I believe invisible bags could prevent an item from being deposited by deposit all.
What we need then, is a way to purchase invisible bags using glory. =)
That’s an even better idea, nice going, it should have like a blue color behind the bag slots so you know which one it is and then anything put there is not affected by deposit all. Would be nice for pve too.
Just want to add on the deposit collectibles thing, can glory boosters stay in our bags as well?
Oh yes, I second that. Those should only be deposited if you right click deposit it individually.
Jon Peter’s thinks so too, just look at his great build.
The greatest irony of this post is that the OP’s ability line up is also god awful.
There are a lot of simple things that would make actually playing the game more fun/pleasant/less annoying/less guess based. What would you like to see?
Here is my list, with the first 3 being most important (added great suggestions from thread responses to the list):
1- Make the left mouse button target on click and the right mouse button ONLY rotate the camera on click and not target. If I lose my target one more time when trying to rotate my camera because it was over some random pet I will throw my mouse at a dev.
2- The game needs an internal CD display of some sort for on proc traits and sigil/rune effects, desperately, it would increase the skill cap in a good way by allowing you to actually see what and when it’s coming off it so you can time your own actions appropriately, as opposed to guessing and hoping for the best which is about as good of an approach to competitive gaming as it is to medication.
3- Get rid of the confirmation screen when salvaging pvp items so you can spam salvage after clicking on the salvage kit once like in pve. Please. For god sakes. It’s a skin, and I have hundreds of them, I’m sure i want to salvage it. Tag this under carpel tunnel prevention.
4- Rather than vendors and manual assignment, in spvp runes and sigils should be selected from a pvp only interface where they are coherently organized and can be set up on the go with minimal clicking.
6- The little pop up screen that tells you your pvp match is ready and asks if you want to join needs to chill the kitten out. If i say “wait” it should go away until 30 sec before the match starts not pop back up every kittening few seconds.
7- Go through all on proc based traits, runes, sigils and abilities and please include the internal CD on the tooltip for the ones that don’t have it. Thanks, appreciate it.
8- I know you like your little guy standing on the podium but can you just allow us to queue for tourneys from the pvp menu so we can do it from pve/anywhere in the mists?
9- Option to bind keys on a per character basis.
10- Option to disable skill queue (or at least lower the range).
11- Enable auto target on cast to be set on a per skill basis (sort of like auto cast is now) as opposed to all or none, so players can set movement skills to not auto target when used for mobility while still having the auto target option for other skills.
12- Regular bank access in mists.
13- Pvp vendor also sells invisible bags for a high glory cost.
14- Build templates for easy swapping.
15- Ability to move trait points in pvp without having to reset the whole tree (+5 and -5 buttons?)
17- Create some way for players to store multiple stack of dusts and orbs in the pvp locker due to the high numbers of those materials players end up with.
18- Make “interact” stomp only and tie rezing to a keybind so they are separated. Not being able to choose whether you want to rez or stomp when a downed enemy and team player are next to each other is just really… bad.
19- Toggle option to make the UI click through.
20- Tool to resize and move around individual elements of the UI.
21- Resonable penalty/reporting capability for Akitten and offline players in tourneys
22- Make a crossed swords icon pop up over teammates in the minimap when they engage in a fight, make the icon flash when the teammate is low.
23- Toggle option for canceling targeting on ground click.
24- Stop ‘When enemy is at x% HP, y happens’ traits from activating on downed players and inanimate objects (great suggestion by Harrier.9380)
(edited by Julius.1094)
I’m still having fun… is something wrong with me?
With the game so am I, for the most part, or I wouldn’t be playing the game. What I’m not having fun with, and don’t think any players are, is with the lack of patch notes, a public test realm or how slow balance changes are rolling out when the game is still at this point saturated with balance problems, UP and OP abilities/traits that need tweaking, etc.
Yes, absolutely. You are right on all points, bravo. I’ve said things along those lines many times. They just won’t do it for some unknown reason. Their current approach to testing, pushing on balance changes and communicating has left even normally rather calm and patient individuals like myself endlessly frustrated. I don’t know why they would set out to frustrate the player base when there are other options.
Trying to figure out why 5 signet build doesn’t work? It’s not rocket science. The first problem is that the healing signet is awful in comparison to the two other heals and just against every heal ever, the ticks are too low and if u’re getting bursted the heal on use it too low to buy you time. The second is that signet of stamina, while a nice condi removal can’t be your only condi removal, the cd is too long. The third is that you have no stun breaker. All together that means any heavy condi and/or high burst class, specially with a stun/knockdown, will kitten on you. Which is another way of saying pretty much everyone will kitten on you.
How to fix: Replace the useless “Furious Speed” trait with a trait that makes the warrior remove a condi every time it crits on a 10 sec internal cd (that would be a balanced, class appropriate trait that would help warriors all around). Increase the healing signet passive healing by 50%, make the on use heal 4900, but increase the cd to 30 sec to compensate. Make dolyak signet instant cast and a stun breaker, but increase the cd to 80 sec to compensate. And just like that you could actually run an all signet build.
Gasmask will be always rank 1 for me <3.
Is it sore?
Dear Anet, once custom maps are out, so people can test stuff in a controlled environment, practice, duel, etc. hotjoin needs to just go. It teaches new players all sorts of bad habits as it is not an actual reflection, even remotely of what serious tourneys are like (which is why it is also bad for testing builds). If you get rid of it you will have a lot more people to queue to tourneys and can support separate queues and rankings for solo queue and premades, which also needs to happen. Yes I’m aware the premade queue would be longer, but so what, full pugs vs full premades isn’t good for either.
New players will then just solo queue and if the matching system works (cough) they’ll get matched up with and against lower rank players, and even if they get their kitten kicked, at least it will be kicked in an actual tourney environment where they can watch how the more experienced players are playing and actually learn how to play conquest from the start.
The lag on the camera turn makes the game feel sluggish and is terrible, specially for pvp. Pair that with what I would call the WORSE GAMEPLAY ISSUE in this game: that the right mouse camera panning button also targets people, and you have a very frustrating mouse play for spvp in particular where you do not have time to tab target and need to react very quickly. I can’t recall how may times I’m trying to turn my camera and not only is it taking too long, but I also lose my target because my camera button was over another player and now my intended target is lost. Specially if u’re playing a melee class and on a team fight where everyone is clustered around you.
LEFT mouse button should select targets, RIGHT mouse button should rotate the camera ONLY, and be very responsive. Honestly, I don’t see why that’s not default, but at least make it an option. Can we please get a reply on whether the mouse buttons issue is in the works?
As you may or may not know I suppose the 4th bonus of “Rune of Vampirism” stops working in PVP once you have been stomped once. It took me a while to figure that out, which was lame as I would’ve swapped runes sooner. Also, it’s a cool rune set so can we get a fix for that soon??
Actually join solo is horrible. You cant be semi competetive with leavers/afkers. It is absolutely rank suicide, plus you will be pitted in an uneven match against premades. Anet has successfully split the community again into hotjoins and 5 person teams. There is no path you can take to get better as a solo player. And yes it is absolute rank suicide.
I’ve been playing solo q’s non stop for the past idk 5 days, i’ve yet to have a single leaver/afk. So i’m gonna say your being slightly dramatic.
That’s very lucky bro, but not a shared experience. I have had dozens of afkers and leavers solo queuing, not to mention times when everyone but me in my team was single digit rank and we go up against a team of full 40’s and 50’s at which point no matter how hard I work, i can’t compensate for new players basically running around clueless. And it doesn’t break even o the chance because you’ll periodically face pre-mades with a full pug, and voice alone and a more functional comp give them an instant advantage. Note that all of those things dont’ actually have anything to do with your individual skill level. Yes, it’s “possible” to get up on the leader-board through a combination of luck/solo queuing a LOT, but the overwhelming majority of players up on the board don’t solo queue much if at all. It’s a kittenty system. It should be split and with different rankings.
“Eles and thieves contest the point a little longer before the stomp”, I’m sorry, what is the point of this post? So what? Classes are different and have different mechanics and this is a really small detail, considering all the glaring class unbalances in the game this is not even relevant.
No thoughts on these suggested changes? Hope you devs at least look at it!
Traits:
Zealot’s Speed: Procs at 75% health.
Symbolic Exposure: Vulnerability duration from increases from 3 to 5 seconds.
Greatsword Power: Critical hits with a greatsword have a 50% chance to cause 5 seconds of cripple, CD 25 sec.
Symbolic Power: Increase damage bonus from 10% to 15%.
Zealous Blade: Heals 50 health per hit from 25.
Wrathful Spirit: Increases Spirit Weapon damage by 20% from 10%.
Searing Flames: Should remove 2 buffs on proc.
Healer’s Retribution: Increases retaliation duration from 3 to 5 sec.
Shimmering Defense: Blinds and burns nearby foes when health reaches 50%, burn duration reduced to 4 sec, internal CD unchanged.
Radiant Fire: Torch skills recharge 20% faster.
Blind Exposure: Duration of vulnerability increased from 5 to 8 sec.
Inner Fire: Critical hit chance against burning enemies is increased by 10%.
Powerful Blades: Critical damage while wielding a sword is increased by 10%.
Perfect Inscriptions: Passive signet stat bonuses increased to 50% (+45 at level 80) add specific effect from each signet to tooltip.
Strength of the Fallen: Increases healing while downed by 33%.
Courageous Return: Change effect to when the guardian rallies an ally, as opposed to when guardian rallies.
Glacial Heart: CD decreased to 30 sec.
Monk’s Focus: Base healing decreased to 1,560.
Wrathful Spirit: Aegis gives 4 sec of retaliation when it ends.
Pure of Heart: Aegis gives 4 sec of regeneration when it ends.
Unscathed Contender: Deal 20% more damage while health is at 100%.
Retaliatory Subconsciousness: Grants 5 sec of retaliation when triggered.
Permeating Wrath: Redesign, changes position in the trait line with ‘Supreme Justice’. Virtue of Justice’s next attack burn effect will affect all targets in a 240 radius of the struck target. It’s currently iteration of “around the guardian” makes it unusable for ranged combat.
Supreme Justice: Redesign, changes position in the trait line with ‘Permeating Wrath’. Virtue of Justice grants 5 stacks of might for 5 seconds on activation.
This game is really hurting with the lack of build diversity because it is clearly designed to offer it. While some classes are more damage, defense or support oriented overall, if a player invests in stats and traits that favor a different roles they should be able to perform them competitively. Otherwise why bother having talents and abilities that give the player the illusion the class perform a certain role but are in fact a liability?
To help i’m making suggestions for different classes (primarily from an SPVP standpoint), starting with the guardian. I got a good grasp of how the game operates from a numbers standpoint (programming and complex systems are part of my rl job) and that underlies many of my suggestions. But it’s not just numbers, the contextual execution of them is the hard part and a matter of opinion, if you don’t agree with these suggestions by all means pitch your own, I’d love to read it.
This is the general guideline I used:
1- If the skill or trait seems underpowered what kind of improvement would make it viable in comparison to the other options currently viable for the class but not more so. And If it seems overpowered, what changes would make it feel still viable but not mandatory.
2- How can the class be tweaked as to promote greater build and role diversity without the class losing it’s intended overall strengths, weaknesses and personality, or being overpowered/too hard to counter.
3- How can the existing skills and traits be more synergistic, logical and/or dynamic.
Scepter:
Orb of Wrath: Double projectile flight speed but decrease max range to 900.
Smite: Increase area of effect by 75%, lower total damage by 10%.
Chains of Light: Decrease CD to 15 sec.
Mace:
Symbol of Faith: Reduce cast time to ¾ sec.
Protector’s Strike: Increase CD to 25 sec.
Tome of Wrath:
Conflagrate: Increase direct damage by 25%.
Affliction: Increase direct damage by 25%.
Smiter’s Boon: Increase Might stacks to 3 and reduce cast time to ½ sec.
Tome of Courage:
Heal Area: Increase base healing by 20% and set scaling with healing power at 0.5. Also, give it a better name kitten it.
Purifying Ribbon: Reduce cast time to ½ sec.
Protective Spirit: Reduce cast time to ½ sec.
Torch:
Cleansing Flame: Reduce cast time to 2½ sec but increase CD to 30 sec.
Abilities:
“Stand Your Ground!”: CD increase to 45 sec.
“Save Yourselves!”: Increase buffs duration to 6 sec.
“Hold the Line!”: Base regen duration increase to 8 sec.
“Retreat”: Lower CD to 45 sec.
Signet of Mercy: Lower cast time to 3 sec and CD to 180 sec.
Signet of Wrath: Change passive to precision and lower cast time to ½ sec.
Bow of Truth: Bow cures a condition on a friendly target every 5 seconds, prioritizing the guardian. While Blow of Truth is active it grants a compassion bonus of 90.
Bow of Truth (command): Make ground targetable with a range of 900, add healing amount to tooltip.
Hammer of Wisdom: Add chain damage, effects and attack interval to tooltip. While Hammer is active it grants 90 toughness.
Sword of Justice: Attack interval added to tooltip. While it is active it grants 90 power.
Sword of Justice (Command): Needs to be a little easier to land, either by increasing the area of effect or making it’s targeting “smarter”.
Signet of Judgement: Add damage reduction amount to tooltip.
Merciful Intervention: CD reduced to 60 sec, breaks stuns and works with the Monk’s Focus trait.
Contemplation of Purity: CD reduced to 40 sec but no longer breaks stuns and has a ¾ sec cast time.
Judge’s Intervention: Reduce the CD to 30 sec but no longer breaks stuns.
Purging Flames: Remove one condition from allies and causes 1 second of burning on enemies in the field each second it is active. The current iteration of it is confusing and not in line with similar abilities.
Shield of the Avenger: Change functionality to absorb 20% of all damage received by the guardian, receiving the absorbed damage.
Shield of the Avenger (Command): Damage increased by 80%.
Healing Breeze: Reduce CD to 35 sec and self healing increased to 8,525. Given it’s long cast time and the fact the guardian may have to use it at times just to heal itself, it needs to be a strong self heal to be truly viable.
(edited by Julius.1094)
This falls in the basket of things that shouldn’t be so hard or take so long but we have been waiting for months to get anyways. It’s a huge kittening basket.
Quickness nerf to 50% is a good thing overall I think, the 100% did leave too little time to react, specially for players with lag. It also had the upside of nerfing rangers who had it available so easily. HOWEVER:
Unless the developers have never pvped, they would have to know that would have a few very nasty side effects: it nerfs warriors, badly, who most of the pvp community already agreed were UP, that isn’t even a guess because there is a SURVEY. Indeed, on the roles of roamer/burst they could do “fine” with team support, but that relied entirely on quickness burst. The nerf to it, while keeping the whooping 50 percent incoming dmg increase, (adding one second is pretty irrelevant) makes it a pretty mediocre ability. That debuff needs to be brought down to 25%, for one thing. But fine, it was a clutch, so let’s fix warrior then. Let’s fix the large number of traits that are underpowered and useless, let’s give warriors a class trait under discipline that actually does something. Let’s make shouts viable. Let’s make it so that while condi removal isn’t their strength they aren’t complete kitten against it. You know, balance the class but then… oh, banner buffs.
Thieves were too good at two things: bursting/stealth spamming. Their weaknesses were also overtuned: providing very little team support, being incapable of staying in a team fight more than a few seconds, relying on stealth too much to survive, having a condi spec that was annoying but not very effective at killing much. So you nerf their burst somewhat, definitely breaking pistol whip for the most part, and make a minor change to stealth that doesn’t fix the spam problem. And address nothing else about the class… what?
Eles are still overpowered, but not just that, they are poorly designed. Staff is useless. Most of the traits in the top 3 trait lines are UP while the bottom 2 are way too good. So that’s what EVERY ele runs along with a very limited set of weapons. Oh and Cantrips are better than everything. Only thing that changes is the amulet depending on how tanky they want to be. So it’s not just that their healing/defenses are too good for a class with such good mobility AND pretty high dmg. But that there are very few ways to play them. So what do you do? You nerf the few burst classes that could actually kill an ele before they got to just disengage and heal to full in a few seconds, consequently actually buffing their survivability more. While nerfing nothing or improving nothing about their limited options.
Bottom line? You needed to have addressed the issues with those classes BEFORE throwing in the quickness nerf. You jumped the gun and made balance worse.
Everything else: Mesmer and necro changes are meh, w/e happened to shatter nerf and buffs to other areas? Necro stun breakers need a buff. Guardians are a pigeonholed class idk why you think they’re “fine”. Turret changes are good, though idk that they are good enough for people to use them spvp. Penalties on elixir U are too high for the bonus, just like they now are for the thief and warrior abilities its based on. I liked the changes to kit refinement, 100nades was cheesy, these look fun. See, you did one thing right.
(edited by Julius.1094)
I don’t know why we dont’ have patch notes yet… I mean dear god I have never seen a an MMO company so bad about keeping players in the loop of what is happening to the game and what they’re doing. It’s kittening mind blowing how bad it is.
As the title says, c’mon Anet, I don’t understand why you don’t release patch notes ahead of time for people to work on builds and plan accordingly before they are live, like in every other MMO. Baby steps maybe? Like a day before? I’m sure you can grab an intern and have him type out your current list of changes and throw it up here today. If not I have some interns here in the office I’d be happy to put on a plane to go help you for a week.
The extremes in character customization are too wide at the moment. There are builds that are too bursty but too glassy others too tanky and do no dmg. I do think the game would be better if those extremes were pulled in a bit, not a lot but a bit. So that now that burst class wont’ go down in two swings if they get caught and that tank can actually dish out some dmg regardless of going full defense. The fix is rather simple and has nothing to do with classes or traits or abilities etc. It’s just about the amulets. Just redo the balance distribution on them to force players going defensive to pick up more of offensive stats of their choices (crit, condi or power) and burst classes to pick more defensive stats (healing, toughness, vit). Example: Change berserker amulet stats distribution to 648 power, 569 prec, 528 vit, 10% crit dmg. And do similar things for other amulets, adding a bit more offensive stats to def ones as well, basically making their stat distribution less “extreme”. By doing that you also open up the possibility for more types of amulets and just make the game more balanced.
Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.
Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.
Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.
Yay, call out your own opinion and then call my points nonsense. Not even discussing here.
I removed it because I decided after I was too harsh on calling out your non-issues on a game that has plenty of issues, and suggesting nonsense “fixes”. But then you decide to repost? Lol, ok. I did discuss it, I said I thought it was nonsense and then I said why, that’s discussing. That you didn’t like what I said does not make it “not even discussing”.
You are kidding me right? Who are you to say that these are not the issues? What I have written are all balance issues and it is very relevant to the game. Every fact that you have stated is an opinion based argument as in ‘heals are not supposed to be balanced’. You expect me to discuss upon that? ‘Balance state is fine and is a cool mechanic’ is also not an argument, yet it only furthermore discourages me having this little chatter.
Who are you to say they are an issue? Who decided that what you wrote is relevant other than yourself? Some of the things I posted are opinions, as was most of what you posted, by the way. But some were simple facts about game design, such as that no heals are not supposed to be equal between classes, classes are each meant to have different strengths. Saying I think downed state is fine and is a cool mechanic is no more of an opinion than you saying it’s broken and needs to be redesigned from scratch. Except that your suggestions are never going to happen. There is a bit too much immaturity here for my patience so I’ll leave it at this. Do proceed to rage by yourself all you want.
Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.
Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.
Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.
Yay, call out your own opinion and then call my points nonsense. Not even discussing here.
I removed it because I decided after I was too harsh on calling out your non-issues on a game that has plenty of issues, and suggesting nonsense “fixes”. But then you decide to repost? Lol, ok. I did discuss it, I said I thought it was nonsense and then I said why, that’s discussing. That you didn’t like what I said does not make it “not even discussing”.
Good post. Great point on framing balance around real objectives. I disagree with your mesmer and necro scores though, I think necro’s lack of mobility or capacity to disengage paired with limited stun breakers/evasion can make them a real liability sometimes, even though they certainly have good tools. I think their score is lower than 8. And I think mesmer is higher than you put in, maybe from playing it a lot u’re too aware of their weaknesses? Dunno, but while not as strong as the top 3, 5.5 doesn’t sound right. I also think guardian is an 8, the class has some issues right now, but for the simple purpose of sitting on a point and holding it… nothing else comes close and considering how important that is, that’s worth a lot. Agree with the other scores and your general points though.
(edited by Julius.1094)
1. Why don’t you remove runes/sigils that are broken from the game so at least people know the options that show up actually work? And why are they taking so long to straighten out?
2. There are some traits and abilities that are severely underpowered. Are we going to see a greater effort to change out these traits for something different to open up more possibilities anytime soon? Same for abilities.
3. Thanks for nerfing ele, it was OP. But, is a proper ranger nerf coming? Because they need it.
The real problem are just rangers quickness stomps. The cd is too short, or at least it should require more investment to get than the first 5 points in a trait line. Otherwise it’s fine.
When you start the game you’ll see a red banner on top saying “due to us just giving up spvp has been removed from this game, we apologize for the inconvenience, but you can always pvp in wvw!”.
There is a lot being said about what’s missing in pvp, some good posts about it and general requests about transparency. While I appreciate the replies I have seen from developers to those posts I’m yet to see a straightforward answer about why we’re lacking common sense pre release patch notes. This isn’t my first MMO, neither is it the first MMO for most people in this game. We know a pre-release patch list is subject to change until it is marked “final”. We’re big boys and girls, we’ll be ok if you add something there you’re trying out and then decide to pull out. Every MMO I’ve played releases preliminary patch notes, and in every one of those MMOs things change between that release and the final notes, and you know what, everyone is ok. Everyone appreciates that they have a heads up about what’s changing about the game they play regularly and invest time into.
What really isn’t ok is that the day before a major patch no one has any idea what the specifics of said patch are, other than very broad/vague claims of what is being added without any details or balance changes. For serious players that means we have no time to adjust to changes until they’re hitting us in the face. That’s a big pain in the kitten for people who play spvp regularly whether you’re hardcore about it or not, or whatever else semi-regularly.
While I understand development takes time, and a lot of things people are asking for regarding pvp will take time whether we like it our not, but this isn’t one of them. You know the changes you have in the works between patches, you have people that can type I’m fairly certain, so just… why no preliminary patch notes? And no, saying you don’t want to give players information because it might change later is not a reason, see first paragraph. Thank you. – Vidallis
The disparity in size for the races is a very real issue, one games have encountered before and one that I’m amazed Anet would make it given it’s a newer MMO and we’ve all seen it. It’s easy to solve too, you just have to make the size differences just enough to be noticeable but not extreme and you make the animation on the smaller races a tad more “obvious”. If you instead go on with the kind of extreme size differences we have you force serious pvp players into certain races. Which is lame and specially awful if you want to use the same character to pvp and pve. The smaller race is harder to spot when scouting, harder to see their animations for, harder to position against, etc. They COULD fix it now as they could just make size adjustments to bring them closer together without changing anything else but yeah… But yeah, I doubt they will. They should have done it from the start.
(edited by Julius.1094)
Other posts have brought up a key flaw with spvp right now: mesmers are mandatory because the portal is too big of a strategic advantage. No one class should feel really “mandatory” to a comp and I feel like mesmer and guardian are right now. I won’t talk about guardian here but at least as far as mesmer here is an easy proposed solution that would do for now:
Just change the necro ability spectral walk to make the “porting back” portion of it last much longer and have greater range. So the necro could pop it at back point run mid and have the option of popping back within a reasonable window of time. To compensate get rid of the portion of the ability that makes the necro gain life force when attacked and cut the swiftness buff duration you gain from it in half. This unlike the portal would only affect the necro which means it would be an alternative but not a copy of the portal utility. This would be an elegant solution that would just make an underused skill more useful, while giving teams an alternative to the mesmer long range instant mobility while still feeling very different than the mesmer portal.
In the future I do think another class could use a portal like skill for group effect, a “teleportation” device for engi would be pretty cool and make sense, but for now I think this simple change would be a great start and at least give teams an alternative to mesmer for that strategic purpose.
Does superior sigil of paralyzation affect all Control effects? How about knockdown? Do things that affect knockdown also affect blowout? The wording on abilities regarding control effects is needlessly confusing right now. ‘Stun breaks’ break all control effects it seems, but stun is a specific control effect. So if something says “stun” does that always means it affects all control effects?
I heard sigil of paralyzation affects daze, is that true? I think you should be using “control effect” when something affects all of them. Using “stun” when that is a specific mechanic within control effects is very confusing, I can’t tell what affects what. And this is hard to test because most control effects have short duration, some clarification on what affects what when it comes to control would be awesome. I hope a moderator can reply to this.
It’s not lag… kind of insulting you would imply it is, players know what lag looks like. The audio is skipping certain dialogue lines, I have zero lag problems and am encountering this a lot playing with Norn female and human female. It really breaks any kind of immersion and has made me just stop playing pve until it gets fixed. I’m very surprise a bug this bad hasn’t been hot-fixed yet. Too bad I can’t return this game.