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Why do wvw guilds hate rangers?

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Posted by: Jocksy.3415

Jocksy.3415

My WvW guild uses rangers…
But I wish I could bring them more group utilities

Time Power

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Posted by: Jocksy.3415

Jocksy.3415

When I’m looking for equal fight, I go duelling in PvP…

WvW is the Wild… Never know what to expect, one way or the other…

Keep it that way.

Time Power

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Posted by: Jocksy.3415

Jocksy.3415

I enjoy having a time-based advantage.
When fighting people who have a greater time-based advantage, I do not see much difference than when fighting someone who does not.

I do not intend to grind for ascended, but for those who put time in it, they deserve to get it.
I do have WvW ranks enough to have defense and offense bonus, but most of the time, I do not chase guards to get it. I have a sigil weapon equipped, and others that don’t in my inventory, but I forget to swap 99% of the time.
Does not change much in my fights…
But those who go through the trouble of getting them, and using them properly do, imho, deserve the so-called “advantage”.

I feel like it’s ok that someone who’s been playing longer has something to show for it.

2nd League MvM ???

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Posted by: Jocksy.3415

Jocksy.3415

On Augury Rock, the more the season went on, the less people we had. Leagues might have been fun for people standing a chance, they were just plain bad/destroying for servers at the bottom of their league…

Who cares about zerging fix siege spam

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Posted by: Jocksy.3415

Jocksy.3415

Well, there is already a limit as per how muc siege can be placed in a radius of each other, plus a limit on the map…
Sieges can be annoying, but taking them off is usually not too hard, if the attacker’s force is organised…
Otherwise, I admit, it’s treb war… not as fun a fights, but in many treb places, the ennemy has to go out to destry them – good way to get them out of their structure…

Feature Build Balance Preview

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Posted by: Jocksy.3415

Jocksy.3415

I find the most important change for rangers would be to reorganise it’s traits.
Traps in precision/critical damage line is often mentionned, but others need to be looked at. From older posts in the ranger’s forum, Devs know which they are.

Why?
– As long as traits are all over the place, balance will always be off. If and when traits will be placed in the right trees, some current and past balance will make some builds overpowered, while it might make some builds that are widely used right now less attractive, which will neeed balance of its own.
- The more devs wait to make it, the more time they “lose” on balancing the class around the actual traits.
Example: they might decide to increase base traps condi damage/duration to make them appealing. If they move the traits in a condition line, the traps would need to be scaled back down – twice the work.
In the current patch, they chose to try to bring people to use traps by adding fields to them. Not a change that I find bad, but it might not have been needed if traps were in the good tree…
In a previous patch, they made changes to try and encourage power builds… but these would naturally be good if traits were not all over the place.
Many good ways to reorganise traits in a way that makes sense have been discussed in the ranger’s subforum.

I do understand it’s a lot of work to reorganise a profession’s traits. But many changes over time makes it so a trait no longer belongs in a given tree… Why is greatsword reduced recharge in a tree that gives condition damage? Greatsword once was a condi weapon, but nowadays it makes no sense. I see some condi builds with swords taking that trait, but I see them more often taking the off-hand reduction…

So, all in allm knowing pets are not going to be repaired anytime soon, I hope traits line do get attention, given changes (or bad source design) that makes them being in the wrong tree in the end.

Underground hack still exist [High]

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Posted by: Jocksy.3415

Jocksy.3415

1- Click on the support tab (top of the page – beside the forum tab)
2- Click on "submit a request (top right corner of the support tab)
3- Select “in game issue” and fill the rest of the form

To report in-game :
type /bug
follow the steps
they’ll get the report
and will be able to know exactly what and when…

Help me enjoy Ranger, please!

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Posted by: Jocksy.3415

Jocksy.3415

So, long range’s always been my job in games. Therefore, I’d really like to enjoy the Ranger class, but the Slot Skills seems to suck so much that I can’t.

Ranger is not range-r, but is a synonym of rover… despite Anet’s definition…

Other classes do a better job at range, and if you hate the pet, they’d be better for you.

Tower in the Ruins infront of X Valley.

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Posted by: Jocksy.3415

Jocksy.3415

Send the main force get their attention while a little group builds the ballista and fire on these siege.
Most of the time, players using this spot have tunnel vision – so they’ll just see the group right on them, and won’t see the ballista until it’s too late.

Did it a few times in outnumbered defense…

Most treb attacks are from somewhat easy to defend position – but they take time – so defensor have time to organise to break the siege…

I find this one to be fairer than trebs in SM when we are outnumered defenders…
For SM trebs, we have to go in to break them… all about logistics…

Eotm teams this week

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Posted by: Jocksy.3415

Jocksy.3415

Do the excess members from the blue team get put into enemyless maps or how does that work?

They will be put on enemyless map, if they happen to fill more overflows than green or red.

Spying

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Posted by: Jocksy.3415

Jocksy.3415

Truearrow’s got it right, misinformation works wonder

At some point, we suspected some player to spy on our server, we got someone to tag up for non-ts people, and TS people were following someone else with a target.

Time Power

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Posted by: Jocksy.3415

Jocksy.3415

In short you support my argument Jocksy. You want to win because you were better, not because you had an advantage because you invested more time in WvW than your competition.

Do not put in my mouth words I didn’t say.
I do not support your argument, I think it’s ridiculous that someone wearing blue should have the same stats as someone wearing exotics.
And, I find it riddiculous that people cry over stat difference when they loose, while they would still have lost if stats were normalised.

Getting to know your profession, its skills, the other professions and their skills might prove to be a greater time-sink for most players than the time a bus player will need to get the gard stacks.

Getting better, would it be stat-wise or play-wise takes time.
And it’s all right.

I fully support the desire to be individual, to craft your appearance, your build, your role. My proposal doesn’t inhibit that.

A possible solution:

(1) Remove time-based power creep features like guard stacks
(2) Normalize stats in WvW. If you have a piece of zerker gear, then you get a normalize set of stats for that gear, regardless of player level and regardless of gear quality (rare, exotic, ascended, etc). Every player with a zerker chest piece has the same stats on it, period.

(1) getting better takes time – seeing someone with stack indicates they played the game more – gives an idea that that person might have a better gameplay than I.
(2) giving blue the same stats as exotics is a disadvantage to the player who took time to get exotics. Would make that player’s time meaningless.

Ranger: "Spam to win!" (2/8)

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Posted by: Jocksy.3415

Jocksy.3415

Other professions telegraphed attacks are usually attacks that have a great potential to hurt the other player. The less hurtful they are, the less telegraphed they also are…

One of the main reason I love ranger is that it consistently deal damage to the opponent. Yep, some people might wish to avoid a precise ranger’s attack, would it be sword’s frost or SB poison, but these are already telegraphed, and if the ranger half know what he’s doing, the times at which he would make these attacks are pretty obvious… I know I keep SB poison for when my enemy is likely to heal… spamming it is poor gameplay… And I keep SB#3 to save myself, eg, right before being stun between 3 mesmer’s clones… Spamming it does not make sense. Same for the 2 others… they have their purpose, and spamming them does not bring much. 3-4-5 deal the same damage as 1, they only have a little added effect, and 5 is already telegraphed, with it’s spinning arrow.

Now…
GS2 is really well telegraphed – for a reason, because of the damage it deals in comparison to other skills.

I love GW2 dynamic combat mode… You have to be fast, react right on the spot… Making it slower, just for everything to be telegraphed and readable would make it pretty dull…

Rather stay as I am than get some of these so-called ameliorations…

Time Power

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Posted by: Jocksy.3415

Jocksy.3415

I invested time/gold and Karma for my stuff. I do not see why someone in blue should have the same advantage as me in exotics, or me in exotics as someone in ascended.
I’ve beaten people who had stat advantage (through gear/food/stacks/applied fortitude/guard leech), and some beated me while I had advantages.

Sometimes I lose because I have my bus stuff on, sometimes I might win because the enemy has its bus stuff on…

Sometimes I get outsmarted, sometimes I outsmart the enemy.

Fact is, equal battles are very rare in WvW. I don’t think it happened once that I fought someone whose level was the exact same as mine, and that stats are all that made a difference.

Stats will help bad players live just a little bit longer, or good players kill the other just a little bit faster…

When one wins a 1v2, I do not think it’s because of any stat advantages – it’s just because he was better/smarter than it’s two foes…

I really do not feel like those advantages are such a big deal…

The 'preview' is the full patch notes

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Posted by: Jocksy.3415

Jocksy.3415

I don’t know why people still expect anything big to happen. These people are a joke. I’m obviously a bit biased, I play and love Minion Master necros, but they’re only good for 1v1. They suck in teams, they suck in wvw, they suck in just about everything else… They don’t scale with armor tiers (ascended) get 1 shot by aoes they can’t dodge. Basically the entire game, mostly useless, only pretty good for 1v1 (mostly against nubs, not even pro players).

Minion master:
Putrid explosion now blockable, shaved 5% of the minion damage boost from Training of the master, nerfing Vampiric master by 10%.

Warrior:
The king of every kitten part of the game and played by most of the devs, and known for the most hated heal in the entire game.
Healing signet -8% hps, but we want to bring up the active to make more useful…

Really? Minion masters were the issue, when the top 50 tpvp are dominated by Guardian bunks, warriors of all flavors, thieves, spirit rangers and aoe condi spammers (collectively, this is about what every major tpvp team consists of, 1 of each). It’s just my one, biased, but prime example of them having no idea. x.X

exactly they nerf something about the warrior and then buff something to compensate. where was the wvw mesmers compensation when anet nerfed confusion dmg by 50% and bb trait in one patch?
every other patch after that all we saw was nerfs and nothing to compensate and now we got the veilbot duty, because no build and nothing works in wvw raids for mesmers. veilveil veil, portal this portal that, veil, tw this and dont die, while not dealing dmg. great job balancing fair……

I’d love for rangers to have the kind of WvW utility veil, null field, time warp, and portal bring. Mesmers may not be action packed but at least it’s an indispensable class. A zerg with no rangers is probably better off than an equally sized one with rangers in it.

Problem is… you need one Mesmer per zerg to do all that. So yes, we may have on guaranteed slot. Wahey, lucky us!

If you only take one mesmer to do all that, chances are it will not have any self survivability tool packed in, so, chances are, it will be a dead mesmer… rather have a few mesmers to cover everything and can have what it takes them to survive…

World Rank => Better World bonus

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Posted by: Jocksy.3415

Jocksy.3415

I see where you’re coming from, but, with the ranking system as it is, I think it would still put even more emphasis on attack, end even less on defense… People who spend hours a day scouting a structure gain no ranks, but allow for the serve to get points. Even with many commanders trying to encourage scout rotation, it still ends up that always the same persons do it, while the karma trainers have way way way more ranks, without necessarily having done much for the server (eg. love how my bus melts by half when I say we go defend an upgraded structure, and grow back to full capacity when we are back to attacking structures)…

+/-40% condi food to 20%, because..

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Posted by: Jocksy.3415

Jocksy.3415

For me, it is not much in the sake of “damage balance”, but in the sake of “actual mechanism of the game”…

A food giving a bonus to something precise (eg: frost) should give a greater advantage than a food giving a bonus to a lot of aptitudes (eg: condition duration).
So if a food give + 15% to a given condition, a food that would boost all conditions should be somewhat 10%… or else, if the food for all condi duration stays at 40, the one that gives a bonus to a given condi should be 50%, and direct damage food shall be adapted accordingly.

If a stat really needs an advantage gamewide, it should be adapted through either player stats or through skills – not by a food that gives a greater advantage than comparable foods.

Please make Edge of the Mists Guestable

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Posted by: Jocksy.3415

Jocksy.3415

You would already have the possibility to play with all servers that are the same color as yours during the MU… I understand that being on Blackgate, you would mainly see the green side, but maybe that would make some of you players to spread out a bit across servers? Thus making all MU more interesting? Thus making it so BG is not always green?

I do not want guesting – or be paired with anyone not my color – Don’t see why I’d be foe on a battlefield (PPT MU) and ally in another (EoTM MU)…

Discussion: Downed/dead state and zerging

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Posted by: Jocksy.3415

Jocksy.3415

I think rallying is fine, but stomping should be much more permanent. If you’re fighting a larger force, whether it be 2v3 or 20v30, if you can’t wipe all the enemy they can pick their guys right back up and continue as normal. Once you’re truly defeated you should have to waypoint out. This puts much more emphasis on saving someone while they are downed and can help thin out the zergs as they can be affected by attrition. By killing a few members at a time you’d eventually be able to wipe a zerg, but that’s just not possible when they can just res the 2-3 people you killed.

No offense, but that is idiotic. Next time you are in a fight where you are stomped but your side wins, think about how fun it would be to WP and take another 5 minutes to solo run back to the group of people you were fighting with.

It might not be fun for you to run back, but it’s also not fun for the people who lost the fight to know that their actions had absolutely no impact on your group. Defeat should matter during a fight and it can’t as long as players can undo all your hard work by pressing F once the battle is over.

Sure, you may kill half of a group but as long as the other half survives the battle was meaningless. The living half can bring the other half back and when you respawn you’ll be facing the entire group again, like the fight had never happened. I’d much rather have to walk back to the action knowing the enemy zerg felt those losses we gave them.

Some classes have better ways than others to avoid stomps (like Ele can avoid pretty much all in heavy fights, compared to engie, that really do not have much to avoid one). I feel it would penalise some classes too much over others, though I understand the point of feeling that your defeat wasn’t vain.

Edge of the Mists coming next week!

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Posted by: Jocksy.3415

Jocksy.3415

And some more :

Johje Holan.4607:
Why does making simple changes now preclude making larger changes down the road?

It does not, but it’s important to understand what down the road might mean. It could be a few months or it could be much longer. Any changes would be prioritized in terms of what the entire company is working on. If we don’t think those changes are the best use of resources, it could be a long time. And part of determining that is figuring out how well the system works as it stands. We have finite resources in terms of people and we put them to work on whatever most benefits the game as a whole. That is why I want a gauge of how important it is to you.

https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/page/8#post3314842

Chidori.9483:
I fully expect major projects to spring from this initiative, in fact, I thought it was the point.
The point of this initiative is not to create major projects but to discuss the basic principles behind the design of our game with you all. That can mean explaining why we didn’t do something one way or explaining why we did do it a certain way. It also means that through that discussion we get a better sense of the best versions of many of the things we intend to work on at some point or ideas for changes that can be made to existing parts of the game. It is not a forum for making demands of what we absolutely must do, nor should the expectation be that whatever we are talking about right now is going to show up next month. If you are expecting to see any of the things we have discussed happening quickly, you should adjust that expectation. Some of it could, but the simple fact that we are discussing it here is not a promise to that effect.

https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/page/10#post3319054

Edge of the Mists coming next week!

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Posted by: Jocksy.3415

Jocksy.3415

Any idea if improvements discussed about the commander and squad system are coming with this patch? Still the biggest source of frustration for our guild is trying to organize decently in GW2 using the in game system.

It’s going to be a long time :

Okay, so before we get too far into this discussion, here is something else to think about:
Would you rather see us make some number of small improvements in the short term and larger changes long term or just tear the whole thing down and start from scratch?
To be a bit more specific, we could probably do something like multicolor markers without too much work, although it is not a given, but that would likely be the extent of things for a long period of time.

https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/first#post3302490

I wanted to provide some insight into what might be required for some of the types of changes that are being requested, so everyone has a clearer understanding when thinking about them.
Any change that requires significant UI, especially any new UI functionality, is a long term change. Not only does it take time to design the UI and settle on it’s appearance, it takes time to build the functionality. That is why any full on rework of the squad system will be a large project. It is important to us that when we introduce new UI elements we have fully fleshed out their place in the rest of the game UI.

https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/page/4#post3307013

Blackarps.1974:
Out of the suggestions given so far, how many do you think will be put into action? Which ones? When is the earliest we could see a change to the commander system?
I have a ton of other questions and could talk to you about GW2 for hours. I wish you had some time to do so
I think it’s hard to say how many but from the other CDI threads I know they spawn a lot of discussions internally and give a lot of different perspectives on the issue. I think overall this discussions will help shape the feature and backlog list of things to do with commander which could lead to many ideas here spawning improvements. As for time frame thats not really what this thread is for so I’ll dodge roll that question.
Hit me up in game if I’m not doing something I’m always up for discussing/debating. Char name is Izzy or Izzys Rose.

https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/page/7#post3310946

Perhaps the largest question I still have, how would everyone feel if the only changes to commander were the smaller scale ones? The other stuff is super interesting and has a lot of promise, but is also a major task and one I can’t make any guarantees about. I suppose the crux of the question is how priority is the rest of the stuff, if the smaller bits are taken care of? Would the commander system be functional enough with more markers, guild only tags, less suppression, better supplyinfo, and possibly additional marker shapes?

https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/page/8#post3314842

Dev livestream: Ready Up: Jan 31 @ 2PM - EotM

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Posted by: Jocksy.3415

Jocksy.3415

“- Your team in EOTM will be based up the color your server has in the regular WvW maps … if your server is red in EB you will be on the red team in EOTM along with red players from other servers, etc.”

-Is this the right way to do this? Wont this stack the teams? Grouping all the winners together?

I don’t think it would “stack the teams” – it’s not like the first league would be green, second league, blue and last, red.
I think except for a few servers that always win/always lose their MU, many servers change color regularly, so it would balance.
And given it works like overflows, at worst a color will own one overflow – but the rest would be balanced…
Mixing up the teams in other ways would have raised way more preoccupations, linked with adverse server’s players playing on the same map…

Plus, EoTM might have some repercussions on regular WvW and server’s activities. it will more likely have action 24/7, which might take some weight off underpopulated servers at off peak, or give greater advantages to some servers (eg, an off-prime guild might prefer the challenge of playing against others, instead of serial-capping things almost undefended – or underpopulated servers’ players might prefer to play EoTM when outnumbered) so the server’s placement might change.

Edge of the Mists coming next week!

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Posted by: Jocksy.3415

Jocksy.3415

For those making a dichotomy between WvW vs PvE builds… it never occured to you that any of those two might be useless against EoTM builds?

A well placed fear wall might get quite a chunk of an unsuspecting bus off the edge…

Discussion: Downed/dead state and zerging

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Posted by: Jocksy.3415

Jocksy.3415

Just thought about something…

In our fights (guild group), especially when outnumbered, we often voluntarily let a few enemies down for the enemies to come and raise them, then, while they are busy rezzing, we go back at that same point and make another burst, thus downing quite a good bunch of them. Some proposed changes would also mean that strategies that are based on human/compassion behavior (save the ally before he dies!) would not really be effective anymore…

FYI: - How EOTM works.

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Posted by: Jocksy.3415

Jocksy.3415

If, for you, “elitist” means “preferring to play with guildies and friends more than with strangers that might not even speak my language”, then, yes, I am an elitist, and I’m proud to be one…

I believe he meant expecting other people to leave the instance they are in just so that their friends can join.

In my opinion, that is an unreasonable expectation. If your friends can’t join your instance, join theirs.

And how do you propose to do that, when overflows fill up as they are created, and guildies are on different filled overflows?

When playing alone, or in small groups, overflows are never a problem. When playing in somewhat larger groups, they are a nightmare to get minimally organised…

Was this all related to my comment? Have any of you guys done any PvE at all? You simply right click someone’s name and join their overflow.

And how do you join a filled overflow?
I don’t mean one where noone else is assigned, I mean one where people already joined group members, topping it…

With some PVE Guild, it often was a nightmare, spending a good two hours to get everyone on the same overflow… Until we started to ask if some people would mind moving to another overflow… most of the time, we had some willing to move, which allowed us to get the most part of the guild on the same overflow…

And for someone who plays alone, or with a small group, moving to another overflow does not make much of a difference, while for someone who plays with a larger group, it does…

(edited by Jocksy.3415)

[For players] Don't use bear for everything

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Posted by: Jocksy.3415

Jocksy.3415

This thread has made me totally reconsider birds. I didn’t realize their autoattack damage was so much higher than cats. I think I might try several of the birds in WvW instead of drakehound. The massive damage increase might make up for the hound having the immob + KD. Blind on a low cooldown, 6 seconds of chill, even the bleed all sound pretty ok. And swiftness is never bad in a small scale fight.

I find birds are especially good at small-scale PvP / duels, since their attacks are somewhat less telegraphed, thus harder to read and evade, and their swftness often helps me to keep a good position (and helps them to actually hit other players).

FYI: - How EOTM works.

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Posted by: Jocksy.3415

Jocksy.3415

If, for you, “elitist” means “preferring to play with guildies and friends more than with strangers that might not even speak my language”, then, yes, I am an elitist, and I’m proud to be one…

I believe he meant expecting other people to leave the instance they are in just so that their friends can join.

In my opinion, that is an unreasonable expectation. If your friends can’t join your instance, join theirs.

And how do you propose to do that, when overflows fill up as they are created, and guildies are on different filled overflows?

When playing alone, or in small groups, overflows are never a problem. When playing in somewhat larger groups, they are a nightmare to get minimally organised…

(edited by Jocksy.3415)

FYI: - How EOTM works.

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Posted by: Jocksy.3415

Jocksy.3415

Yeah..all blue from EU will be grouped together..that’s french, german, english speaking servers all on the same side (not to mention several dozen other languages), world chat will make for interesting reading….

I lol’d at the ‘could you move to another overflow’ elitsist trash mentioned by one: how about your guild moves to a new overflow or waits for a new one to pop, then make sure everyone goes there:P

Because one can maybe get half its guildies on the same overflow before it’s filled, given people will keep joining. Just as it is on regular overflows… once all my group went on a same map at the same time – at tequatl’s beginning – and we were on 3 different overflows, somewhat 30 guildies getting on the map at approximately the same time (2-3 minutes off, maybe) got us on 5 overflows, given how fast they fill…

So yeah, since overflow are filled by all servers of a region, at prime time, it’s not just a matter of all join at the same time and use that “join” function to be on same overflow… And it depends on how many people can get on one overflow. Would be easier on a 150 places overflow than on a 50 places one…

If, for you, “elitist” means “preferring to play with guildies and friends more than with strangers that might not even speak my language”, then, yes, I am an elitist, and I’m proud to be one…

Simple Request for WvW Commanders..

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Posted by: Jocksy.3415

Jocksy.3415

one more option would be lfg for wvw. at this point lfg is totally disconnected from wvw.

why cant we have all the commanders taged on bl, have their name and location put in lfg automatically, until they detag.

+ Would allow people to know that there is something going on in WvW, without actually going there
+ Hard to abuse
+ Tagging up and having a squad would mean something

- Some guild commander tag up only to show the guild’s position – especially at prime and on ennemies’ BL on my server.
- Does not give an indication of the purpose for tagging – in multi tagging setting (havoc, defense, offense, multi-map, etc.)
- Some commander’s formation are with a small group, which allows the learner to get used to manage supply, read the map, etc. with players that know that that commander is learning, so they are more understanding than the average pug. They do tag, sometimes, but don’t want to become “the main bus”.

Solution :
Maybe just have an option to manually add the squad to the lfg tool?
Would allow the commander to state its purpose and people to know what they join, without imposing to commanders to be on LFG…

FYI: - How EOTM works.

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Posted by: Jocksy.3415

Jocksy.3415

EoTM is not a WvW map as we know them… Some will love it, some will hate it…

Examples:
- To take the worm objectives that allows for some kind of Teleport, players have to place things on the ground to call worms (people who know Dune will see the analogy), kill them, then, after a while, the Champion pops out.
- To get Kodan’s hammer, there is a collect event.
- Bumping classes and builds will be kings… along with stability and other counters…

About joining with guildies;
I think (and hope) you can join on overflow.
I hope people will be nice, and that if someone asks “I’ve got X guildies to join me, can some people join another overflow, please?” that some people will do… it’s not like as if they had to wait for room on another map…
So all will come down to players…

As happy as I am with the mixed up maps, What I’m unsure of is about language-specific servers… At first, I thought that the regular map would be tied to the server, and the overflows would act as regular overflow, but from what I’m reading, I’m not sure anymore…


Edit @ terravos :
Just speculations – and really far from having any foundation to them.
Servers want servers pride, which is where most of the “we do not want merging for WvW” comes from. Very unlikely to happen, since it would demand making WvW servers different from PvE servers…

(edited by Jocksy.3415)

How are rangers in WvW now?

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

Rangers work in wvw like ninjas work in the ongoing ninjas vs. pirates debate.
If it’s 1 ranger vs 1 somebody else, the ranger does well. However, if there are a bunch of rangers and a bunch of somebody elses, the rangers will get destroyed.

Rangers are just not great in group fights. 1v1 they’re fine, but they lack zerg utility.

~ Kovu

I disagree. I use a zerker build (just exotic armor pieces and ascended trinkets) and i make sure i kill more people from the zerg before i get killed. it’s all about positioning. it’s not that easy but with practice can still be done. btw, i played tpvp in a really long time before i tried wvw.

rangers rock!!!

What are your group utilities, as a zerker?
You tag enough people to say you killed enough to be useful, then you die and rallybot 5 foes…

Ranger’s group utilities are close to null…
Heal, that takes in explosions and takes off some alterations… Warhorn explosion… (hopefully) some CC…
not so many group utilities…

Upgrades need to have maintenance cost

in WvW

Posted by: Jocksy.3415

Jocksy.3415

The way I see it, it would give an other reason to not buy upgrades in the first place, making defensive gameplay even less appealing than it is now…

Applying the advantage / disadvantage method:

+ calls for open field combat
+ make siegeing a real strategy
+ Give advantage to organized force

- lessen the incentives to buy upgrades – what is the point of buying upgrades if 3 thieves can make my structure back to paper? (which would add to the current “what is the point of buying upgrades since ennemies can flip it with no resistence when most server is asleep”)
- lessen defense play (what’s the point to defend a paper objective?)
- leaves too much room to supply griefers
- What happens to structures under attack where players use supply on building defense and some are just taking the opportunity to do their daily? It’s already annoying, if, on top, these supply wasters putting supply in the doors/walls are bringing the structure downgrading, there will be lots and lots more complaining and aggressiveness than there already is.

Can’t think of more, right now…

Discussion: Downed/dead state and zerging

in WvW

Posted by: Jocksy.3415

Jocksy.3415

I have nothing against war banners, or other rezz utilities… While they have it on, they do not have something else, and using it is a matter of timing and teamplay… A war can put it’s banner half a second too late and loose it, or just right when it’s needed and win the day… plus – as far as i know War (up to 5) and rangers (up to 3) have the ability to bring back downed players – and both are elites – which, in my opinion, justifies it can rezz many

So, I have no problems with actual skills, only with the random luck of being brought back to life because an ennemy died…

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

When stacking on a door, for example, guardians take AA of their hammer (since light is on third AA chain – so strike/bash/wait).

Unfortunately they fixed this some time ago and it is no longer possible to break the AA chain that easily.

The coordination needed to get the most of fields appeal to me… Just throwing everything without caring simply because some people just spam their competencies without paying attention to fields, and saying “it’s all right, i setted my priorities at water/fire/etc.” is not, from my point of view, strategic playing.

I agree that coordination and strategic playing should be important aspects of gameplay. However, looking at the way how combo fields currently function I see a conflict between skills that are used as combo fields and skills that are used as utilities (protection, blinds, etc) and damage. Most of the time it is simply not possible to coordinate combo’s because they behave ambiguously.

If one can’t see current fields, try playing with graphic options – I know on highest settings, they are harder to see for me, while changing a few settings make them easier to see without diminishing quality much.

I play on low settings and even then it is pretty hard to spot the combo field. I agree that at the start of the battle you can tell which combo field has been put down first, so you know what to blast. But as the battle progresses combo fields start to overlay each other and they become inseparable.

I speak about organised VS mindless…
Organised : static field, ice field at impact point; move on the side, fire field, move farther, water, and so on…
If people in the bus spams their fields – wanted or not (because linked to another attack/utility)… I call that mindless zerging. I am not gonna throw my fire trap on a spot where there are a few ennemies, if it is likely that we’ll repack there to heal… But I’m going to try and place it at burst points because it is likely that some people in my bus will explode there and give might. After the fire, I throw the frost, to slow down ennemies… while my groups can stack might there… Or I place frost fisrt cause lead asked it, and there you go… See – strategy. Careful placement of where combos are used. If using a combo to “save your life” and you are at the point where your zerg is going – that is poor placement. Noone should be “in front of the lead”. Protection utilities that have a field are usually casters, who are usually out of the mellee… so they shouldn be first line…
+ most field do not last that long…
If I used an utility to save my myself, on front line, then it’s usually the last field laid down – noone should explode in it, but everyone would explode in previous ones…
Since fights are moving, it is really, really rare to have previous passage fields still up…

Current way rewards strategy and organisation over mindless spamming….

I do not see the problem you mention about hammer AA.. Any AA taken off allows to stop hitting to pass over an attack the player do not want… not played much gardian with hammer because that field annoyed me, but had no problem not using skill 3 the last time I tried – sometimes in december – hit, hit wait… here, blast, hit, hit, switch… Too hard to not spam #1 button? No tagging during that time? Oh… Change weapons sets…

About low settings, yeah, that sucks… don’t see much, but then, again, coordination can help… (hear where fields are laid down)

Discussion: Downed/dead state and zerging

in WvW

Posted by: Jocksy.3415

Jocksy.3415

I wish rez of a dead player was only possible out of combat.
+ zerg can’t rez dead players and fight
+ Strategy : players can put traps on dead ennemies to put rezzers in combat
+ If falling of a cliff, alows for res
- some players will me rezzers, but easy to put them in combat

Rally on stomps
+ More strategy for groups
+ Less “luck” comes in play
- no more rallying in 1v1
Limit of 5, as a party, aleatory, because if it’s the ones who did the most damages, some professions cantt keep up, and some support spec are not doing as much damage as the profession can do, and a groups needs their support…
Limiting to stomps will already bring a limit to the mindless zerg rallying (already, with bloodlust, not much stomps going on in large scale fights).
- some profession, that are already not likes in bus (ranger, ingeneer) do not have much to stop stomps… For other “useful” profession – it’s gonna be an annoyance, but not that much…

Siege Click Daily

in WvW

Posted by: Jocksy.3415

Jocksy.3415

Devon Carter (or whoever put siege timers) got a promotion. The siege timers are a genius way to force you to waste siege (because no one likes scouting/refreshing). This ultimately reduces the supply of elder wood and mithril as well as increases trade post anet fees for selling thousands / millions of siege plans.

Before, there was no timers – it was totally random; a siege could be there 15 minutes or 1 hour, without reset – one never knew…

The why an hour is to allow players to have some power over trolls that would put down plenty of useless defense… (eg – cap with regular AC, instead of putting sup, capping the map limit with ballistas, or other grievings)

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

I do find that the current way of the first laid is the blasted one offers the best advantage to strategy and placement.
As a ranger, when I see a lot of fields around a repack, I’ll put my water field somewhat beside the pack, and announce, “water field left” – and some of the group would go on the side to explode in it – we are still somewhat packed, but we also get the advantage of various fields depending on the side of the lead we choose to be on…
When stacking on a door, for example, guardians take AA of their hammer (since light is on third AA chain – so strike/bash/wait).

The coordination needed to get the most of fields appeal to me… Just throwing everything without caring simply because some people just spam their competencies without paying attention to fields, and saying “it’s all right, i setted my priorities at water/fire/etc.” is not, from my point of view, strategic playing.

If one can’t see current fields, try playing with graphic options – I know on highest settings, they are harder to see for me, while changing a few settings make them easier to see without diminishing quality much.

Simple Request for WvW Commanders..

in WvW

Posted by: Jocksy.3415

Jocksy.3415

Don’t understand why you’d need to ‘whisper’ whole guild .. why not just guild chat .. “GET INTO x BL y LOCATION NOW!!” .. job done..

Cause some people represent other guilds and some guilds are there just for organisation’s purpose…

+/-40% condi food to 20%, because..

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

Split conditions.

Condition damage and condition control.

You can either increase the damage or increase he control.


I’d love it – would be able to specialise in condition control in a power build – thus maybe having some use in a bus

Commanders fighting suggestion

in WvW

Posted by: Jocksy.3415

Jocksy.3415

1) Pls we need a graphic option to see our OWN character names
I second this – It would be nice to have such and option

2) In WvW maps, have an option to somehow list all the current commanders and how long they have been commanding
Always consider possible abuses (ie, someone afk with it’s tag up to gain commander time) + for organised servers that has a reaon to have multiple tags running, that might be detrimental to new commanders

3) Maybe somehow an interface to VOTE OFF bad commanders.
You pointed it, any voting options can be abused… And I never met any commanders that were really bad altogether – some were good at roaming, others at defense, others at fights, others at strategies, others at taking objectives, and so on.
If someone is plain trolling, we usually report that player; but sometimes, people get angry at a commander for not doing something (eg: roaming commander didn’t back to defend a paper being upgraded tower)…

4) Commander tag limits
I do believe that it is up to the player to know it limits.
Sometimes I know I will tag up for a long time, and I will plan strategy accordingly.
Example, by having an havock group deny supply to some foes while another group make some faked attacks to make them use their supply, while I use the bus to prepare defense on our thirds, so that when the bus goes in the third, the ennemy is already weakend…
Now, preparing defense does not make sense if I’m limited to three hours. Especially since I’m a night player and I’m only tagging up when there is noone else. If I tag at midnight, I know my bus will just decrease in size until 5 or 6 am, when people connect an hour or so before going to work, and that no commander will likely connect before 7 am, often later….
Situation changed lately, we have more night commanders, but still, limiting the duration of a lead, is not Anet to do, it’s up to players to know their limits.
Sometimes people are sleepy and yet stay because we are already so few. Should a limit be imposed as per how long a player can be connected? Because some players are taking on their sleep time to keep playing?

5) Name calling
Use report options, try to raise awareness on your server about it, so that people react to name calling and such to condems it… Your server forum is a good place to raise those points, and try to see if they would be open to commander’s rotations, ignoring name calling commanders and such…

Simple Request for WvW Commanders..

in WvW

Posted by: Jocksy.3415

Jocksy.3415

I like the idea, but it would be hard to implement without it being abused by trolls…

Verification for TS3/MUMBLE or whatever....

in WvW

Posted by: Jocksy.3415

Jocksy.3415

Depends on who is on… On my server, when we link the teamSpeak adress, I always keep an eye on TS for those who do not have rights, and treat it as fast as possible (check if they are on the map, and if their name formatting fits the one we ask for).

It’s weird that people keep linking TS without keeping an eye on it for rights, bad first time :s

Two Capture Points Instead of One

in WvW

Posted by: Jocksy.3415

Jocksy.3415

No you are wrong Jocksy, capping as a zerg doesn’t make the cap point flip any faster.

Mizu your idea would shut down strategies that allow the destruction of the inner wall before outer is breeched.

For taking sentinels, towers and camps alone, and taking them with different sized groups, I can tell you the bigger the group is, the faster it caps.

Except for the ruins, because they wanted to make them so that a zerg has no advantages there…
Never took the ruins sentinels with a group, so can’t tell about those…

[Ranger] We need changes NOW not march

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

The only real question I have from listening to the podcasts is will it be in a series of evolutionary steps or will they take the risk of the problems with one revolutionary (big change) sweep at the ranger?

From what they are saying in the twitch, I guess they will not do any “big” change – even IF they know exactly what needs to be done (traits / pet AI / balance damages between weapons).
They rather make “small changes and see how it goes” than “big changes that might need to be tuned down later”

For all the time spent as the underdog, though, I’d way rather risk us being OP for a build, than always low…

Because the bottom line is not that they are unwilling to swap traits to where they belong, maybe even change the useless ones, it’s that doing it all at once is something that has the possibility of breaking balance.
And, as they stated, they do not want to be doing anything that has a possibility to too much alter balance.
So yeah, I hope these “amazing things coming” is a great re-work of the class, but I don’t hold my breath…

About the sword, at least that shows they are listening to their playerbase, though it took a long time of complaining for them to accept to change it.
People who now points at them for changing their minds (only fools never change their mind), are they the people who would also have raged at them for not listening, if they didn’t change their mind?

I am as tired as other rangers of their “amazing changes” that are presented as buffs (14% more damage on shortbow! wouhou! but less range… and only on one attack…)
I’m tired of hearing we know pet has a problem, but we can’t fix it (especially when solutions like making it move faster by default have been proposed).
I’m tired of needing to kill what should be my “best friend” and what is part of my DPS to save myself (why would it not transform alterations in buffs, for example?)… I’m tired of having it being one-shotted by AOE in WvW bus. I’m tired to have people tell me I don’t belong in a bus…

Part of me hope they will address some of our issues, but sadly, I don’t really think it will happen anytime soon. trying to level up other characters, but despite all ranger’s shortcoming, there is something I love about it’s gameplay. It can be so much more than what it is! Hope devs will develop it’s potential… and hope they will first balance the traits, and find a way to make the pet work – because as long as the base is broken, building on it will never be solid…

Meet the new boss...

in WvW

Posted by: Jocksy.3415

Jocksy.3415

hummm…
He did not start the thread, he just wrote, in a poll thread, that :

Polls are great, but they can get muddled with order bias. How about this – create a thread that asks for players to list their three favorite things about WvW, along with their three least favorite things. “Hey ArenaNet, do more of this, less of that.”

Just my 2c!

(https://forum-en.gw2archive.eu/forum/wuv/wuv/Please-Go-Vote/first#post3544702)

I think he got a good idea of what we want – this is not as much for him, than for us, that he proposed to work that way…

and in the ideas thread, he’s just keeping things lively – showing us that he’s on and reading.

Gonna take some time before he takes his marks and really get things going.

I do expect him to eventually make a summary of the CDIs and devs answers to our concerns – but if you took time to read through it all – as I did – you know it’s quite lenghty and is not gonna be done in one day… Plus, he does not only have WvW forum to keep track of…

Why do you feel the need of complaining about what he’s not going to do when he just arrived? Look at his post history… (https://forum-en.gw2archive.eu/members/Josh-Davis-6015/showposts) he’s pretty much following through / giving news as he is allowed to do so…

These complaining of “he’s not going to do anything and we are just loosing our time” feel like that guy in overflow that betted 10g we wouldn’t beat scarlet… Well, if you start with that idea, sure, we are not likely to win…

try to be positive, and constructive, and if you can’t, then what’s the point of “losing time by being non-constructive”?

Give him a chance to show what he’s here for, how he can help us, what kind of job he’ll do here… he’s only been here for 9 days (make it 7, for week-ends), which is quite a short amount of time, given all he has to catch-up with WvW-wise and the fact that he still has to cover the duties he had before being named here…

I’m never going to throw a rock at someone because someone else has been bad… might be that previous communications were bad / limited / one-sided, but please, do judge Josh on what he does, not what others did…

Two Capture Points Instead of One

in WvW

Posted by: Jocksy.3415

Jocksy.3415

What about having the inner walls and doors of a keep be invulnerable until you capture and hold two points in the courtyard( the area between inner and outer)? Would bring some more fighting between siege wars and give the defenders a chance to repell the invaders.

I’d see this only if those capture points are far enough from internal doors/walls so that ballistas and AC’s can’t reach them.

And I wish no capping was faster when many people are in the circle than when there are few (right now capping in zerg goes way faster than capping alone / in small groups – already takes longer to kill the stuff alone)

Meet the new boss...

in WvW

Posted by: Jocksy.3415

Jocksy.3415

In french forums, the community manager wrote what she brought to the attention of the devs and what their answer was (for the CDI).
And she does the job of bringing our concerns to the attention of the devs and bring us their answer…

Hopefully, now that english WvW forums has a community manager, we will see the same (by same, I mean: answers to our concerns)…

Though my main concern is not that he’d go away, but that he has too much to manage, given he’s not only on WvW forum, and that WvW english forum alone is almost as lively than all french forums…

RIP power builds in roaming

in WvW

Posted by: Jocksy.3415

Jocksy.3415

How to get more condition damage?
Precision
Condition
Condition duration

3 stats to be top, just as zerk…

Idea for Name Tags in WvW

in WvW

Posted by: Jocksy.3415

Jocksy.3415

And if you’re red, name tags should be red?

I don’t like that…

In the meantime, you have an option, not sure of exactly how it’s called, to “show team colors” – so people are dressed in their world color… should help whith knowing who wins?

Two Capture Points Instead of One

in WvW

Posted by: Jocksy.3415

Jocksy.3415

Attackers would have to split (given two points have to be uncontested to cap), while defenders can defend just one point.
Might be interesting in SM