we have at least 2 of the siege grievers on SBI this week ADMITE they are doing it on purpose. I will not post the screenshot/names as that’s against the rules, but one of these guys is an uplevel and has less than 100 achieve points, which is clearly a spy/griever, as there is no way he could get all that siege to troll with on his own without outside help from others or his main account. And he has ADMITED to grieving and sabotaging us.
[AoD]- Commander Vars Wolf
It got you motivated enough to do it right back?
That is really unfortunate result, but the bonehead who started it probably should have thought of that possible outcome before he started.
I don’t know if this guy was well known and of a prominent guild (think he was wearing such a tag) but when things like this happened long ago on YB, with the orbs and such, our WvW and guild leaders quickly acted to punish and correct them. If that could’ve have happened here, SBI policing their own, maybe it wouldn’t have escalated.
So you’ll have no problem policing own then,
I told you the name of the person was doing it..
Here, have some screenshots
All you had to is put up defensive sieges quicker than they can build. It’s not hard instead of watching them take all your supplies.
Then why did it happen to your server as well?
Because it did?
All I see from your post is QQ’ing and trying to validate reasons why SBI lost. Get over it.
We all know why SBI lost, 2v1..
lets be honest, at first it wasn’t a 2v1 at all…. YB just took the lead with every world been que’d for 3 days… we attacked both EB and SBI…
later however we found out that it is in our best interest help EB. which would increase our odds of getting second….-MagPro Yaks Bend
I will say that for us on SBI this week…..my god this was the worst case of player sabotage I have EVER seen or can remember. This was multiple people, dedicated with one goal: to ensure our keeps had zero supplies. And at least one of them I talked to, I actually got a response, and he admitted he was doing it on purpose. I will not post the screenshot as that could be against forum rules, but I will say all the signs were there as well. It was an up-level character, and his achieve points was less than 100. So he was using the age old tactic of deleting his character(s) to be able to transfer for free to a new server. Then had all his siege mailed to him, probably from his main. These sabotages built junk siege everywhere, and ordered worthless upgrades to our keeps and even towers, ensuring that our upgrades never finished and we had zero supplies in them.
I can not remember it ever being this bad before. The worst part is that there is literally NOTHING we can do to stop it. It would take Anet weeks to ban these grievers/spies.
Now the obvious 2v1 alliance of Yak’s Bend and E Bay….well that’s a different story.
[AoD]- Commander Vars Wolf
It got you motivated enough to do it right back?
That is really unfortunate result, but the bonehead who started it probably should have thought of that possible outcome before he started.
I don’t know if this guy was well known and of a prominent guild (think he was wearing such a tag) but when things like this happened long ago on YB, with the orbs and such, our WvW and guild leaders quickly acted to punish and correct them. If that could’ve have happened here, SBI policing their own, maybe it wouldn’t have escalated.
So you’ll have no problem policing own then,
I told you the name of the person was doing it..
Here, have some screenshots
All you had to is put up defensive sieges quicker than they can build. It’s not hard instead of watching them take all your supplies.
Then why did it happen to your server as well?
Because it did?
All I see from your post is QQ’ing and trying to validate reasons why SBI lost. Get over it.
We all know why SBI lost, 2v1..
lets be honest, at first it wasn’t a 2v1 at all…. YB just took the lead with every world been que’d for 3 days… we attacked both EB and SBI…
later however we found out that it is in our best interest help EB. which would increase our odds of getting second….-MagPro Yaks Bend
I will say that for us on SBI this week…..my god this was the worst case of player sabotage I have EVER seen or can remember. This was multiple people, dedicated with one goal: to ensure our keeps had zero supplies. And at least one of them I talked to, I actually got a response, and he admitted he was doing it on purpose. I will not post the screenshot as that could be against forum rules, but I will say all the signs were there as well. It was an up-level character, and his achieve points was less than 100. So he was using the age old tactic of deleting his character(s) to be able to transfer for free to a new server. Then had all his siege mailed to him, probably from his main. These sabotages built junk siege everywhere, and ordered worthless upgrades to our keeps and even towers, ensuring that our upgrades never finished and we had zero supplies in them.
I can not remember it ever being this bad before. The worst part that there is literally NOTHING we can do to stop it. Reporting this guy a thousand times will do nothing, because it will take Anet weeks to ban these grievers/spies.
Now the obvious 2v1 alliance of Yak’s Bend and E Bay….well that’s a different story.
[AoD]- Commander Vars Wolf
(edited by Fallout.1798)
Hey, our keep lord is dead and the enemy is about to cap it! What do we do?! Banner Res!
Hey, even though we outnumber the enemy group 3-1 they’ve downed more than half of us in one push; what do we do?! Banner Res!
Oh no, they downed half of again in the second push, what now?! Another Banner Res!Yeah, just count the banners and there’s your answer.
There are other skills from other classes that revive falled allies or NPC’s (keep lord). Necromancer has Signet of Undeath. Elementalist has Glyph of Renewal, Engineer has Toss Elixir R, Ranger has Nature’s Renewal via Spirit of Nature, ect. The Warrior Battle Standard however, is the most obvious and easily recognizable skill of these, specially in a big zerg fight. Now the Battle Standard is on average used more than the others, but its not the only revive skill out there used.
Except those skills are only for downed, not dead, party members/keep lords.
Perhaps the solution is making that banner work only on downed, like other class skills?
Ummmm, Battle Standard works in reviving just like the others, only affects Downed players and dead NPCs. It can not affect dead players.
[AoD]- Commander Vars Wolf
Hey, our keep lord is dead and the enemy is about to cap it! What do we do?! Banner Res!
Hey, even though we outnumber the enemy group 3-1 they’ve downed more than half of us in one push; what do we do?! Banner Res!
Oh no, they downed half of again in the second push, what now?! Another Banner Res!Yeah, just count the banners and there’s your answer.
There are other skills from other classes that revive falled allies or NPC’s (keep lord). Necromancer has Signet of Undeath. Elementalist has Glyph of Renewal, Engineer has Toss Elixir R, Ranger has Nature’s Renewal via Spirit of Nature, ect. The Warrior Battle Standard however, is the most obvious and easily recognizable skill of these, specially in a big zerg fight. Now the Battle Standard is on average used more than the others, but its not the only revive skill out there used.
[AoD]- Commander Vars Wolf
Now if it starts interfering with wvw, that’s something else entirely.
That toxic stuff or whatever was actually interfering with dolyaks.
So do the normal mobs that attack the supply Dolyaks in Eternal Battlegrounds. And it means you will have something to do even if you own the whole map.
[AoD]- Commander Vars Wolf
The thing everyone is forgetting is that the fractals are designed to be random selection. You are not suppose to just spam enter and exit until you get the fractal you badly want (Swamp). Fractals are designed to be end-game hard content, so expect it to be that way. If you can’t handle it then you need to either admit you are not good at them or gear up your character(s) better/change your builds.
[AoD]- Commander Vars Wolf
So I just came across this strange object in Dredgehaunt Cliffs. And I’m almost sure I have never seen these before….
[AoD]- Commander Vars Wolf
Kiel is like Trahearne, someone who benefited from our hard work in slaying the bad guys.
Evon is like a Saint, someone who single handedly saved Lion’s Arch without piggybacking off of another hero’s work.
The choice was obvious. Evon should have won on merit alone.
Umm what? Evon went to LA to extort the people there. Then he had a change of heart and killed his captain and then ran the Black Lion Trading company himself. He has done nothing to be considered a “Saint”.
Ellen on the other hand is part of the Lionguard and helped defend LA from the Risen. She also led the investigation and counterattack against the Karka, and helped defeat the Queen, and then stayed on the Island to aid the refugees. She even destroyed the contracts that the Consortium were using to make the refugees slaves. She is also the one who opened the investigation with Marjory against the Aetherblades and even located their base, where they captured the leader of the Aetherblades.
So sorry, but Evon has done nothing compared to Ellen. Ellen is a hero, while Evon is just a simple trader.
You are vastly misinformed. Evon is a hero, and did everything without needing our help. Kiel accomplished many things… thanks to our hard work. We defeated the Karka Queen. We saved Southsun. We pushed back Scarlet’s Aetherblades.
https://www.guildwars2.com/en/news/short-story-evon-gnashblade-disembarks/
Lore doesn’t lie.
If you’re going off the Lore, the Lore says nothing about Smooth Penguin doing all that. Nor does it say that xxxNarutoxxx did any of that.
The lore states what Ellen did, not what we did. So that argument is right out the window since we are going off of lore, not game play. Which is exactly what I am talking about. What the lore states.
I can paste links too. http://wiki.guildwars2.com/wiki/Ellen_Kiel
The lore was written, and it’s called the Living Story. My participation in it had me and my fellow heroes running all types of errands for Kiel. In fact, now that I think about it, Kiel committed crimes doing the story. She should have been arrested for criminal property damage when she sank that ship in the bay.
So you can post all the links you want. Evon’s decorated history cannot be unwritten. The only constant we have today is that a majority of the players failed to recognize his greatness.
Whether you ran errands for Kiel or not, she played a big part in the story lore wise. And what was your precious Evon doing the whole time all this was going on? Oh that’s right. Making money off people instead of saving them from the threats plaguing LA. He was a criminal who didn’t care about the people of LA. He just wanted to be on the council for his own profit.
Yeah, serious greatness there alright. Meanwhile, Ellen is going around fighting the threat that is claiming LA and helping the people. But seeing as you’re an Evon’s number one fan, you’re blind to the truth. So I’m done debating this with you as you’ll support Evon no matter the facts.
Without Evon, most heroes wouldn’t have access to high quality weapons and armors to equip onto themselves to save Kiel’s hide.
Some people are blinded by the pretty human face in front of them. They can’t see that the obvious Living Story choice was a heroic charr. Bottom line, we players failed him. And now we pay the price.
Tis a shame we can’t use our Evon tokens as an alternate to BL Claim Tickets. I’m sure Evon considered that option, but being a fair charr, felt that it would be too unbalanced in economic terms.
I just will say reading all this back and forth stuff between both sides has been very entertaining, specially the Evon side. Which of the 2 fractal ideas, had the greater potential for disappointment to the players??? Sorry but the Abaddon Fractal had the much greater potential for disappointment, specially with all the Evon supporters building up all the hype about it.
Now I don’t know about you, but when I fought alongside Kiel in the Aetherblade Retreat dungeon (great dungeon by the way!), as a guardian she held her own and helped out in combat a decent amount. (yes yes, I know someone is going to complain that she didn’t help out in the mid and final boss fights, but really look at the mechanics of those 2 fights and you see why anet decided to not have Kiel be in there). If Kiel ended up being downed in the dungeon its because your party group let it happen, and that means Kiel took enough damage that it would have downed you as well most likely. And Kiel did acknowledge my help in the whole disaster, as with Secrets of Southsun.
[AoD]- Commander Vars Wolf
Indeed, they say its for less adrenaline.. (oh yeah that also makes some damage nerfs.. ) but not knowing it comes from furious.. that also works on ALL burst skills.. so it makes no sense combustive shot get another nerf..
There are other options like:
-Furious doesn’t work with burst skills
or
-Furious grants 1 adrenaline per crit from only 1 foe
or something like:
-Only pulse 1 and 3 grants adrenaline with furious.. (so that’s also like 50% adrenaline nerf with furious)Without Furious there is ZERO need for another nerf..
But Anet doesn’t reply to any of the suggestions
This is my problem with the proposed change to combustive shot as well. I have tested many times with other burst skills. Try out using Flurry (main hand sword burst), hitting 2 or 3 targets at once. You do not gain any adrenaline from it. Anet just needs to change combustive shot to have the same adrenaline gain mechanics as Flurry does, otherwise you are not actually fixing the problem. Combustive shot has already been nerfed from the recent decrease to the radius of level 1 and 2 adrenaline.
The dev has said that this change is going to be to lower the adrenaline gains from combustive shot, so lets do something that actually addresses the problem.
[AoD]- Commander Vars Wolf
It attacks all servers at the same time, on the same map, regardless of overflow, NA or EU servers, ect.
[AoD]- Commander Vars Wolf
As said in the title, Scarlet’s Invasion has just now announcement the incorrect location of the current invasion location. “Scarlet’s Minions are attacking Mount Maelstrom.”
Well its not there. Checking the other maps, its actually in Sparkfly Fen. Thus as a result of the misinformation, there is no one at the invasion, even on the servers I usually guest to for them, Jade Quarry and Tarnished Coast. 
I remember this being a problem a few times back during Clockwork Chaos. With the pop up saying it was in Blazeridge Steppes, but was actually somewhere else.
[AoD]- Commander Vars Wolf
Same here, this has become very frustrating. It is very annoying when the missions are started by someone who didn’t know better, or was by accident.
[AoD]- Commander Vars Wolf
Qaelyn,
Originally the event was based around 3 waves of minions. When you killed the first wave, the second wave would start and in addition to that wave you would either have to kill the Aetherblades or the Molten.
Then, assuming the Aetherblade/molten wave was defeated, when the third wave of minions started, the other faction (aether or molten) would pop up.
You had to destroy all 5 waves within the time limit, and if you did so, Scarlet spawns somewhere on the map and you had to defeat her too (within a 5 minute timer if I recall correctly).
Now, everything is separate so instead of 5 overlapping waves (3 minions, 1 aether, 1 molten) there are 5 chained waves in a set order, plus Scarlet of course (who drops a chest on defeat). All of which now has to be done within the timer (as far as I know that includes the fight with scarlet too).
Make sure that if you defeat the 5th wave (3rd wave of minions) that you are ready to map travel to wherever scarlet pops up.
The main problem is that you don’t get to Scarlet anymore. The waves take too long and require you to have an almost full map of players, which also doesn’t happen anymore, at least for NA servers. From my guesting to various servers, the only servers that seem have to have a usually medium to high-ish active participation in the invasions are Tarnished Coast and Jade Quarry, so I usually guest to there.
Out of doing many invasions over the past 2 months, since clockwork chaos ended and the waves were split up into 5 waves, I have only ever been in an invasion that got to Scarlet maybe 2 or 3 times. And none of those times did we take her down, as we got to that stage with under 1 minute left.
Seriously Anet, I’m asking you to please look at this stuff and see what can be done about it to make it better. Have your in-game developer players join the invasions and observe. From my observations one of the core problems is that the first wave (the first Twisted Minion wave) takes far too long to complete. Usually this wave is finished with the timer at the 33 to 30 minute mark. That is far too long. Doing the math, 45 minutes divided by 5 waves means you have 9 minutes per wave, and that’s not even considering time for Scarlet after the 5 waves.
And considering that the majority of the players don’t show up in the first 5 or more minutes of the invasion, that hurts the invasion progress also, as the progress does not pick up speed until those players arrive and join the battles.
As many players have posted before, there are many different ways Anet that you can change/fix the Scarlet Invasions.
https://forum-en.gw2archive.eu/forum/livingworld/lwd/Suggestion-Improving-Scarlet-s-Invasions
Add 5 more minutes to the invasion timer, reducing the invasion progress needed for each wave (less kills needed for Twisted Minion waves, less events needed done for molten alliance/Aetherblade waves), boost the finishing rewards, and so on. Many of these changes are super easy to do. I am still studying programing in collage right now and could make these changes in 10 minutes for free, as all I’m doing is changing a few numbers. :/
There has been no changes to the Scarlet Invasions for the past 2 months. Look at your data and you will see the number of times invasions have been won/completed. I had really held up hope that the Nightmares Within update would have fixes to the invasions, but sadly there was not any.
[AoD]- Commander Vars Wolf
(edited by Fallout.1798)
This is something I’ve been saying for a while now, that the Scarlet Invasions need to be fixed and adjusted. All the waves need to have the required kills/events to complete to be reduced by 5 to 10%.(instead of say for example needing to kill 10 Aetherblade captains, have to kill 9 instead to advance to the next wave) The Molten Alliance tunnel machines need to be adjusted. In some maps their HP scaling is off the charts high compared to other maps (it takes me 3 to 4 minutes to kill one in Lornars Pass, when Iron Marches it takes me 1 to 2 minutes. That much extra time needed is critical in the invasion.
And the invasion timer NEEDS to be increased by 5 or so minutes. It is very annoying to get to the final wave but still fail, when all you needed was like 3 extra minutes to be able to win. So 50 minutes for the total invasion instead of 45 minutes.
And the other problem I have noticed is the difficulty of getting people to come to the invasions because they don’t even know its happening. All you get is a chat box message, and if you were changing characters, dc’ed, or had just logged in when it popped up (and this has happened to me many times), then you don’t know basically unless a guild member tells you or you use a tracking website for it.
There should be something like when you open up the World Map, a UI indicator will show if an invasion is active, similar to what we had when invasions first came out in Clockwork Chaos, “Scarlet’s Minions are attacking <xxxx map>.” You could even copy that basically to the World map at the top right corner. As it is right now I have to use a tracking website to see if an invasion is active. http://gw2.maximeloizeau.fr/invasions.html
[AoD]- Commander Vars Wolf
Yea so far I have had 3 separate mentions to my character’s personal story. Me being a Charr I fight Rylock, a mention of my level 10-19 personal story (honorable soilder), and Forgal (since I am Vigil). I was not expecting that, and it was an amazing touch.
[AoD]- Commander Vars Wolf
Solo’d on a Beserker Necro. Honestly, the adds were more of a worry than the boss. I just had to watch where I stepped and manage my skills right in order to deal with said adds… the boss itself wasn’t a big worry.
Its the difficulty with scaling of events/boss fights to be the “right” difficulty. If you try any of the Nightmare Chambers or the Top floor one with a party, it changes dramatically. I remember a similar discussion with Scarlet’s Playhouse during Clockwork Chaos, which was very easy solo but challenging with a party. Brought a full party into the final instance battle, and the mobs had a lot more hp and damage, and the Toxic Hybrid’s attacks really hurt.
[AoD]- Commander Vars Wolf
as for trahearne, he spent his entire life dedicated to stopping the dragons or at least zhaitan, you not so much. of course he’s in charge and not the player character
Trahearne spent his life researching Orr, not fighting the Dragon. Hell, the whole personal story is basically finishing HIS wyld hunt and has nothing to do with the elder dragon at all. Even then, cleansing Orr did nothing in the battle against Zhaitan and judging Teq and how he got buff recently, it did nothing to the risen at Orr either. Did his knowledge of Orr did anything to help the Pact Soldier? Nope. The Pact Soldier just invade and hell, did a better job in cleansing Orr with the Temple Event than Trahearne could in his life time.
If you honestly believe that the cleansing of Orr and Trahearne’s knowledge of Orr did not help the Pact’s fight against Zhaitan, then you did not pay attention to the story at all. With cutting down the Eye’s and Mouth’s of Zhaitan his influence was weakened, as well as his ability to use the them to gather magical artifacts, which Zhaitan feeds on. With the cleansing of Orr, the very land that Zhaitan had poisoned was fading underneath him ( or rather being cleansed), and Zhaitan would have to spend time and energy to re-poison the land (energy that should be noted, he was starting to become a bit hungry for, as his usual supply of food/magical artifacts was being cut down).
[AoD]- Commander Vars Wolf
I think where the failure is lies in the rewards. You don’t get nowhere near enough rewards for doing DEs compared to other things, because karma is not very useful. Also, doing something extremely short and simple like killing a champion gives the same if not more rewards than a long DE like escorting someone, so no one does the escorts.
We agree, this is something we’ve been discussing a lot lately and working on some various answers for, but I’m curious:
What rewards would you like to see from rewards? Would they be different when you’re leveling up than when you’re level 80? What would motivate you to want to go around the world playing as many different events as possible, rather than the same 4-5 over and over again?
Some of the fun challenges we are currently solving, but it’s great to hear peoples thoughts on this subject as well.
I have some observations about this after doing other meta events, past living stories, and seeing how many people do which Tower of Nightmares events in Kessex Hills.
I have noticed that the events which do not show up on the map/mini-map, like how the Offshoots do, are rarely done. In part I guess this is because the casual player from the other side of the map has no indication that there are events their (or knows that the event is active). Take for example the event Clear Toxic Alliance forces from Eukaryan Caves. This event does not show up on the map to everyone, unless they are near it, like a normal event. Now its true you can see from far away one of Scarlet’s Clockwork portals over the area, but that doesn’t do a whole lot to get people’s attention to there. The Toxic Champion events players know are up because the waypoint they spawn at becomes contested (with the exception of one).
On a similar note, the event for Recapture Mudbay Digs before the Lionguard are defeated or forced to retreat does not show up on the map, the NPC to start the event is nearby the Overlord waypoint, but since its off to the side most people don’t notice it. (for this event it would be good to have the event display with something like “Speak with NPC to begin the attack”.Similar reason for the 2 escort events nearby there.[url= http://wiki.guildwars2.com/wiki/Escort_Lionguard_Daan_to_supply_Overlake_Haven_against_the_Toxic_Alliance]Escort Lionguard Daan to supply Overlake Haven against the Toxic Alliance[/url] and Protect Jun Brightclaw as he resupplies Ireko Tradecamp. I like the Overlook Haven escort event because of how it gives a Lionguard bonfire for a short time there, giving the Toxic Kraitbane buff of +10% vs. Krait.
In short I think it would help if you had all Living story Dynamic Events all show on the map, and to always show up (in the top right corner) to nearby players in the case of events that have to be manually started by players (event NPC’s with the star/orange wheel icon above their head).
[AoD]- Commander Vars Wolf
Just leave hammer alone and let the changes to uf and bm take. If your still scared of UF you can always improve it and shift it to gm(uf isn’t good enough for a gm). Hammer has always been a great weapon(yes, since the beginning), seeing it ruined after all this time is just sad.
Yea I think that the changes to Unsuspecting Foe and Burst Mastery traits should happen, but not at the SAME TIME as lowering warrior hammer skill damage. Do not go for nerfing all these things at the same time, otherwise you will overdo it. Because the core complaint seems to revolve around the usage of a single trait, Unsuspecting Foe, change that before thinking about the other changes to warrior hammer builds.
A 20% damage reduction of 2 of the hammer skills seems way too much, especially when combined with the other 2 trait changes. Stun breakers/stability is basically mandatory in pvp/wvw fights, in addition to condition removals (can anyone say fear spamming necromancer?) If you are getting hit by the hammer skill combos of warrior hammer, its your own fault, as you didn’t then counter it with stun breaks/stability, invulnerability, binds, etc.. And lets not forget that Earthshaker is highly telegraphed and easy to recognize, “Hey I see someone leaping towards me in mid-air with a hammer, I better dodge that or stun break it.”
And finally for the change to Longbow F1 Combustive Shot: Anet please read this.
You have said that you wanted to change Combustive Shot because of how much adrenaline it refills you quickly. However you are ok with making Thrill of the Kill trait grant 10 adrenaline from a kill. This contradicts your previous statement about Combustive Shoot granting too much adrenaline.
The solution to Combustive Shot should not be to make it even weaker, but change its adrenaline gain mechanic to be exactly the same as Sword’s F1 Burst skill Flurry works. Flurry does not grant any base adrenaline from the hits it makes, which is 8 to 12 hits, and up to 3 targets. Yet you get only 1 or 2 strikes of adrenaline back from using Flurry. So why not just apply the same mechanic to Combustive shot?
[AoD]- Commander Vars Wolf
So there has still not been any changes or fixes to Scarlet’s Invasions. Can a dev please respond on the issue of Invasions and how they need changes to work better?
All the stuff I had said in the original post above still apply for ideas to improve the invasions. Adding 5 more minutes to the invasion timer, reducing the number of kills (for twisted minion waves) and events(molten alliance/aetherblades) needed to clear the waves by 5 to 10%. And boosting the winning invasion rewards.
A few other things I have observed of over the past few weeks of invasions:
The Molten Alliance tunnel machine’s HP varies significantly in certain invasion maps. *On some maps they can be solo’d or killed by 2 to 3 people in about a minute or 2. However on some maps, like Lornar’s Pass, the tunnel machine’s HP is just way too high. The same group of 2 to 3 people will take 3 to 5 minutes to kill a single tunnel. Its even worse when you have more than 10 people there, its hp goes down painfully slow and it would have been better to go kill the Champion Shamans. This leads to the Molten Alliance wave taking far longer then it should have, wasting valuable invasion time.
*The first invasion wave, of the Twisted minions, can take a very long time even if you have a good number of people on the map. Because the invasion starts right when you see the text notification, for some people it will take 5 to 10 minutes for them to finish whatever they were in the middle of and go to the invasion map. Its really bad when after the first 10 minutes of the invasion and the first wave isn’t even half way done, but THEN it starts to pick up speed because people have arrived. Hence why the waves should be shortened, or in the case of the minion waves, needing less kills.
Please look at ways, like I or plenty of others have posted about over the past few months, to improve invasions and make them more winnable again
[AoD]- Commander Vars Wolf
Combustive shot (and Arcing shot) has a fairly obvious and telegraphed animation.
Pro-Tip: It’s the giant orange flaming beachball sized shot slowing drifting through the air towards a fixed point on the ground. It’s crazy easy to dodge out of the radius before the field even goes down.
Unless im at point blank with an enemy Longbow Warrior, I can easily dodge-roll away before even the first pulse activates, thus taking 0 damage. This means you gotta pin me down FIRST to even get the initial single pulse. By the time the second pulse is ready to tick 2 seconds later, I’ve broken immob, and am outside the field radius, or if im especially sluggish that day, in an evade frame while on my way out of the radius.
Heck, I’ve chased fellow Longbow warriors INTO their fire field, because they’re willing to stay within it. The low pulse damage im taking is EASILY a worthwhile tradeoff for them to stop trying to kite, and let me remain up close, allowing me to shred them. I do roughly 3x as much melee damage as their fire pulse inflicts. I’ll take that trade any day of the week.
This is the other thing about Combustive shot that has really annoyed me. It is so painfully slow. Not just in its current pulse rate of every 2 seconds, but the attack animation of the projectile is slow. “Hey look there’s a big glowing orange arrow flying in my direction I better move away before it even lands”.
I have said before and I will say it again, Arena Net, you are trying to fix something that does not event address the problem you have stated. You have said that this is because the current one rebuilds too much adrenaline. Well then instead of changing the pulse rate of the skill, fix the actual problem itself. Change Combustive Shot so that its adrenaline gain mechanic is EXACTLY the same as main hand sword Flurry burst skill. Flurry does not generate adrenaline from its hits, even when it hits more than 1 target (I know because I have tested this many times, however the Furious trait seems to be able to take effect, but that’s a separate source of adrenaline gain). I will gladly take having Combustive shot generating me little to no adrenaline over making it even weaker and a slower pulse rate.
[AoD]- Commander Vars Wolf
ss/lb build will not become the new meta, its no where close to the level of hammer build. 1st, it has less healing power, 2nd, you can’t cc people to gain regen time or support team, and 3rd, deep cuts can not compare to unsuspecting foe. 4th, if people run condi removes or simply a meta warrior build, ss/lb can’t do any damage. 5th, damage is not the same, hammer can reach from time to time a damage that’s close to zerker while having more healing power. and other classes can regen more then ss/lb, if you don’t count banner regen, because that would be most likely a bunker build with no damage.
You are all saying this as if everyone knows off of the back of their hand what these warrior builds in question are. So what are these build then??? Since no one seems to be actually saying what the builds are.
[AoD]- Commander Vars Wolf
Here are my comments on what we have seen discussed so far with the warrior changes.
Thrill of the Kill
I’ve heard some concerns about this being permanent max adrenaline in WvW zerg fights. We understand that, but given the fact that this trait competes with Warrior’s Sprint, Vigorous Focus, Signet Mastery, and Inspiring Shouts, we feel like players that take Thirll of the Kill we be giving up a sufficient amount of effectiveness to counter this. There are so many other reliable ways to gain adrenaline as is that I can’t imagine this tipping the scales as much as one of the other adept traits in this line.Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.
I’m sorry Jon, but you have just contradicted yourself here with the proposed changes to the Longbow burst Combustive shot. First you are saying with the proposed Thrill of the Kill change that quote “There are so many other reliable ways to gain adrenaline as is.”
Then on the topic of Longbow Combustive Shot, you talk about how it feels that it restores all of your adrenaline lost too easily. So now its both ok and not ok to get your adrenaline back quickly? I am now very confused here.
Longbow Combustive Shot has already been downgraded by having its level 1 and 2 adrenaline attacks a smaller radius. The skill already pulses once every 2 seconds. Meanwhile other aoe fields pulse every second such as Necromancer wells, or every 0.6 seconds in the case of the Ranger’s Longbow #5 barrage attack.
If the core reason of concern is not in the damage but of the adrenaline refilling itself fast, then perhaps there is a much easier solution to this. Make the adrenaline gains from Combustive Shot be exactly the same as the Sword Burst skill Flurry. The hits from Flurry do not generate adrenaline. So why not apply the exact same to Combustive shot?
[AoD]- Commander Vars Wolf
And it’s pulse speed is already painfully slow. Again, Rangers Barrage is 0.6 sepnds between each pulse. Combustive shot is currently 2, and looking to be made even worse, 3 seconds.
Combustive shot was already nerfed. It’s already not worth using at level 1 or 2 anymore.
Here’s a way to fix combustive shot, and make ALL levels useful.
Combustive Shot
- All adrenaline levels place the same size fire field.
- Duration is 3 seconds per Adrenaline level. (3 seconds at Adren 1, 9 seconds at Adren 3)
- Pulses for normalized damage every 1 second.
- Adrenaline gain is 1 per pulse, if the pulse inflicts damage. The number of targets struck is unimportant.
This is what I am saying, Combustive shot does not need a nerf to its damage. If adrenaline gain is the core reason for the concern here, change the adrenaline gain from it to be exactly the same as the sword bust, Flurry works. The hits from the Flurry attacks do not generate any base adrenaline.
Please consider changing the Combustive shot adrenaline gain to be the same at Flurry, instead of just nerfing the whole skill altogether.
[AoD]- Commander Vars Wolf
I wouldn’t be surprised.
A hallucinogenic poison is a perfect way to force rebattles of old enemies without causing any lore oddities.
…This…would…be…awesome!!!! I can totally see this happening!
[AoD]- Commander Vars Wolf
but gentlemen,
we already know what will be within this tower…
and all of you know it all too well…
that it will be…
as always…
…
…
wait for it…
…almost there…
…in the tower, there will be…
…
two blues and a green.
Ok 2 things. First, I do not care about the end rewards for this dungeon/mini-dungeon, I care about it being fun, unique, and new. If the only thing I wanted what to get more loot, I could just farm Frostgorge or Queensdale all day.
Second: I’m fairly sure we won’t be battling against fine and masterwork armor. :P
[AoD]- Commander Vars Wolf
So, not to get anyone all excited or anything, but see anyone else familiar in The Nightmares Within main page picture? Look on the right of Scarlet. Now…where have we fought that guy before….
[AoD]- Commander Vars Wolf
One thing for the Living story I would, really, really love to see, is the additional dialog acknowledging the Pact, and also the Pact Commander, aka the player. I remember very well during Flame and Frost release that my characters that had become Commander of the Pact, had different dialog compared to those who weren’t yet Pact Commander. That nice little touch alone was really great and helped me more feel that the world was really alive and changing.
I understand the complication that arises when you have players who either aren’t at that stage yet in the Personal Story because of their level, or just because they haven’t gotten around to it. But there needs to be dialog acknowledging the Pact (could even go a step further and have dialog that Zhaitan has been defeated, but really just at least acknowledging the Pact campaign in Orr alone would be a great start). I remember that during the recent release Tequatl Rising, the mail got from Warmaster Narru, in charge of the operation in Sparkyfly Fen against Tequatl, specifically mentioned the Pact campaign in Orr.
[AoD]- Commander Vars Wolf
I agree. Living story has no place in WvW at all whatsoever. The WvW community has no interest in PVE while playing WvW. It’s a Huge annoyance and interference. The stupid npc attacks on yaks are bad enough, we Really don’t need These Over powered Silver mobs defending choke points on supply lines, Forcing us to have no choice but to manually run yaks from A to B. It’s total BS.
I’m kind of split on this issue. First off you already have supply Dolyak routes can get attacked by npc mobs, most noticeably in Eternal battlegrounds, and unguarded or without the veteran guard escort camp upgrade those yaks will die. If the supply yak died to the Toxic alliance force of 2 to 3 on the supply route, then that yak deserved to die because you provided no escort for it, or even kept track of it. You can’t expect your supplies to magically arrive are your towers/keeps for free, you have to put some effort into it.
Now it can be rather fun to go into a mercenary camp to capture or destroy it and having to deal with the Toxic Offshoot also, specially since they fight each other.
[AoD]- Commander Vars Wolf
The sarcasm in this thread is at critical high levels I see. But no, we do not need Golem Mastery. Golems are already powerful enough as it is. Anyone who has tried to hold of a golem rush on your keeps knows this. Arrow carts do so little damage to golems that its not really noticed.
[AoD]- Commander Vars Wolf
I already HATE the slow “pulse” speed of combustive shot. Once every 2 seconds is sorta slow. Now they want to change it to every 3 seconds?!
Alternatively, Rangers Barrage skill hits once every 0.6 seconds!
Please, Please, Please, speed UP the pulse to 1.5 or 1 second. DONT slow it down even more from 2 to 3!
I’m not even talking about increasing the DPS, that can be normalized and spread across the faster pulses.
Incidentally, ANet’s argument for slowing the pulses down is not the damage (stated to be normalised to the new pulse rate anyways, and the total burning duration is actually increased)
ANet’s argument is that the current pulse rate generates additional adrenaline too quickly, hence lowering the number of hits.
The new form has 2 seconds higher base burning duration total and the fire field will last 1 second longer at full adrenaline. Assuming the normalisation goes properly, it’s a buff to everything except the adrenaline gain rate.
You are assuming that the enemy players will stand in the fire field for the entire duration. And that will not happen. If the concern is that the current pulse rate generates too much adrenaline, then put a cap on the adrenaline gains. Make it so that instead of it calculating how many enemies it hits to add adrenaline, just be that if a pulse hits at least 1 enemy, generate 1 adrenaline. So 1 Combustive Shot pulse can only generate 1 adrenaline (provided it hits something). This way you solve the adrenaline generating problem and don’t weaken the skill heavily.
The skill has already been weakened by having the radius at adrenaline levels 1 and 2 smaller, making it that much more difficult to use. Please try cutting the adrenaline gain per pulse, rather than increasing its time between pulse rate or total duration.
[AoD]- Commander Vars Wolf