People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
I suppose they are “legal enough” to not be sued, but just barely. Which is a shame, since that would be really handy way of dealing with gold sellers, just sue them and get those sites off the google.
Im actually rather sure (while not being 100% though) that they could sue gold-sellers, the main problem though suing can cost a LOT of money, for each case, and chances are the gold sellers might just open a new company over and do it all again
Yeah, could be. But it’s shame that taking out gold sellers via legal methods doesn’t seem possible, although they most definately aren’t 100% legal companies.
that was rather devastating for our servers WvW effort (in T1).
Fred, what tier WvW do you play in?
The upper branches have 2-3 “zergs” on every map, typically with members of the larger guilds playing sentry duty to call out siege with smaller groups roaming to take/flip the camps.The servers running one giant zerg end up losing more than they can take.
Well, yeah, I know I was a bit ramblish and incoherrent while writing that. (Still am) so I understand if you didn’t pay that much attention. I know I wouldn’t.
And yeah, we aren’t running only one big giant zerg, we are just running mainly one big giant zerg. There are people on sentry duty, there are occasionally people flipping supplycamps… but for the most of the time, I just see one big giant zerg. It’d be better if we had two zergs of 20 people rather than one zerg of 40 people, but that just doesn’t really happen as we only have one big, giant, guild dominating our WvW plans… Which means we got 5 fanboys telling everyone else to shut up when they suggest something as radical as dividing people to cap two towers at the same time. Well, again, just my personal opinion & experience.
Guilds that are at their limit cap, that are especially invested in WvW…need ACTIVE memberships. If you aren’t highly active then yes you need to be booted, join a more casual guild.
I am in a casual guild, no expectations on time. If you want to play at the highest levels though (really that only exists in WvW right now as spvp has no ensuring way of being on the right team…no tournaments don’t count) you need to know who is contributing and who is wasting space that a contributing member could be filling.
You know, I’d actually like to argue that large WvW guilds are bad for WvW. If people were spread out evenly in smaller WvW guilds, well, yeah, the overall strategy might take a small hit at first… Wait, what overall strategy? People just run in zergs anyways. But there would be slightly smaller, more efficient zergs running around, spreading more evenly accross the WvW maps. Well, just my theory, but anyways.
The main problem with large guilds is that when a guild lead decides to migrate to another server, they efficiently steal the servers, which they migrate from, active WvW population. Or how about when the large WvW guilds decide to have a day off… Last time that happened (A couple of weeks ago), that was rather devastating for our servers WvW effort (in T1). And I don’t know about others, but I stopped playing WvW that day. (I’ll return, eventually, WvW is fun and I enjoy it. Alot.) That one, multi guild guild had hoarded a large portition of our servers WvW population, which wouldn’t be so bad if they just didn’t go like. “Hey guys, lets all take a break”. Of course not everyone in that guild did, but we still lost a good amount of active WvWers due to that break, for the duration of that break.
Well, the above is greatly influenced by my personal opinion, as you can see. As in, I’m not claiming it’s all facts that is happening for every server, it’s just something I experienced on mine.
(edited by Fred Fargone.3127)
It would hardly hurt anyone if the option of using the old launcher was brought back. (There was the option until they removed it, and people who wanted to use the new launcher still could)
and a very high amount of user buys gold (mostly from a legally working company of United.Kingdom),
Well, this is from the GW2 user agreement, that anyone operating within the game needs to accept:
(iv) sell, sub-license, rent, lease, grant a security interest in, borrow, lend, loan, network or engage in any activity that could in any way transfer or provide others access to any Service, Content, Software, or parts thereof, including but not limited to any serial code number, access key or the like.
I’d say that covers gold selling. And as such, that company would be breaking the user agreement. Which isn’t just some annoyance you need to hit “I agree” to dismiss, it’s actually fully legal documentation. Therefore, anyone breaking it is subject to the penalties (within the laws) descriped there.
I know it’s kinda roundabout way of saying this, but the point I’m trying to make is that, any company selling ingame gold is hardly “legal”. At least not to the fullest extent of the word… I suppose they are “legal enough” to not be sued, but just barely. Which is a shame, since that would be really handy way of dealing with gold sellers, just sue them and get those sites off the google.
The way I see it ANet wants guilds to be places to have fun. But unfortunately there are people who want to run guilds as corporations. “You’re not contributing enough so get out” and such. (Or the way you said it “members need to have consequences for not being active” which is quite hostile way of putting it.) Adding timecards is really just a corporation thing. It would work if people didn’t try to hoard as many members as possible, in which case it wouldn’t even be needed.
Guild stops being fun if you need to worry about logging in every 3 days (or getting the boot)
This feature’s isn’t just useful for hostile reasons. If somebody hasn’t logged on in quite a while, it could be an indicator that something is wrong. Example: as an officer or leader you see that a member hasn’t logged in for a month. You can ask in guild chat if anybody’s heard from them or know where they are. Another member might be able to answer—perhaps they’re a friend in real life—and say that they are on vacation with family or something.
Whether you believe that guilds should be run with more or less structure or severity is relative. It’s an option for those running the guild to exercise; your option is to choose to be a part of that guild or not.
The problem isn’t that you couldn’t also do good with the feature, the problem is that you can also do bad with the feature. And as you stated yourself, people have friends they join guilds with. When they join, they might not know about some 3 day rule (thats pretty strict, but was pointed out by another poster) and you just might be slightly less active than your friends, who also enjoy the guild you’re in.
Nobody wants to leave their friends nor be the guy ruining the party by asking others to go into the night in search of another club to hang around at, just because the music is slightly too loud for them.
Besides, if you just want to prune guys who are inactive for months, put them on some droplist when their info goes away. When they log in and see they’re on the inactivity list, they’ll know what is going on and will probably send you ingame mail or something to fix things. If they don’t, they’re inactive. Then, after they’ve been on the list for a good while, kick them out. Simple as that.
Having easier tools to do this would promote doing it for guilds that aren’t in desperate need for space, (as in, just kicking because of elitism) while there exists methods for guilds that for some reason are at max capacity.
(edited by Fred Fargone.3127)
Guilds need to know which members are active and members need to have consequences for not being active.
Now, I think this is the reason there isn’t last login feature, people would use it with the same hostility as demonstrated here.
Hostility??? What did I say that was hostile?
If someone wants to go on vacation, they usually let their guild leader or officer know.
If a person decides to go away for months and months, they are no longer in the guild and are taking up space that potential members could have.
Let the guild officers what they decide is an active member (log-in every 3 days, week, two weeks, etc.) But give them that tool. It was in GW1, it’s in MOST MMOs, and it’s really not that controversial to know who is still playing in your guild.
The way I see it ANet wants guilds to be places to have fun. But unfortunately there are people who want to run guilds as corporations. “You’re not contributing enough so get out” and such. (Or the way you said it “members need to have consequences for not being active” which is quite hostile way of putting it.) Adding timecards is really just a corporation thing. It would work if people didn’t try to hoard as many members as possible, in which case it wouldn’t even be needed.
Guild stops being fun if you need to worry about logging in every 3 days (or getting the boot)
(edited by Fred Fargone.3127)
I honestly would be fine with mounts. Just give them a 50% swiftness, but they can’t be used in wvw or dungeons.
This is why we can’t even have cosmetic mounts. That would just make people demand speedbuff for the mounts, using argumetns like “I’m riding a horse but that thief can still jog faster than me? Seriously?”
Guilds need to know which members are active and members need to have consequences for not being active.
Now, I think this is the reason there isn’t last login feature, people would use it with the same hostility as demonstrated here.
Not another mount topic. As I’ve said so many times before, I don’t want someone shove a dolyaks behind on my asura’s face while accessing a merchant. And no, limiting to towns wont work, there are merchants elsewhere. And no, merchant screen doesn’t take up entire screen (it’s more like 1/4th)
Umm… just a question, whats the point of reducing falling damage with 30% by default? Wouldn’t that just mean everyone takes 70% falling damage of what they used to?
Anyways, to counter your first argument “Nobody wants them” well, I do want them, actually. As for “Nobody needs them” well, obviously anyone who wants to be able to utilize more escape routes in WvW needs them.
Oh yeah, and each one of the suggested alternatives is a bit too useful. Especially the Necromancer and Mesmer ones.
Why?
You’d get crushed in WvW.
He isn’t asking for a server, he is asking for a translation. I do not see how seeing and reading italian text would make you play poorly in WvW.
Because every single language that is officially supported has their own servers.
And therefore it is simply impossible to add translations to the game without making a new server in the process?
Why can’t there be simple translations as there were in GW1, Bork Bork Bork never had a server for example.
Why?
You’d get crushed in WvW.
He isn’t asking for a server, he is asking for a translation. I do not see how seeing and reading italian text would make you play poorly in WvW.
Preventing Gold-Sellers
Dual GEM type system. Every Gemstore item has two gem prices:
- Blue GEM that you can buy with game money and can backchange it for game money. Synced to the normal ingame profits. (5g/day)
- Red GEM. Bought only with GEMCards. You can buy items, synced to worth of the real money, and direct-change it to game gold with a close ammount that Goldsellers can provide.
The Red GEM needed becouse of manipulated and overpriced back-transfering.
Currently: $25 gives you 2,000 GEM, which is ~28,gG. With this same money, you can get 50 to 60g, depending on goldsellers. Not worth to backchange it in these prices.Most of the players will understand that they might receive a bit less game gold from Arenanet, but its legal and they support the company, meanwhile goldfarmers won’t work that effective because of it. Less hacked accounts btw.
OR just manually remove the goldsink in the system. It is not necessary at all.
Oh, I liked your original list of suggestions very much, but I got to disagree on this a bit, lets start with the alternative suggestion of removing gold sinks:
EDIT: So, okey, I seem to have misread your last sentence. You referred to the goldsink, I thought you generally meant goldsinks. Anyways, there are very few goldsinks in the system, and I do not think any of them should be removed for the reasons mentioned above. While I agree that the gem-related goldsink is seemingly unnecessary, I’m sure it contributes to keeping the inflation in check.
As for the dual gem system, it’s not that bad of an idea, but I do not see the need for it. Yes, there was a short phase when you had alot of gold-spam to your mail box and when there were hacked accounts selling gold in major cities. But reporting has been effective (at least on my server) and you just don’t see them anymore. They are really not that much of a problem. Sure, there are a few scam sites on the internet, but everyone knows not to use those. (Or majority anyways)
And by “GemCards” I seriously hope you didn’t mean physical objects you can only get from 7/11. Those items almost never appear in stores in my country. But you probly just meant the regular method used currently, right?
(edited by Fred Fargone.3127)
So that anyone who disagrees with the majority would not be heard, at all? Mounts for example are a ridiculous idea that keeps getting resuggested over and over again. Sure, their support at the moment is very low, but during the first 50 or so mount threads, there were actually quite a bit of people supporting the idea.
That is, people who had no sense of the lore or even the instance system… or basically how the game is designed. Those people did nothing but went to the topic to write +1 and /signed. If there was a downvoting system, every single one of those people would probably just downvote opposition arguments instead of coming up with well thought counters.
Also, do note that there is a “report” flag under every post. If there is a message that actually needs to be “grayed out” for a good reason (such as breaking the forum code of conduct) you can just use this. Those messages usually disappear within 15 minutes of reporting, even at the odd hours of the day. (Yes, there is a good and active moderator crew on the forums.)
(edited by Fred Fargone.3127)
Burn is a very simple condition, as it only stacks duration. Bleeds, on the other hand, stack intensity. For example, having 8 stacks of bleed means that the opponent receives 8 ticks of bleed damage every second. And what’s more, this damage can change any moment if you happen to have might stacks.
Take a 1v1 situation with two bleed builds, like a Thief and a Warrior. The Thief will probably maintain 5-7 stacks of bleed on the warrior, while the warrior can probably maintain about 8 on the Thief. Either way, if the combat log shows all the damage you take and all the damage you deal, this would mean that both sides are seeing 13 updates for bleed damage every second.
Which is why I suggested:
Well, just logging the final total damage after the burn would be way better than logging the initial.
And since conditions are damage over time, it’s really not helpful at all if you get to know your damage after it’s already stopped on your enemy.
Well, it is still whole lot better than the log showing you did 16 bleeding damage once. And even smarter system would be to report the total final damage with total duration (and average damage per secon on top of that) from the condition. Even if you only see that after your opponent went down, you’d still get a better idea of what your condition was doing, as opposed to showing just “You hit with bleed for 16 damage”. Once.
It is not only for Commanders. Even typing something like “incoming” a couple of times will get you blocked from sending any other messages. There is a simple fix to the problem/issue that I have mentioned a couple of times. Put in a “report as spam” button. You can post as needed but the current chat suppression protocol would engage as soon as someone reports it as spam. Once ANET investigates anyone abusing that could get some time off from the game
Except that if you type “incoming” a couple of times, there is always some nitpicking troll who can (and will) report it as spam. It basically is.
What could they use location marks for? If they cannot spam any text to go with it? ^^
Ohhhh! I’m afraid I completely misunderstood what you meant.
I thought you meant unrestrict posting in certain locations (WvW maps),
But I guess you actually said unrestrict posting of locations (WPs, POIs and stuff.)
I got no idea where I got the idea of in locations, sorry about that
Yeah, I agree, they (gold sellers) wouldn’t be able to use that, if they can’t spam any text with it.
Do you even realize how freaking much data there would be in your log?
Say both you and your pet had 8 stacks of Bleed on you. That’s 16 messages that you took the tick damage every single second. Plus, of course, whatever direct hits you’ll take in that time. Similar for Regeneration and pulsing heals like Shadow’s Rejuvenation.
Which is actually not a problem.
It takes 8 bits to store each character.
I think there would be less than 100 characters per line even with all the fancy stuff that would be added (currently ~40 characters)
Even if it was 100 characters per line, storing 100 000 lines of text would still take up only ~9.5 MB (if you were storing the logs in your computer)
so its not all that much.I’m not talking about the memory usage, I’m talking about the actual printed lines of text. It would be absolutely out of control. You could literally be having 10-20 lines of text updating on your log every second if you happen to be running a bleeding build.
The combat log only saves a finite number of lines before it starts deleting older ones, so the end result would be that you would also be losing relevant information at a much higher pace, thus negating the effect of adding it in the first place.
Oh, I see. I don’t really run condition based builds, but when I tested with some fire damage, it seems the combat log only shows the first burn… So how do you make use of the combat log in determining how much damage you deal?
Well, just logging the final total damage after the burn would be way better than logging the initial.
Simple solution:
Unblock the posting of locations when done without any other text.It would help us commanders a great deal to not keep losing the randoms (you cannot force everyone into the teamspeak) and goldspammers have no use for this option.
Regards,
Flaphir – AI Commander – Abaddons Mouth
Goldspammers have always use for this. They’d just migrate from LA to EB instead, not only spamming but taking up WvW spots too.
Do you even realize how freaking much data there would be in your log?
Say both you and your pet had 8 stacks of Bleed on you. That’s 16 messages that you took the tick damage every single second. Plus, of course, whatever direct hits you’ll take in that time. Similar for Regeneration and pulsing heals like Shadow’s Rejuvenation.
Which is actually not a problem.
It takes 8 bits to store each character.
I think there would be less than 100 characters per line even with all the fancy stuff that would be added (currently ~40 characters)
Even if it was 100 characters per line, storing 100 000 lines of text would still take up only ~9.5 MB (if you were storing the logs in your computer)
so its not all that much.
Yeah, I can completely and wholeheartedly agree with this. Add some more lines for that boss, or reduce the freaquency he chats.
Your repetitive dialogue makes me cry!
the whole point of golem rushes is to show up and get in before the defenders can show up. People who build big armies of golems want to pvdoor.
Eh, that applies to everything. Nobody ever goes to a tower/keep/supplycamp and waits for defenders to show up. Golems or not.
Golems, however, are slow to move even with a couple of mesmers around. Took some 2 minutes for those guys just to walk from frontdoor to inner door in the BL eastern keep… And they even used a portal in between. (http://www.youtube.com/watch?v=vCeE066DePc)thats simply not a good group then. You can get golems from outer to inner in under 30sec.
Well, they are slow to move on their own. Sure, if you had enough mesmers linking up, you could just blink to anywhere in the map in some 5 secodns (given each mesmer was in position beforehand).
What I mean is that they are slow on their own, and if you limited the amount of golems that can go through a portal, it would slow down this types of groups. (Or they’d seriously need a lot of mesmers)
the whole point of golem rushes is to show up and get in before the defenders can show up. People who build big armies of golems want to pvdoor.
Eh, that applies to everything. Nobody ever goes to a tower/keep/supplycamp and waits for defenders to show up. Golems or not.
Golems, however, are slow to move even with a couple of mesmers around. Took some 2 minutes for those guys just to walk from frontdoor to inner door in the BL eastern keep… And they even used a portal in between. (http://www.youtube.com/watch?v=vCeE066DePc)
Ooh, videos! Thank you.
I’m kinda disappointed for most of these looking like PvD tho. Maybe it’s just the camera angle, but where are all the defenders? Only saw a couple, http://www.youtube.com/watch?v=vCeE066DePc seemed to have the most. (And those guys terribly late and still outnumbered)
Guess having range of 50 around each golems center, where you can’t enter with another golem (reset to previous coordinate if entered?), would solve the problem. (This would allow maybe 6 golems at a door simultaneously, as well as reduce the amount of golems that can use a portal.)
I really like this idea, I keep constantly checking the BLTC icon just because it has a red ball with that exclamation mark in it. Then am disappointed every time there isn’t anything new to pick up, just the 50s that been sitting there for a couple of days. (Because who would bother to pick up so trivial sum anyways?)
Oh, I’m surprised how good this list of suggestions is, hardly anything to complain about. I can even agree with… pretty much everything here.
Well, in fact, I got a problem with just this:
Blessing of Balthazar: +10% Power & Toughness | Red flame, red spirit Crest on back.
…
Blessing of Dwayna: +5% Health | Blue shining, white spirit wings.
For 100 gems, +10% power & Toughness sounds kinda P2W to me. Or +5% health. Especially when its 10% (alot) of two stats (even more). Should probably replace those with a bonus which doesn’t affect the gameplay
Thieves fight tooth and nail to keep their OP status rather than willingly try and balance themselves.
EVERY single game where stealth=total invisibility also has multiple ways to force the class out of the invisibility. THAT is balance. Not just force them out but forcably prevent them from re-stealthing.So yes, thief stealth needs something done to it, be it various abilities that strip thieves of stealth and keep them from re-using it for a long duration, or cause thieves to immediately drop from stealth the moment they take damage. Barring that…risk/reward is needed.
What? Crying because you can’t stealth stomp people if that was the case? Get over it, everyone else is targetable while jumping on people. Crying because you now have to think far more tactically and deal with the repurcusions of being outnumbered? So does everyone else. THIS is balance. Currently the thief is not balanced worth a kitten in this regard.
So mist form and mini stomping (engi) or stability or blind stomping? thats fair? Sure you did your homework..
Mist Form – Lasts 3 seconds with CD of 75 seconds, you can’t activate it before you start to stomp. All you need to do is move while downed to completely negate this, or affect the opponent before they’re stomping you.
Elixir S (This is what I assume you meant) – Lasts 3 seconds with CD of 60, you can still affect the player before (and after) the stomping attempt. Just move once while downed to negate completely.
Stability – Every class has it, can still be damaged, especially by your allies. whats the problem?
Blind – Every class, especially thief, has it. Doesn’t stop your allies from interrupting / damage
So… Lets compare to Stealth stomp?
Stealth – Permanent for thief, pretty much. Most of the time you don’t even know you’re being stomped. You activate stealth before you start stomping. Your allies? Don’t know you’re being stomped, so they don’t do anything about it.
(edited by Fred Fargone.3127)
You cannot come with suggestions to nerf stealth in pvp. Without suggestions on how to buff them in other things to compensate. Give all other classes a skill that reveal any nearby theif will destroy the class. Stealth is not that gamebreaking as some of you make it out to be. They are often not even used in tournaments for a good reason.
sPvP isn’t the problem, for several reasons, such as smaller maps, more bottlenecks, balanced gear, ect.
This thread was about WvW.
Ofcourse a lot for this hate would be gone if they simply made stealth cause you to fade out but still have an outline people could track. The outline forces you to be renderred thus cullign would apply on when it applies to everyone, no special stealth culling (the game does not bother to load a stelthed thief, thus culling is giving thieves a constant extra second in free culling enabled stealth). Thieves should be targetable while in stealth if they are in front of their enemy (stealth while an enemy is FACING you and they don’t drop target). Seriously…there is no logic at all with current stealth mechanics. Whoever thought these mechanics made sense obviously was only thinking about how fun it would be to create a class mechanic that requires no thought to keep the class alive (seriously, stealth build thieves require no thinking at all to win with) where is the risk/reward with stealth?There is NO RISK with stealth.
Know what? Fine…don’t like any suggestion, lets institute some risk/reward. Thieves have been getting nothing but rewarded for using stealth…time to add in the risk. All damage that hits a stealthed target is increased by 50%. That’ll make even a clip of a stealthed thief far more dangerous.
This won’t work because stealth on it’s own provides no bonus to thieves other then being not seen, untargetable and unlocking thier stealth skill. No way to mitigate damage. In my experience partial stealth fools no one save for the completely in attentive. So if this happened, thieves, a class with medium armour in the lowest HP tier, a class with no defensive boons, blocks or invulnerable states, no stabilty, would be forced to facetank every attack directed at them. Oh and and their evasion is B grade compared to Ranger, Elementalist and possibly Engie.
Wait, what? There are traits, for example, to combine with stealth for extra speed while in stealth, so it does provide extra bonus.
Besides, being invisible and untargettable is quite a perk, if someone is lucky enough to hit you with 1000 AoE dmg, that should be at least doubled imo. (Oh, did I forgot to mention that while a thief can’t be seen, he doesn’t turn blind himself. So just dodge the red circle for win.)
Yeah but if you’d read what I’m replying to, they’re suggesting making thieves visible and targetable even in stealth. So aside from the traits all those bonuses you mentioned, out the window.
Yes, but if you’d read it more carefully, there was two alternative suggestions there.
Either outline them, OR institute some risk/reward if you didn’t like the earlier suggestions.
Search these forums, I know there was a video of a 41 golem zerg and tons of smaller ones, 10 golem pushes are not uncommon
Seen as the search is broken rather broken, any info on where it was located? Under WvW, general, or some suggestion thread? What was the thread about? (I really want to see that, it sounds like fun.)
Good for you but you do realise outside of t1, not every side can fully man 4 maps, 10 golems can blow through 2 gates faster then people can port in and run to the location.
Hmm, did you just assume that T1 servers have all the maps manned? Heh, I’m often in the mid-day shift when our players are starting to log in. It’s good if we get enough to start off that commander in EB.
First off, you can get that many golems without spending a single copper, just farm the jumping puzzles, you get tons of free siege.
I’m using gold in examples, seen as that is the most certain way to get 30 golems quick.
There was this guy with around 500 siege blueprints he got from the JP. Out of all those, 7 were siege golems. So in order to get 30 siege golems that way, you need to do the JP around a thousand times. Or maybe that guy was just unlucky? Then again, out of the 100 siege I’ve gotten from the JP (yeah, I don’t do it that much) only 1 has been a siege golem so far.
Anyways, you can’t get 30 siege golems per day from the JP. You can’t get 30 siege golems per day by badges. It is possible to get 30 siege golems per day with gold, as long as you are seriously good at playing the BLTC. Therefore I’m using gold in examples and such.
Secondly, it is not about holding, its about resetting an enemies upgrades, strip a bl of WP’s and its far harder for that side to defend it
Still, you’ve lost 30g whereas the opponent lost 6g, assuming it was fully upgraded t3. And assuming you made it all the way to the keep.
it takes less then 10 seconds for 10 golems to melt a reinforced gate so unless a side has a zerg sitting in every tower, keep and castle, it will be capped before you can even defend it.
Why wait till they are hitting your door? And why wait at the keeps and towers? Having just few (2-4?) is usually enough to spot an incoming convoy. Then go intercept it with your zerg. It’s not like those golems can outrun you.
(edited by Fred Fargone.3127)
Yeah but it would be mobile so it is harder to destroy, it can retreat if the situation looks bad, it also would have a lot more hp than a normal arrow cart.
Also make it so they can’t be used inside towers, keeps and castles to defend the walls and lord room entrances otherwise it would be overpowered.I also think golems should not be able to teleport through portals, they are not players.
Wait, being mobile doesn’t make it exactly harder to destroy. That has never stopped me before. And the extra HP hardly matters when everyone takes golems as priority targets anyways.
Besides, whats the point of retreating if you don’t have a place to retreat to? (like friendly tower?) You’d still be out in the open, a couple of burst thieves and thats 100 badges well spent. A golem has around 100k HP, I think it takes around 4-5 stealth-burst thieves to deal that amount of damage within 5 seconds.
Ofcourse a lot for this hate would be gone if they simply made stealth cause you to fade out but still have an outline people could track. The outline forces you to be renderred thus cullign would apply on when it applies to everyone, no special stealth culling (the game does not bother to load a stelthed thief, thus culling is giving thieves a constant extra second in free culling enabled stealth). Thieves should be targetable while in stealth if they are in front of their enemy (stealth while an enemy is FACING you and they don’t drop target). Seriously…there is no logic at all with current stealth mechanics. Whoever thought these mechanics made sense obviously was only thinking about how fun it would be to create a class mechanic that requires no thought to keep the class alive (seriously, stealth build thieves require no thinking at all to win with) where is the risk/reward with stealth?There is NO RISK with stealth.
Know what? Fine…don’t like any suggestion, lets institute some risk/reward. Thieves have been getting nothing but rewarded for using stealth…time to add in the risk. All damage that hits a stealthed target is increased by 50%. That’ll make even a clip of a stealthed thief far more dangerous.
This won’t work because stealth on it’s own provides no bonus to thieves other then being not seen, untargetable and unlocking thier stealth skill. No way to mitigate damage. In my experience partial stealth fools no one save for the completely in attentive. So if this happened, thieves, a class with medium armour in the lowest HP tier, a class with no defensive boons, blocks or invulnerable states, no stabilty, would be forced to facetank every attack directed at them. Oh and and their evasion is B grade compared to Ranger, Elementalist and possibly Engie.
Wait, what? There are traits, for example, to combine with stealth for extra speed while in stealth, so it does provide extra bonus.
Besides, being invisible and untargettable is quite a perk, if someone is lucky enough to hit you with 1000 AoE dmg, that should be at least doubled imo. (Oh, did I forgot to mention that while a thief can’t be seen, he doesn’t turn blind himself. So just dodge the red circle for win.)
I would actually suggest that they be changed to offensive siege functionality, but without the ability to break down gates, they could fire rockets, which act like arrow carts, maybe a bit stronger though, and a slightly smaller area, and also flamethrowers, which can be used to take out groups of players from roughly scepter range, if the golem pilot is skilled enough, the weakness of this golem would be if players attack it from behind, as it should turn quite slowly so the players can easily stay behind it if they can get close.
So the golem would be nothing but a fancier version of arrowcart? Would make it pretty much useless on higher tiers, unless the price of the golem is radically lowered. Still, there would be the problem of driving the golem, which would be quite painful if it is both slow, and turns slowly.
Mostly you just see them appear and then disappear. Occasionally if there is a nearby node you’ll see them instantly appear at the next one, before disappearing again. They also appear exactly on the node, not next to it. ArenaNet should be adding server-side checks for aberrant movement, if they haven’t already, as relying on player-reports isn’t possible with these cheats.
If they really are teleporting directly to each node, there seems to be a security issue that needs fixing. I’ve never ran cross this my self, anyone got it on video?
When the vast majority of your players are in one region (the US), you really should have things set up to make that area happy.
Are you quite sure the majority of players is from that region? There are 24 NA servers, 27 EU servers.
And no, that is not because of the language servers. The only language server group with population of 1 server, is Spanish. Therefore, if there was less French players, there would be less french servers, ect.
(edited by Fred Fargone.3127)
Uhm, few pointers
It’s more likely that some players just log in to their harvest toons. Say you got 5h Ori node, you can harvest it 3 times a day. You don’t want to spend an hour running around every other node because harvesting that one takes 3 minutes total per day for 15 Ori.
Why did you assume they were bots in the first place?
To answer the question presented in the OP, I’d say it’s because ANet’s view on guilds is that they are not some ingame corporations, and as such, you do not wish to kick people based on their efficiency in the guild, but rather some other reasons, such as not fitting in the community you provide.
Kinda similar why there are no inspect feature or damage meters for dungeons.
Well, that is just my theory, but to me, it looks like ANet wants everybody to have fun with their product, not stress about logging in or getting kicked out of their favorite guild.
Well, while it is true that every repeatitive action that aims for some goal can be considered grinding, it’s also hard to make content that lasts for ever without being repeatitive…
So if you don’t like that, I guess you need to start another character. =/
Hmm, I would like to see the actual fight with those golems, if you have enough players to pilot and enough players to protect those golems.
I’m in T1, the best I’ve seen our opponent throw against us was 7 golem blueprints at once. (As one Omega and 2 Alpha golems.) They made it all the way to our front door before they were destroyed. And we had the outmanned buff too.
Tbh, with all the WvW I’ve done, I’ve never seen or heard anyone complain about golems overly much. Nor do I really see it as viable tactic to build a ton of golems and hope a few make it all the way to the opponents keep. (And capping an opponent tower using 30g is just wasting your money, you can’t hold it.) Unless you’ve seriously outmanned your opponents, in which case taking that keep is just matter of time anyways.
(edited by Fred Fargone.3127)
Well, more stuff for level 80 characters is on the works I think, but meanwhile:
And it isn’t exactly an activity, but I like to collect gems. Since you can just trade gold for gems ingame to buy extra character slots, bank tabs, ect.
(edited by Fred Fargone.3127)
They also made it so if you want to change your stats, you need to get a whole new set of armor
Sorry, I might have trouble understanding you, but last time I checked, changing armor wasn’t a requirement for changing traits.
you quote his part about stats and reply about changing triats?
Oh, that’s what I was mixing up. Thanks for pointing that out.
(edited by Fred Fargone.3127)
I’m bringing my main character to endgame
You mean “I exited the first town my main character was in”, right? The whole point was that the entire game is “end game”. So people do not need to grind levels to get to the actual content, but rather it is offered since level 1.
The answer could be pets. With the latest patch it removed any usefulness to the skill “Guard” from Rangers. Rangers really have no unique or really useful purpose in WvW. If a pet could sniff out stealthed enemies and continue to track the target, Rangers would have a purpose.
If this is about balance, this suggestion would help in multiple ways.
Well, that would just lead to another type of rock-paper-scissors.
You want to remove stealth, huh?
Then, I want to
- Drain all the adrenaline a Warrior has built up
- Put all the Virtues of a Guardian on cooldown
- Destroy all the clones/illusions of a Mesmer
- Force Necromancers out of Deathshroud
- Put the attunement swap on an Elementalist on cooldown
Fair?
Or alternatively, just give Thieves the a single ability that puts all the skills and utilities of an opponent into cooldown.
You already can:
You can not:
Of course, pretty much everything you listed isn’t really comparable to stealth. Virtues = Thieves stealing ability, Andrealine = Thieves initiative, Attunements = Thieves got weapon swap too, ect.
I think it would be cool to have some mechanic to prevent or remove stealth, that would be more in line with the rest of the professions. While waiting for that, I’ll just play on my thief.
(edited by Fred Fargone.3127)
I agree with what GummiBear said.
But yeah, commander should always be able to talk to the /squad (Not team, since that is just fancier color map-chat for WvW.)
They also made it so if you want to change your stats, you need to get a whole new set of armor
Sorry, I might have trouble understanding you, but last time I checked, changing armor wasn’t a requirement for changing traits.
, different ‘builds’ in this game typically require a combination of stats, traits and skills, and because it takes a lot of effort to get multiple armor sets, you are restricted in your experimentation.
People already pointed out that they’re carrying 2-3 sets of armor with them, which they can change for free btw, on the spot out of combat. Traits greatly limit changing the build for no real reason. (Yes, there is a money sink. Does this particular money sink stop or hinder inflation? No, not really. It has very slight effect when comparing to BLTC, armor repair or WP fees. Therefore, it is quite pointless.)
I see multiple people responding with “build for this encounter” style…er…don’t pidgeon hole your build? Build to be flexible not to fight specific enemies. A truly good build is good against ALL enemies, not just one type. Perhaps THAT is your problem…the old GW1 mentality of changing builds to fit what you fight. That was NEVER fun. That was tedious and boring. It is far more fun to build how you want to play, what works for you personally against all comers, then just stick with it. Sure…may burn through a gold or two to find this perfect build, but once you find it you will never change it again.
Also…why are you writing it down? You cannot remember 7 traits or 3 numbers? Not that hard to remember…and I deal with number all day long, ontop of theories and psychiatric work. Your memory should not be so bad that when something works you forget it very easily.
One should always remember that other people have different opinions. Therefore, please do not tell me what I consider fun. That was one fundemendal idea of GW2: Play the game how you want. There are a lot of people who enjoyed finding out the weak spot of the enemies in GW1 and acting (including building your build) accordingly, some might even consider that a skill.
Besides, I think you agree that the various builds in GW1 were what made it so great. And those builds were largely thanks to experimentation. Experimentation that is now being negatively affected by the need to visit the NPC and pay seemingly small fee for changing the traits.
Resetting traits costs all of 3 silver…go kill 5-15 enemies and you paid for your reset typically speaking. All of 3 minutes time tops.
Resetting them in main cities only makes sense from a practical standpoint. Your choices now have meaning and cannot be “covored up” by staying out of combat for a minute while you change things. Even teleporting around…add 6 silver to it and another 30 enemies. Seriously it is not that big of a deal…and no I don’t use a standard build. I worked with the traits till I found one that fit me perfectly.
Experimentation takes reiteration. No matter what ya do, you always need to pay to get to the location, and then pay for the trait reset. If you can’t find the correct combination on the first go, you might need to respec 10, maybe 20, maybe more times. Adding up, you’ll end up using 100s-200s = 1g-2g on just finding a set of traits that is particularry effective against the types of enemies you encounter at the area you were experimenting for.
Now, why people do not do that, is partially because it gets expensive in the end, and its major pain. You need pen and paper to save the build, and a whole notebook to save different builds for different areas.
But to be honest, I wouldn’t mind the small respect fee if it would help stop inflation. However, it does not. All it does is stop experimentation.
And yes, I know, we can go to the mists and trait against dummies, but its not quite the same hitting a dummy as it is hitting a mob that has resistance to X, immunity to Y, uses build Z and has group behavior / does not have.
(edited by Fred Fargone.3127)
Yeah, I know that happens. But at least in T1 we see some strategies applied as well. And ofc there is the siege positioning, you don’t just throw it at random always.
Well, I’m sure you know what I mean by the knowledge of the maps being important. It’d be difficult if you were defending Durios and tried to get reinforcements, who had no idea where Durios is and can’t find it on their maps.
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