LGN
LGN
60% of the time, it is lag everytime.
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LGN
They actually can teleport…
https://wiki.guildwars2.com/wiki/Necrotic_Traversal
https://wiki.guildwars2.com/wiki/Spectral_Recall
https://wiki.guildwars2.com/wiki/Dark_Path
….but that just looks like he was lagging
LGN
Because no rvr has emerged to replace it yet…..
But I went from playing daily for hours to only playing a few days a week.
Now that reset is pushed back until 10 again that’s 1 less day for me to play.
LGN
I don’t want to just nerf pets, I want their stats to scale with the rangers. That way, for the pet to deal high damage the ranger has to spec for high damage. As it is though, since pets do make up such a large portion of rangers DPS, it doesn’t make a lot of sense for the ranger/druid to spec bunkery as hell and still have pets dealing top damage. Just kiting you until you don’t dodge an attack from their pet and take massive damage.
Its just weird to me, I don’t understand why that can happen.
Being able to have different stats from your pet is the entire point of pets having their own separate stats.
Honestly, people just can’t wrap their minds around “ranger pets are an actual threat I have to take into account”. Got too used to being able to completely ignore them, I imagine.
No, its not that I “can’t wrap my head around” that, its that its bogus balancing. No class should be able to wear bunker gear yet have the main source of its damage not be impeded in the slightest. Yet that is what happens with ranger pets.
And again, since you clearly ignored it, I would be in support of even buffing the damage that pets can do, as long as the pets stats scaled with the rangers, so the ranger couldn’t go full bunker and still have high hitting pets.
Buffing the other pets isn’t going to help rangers since the other pets can’t reliably hit moving targets.
If ranger pets did scale with ranger stats you better be prepared for smokescale to kitten you up. Right now its stats are nearly as tanky as the brown bear, with zerk stats and 25 might that thing will hit hard as hell.Again, base stats need to be lowered dramatically, and then scale with the rangers stats.
Again, it already has low attack stats, it just happens to have mechanics that allow it to land it’s attacks. Unless your looking to remove is damage entirely it isn’t going any lower.
LGN
Love how the only people complaining are the ones rhat cant fight a ghost theif. So when is anet taking away gyro that finishes people for engi? Or taking away that deadly gravedigger for necros? Or taking away stubs for days on warrior? Just curious. They nerf one class because people whined like little kids not being able to kill the ghost theifs. Y not nerf other classes as well and make it a fair line-up?
Seems to me the only ones complaining are the terribad players that were leaning on the ghost thief crutch.
LGN
I don’t want to just nerf pets, I want their stats to scale with the rangers. That way, for the pet to deal high damage the ranger has to spec for high damage. As it is though, since pets do make up such a large portion of rangers DPS, it doesn’t make a lot of sense for the ranger/druid to spec bunkery as hell and still have pets dealing top damage. Just kiting you until you don’t dodge an attack from their pet and take massive damage.
Its just weird to me, I don’t understand why that can happen.
Being able to have different stats from your pet is the entire point of pets having their own separate stats.
Honestly, people just can’t wrap their minds around “ranger pets are an actual threat I have to take into account”. Got too used to being able to completely ignore them, I imagine.
No, its not that I “can’t wrap my head around” that, its that its bogus balancing. No class should be able to wear bunker gear yet have the main source of its damage not be impeded in the slightest. Yet that is what happens with ranger pets.
And again, since you clearly ignored it, I would be in support of even buffing the damage that pets can do, as long as the pets stats scaled with the rangers, so the ranger couldn’t go full bunker and still have high hitting pets.
Buffing the other pets isn’t going to help rangers since the other pets can’t reliably hit moving targets.
If ranger pets did scale with ranger stats you better be prepared for smokescale to kitten you up. Right now its stats are nearly as tanky as the brown bear, with zerk stats and 25 might that thing will hit hard as hell.
LGN
I don’t want to just nerf pets, I want their stats to scale with the rangers. That way, for the pet to deal high damage the ranger has to spec for high damage. As it is though, since pets do make up such a large portion of rangers DPS, it doesn’t make a lot of sense for the ranger/druid to spec bunkery as hell and still have pets dealing top damage. Just kiting you until you don’t dodge an attack from their pet and take massive damage.
Its just weird to me, I don’t understand why that can happen.
As I said, they do spec for damage, just not with their gear. The sad fact is rangers can spec for full glass and have their damage shrugged off by most meta builds, especially since their “burst” skills consist of a 2.5 second channeled skill on rapid fire that is easily negated by all the projectile hate , a 3.25 second channel that also immobilizes them on whirling defense, and maul which is mediocre unless you proc several damage modifiers and is also the most telegraphed weapon skill in the game (oh look a big spirit bear….).
For pets to have their damage reduced anet would need to redesign rangers. Something along the lines of making them spirit companions that no longer have an auto attack but also no longer take damage. The different pet types could offer unique buffs and have a utility skill tied to the pet type and another utility tied to the individual pet.
Of course if they do this they will have to revisit the way rangers attacks scale with power and give the rangers access to unblockable attacks instead of just tacking it onto the pets.
LGN
Gear doesn’t affect the pets but rangers are required to spec into 2 traitlines to get any decent damage out of them.
Smokescale and bristleback have already been nerfed multiple times since their release. Anet can’t keep nerfing them without addressing the rangers own lack of dps, especially since HoT introduced so much projectile hate to the game.
Also if they did decide to nerf them further, that just means the rangers class mechanic becomes nothing but a liability. Rangers can’t stow them in combat which is a huge drawback when fighting professions that can use them to trigger heals or cleanses (dh trap heal, adrenal health, etc.). They also often give away a rangers position of he is trying to stealth and escape a zerg. They can put him in and keep him in combat longer. There’s also tons of traits and skills are tired into the pets which already puts rangers at a disadvantage in any kind of large scale fight (or just against heavy condi players) since the pets die so easily.
LGN
K.O. finally. Took them long enough.
Yea. I’m just kittened it took until someone soloed a raid boss for Anet to actually do something
Wait wait wait… did that really happen?
I would think bosses would have built in see through stealth mechanics.LOL.
Yep. He posted a link to the almost 2.5 hour video soloing that sloth raid boss with a ghost theif. https://www.reddit.com/r/Guildwars2/comments/5yy0yl/slothasor_solo_kill/
It took them only 16 days from the time that was posted on Reddit to finally do something about ghost thief, when WvW players have been complaining about it for months.
My observations: at least 1 player here had suggested many weeks ago that damage be added to thief traps so the thief will be revealed when the trap is triggered. It’s been suggested multiple times before the most recent balance update.
Months of complaints about ghost thief in WvW: nothing done about it.
Show you can solo a raid boss with it: Oh Lord Almighty! We can’t have that! Nerf it ASAP!
*years of complaints….
LGN
It’s too high up, please place it directly in the middle of the screen.
Maybe make them as big as mini map? That is what we call QoL improvement!
That would be acceptable as long as they also change it so that anytime you land a critical hit the screen flashes with ’60 era batman fight words like “biff!” and “whammo!”
LGN
Totally called that they would “fix” SotW before fixing hilt bash. GG anet.
LGN
It’s too high up, please place it directly in the middle of the screen.
LGN
How does that reasoning not apply to other traps then? If traps must be laid and then activate after a delay, then why only apply this to thief traps and not universally?
Well rangers can’t pre cast their trap and teleport to make sure it lands…… and dragon hunter…. ummm…… well you can’t expect anet to just go and nerf the one class that has always been meta…
LGN
The delay has nothing to do with the fix. The fix, heavy handed as it is, was to add a strike component to reveal the thief. The delay is separate and seems completely unrelated to ghost thief or any other recognizable balance goal.
… Purity of purpose?
lol
LGN
Full trap druid is laughably bad unless you are fighting camp npc’s.
LGN
Actually downstate needs to be removed instead.
^
LGN
They can call it whatever they want but they need to revert the unjustified cooldown increase they gave it a few months ago.
LGN
There will always be an OP build in wvw because there are too many variables to balance without one class taking a hit to make adjustments. The only way to address it would be to make it more like the pvp mode which means someone will come undone because their shinies got nerfed. I run in all ascended gear with all the bells and whistles. It wouldn’t bother me if it was changed but others continue to resist it.
Its not about the rarity of the player’s gear at all. Its about what stat combos you can make. Changing this would lock many professions into single builds, with any experimentation outside meta leaving you at an insane disadvantage. So…no.
I disagree. Builds can still be flipped around, and faster with the other system. Its all about the shinies and having an edge over other ppls gear rather than skill with the way it is now.
A person in full ascended has about a 5% stat boost/damage boost over an opponent in full exotic. I’d hardly say that constitutes a World of Gearcraft style edge. Its not nearly enough to decide the outcome of the fight, and using “ascended vs exotic” as an excuse that one lost a fight would be asinine.
He probably meant the new HoT stats that require a lot of grind as opposed to the old stats that you could just purchase from various sources (including a vendor in wvw that sells them for badges).
But I’m with you, build variety is a must if this game has any hope of survival. The amulet system is garbage.
LGN
Lol been there.
What’s worse is getting pulled into a keep wall by a dragon hunter and then being stuck there for 5+ min because you can’t break combat to wp.
Broken game is broken.
LGN
Long and frequent Resistance uptime while giving immunity against things like soft cc and blinds is over the top.
Because heavy condi builds aren’t easy enough already? You know, especially with boon corruption, etc?
There’s plenty of power builds that rely on soft cc’s to survive…
LGN
. . Of course you can still kill all those bad players that are plenty in wvw, but those tend to die to almost everything, so that’s not a measurement of a good build.
.
^So much this.
LGN
the only cure for those is trap druid its a 50/50 chance 2 days ago a ghost thief killing roamers leaving spawn and i was one of them i switched to trap he got owned so quick of course the trick is Shared Anguish ,Empathic Bond , Druidic Clarity your pet will take some of the condis lay down flame , viper , spike and be ready to use entangle then healing spring that thief was down in few sec didnt see him after i waitted but didnt show again also dire trap/burn dh can do so much dmg to those thiefs
Terrible advice.
Trapper druid isn’t perma stealthed, if the thief is paying attention he won’t get caught off guard by your traps. Hell his main source of damage comes from dodging so there’s a good chance he’ll trip your traps without getting caught in them.
DH works as long as they are running the reveal trap but if you really want to counter a ghost thief you want to bring a p/p scrapper. You can easily reveal them and load them up with enough condi’s that they’ll melt before revealed ends.
LGN
You guys make it sound like condi builds are totally obsolete rather than sub optimal. Many people, myself included, occasionally run condi druid and do absolutely fine. Glad still wins like 95% of his encounters despite usually playing half afk.
SB also solves ancient seeds and swiftness problems.
Anything not using staff is slightly hampered, but slightly hampered still obliterates most roamers.
Suboptimal is exactly what we’ve been saying.
Nothing we’ve stated is untrue, we are just explaining to the op what the builds weaknesses are since he is new to it.
For a druid condi build to be successful you need to count on your opponent being unprepared or over committing. It works for dueling but a good roaming build needs more mobility to chase people down and to escape from zergs. It is far too easy for solo players to just ignore you and run on by if they feel like they can’t handle the fight.
LGN
how do you trigger ancient seeds not rng based?
He’d be relying on the wolf’s brutal charge which is pretty unlikely to land, the terrifying howl which has a very long cooldown (and still misses moving targets pretty often), or lunar impact/natural convergence which is something he will have to save for emergency situations since he doesn’t have great access to astral force regen.
Which means unless he is in a group he might get lucky and proc ancient seeds 1 time per fight which will give him the opportunity to watch them instantly teleport, cleanse, dodge, or just walk out of it.
LGN
Quite curious how noone mentions/knows of Gladomers Dire-Druid build.
http://de.gw2skills.net/editor/?vNMQRAnY8fjEqQNL2yC+rAVLW4EM4W6Ntn683GAHumhVfLAUxKpA-TRiAABJ8AASU/AAHEgl2f4U1f44IAIpSwKOBAip8LAACwMLzysMDO6RP6RP6RjUAwMNC-e
He plays it a lot on his stream, and he rocks with it. It seems like a fightingstyle that takes a bit getting used to, but it’s a good condi ranger build.
It’s also manages to make this build a hell for the condi stealth trapper thieves.
I have not tried it myself yet, but I want to do it at some point.
No one mentioned it because it contains all the same weaknesses that have already been discussed. It has no chase potential and requires you to lock down and be on top of your enemy, and the build lacks the tools to lock down any decent roamers.
It’s basically an outdated dueling build.
LGN
I’m in T2 NA and exclusively solo/small scale roam. I see way more power builds than condi builds. The only professions I see that are almost always condi specced are necros and mesmers.
Not to say there arent condi rangers/warriors/thieves/guardians, but they are so vastly outnumbered by the amount of power variants of those professions that this is a non-issue in small scale roaming. Haven’t seen a condi rev or engie in weeks.
Seeing the same thing in T1 and T4 Na, way more power roamers than condi.
LGN
Rev is in a weird spot currently. Its design is extremely OP, and instead of redesigning it to be better, the Devs have just repeatedly handed out extremely hard nerfs to Rev to counter this. So you end up with a class that is OP by design, UP in practice.
That’s pretty much the case with all the specializations. They were poorly designed power creeps and anet is unwilling to redesign anything, they just want to tweak numbers.
For the people calling druids op, that is a direct result of anet just tweaking numbers instead of changing a poor design. The nerfs have made any build other than bunker druid unviable. There have been multiple threads full of suggestions on how to fix problems with core rangers so that glassier builds might reemerge but so far they have been ignored and we are stuck with the 1 boring play style.
LGN
Warriors (especially adrenal health) needs the druid treatment. Nerf the kitten out of the base heal and make it scale decently with healing power. Also bring the range on arc divider down to at least 300, it’s ridiculous how easy it is for them to land it on random nearby npc’s to proc cleansing ire/adrenal health.
A big nerf to the base heal is the wrong fix. Adjusting the range of Arc Divider, along with reducing how many adrenal stacks a primal burst counts for is a much more precise solution to the problem.
Nerfing the base will kill most warrior builds, bringing it back to where the class was before the Adrenal Health buff (very little sustain). But doing those other two things would make Berserkers have to work harder to maintain the AH healing, nerf the melee threat range of Berserker greatsword, and keep the current non-OP builds viable.
As for double EP, all the blocks, etc., those can be handled through smart play, which includes staying out of melee range unless your build allows you to play in that space with blinds, chills, evades, etc. Cutting the range on AD to 300 (as you suggested) reduces the melee warrior threat range, and makes kiting classes in particular great for wearing them down.
I agree with this and he gets to the heart of the issue with berserker Vs core warrior where adrenal healing is completely fine.
Additionally I’d increase the cool down on headbutt, 20s for a stunbreak, 3s stun, full adrenaline and decent damage (seen it hit for 4k+) is far too good, make it 30s.
Nah they both need to be adjusted. With zero healing power a berserker is ticking for about 900hp a second just from adrenal health and healing signet, that’s a kitten ton of sustain without even considering things like regen that is pretty much permanent in any group or traits like “dead or alive” and “rousing resilience”. On top of that Berserkers are extremely mobile, have several very short cooldown stun breaks can build to be pretty much immune to conditions and can rotate blocks with immunities.
They game is in a really crappy place right now because builds don’t need to sacrifice anything anymore. Having to add a little healing power won’t break their builds, it just means they will have to make a choice if they want to continue to play it safe and have that ridiculous sustain or play a little riskier but continue to land those 10k+ hits.
Play core warrior and you realise it’s a berserker issue. Core warrior has trade offs to what it does, if it wants to build adrenaline as fast as a berserker it needs to take arms and will do a lot less damage. If they want quickness to hit burst skills faster they need heightened focus which means no adrenaline refund so harder to maintain AH.
That’s without mentioning core warrior skills are much better telegraphed and not absurdly over powered like berserker burst skills. Seriously go compare the primal bursts to regular bursts for all of them, the burst is way easier to land on everything but bow and/or does a lot more (daze, blind and 2x 4 condi stacks?!). When you couple this with a trait line that gives damage increases as minor, skills that build full adrenaline nearly, burst skills that only require a weapon swap to get enough adrenaline, high stability and reduced cool downs on burst.
Make no mistake it is 100% a problem with berserker trait line, go duel a baseline warrior and you’ll barely notice the adrenal healing.
I don’t disagree but unfortunately we can’t just balance around the base professions. Hot is without a doubt the worst thing that happened to this game and berserker is a prime example of why. The specializations were supposed to open up new build options but in almost every case they are so much stronger that they are mandatory.
Berserker didn’t even offer something new and interesting, it’s basically just the same play style except everything hits way kittening harder, is easier to land, and has shorter cooldowns. The problem is there’s no real way to adjust that without just nerfing the kitten out of it and if they do that you are basically just left with the core warrior again.
LGN
Some of the ones they shut down as match up threads are just baffling. For example…
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-on-low-servers/first#post6534057
LGN
Warriors (especially adrenal health) needs the druid treatment. Nerf the kitten out of the base heal and make it scale decently with healing power. Also bring the range on arc divider down to at least 300, it’s ridiculous how easy it is for them to land it on random nearby npc’s to proc cleansing ire/adrenal health.
A big nerf to the base heal is the wrong fix. Adjusting the range of Arc Divider, along with reducing how many adrenal stacks a primal burst counts for is a much more precise solution to the problem.
Nerfing the base will kill most warrior builds, bringing it back to where the class was before the Adrenal Health buff (very little sustain). But doing those other two things would make Berserkers have to work harder to maintain the AH healing, nerf the melee threat range of Berserker greatsword, and keep the current non-OP builds viable.
As for double EP, all the blocks, etc., those can be handled through smart play, which includes staying out of melee range unless your build allows you to play in that space with blinds, chills, evades, etc. Cutting the range on AD to 300 (as you suggested) reduces the melee warrior threat range, and makes kiting classes in particular great for wearing them down.
I agree with this and he gets to the heart of the issue with berserker Vs core warrior where adrenal healing is completely fine.
Additionally I’d increase the cool down on headbutt, 20s for a stunbreak, 3s stun, full adrenaline and decent damage (seen it hit for 4k+) is far too good, make it 30s.
Nah they both need to be adjusted. With zero healing power a berserker is ticking for about 900hp a second just from adrenal health and healing signet, that’s a kitten ton of sustain without even considering things like regen that is pretty much permanent in any group or traits like “dead or alive” and “rousing resilience”. On top of that Berserkers are extremely mobile, have several very short cooldown stun breaks can build to be pretty much immune to conditions and can rotate blocks with immunities.
They game is in a really crappy place right now because builds don’t need to sacrifice anything anymore. Having to add a little healing power won’t break their builds, it just means they will have to make a choice if they want to continue to play it safe and have that ridiculous sustain or play a little riskier but continue to land those 10k+ hits.
LGN
While I agree that condi chrono is overtuned, I’m curious as to what you think should be changed about it considering you didn’t list anything specific.
Bare minimum would be to revert the PvE change they made to confusion. Remove the passive tic so you only take damage if you activate a skill.
LGN
What builds/skills do you find OP and in what context?
My short list:
DH – Rotational defense combined with passive defense is too strong
Necro – Deathly Chill is crushing it in skirmish. Epi is still an issue.
Thief – Ever-vade builds, Ghost Thief
Warrior – The passive Signet heal needs an adjustment downwards
Mesmer – Condi Chrono for a variety of reasons needs to meet a nerf batYou’re funny, warrior signet heal is fine. You might be thinking of adrenal health stacks off primal burst
Warriors (especially adrenal health) needs the druid treatment. Nerf the kitten out of the base heal and make it scale decently with healing power. Also bring the range on arc divider down to at least 300, it’s ridiculous how easy it is for them to land it on random nearby npc’s to proc cleansing ire/adrenal health.
LGN
But like if I were to do wvw on a condi druid/ranger, what would be the mostr optimal build
Depends what you are trying to do.
The trap build will let you solo a camp really quickly but you’ll get wrecked by pretty much every decent roamer.
You could run something like sb, sword/x with skirmishing, WS/survival traits, and druid and you’d be extremely hard for any other condi builds to kill but you’d be vulnerable to burst damage. With that the bulk of your damage would be from bleeds so you’d need to build to add cover conditions. This means doing stuff like running a decent amount of precision and investing in a sigil of torment. For the second sigil you might consider frailty for another cover or nullification to hopefully strip resistance.
Both builds are pretty useless if you are planning to just hop in the pug zerg. Either will work in a small group but neither are optimal.
LGN
Quick shot needs the super speed that had been requested multiple times. They increased everyones mobility, having a little more swiftness isn’t helping a kittening thing.
But for a condi wvw build to truly be viable we still need a main hand condi weapon (not kittening hybrid) with a forward leap.
LGN
You don’t have to go tank to play something other than longbow. Source: I don’t ever play tank builds and do fine.
We do little enough damage, the tankier you are the more likely you’re going to run into someone you are flat out unable to kill, namely warriors, tempests, and scrappers. Tank druid versus any kind of scrapper is a stalemate, glass druid has a chance.
But glass druid vs well played berserker, DH, or tempest is still a stalemate. We lack the burst necessary to overcome their sustain in the small windows we have where their blocks, invulns, etc. are on cooldown.
You actually have a better chance of winning on bunker because you can take a couple hits to ensure you land things like a 25 might stack maul.
I loved playing glass but the Hot power creep has left us behind. Everyone is too mobile for us to effectively kite like we used to, there is too much projectile hate (and anet removed our unblockable), people fully ignore our cc’s, and we have no way to strip boons.
LGN
That build is just awful against anyone with half a brain.
@Op, there really isn’t a good condi build for wvw anymore. The last decent one (crit bleed) took a random nerf on the most recent balance patch.
Ranger condi builds really require you to be on top of your opponent and for them to be locked down, but most of the professions either have a passive cc immunity to ignore things like spike trap, or they have stun breaks on a really short cooldown. All the other roaming professions can easily shrug off immobilize.
LGN
LGN
Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.
The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.
They could have removed the gold cost without making it automated….
There were a lot of players who enjoyed upgrading and defending, auto upgrades and watchtowers destroyed that. It also encouraged blobbing because there is no longer a need to split up to counter small groups.On topic: It would be more interesting if for a few minutes after the keep flipped it pulsed a short reveal on the interior (instead of marking). You could still attempt to hide by using terrain but you couldn’t perma stealth.
You can. Its called yak escort. As for blobbing, there’s no point splitting up if the enemy doesn’t attack multiple objectives at once. Pugs have always been mindless followers though. Changing upgrades hasn’t changed this.
There’s no point splitting up when watchtowers, tactivators, shield generators, etc. delay small groups long enough that the omniblob can easily reach them before they cap.
Anyway this has nothing to do with pugs, it’s the solo/small groups that are barely showing up anymore. That’s what happens when you put everything on autopilot and only encourage zerging.
LGN
Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.
The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.
They could have removed the gold cost without making it automated….
There were a lot of players who enjoyed upgrading and defending, auto upgrades and watchtowers destroyed that. It also encouraged blobbing because there is no longer a need to split up to counter small groups.
On topic: It would be more interesting if for a few minutes after the keep flipped it pulsed a short reveal on the interior (instead of marking). You could still attempt to hide by using terrain but you couldn’t perma stealth.
LGN
LGN
inb4 mods delete this thread so they can pretend everything in WvW is fine.
LGN
kittenyour15characterlimit
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LGN
It might be more practical to add a box that when opened allows you to choose an exotic inscription or insignia. The other items are easy to get (5 ecto and anthology of heros) from within wvw. They would probably want to price it steep to prevent pve material prices from crashing though. Probably 200 heroic things, 200 badges and 2g. Could probably also add infusion extractors into provisioner.
If they really want to keep the extra step for armor and weapons I can live with that.
The 5 ecto/anthology doesn’t do anything for accessories though, and I swear it feels like the same 4 rings drop over and over again with zero chance of getting anything else. It would be nice to be able to turn a few of those red rings of death into something like marauder or commander rings.Well for trinkets just get new ones with reward tracks.
The reward tracks on their own don’t really cut it. They don’t provide enough unbound magic. To get enough for just a back piece you need to complete the reward track something like 15 times. Your talking months for a full set, and then if a balance patch comes along that nerfs your build you are just sol.
This change would bring back the freedom to experiment with different builds. Remember how nice it was when they finally allowed us to swap stats on weapons and armor? You could finally convert all that random magi kitten to something useful.
How nice would it be to go thorough your storage and change all those duplicate rings and amulets to something else so you could experiment with new builds on a whim?You can get more magic by consuming any excess map materials.
So it’s slightly faster, maybe something like 10 tracks for a back piece. That still comes out to months for a full set unless you have no job/no life, and still doesn’t change the fact that at the very next balance patch all that work can be made useless.
LGN
Sounds an awful lot like crafting stations in alpine bl.
How? In what possible way does adding something to an already existing wvw vendor, with currency you already earn in wvw, sound like having crafting stations in the alpine bl?
“unique thing to draw the PvE/PvP players into WvW”
Your idea will only be utilized by WvWers and not PvE players, it will not drive people to WvW to actually play and “like” crafting stations in WvW will be a option void of increasing any meaningful participation in the game mode by people who prefer another game mode.
That argument makes no sense. People will need to play to earn badges and proofs, otherwise they would have no reason to talk to the vendors.
Yes, which means no one from PvE will use the vendor
Okay….. So who the kitten cares if they don’t? Maybe go back and re read the original post, I feel like you really aren’t getting the idea.
“unique thing to draw the PvE/PvP players into WvW”
Your words, not mine
Okay I really have no kittening clue what argument you are trying to make. This is something that would benefit wvw players. If it encourages pve players to start playing wvw, cool. But that’s not the end goal of this idea, I really don’t give a kitten if they come or not, this is a good change for wvw players no matter what pve players do.
I agree and don’t debate the benefits for core wvw but please understand in your initial post literally the whole 2nd paragraph is a call to how this idea will drive pve players to wvw. So you understand I am saying you are wrong in that regard and you can put emphasis on the main idea (first paragraph) the benefits to WvWers all you want and I will agree with you on that.
The “whole 2nd paragraph” was literally 2 sentences, and in the second sentence I said, " If they absolutely hate WvW they can still grind out individual sets in their respective game modes instead of stat swapping." Which is basically saying what I’ve repeatedly responded to you, I don’t give a kitten if they come or not.
Also, you think having the ability to easily stat swap gear won’t be appealing to some PvE players? Just because it doesn’t force them to play the game mode doesn’t mean it won’t entice some of them. If nothing else they might come to WvW to upgrade some of their old accessories and then end up enjoying the game mode and sticking around.
LGN
It might be more practical to add a box that when opened allows you to choose an exotic inscription or insignia. The other items are easy to get (5 ecto and anthology of heros) from within wvw. They would probably want to price it steep to prevent pve material prices from crashing though. Probably 200 heroic things, 200 badges and 2g. Could probably also add infusion extractors into provisioner.
If they really want to keep the extra step for armor and weapons I can live with that.
The 5 ecto/anthology doesn’t do anything for accessories though, and I swear it feels like the same 4 rings drop over and over again with zero chance of getting anything else. It would be nice to be able to turn a few of those red rings of death into something like marauder or commander rings.Well for trinkets just get new ones with reward tracks.
The reward tracks on their own don’t really cut it. They don’t provide enough unbound magic. To get enough for just a back piece you need to complete the reward track something like 15 times. Your talking months for a full set, and then if a balance patch comes along that nerfs your build you are just sol.
This change would bring back the freedom to experiment with different builds. Remember how nice it was when they finally allowed us to swap stats on weapons and armor? You could finally convert all that random magi kitten to something useful.
How nice would it be to go thorough your storage and change all those duplicate rings and amulets to something else so you could experiment with new builds on a whim?
LGN
Sounds an awful lot like crafting stations in alpine bl.
How? In what possible way does adding something to an already existing wvw vendor, with currency you already earn in wvw, sound like having crafting stations in the alpine bl?
“unique thing to draw the PvE/PvP players into WvW”
Your idea will only be utilized by WvWers and not PvE players, it will not drive people to WvW to actually play and “like” crafting stations in WvW will be a option void of increasing any meaningful participation in the game mode by people who prefer another game mode.
That argument makes no sense. People will need to play to earn badges and proofs, otherwise they would have no reason to talk to the vendors.
Yes, which means no one from PvE will use the vendor
Okay….. So who the kitten cares if they don’t? Maybe go back and re read the original post, I feel like you really aren’t getting the idea.
“unique thing to draw the PvE/PvP players into WvW”
Your words, not mine
Okay I really have no kittening clue what argument you are trying to make. This is something that would benefit wvw players. If it encourages pve players to start playing wvw, cool. But that’s not the end goal of this idea, I really don’t give a kitten if they come or not, this is a good change for wvw players no matter what pve players do.
LGN
It might be more practical to add a box that when opened allows you to choose an exotic inscription or insignia. The other items are easy to get (5 ecto and anthology of heros) from within wvw. They would probably want to price it steep to prevent pve material prices from crashing though. Probably 200 heroic things, 200 badges and 2g. Could probably also add infusion extractors into provisioner.
If they really want to keep the extra step for armor and weapons I can live with that.
The 5 ecto/anthology doesn’t do anything for accessories though, and I swear it feels like the same 4 rings drop over and over again with zero chance of getting anything else. It would be nice to be able to turn a few of those red rings of death into something like marauder or commander rings.
LGN
Sounds an awful lot like crafting stations in alpine bl.
How? In what possible way does adding something to an already existing wvw vendor, with currency you already earn in wvw, sound like having crafting stations in the alpine bl?
“unique thing to draw the PvE/PvP players into WvW”
Your idea will only be utilized by WvWers and not PvE players, it will not drive people to WvW to actually play and “like” crafting stations in WvW will be a option void of increasing any meaningful participation in the game mode by people who prefer another game mode.
That argument makes no sense. People will need to play to earn badges and proofs, otherwise they would have no reason to talk to the vendors.
Yes, which means no one from PvE will use the vendor
Okay….. So who the kitten cares if they don’t? Maybe go back and re read the original post, I feel like you really aren’t getting the idea.
LGN
Sounds an awful lot like crafting stations in alpine bl.
How? In what possible way does adding something to an already existing wvw vendor, with currency you already earn in wvw, sound like having crafting stations in the alpine bl?
“unique thing to draw the PvE/PvP players into WvW”
Your idea will only be utilized by WvWers and not PvE players, it will not drive people to WvW to actually play and “like” crafting stations in WvW will be a option void of increasing any meaningful participation in the game mode by people who prefer another game mode.
That argument makes no sense. People will need to play to earn badges and proofs, otherwise they would have no reason to talk to the vendors.
LGN