We all knew from day one what to expect when jumping into WvW. And ANet has also been very clear (from day one) that WvW is balanced together with PVE.
Which you know, still doesnt really explain away the guard stacks. There are no guard stacks in PvE last time I checked.
Those were added to WvW later. But it was still in keeping with the general theme that they gave you more options on how you could customize your builds in WvW (many players actually created builds around Guard stacks) compared to vanilla PVP.
I don’t get it… what you want (no foods, no sigil stacking, etc…) is already available in one type of game mode… it’s called PVP. You can go over there and enjoy that feeling of “everyone being on the same level playing field” all day long if you want to. So why wish to drag that over here to a game mode that supposedly rewards and promotes individuality in builds/buffs ?
I just don’t get it…
Pretty much every veteran and fan of WvW complains and moans that Anet doesnt truly recognize WvW for the primarily PvP based gameplay mode that its supposed to be, but when they say they want to make the PvP in WvW more fair by removing a buff like this – which should never have been added in the first place – some people complain you’re not supposed to enjoy that the same level playing field.
You are only allowed to enjoy the PvE in WvW, is that what you are saying?
I just dont get it either…
I thought most of us disliked that Anet has always classified WvW as PvE and underestimated the quality of their own design. Guess I was wrong.
That’s NOT what most veterans of WvW complain about. They complain about the general LACK of attention (only one map in 3 years ?) given to the game mode, the numerous bugs that are outstanding even today, and yes some even complain about the lack of proper balancing between the classes. But things like food buffs, sigil/guard stacks and so on ?
Please.
We all knew from day one what to expect when jumping into WvW. And ANet has also been very clear (from day one) that WvW is balanced together with PVE.
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Good because by removing this and hopefully the stacking sigils you create a more level playing field, this in turn creates a much more healthy competetive enviroment.
Running around killing NPC’s to be more powerful than someone on a fully capped border without access to the guard stacks is unfair, stacking sigils have the same problem especially in condition builds where condi damage can reach 2.2k in some cases and sometimes more.
Each class has more than enough stats in it’s kit to not warrant guard stacks and stacking sigils. next i hope they get rid of food in WvW and leave only the most basic of stones, oils and crystals.
I don’t get it… what you want (no foods, no sigil stacking, etc…) is already available in one type of game mode… it’s called PVP. You can go over there and enjoy that feeling of “everyone being on the same level playing field” all day long if you want to. So why wish to drag that over here to a game mode that supposedly rewards and promotes individuality in builds/buffs ?
I just don’t get it…
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Someone was saying that they read it supposed to be applied to the high level wvw rank, which means you wont need to spend all your points just to earn it now, and you can focus on other things to use them on too.
This was accidentally posted to the German version of the site. It has since been corrected by Colin.
This is a great thing, power creep roaming has been out of control in WvW. Honestly if they removed food, utility buffs and stacking sigils, it would get even better and likely you would see less people staying in the safety of the zerg.
I jumped from WvW to PvP and PvP is so much more balanced and a real challenge.
You just described perfectly why there is a game mode called PVP and one called WvW. You want a game mode where everyone is standardized, “balanced” with virtually no advantage whatsoever with everyone using virtually the same thing ?
Go to PVP.
Lol, the ability to read must have become really hard these days….
The effects of the WvW buffs for kills won’t get removed.
They will just get baselined into the Rank System as automatic effects that you unlock for your characters once you reach WvW Rank 100 and Rank 200.ANet nerfed absolutely nothign here at all!
They completely did the opposite >.> How people don’t grasp this on firts sight is absolutely not understanndable:LOL… at the arrogance in this post. You pulled this kitten from the German site. Collin went on Reddit (because like Anet don’t read their own forums) and corrected this as being wrong.
Sorry for assuming, like it should be correctly, that patch notes include the same content, regardless about it in which language they are written.
How should I know please, that our German Version had such an extreme error, that isn’t just a translation error, but a completely different content and meaningbehind the message.I realized just later, that I got deceived by false information and when I was fully sure, that I was wrong, it was already too late to correct what I posted :P
Oh.. I know it isn’t your fault that ANet kittened up the patch notes over the various versions.
But your snarky comment… “Lol, the ability to read must have become really hard these days….” doesn’t have anything to do with their patch notes either, and that’s what I’m calling you out on.
Lol, the ability to read must have become really hard these days….
The effects of the WvW buffs for kills won’t get removed.
They will just get baselined into the Rank System as automatic effects that you unlock for your characters once you reach WvW Rank 100 and Rank 200.ANet nerfed absolutely nothign here at all!
They completely did the opposite >.> How people don’t grasp this on firts sight is absolutely not understanndable:
LOL… at the arrogance in this post. You pulled this kitten from the German site. Collin went on Reddit (because like Anet don’t read their own forums) and corrected this as being wrong.
Honestly, I think this is a good change, and I have both of these maxed out on my characters. While this did allow many people to min/max builds, it also was a mandatory WXP line, and you felt at a significant disadvantage until you get up to that rank 230, especially as a roamer (which means it takes WAY longer to get to that rank too). Also, in the mean-time you couldn’t enjoy any of the fun abilities b/c you were saving your WXP for that big payoff at the end.
Not only will this help with overall WvW balance (hopefully food gets balanced too), but it also makes the WXP system more fun, imo.
I think wvw abilities should give advantages in fights relative to siege and npcs, but not give PvP advantages. Good change, imo.
Eh… if they wanted everybody (even casuals) to be able to experience the guard stacks without disadvantage, they could have moved them further up the line so that someone jumping into WvW for the first time doesn’t take long to get them. As for “balancing” food too… Dude if that’s what you want, there is a game mode called PVP that’s right up your alley…
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I really don’t see the big deal about removing them. It’s a nerf to everybody and will level the playing field for newcomers. Personally I think they never should have put them in the game.
It’s a nerf to everybody yes, but the fact is it will hit certain builds much harder than others. The Strength thing like I mentioned is neither here nor there as 100 power equals less than a 5% damage increase. But losing out on 250 vitality absolutely slams zerker builds, while tankier, high HP classes probably go… meh.
First, we wanted to reduce the costs of ability lines to make them feel more attainable, even to the majority of WvW players with a world ranking under 300
Glad to see they’re catering to the casual player base again, because ranks are too hard to get, apparently.
I lol at this… You probably don’t play more than 30 minutes per day right? To say the rank is hard to get… Maybe GW2 players are abit “too casual” that they can’t stand for any effort?
I know sarcasm doesn’t always translate that well on the internet, but c’mon…
Removed. Colin confirmed on Reddit:
http://www.reddit.com/r/Guildwars2/comments/36qzdj/upgrading_world_vs_world_upgrades/crgccbpSo Colin is spending more time answering questions on reddit than the official forums… Pathetic.
I have to admit… that is kind of sad. This is the official guild Wars 2 Forums, not reddit. This question was asked here over 2 hours ago. Yet the first place the Devs find out there was even a question is on another site… LOL
Probably because it is far easier to answer a reddit question on a phone or tablet while doing other work thing instead of constantly checking your PC in sub-forums on the GW2 website.
I have to agree, I also tend to find it easier to waste time on reddit than do my job.
HaHaHa !!
Removed. Colin confirmed on Reddit:
http://www.reddit.com/r/Guildwars2/comments/36qzdj/upgrading_world_vs_world_upgrades/crgccbpSo Colin is spending more time answering questions on reddit than the official forums… Pathetic.
I have to admit… that is kind of sad. This is the official guild Wars 2 Forums, not reddit. This question was asked here over 2 hours ago. Yet the first place the Devs find out there was even a question is on another site… LOL
I like this update to the upgrades. Makes the game more enjoyable without taking anything strategic away.
So if you are on a server without a night crew look forward to waking up to your bl being fully upgraded by an enemy server…. Yay!
I hope the German one is correct as well… on my main I was purely working towards these buffs, spent countless hours and points in these just for these buffs and when I’m just getting close finally they are removing them… WTF! I want a refund from those 2 lines then so I can spend those points in a different area since the 1 thing each had is being removed.
Whenever changes are made to ability points (or updates affecting WvW in general) they usually refund rank points for all the lines you’ve spent them in.
I hope the German version is the right one as well.
No one will really miss applied strength (100 power isn’t a game changer), but losing applied fortitude is a BIG hit to all the glass builds out there. :-(
https://www.guildwars2.com/en/news/upgrading-world-vs-world-upgrades/
Due to granting the powerful Applied Fortitude and Applied Strength effects, the Defense Against Guards and Guard Killer lines needed to be extremely expensive, but that meant players often felt obligated to spend their first 230 points on these lines before they could begin branching out into other ability lines. Also, those two lines—along with the Siege Might, Siege Bunker, and Mercenary’s Bane lines that simply granted single percentage increases per ability rank—felt very weak. This drove our decision to shorten the Guard Killer and Defense Against Guards lines to five, removing Applied Strength and Applied Fortitude.
Enjoy it while it lasts folks…
Edit.. LOL, didn’t mean to post as a question. :-D
(edited by Hexalot.8194)
I dunno, man. There’s a good chance we could be REALLY nasty when outnumbered.
Apply a nice, quick, AoE chill. Go into Reaper’s Shroud, pop your #3 and #2, giving you stability and applying poison.
With the right stuff, you could be taking a LOT less damage, as you could have a 25% damage reduction from your conditions, you could have protection, and you’ll be in Death Shroud. Now, if you spec into it, you gain life force and might when attacking chilled people, and are spreading chills all over the place thanks to ALL THE CRITS you could be having.
And you’ll be healing your plain life bar while you’re at it.
Now, since you have pulsing stability, you’re getting to go to town on the cluster with your nice, tasty AoE-Autoattack… Which generates life force.
That’s… A ton of sustain in death shroud. That scales with the number of enemies attacking you.
The primary problem is going to be those super-fast sorts who run away and plink you from a distance.
Or those who can stand near and blind you into oblivion…
usually I’ll take the bait but after everything they just showed, the Reaper is built for 1v3 or more fights. the fact you gain boon per hit and aoe chills, and boons can restore hp and aa can refill ds… plus grouping people together for the added benefit.. I mean… you should def play a different class. everything you want sounds like you really want to play Guardian. The Necro, even now in its lowly form, can Survive a decent amount of time out numbered it just won’t do any damage in the process. Now it will do both, better. Ahh Nvm
I assume the OP is mainly talking about WWW where sadly mobility is king. Being tanky simply just delays the inevitable when you’re getting focus fired by a group. The Guardian is in a similar boat being a class with little mobility, but being able to completely negate damage (blocks, aegis, invuln) for a while is more preferred to just trying to tank it all.
Nope.
Wait untill you see what all of the other shouts do before jumping to conclusions. Yes they said that the Necro shouts do damage, and that one of them summons things per enemey hit, but the others might be more supportive.
“Reaper shouts differ from warrior and guardian shouts in that they focus more on harming foes than they do on bolstering allies.”
https://www.guildwars2.com/en/news/meet-the-reaper-necromancers-elite-specialization/
Where does it say that none of the Shouts have support aspects? For example one of the shouts could very well be:
“Cower!”
-Enemies take damage and gain weakness. You and each nearby ally gain a stack of Might for each enemy affected".Or
“Death take you!”
-Rupture the vital organs of up to 5 nearby enemies, inflicting bleeding and dealing damage around them. Each explosion is a blast finisher.Hey look – we have enemy focused shouts that are supportive to allies and even work for condition builds (another common assumption). Stop assuming and wait for the stream.
You are right in that nothing in the statement precludes Anet from adding supportive aspects to each shout. However, looking at the same statement, it’s undeniable that any support given to allies per shout will be relatively minor compared to the damage aspect of the shout. The statement is clear on that.
But that power (at least in PVP) appears to be countered quite a bit by the slow cast times, etc… that will be attached to the Great Sword at least. An attempt by the Devs at Balancing perhaps.
So it looks like the Necros get… Shouts.
Whoopie ?
I’m actually more scared that their AA basically means perma cripple for Mesmers.
Yeah lol… let thieves worry about the traps. DH will have an auto attack that cripples once the attack bounces to another target. Necros, Rangers and Mesmers (minions, pets, clones) are so out of luck screwed up the kitten ! :-)
stealth and escape mechanik is broken for thiefs in wvw now you can enter and escape when you want ….. the trap is balanced and legit
now l2p without permastealth
lets see what elite spec, utilities and weapon we get next timeKinda like nike wars and their healing signet sept there is no stealth or any chance to screw over the healing.
And the food that gives health every second + the amount of condi clear that profession has making poison a condi near impossible to keep on them to try and counter that heal.
To be honest the trap isnt a bad thing. It adds a bit of counter play to stealth and thiefs arnt the only profession that uses stealth. PU mesmers and some engineers do as well. And if i am not careful to notice a trap being placed and i trigger it, its my own fault.
The only point i would call it broken or op is if that lights judgement was constantly following you if you got hit so there was no way of escaping the full duration then we are screwed.
But i do see the potential of setting up a lockdown but again, they would need to go full trap specced to do that and use their cooldowns to do so.
I guess we will just have to wait and see how it goes. I am pretty sure anet isnt screwing anybody over.
The trap by itself is managable. Its if the Guard stacks different different traps on top each other that things can get interesting. There is a trap that pulls you in and causes slow, or the other trap that locks you in place (dragons maw). Someone also mentioned that the Guard could also drop hammer #5 on you while in the trap to keep you there too.
To be honest thieves should be more worried about the 25 stacks of vuln that pulses every second along with reveal… that comes with that particular trap. One good WW on top of that can ruin your day.
Could become dangerous if one is careless. Fortunately the revealed lasts only 1 second if I read the tooltip correctly.
Looking at Dulphy’s notes, you are right it’s a 1 second reveal. But the trap also pulses for one second intervals so you’ll be revealed as long as you stay in the traps radius of effect. :-)
that and welcome condi guardians :P
4.5K BURN TICK !!
HaHaHa !! They are gonna have to balance the kitten out of that. :-D
It’s invisible to the target(s) once laid. Reveals stealth, and adds 25 stacks of vulnerability.
RIP Thieves ?
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Traps are one of the most dull skill-types you could ever implement.
You throw them on the ground, hoping that someone are going to run into them.
I don’t see how this allows for any kinds of interesting play. Furthermore, people who chooses to play guardian, do it because they usually dislike what Traps represent.
And they even want to push the trapper/condi guardian with traits?
Even more kittened random condi-pressure that makes absolutely no sense?
Objectively this is extremely bad for the game. Sure some might think traps are fine, but that’s not my point, and it’s okay to think that. But it’s definitely not going to help the meta/gameplay.The new virtues however sound like an improvement, they allow for greater utility and different playstyles, rather than simply granting boons or heal.
I know Anet by now, and the specialization is at this point pretty much set in stone, and as they release them they just hope people are going to like it.
I’m almost a 100% sure it will NOT get changed.
And that will be a huge disaster.or you know throw it under their feet like every other targeted aoe…
Someone else mentioned that the Dev’s said Traps will be adjusted to now have an “activation” time. If true… no more “lets throw it under their feet and watch them blow up” fun to be had.
It’s supposed to be called a specialization…not a re-roll.
LOL ! :-D
In the video a little barrier trap activates that traps the dino in a little cage of light. That’s pretty cool imo and fits the overall guardian theme well.
That’s not a trap, it was a longbow skill. There’s a very clear barrage-type cast animation to be seen.
Just rewatched it, I didn’t see the barrier thing be cast, the mob walked forward and got caught by the cage which suggests to me it was a pre-laid trap but for all I know maybe i’m just not seeing it. Either way the first trap use (the burning/blind one) looked like a ring of warding type thing so we know the traps will (probably) have the appropriate aesthetics.
Black box is right… The Guard fired off what looked like Ranger’s barrier but instead of arrows it looked like little fence posts digging into the ground around the beast that quickly linked up to fence it in. Basically an immobilization skill on the LB with a fancy light show.
Wouldn’t surprise me. But what this does indicate is that literally everything is… on the table… for the Elite Spec utility skills. So, who knows, maybe Warriors get Glamours and Elementalists get Gadgets and…
I’m fairly sure that Thief’s stealth is off the table (or at least, only on in a very limited way). The Devs probably figure they get enough kitten shoveled at them over this utility skill as it is.
Anything can happen at this point. It seems like people are criticizing the entire elite spec simply because they can’t handle its creative guardian/ ranger combo.
That’s what bothers me: It’s NOT creative. It’s not new. It’s plastering something we already have from another class onto this one. I mean I get that maybe it’d be hard to match something as unique as the chronomancer, but this just makes me feel like they didn’t even attempt to do so.
Not sure what you expected when they said they were going to be re-using other class utility types… Beyond that you have no idea what the skills will even do. o.o
Chronomancer says hello…
Yeah… Wells are a necromancer thing… Mesmer’s are also arguably better than Necromancer’s. So, hi…
Fair enough. Don’t know about Mesmers being better than Necros though… we have yet to see their new elite specs…
Anything can happen at this point. It seems like people are criticizing the entire elite spec simply because they can’t handle its creative guardian/ ranger combo.
That’s what bothers me: It’s NOT creative. It’s not new. It’s plastering something we already have from another class onto this one. I mean I get that maybe it’d be hard to match something as unique as the chronomancer, but this just makes me feel like they didn’t even attempt to do so.
Not sure what you expected when they said they were going to be re-using other class utility types… Beyond that you have no idea what the skills will even do. o.o
Chronomancer says hello…
You guys lucked out. Guardians are the new trappers…
So is it better to be a chronomancer, who kills lots of little things, or a dragon hunter that doesn’t kill one big thing?
I don’t know… but I am currently camping out in EoTMs leveling my Mesmer while Guardian stays in mothballs !
I love that people are so certain this is going to suck. It means that many more opportunity’s to stuff them after examining the possibilities…
“Oh, a Dragonhunter, no big deal— OMG Get it off , get it off! It’s wrecking my face!!”
Wrecking my face with what… stupid traps that I can easily avoid ?
I suppose the “Chronomanser” was a hard act to follow maybe but I have to agree with the others in that the new Guardian skills revealed just seem so … underwhelming. I guess that’s just the curse of a class that (from the Dev’s point of view) “is in a good spot”.
Hero Points & old characters: breach of trust
in Guild Wars 2: Heart of Thorns
Posted by: Hexalot.8194
Well, I do enjoy PvE the most, even with all its imperfections…but I’m pretty frustrated too. I have 13 characters, 12 of which are level 80. Getting skills for all of them will take some time. Maybe it’s a good thing. It might be interesting. I just hope that they will include an alternative in case it’s not.
It’s not going to be interesting because there is only 1 (ONE) method to get those skill points, and it’s a trivial, boring one that you will have to repeat across every single character who doesn’t have at least 65 skill challenges done (and that’s probably the majority of your 80s – probably the majority of most people’s 80s outside of real hardcore map completition obsessives).
So if that is the only way that is really bad, and it is a breach of trust.
I mean, I’ve got a new 80 just now, and I’ve been doing skill challenges as and when I find them, and I have to say, it absolutely is as much of a pain as I thought it would be. Many of them take quite a while to reach, some of them are hard/impossible to get to unless certain events are done/live, others have non-instant respawn times (admittedly not many), and/or are hard to get a tag on even with a few people doing them.
I’d guess, conservatively, that it will take an average of 5 minutes per Skill Challenge, including all the travel time (sometimes requiring long detours around obstacles or elaborate jumping/climbing) and that some will take moments to do and others will be kind of annoying. This means if you say, needed an average of 30 Skill Challenges per character, you’d be looking at 2.5 hrs/character, which in your case would be at least 30 hours. I dunno how long you have to play per-day, but for me, that’s weeks.
I’m guessing that now is the time to unlock all your core skills and traits by whatever means necessary (gold, skill scrolls, etc…) then. Because I’m fairly certain those unlocked skills/traits on a max 80 character will be grandfathered in when the changes hit. For Anet to not do so would bring an avalanche of bad publicity and player backlash that to be honest simply wouldn’t be worth it from a business stand point.
I hope there is one called “shoot myself”. Frikking bow ><
What were you expecting… daggers ?
I would support a separate server with true open world PVP (where you can attack anyone you want… regardless of whether they are in your faction or not). That way you know that whoever chooses to be on that server is OK with all the ganking and general bad blood that comes with the territory of open world PVP.
For those very same reasons however, I would never support incorporating PVP into current PVE established servers.
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HaHa… lets not pretend that everyone and their mother won’t be going for the hang glider first. :-)
Whatever they do it will now have to compete with another AvAvA game.
TESO is dropping the subscription requirement mid March so if what they are offering for world PvP is more attractive to a large group of players (and I do understand its overall system isn’t appealing to just as many) WvW might take a noticable hit.I tried the TESO beta and didn’t stick with it because of the subscription. I’ll be taking another look when it goes free to play.
It’s not going Free to play. It’s going Buy to play (similar to GW2).
I know its fun to speculate and all but it’s looking like yet another Pipe dream. The implication seems to be that hang gliders will only be available in the new (jungle) zones. Understandable cause it would break a lot of things (jumping puzzles for one) elsewhere.
Hang gliding certainly won’t be available in the PVP/WvW game modes either. It would make walls and gates obsolete. Since WvW is the only game mode in GW2 that I’m still interested in, you can scratch this particular mastery of my list.
Both fulfill those roles, although Guardian, at least a mediation guard, can keep on a target alot faster than a warrior.
LOL… whut ?
black desert online I am waiting 4 u
Meh… people were also waiting on Archeage as the "next big thing " and look at the cluster kitten that turned out to be.
You think yet another Korean Pay2Win grind fest is gonna turn out to be any better ?
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Starting to feel a sense of decline ?
Heh… try hopping over on to WvWvW for a while. Then you’ll get to know what a “sense of decline” really feels like.
Other times a god’s hand come from the sky to hand you a universe tearing, light sparkling, night glowing mace that may not compel awe as much as it will force other around you to dance until the stubs of their bones beat a catchy cadence for your amusement.
Coming to a Gem store near you !!
Power ranger is the easiest zerker class to play at the moment.
- Step 1: be at 1500 range
- Step 2: Press number 2
- Step 3 : activate both endure pains when you’re getting bursted due to your inability to dodge
- Step 4: Enjoy and think you are skilledOh and even if you get downed, you have a second chance! Because ranger downed state is balanced.
Someone who gets it !