This won’t hurt [Much]
Ring of Fire
If you use staff as a mesmer, you can turn 180 degrees quickly, use phase retreat (staff 2 skill) then turn back around. You can use blink afterwards and cover some amazing distance. Also, blink can be traited to 1200 range on 24 second cd. That, plus phase retreating every 8 seconds is some sexy mobility on mesmer.
Phase retreat can be used like blink to get up walls and take short cuts. To be honest mesmer mobility is awesome and it can all be used in combat. When I first made my mesmer I thought the run speed was bad but as I learned my class I no longer have any issues keeping up with others or even chasing down roamers. Mesmer mobility is very good but not at first glance….you have to have a bit of skill
Also swap to focus when running out of combat. If you get good, you will be able to do this reliably to get swiftness without having to keep focus equipped. I’ve gotten to the point where I can swap so fast out of combat I can use it while being chased (as long as im out of combat for a split second, of course)
Main-hand sword Illusionary Leap skill can used to attack a mob in front of you, then Swap and shatter before the clone reaches the target to avoid in-combat state. This also allows you to benefit from Compounding Celerity trait which increases your movement speed while the clone is out.
In next the feature patch you can reset traits on field. You can switch to Compounding Celerity and Far-Reaching Manipulations every time you get out of combat.
Very practical. Mesmers have no reason to complain about movement speed.
The Wiki says:
Bug: Rallying causes those under the effects of Illusion of Life to become downed. This does not apply in Structured PvP.
In WvW, assuming I cast Illusion of Life on pile of 5 downed allies nearby and they manage to defeat 1 enemy within next 15 sedonds, will just the one ally making the stomp get fully revived while the other 4 go back to downed with further downed penalty?
Well it’s the reason why I hate my ranger and it’s the reason why I haven’t made a mesmer yet. If there was a trait to take mesmer away from all this passive single target damage, I would have one already.
You might want to look into shatter builds. https://forum-en.gw2archive.eu/forum/professions/mesmer/Guide-WvWvW-Pve-Shatter-Cat-2014-02-23/first
applauds Daddy now THAT would work. It still has the control ides without the insane micromanaging, even if it is still a bit too micromanagy.
Yeah, I’m not sure how I feel about it myself. My main for a while was a shatter mesmer, and all the speed presses I needed could be a potential conflict. It would certainly be an improvement in groups, but I’m still undecided.
With 1 phantasm out and not swapping weapons it might be OK. With 3 phantasms we would need a new skill bar in addition to F1-F4. Like making the 3 pink circles as buttons to click to active phantasm skills. Sounds too complicated.
Phantasms are something distinguishing mesmers from other professions. AoE skill with pink delivery boy animation is just another AoE skill.
In short you would have all phantasms removed and replaced by AoE skills.
Quick tips I’ve learnt over the past year to help you wreck thieves.
- Using an iWarden as the thief goes invis will spawn on where they’re standing. Using this method, you can get some insightful guesstimation into what they’re gonna do next. ie, come in for burst, back off and regen a little. Make sure that you keep on the harass the moment they start to run away.
If you are casting a phantasm when your target goes invisible, the phantasm will not appear and the skill goes on cooddown. Or is there some trick I have missed?
I like the idea with mantras – the gameplay in finding the right time to use up and recharge mantras.
For me the biggest issue with mantra’s is the usability.
One that I cannot recharge a mantra if there are any charges left. I would imagine it would be simple to fix this.
The other is discharging of mantras when you go under water, waypoint, switch maps. And then I would need to spend severals seconds per mantra to recharge them? No thanks. Again a simple thing to fix I would imagine.
REPOST OF SUGGESTION
How would the community feel if mantra’s worked like almost like Initiative?
If the mantras did recharge automatically during combat the opponents would have no chance to interrupt me. That would mean watering down half of the gameplay.
Please allow partially used Mantras to regenerate back to full charges out of combat.
I would like this. And I would go as far as automatically recharging all your equipped mantras when out of combat – even the empty ones. It would take away the heavy maintenance feel of mantras, but still retain the in-combat gameplay.
Of course – as someone already pointed out – the automatic regeneration must be restricted by the cooldowns.
About that constant effort…
Capturing sentry points, killing dolyaks and stomping enemy players already yield a significant amount of your server’s points.
For example Piken Square gained 113033 points in a matchup. 40% of their total score!
Source: http://imgur.com/a/kctML#0
Body blocking would lead to too much grieving. People standing on top of vendors, waypoints etc.
Even if the blocking applied only to hostile player units, the dynamics of fights would be significantly altered. Who hasn’t turned off target assistance from UI options?
I dont get why this isnt already coded into the game. Why would anyone bypass their loot on purpose?
My guess it’s a coding time resources issue, and possibly a server resources issue. I’m no programmer, but I would imagine that something that is automated requires more hardware resources than something that requires a client trigger. However, assuming hardware resources are not an issue, it’s probably something that would not be overly easy to change in the game engine, thus the “middle ground” they implemented with AoE looting. If it were possible to code, then it would be a matter of being able to allocate the programmer resources to such a project, and there are very likely more important projects (to Anet) that those resources are working on.
ANet did have coding resources to implement different types of loot bags/chests according to what they contain. Players can select what to pick up and what to leave behind. Not working as planned, is it?
Just like everyone else, I pick up everything and then try to sell useless items at Trading Post. If the price is not right, then I sell the items to a vendor. Work, not fun.
Why are there junk (gray) items in the game? Why at level 80 and wearing Exotic gear, I still get low level, poor quality items? And in such abundancy that I have to visit a vendor several times per play session?
Why do I have to pick up loot bags, when the loot bags already manage teleport from dead enemies to my location even across entire map? How is that final one extra yard into my backpack impossible? (or final half a yard as I play Asura)
We should have paid more attention to server warnings about Scarlet’s minions attacking. Now they succeeded bringing the whole server down.
Just add them 1 more skill – AUTO-PILOT :>
Golem is the only siege that has an auto-attack. Ctrl-mouse2 on skill 1 and you can read these forums while destroying a gate.
Golem mastery would be welcome only if…
What about if attacks miss when blocked by friendly unit?
AoE/cleave/field/line attacks would have chance to miss if there are friendly units within the area of effect.
Cons:
Pros:
Be suspicious towards any new canned meat items you may see in future patch notes.
Poor quaggans were all slaughtered but one. ANet made backpack covers of the corpses.
The last guaggan is enslaved by the Trading Post. You may catch him sleeping every now and then.
This has been discussed to exhaustion. (Night-Capping-and-YOU, Server Match up is terrible, etc.)
No matter how clever systems players suggested, their system would always prevent some players joining WvW when they want to play. WvW is not structured PvP by definition.
The ratings and matchup algorithm are what balance the matchups. Vabbi won’t face Vizunah Square.
There was also lot of discussion about randomness in matchups. First players wanted randomness or guaranteed opponent changes. The matchups were too balanced, facing the same opponents week after week.
Now there is randomness. It is tuned so that matchups are not stale but still balanced. The matchups seem more imbalanced, but not lopsided. Winning a matchup seems meaningless.
Soon we will have leagues. They will guarantee variation with opponents and give more incentive to win. Let’s see how that plays out.
Why don’t you include Power of the Mists to the list?
Can’t servers agree on not acquiring Bloodlust for the brief period fo time when GvG takes place?
Player driven development… this can’t possibly go wrong. :rolleyes:
But seriously. Your suggestions unlike so many others are actually nice. Just put them where they belong and let developers decide what to implement or not.
One question about GvG. Why do people insist playing it under WvW/PvE context rather than sPvP where all guilds would have access to equal gear?
The stomp mechanic is bad news.
This will mean that people will be competing for kills, something this game has so far avoided with good reason.It’s going to adversely affect the spirit of camaraderie, which has been one of the nicest features of the game. I’d hate to see this go the way WoW ended up with people trading insults in chat and on the forums.
One poster above mentioned that a stomp was worth 1/5 of a supply camp. That actually sounds very significant. I wonder if this is enough to give people reason to Alt-F4 right before the stomp. The answer is probably “yes.”
Have some faith with developers. There is already a system to award player when their opponent disconnects midfight. It will surely be extended to cover the stomp reward as well.
Neeho:
Point out 8 threads on the first page which absolutely need a developer reply. Hint: this thread ain’t one.
People already frown upon the upscaled for making the queues longer. With your suggestion newcomers, upscaled, pugs and people using crafting stations would certainly get their share of roasting.
Your system rewards servers which brings the fewest players on map. Once your server controls a map you’d be wise not to enter that map at all. Maybe even to a point it makes no sense to go back and defend until certain percentage of the map has been captured by the enemies.
Points system would get overly complicated. Nobody could tell how many points your server gains in the next point tally. You would (probably) gain fractions of points.
Carefully monitoring points gained vs nodes controlled, onecould derive the amount of players for each server on each map. Playing with a spreadsheet open in next window is not fun.
I do not want to see this kind of meta playing.
Are there any demographics on how popular WvW is compared to other areas of the game?
“We are going to take garrison. All upscaled, pugs and newbies stay the kitten out.”
“My guild kills the lord, all others go outside. You can only enter the circle after lord down.”
Or if people want to get really crazy bring a ton of mesmers for permament quicknesss.
http://wiki.guildwars2.com/wiki/Time_Warp
Duration 10 seconds
Recharge 210 seconds
Unlike other fields Time Warp only grants its effect on 5 players. Quickness granted is also not affected by boon duration increasing traits. A pure mesmer team could have Quickness for 24% of time at best – not permanently.
Portal 20 players.
Mass Invisibility 10 players.
Stealth unlimited target drop/soft interrupt on all enemies.
It would be nice if the upgrades were credited to the player or the guild making them somehow (achievement?, influence?). Nice but not so interesting change.
If the award is too high everyone would rush to start whatever upgrades they can.
The upgrades and losing them is a source of some grieving due the cost and effort. The good thing is they give you some incentive to defend the upgraded towers over unupgraded ones. Selecting upgrades in the right order and at right time also adds to the gameplay. However the selection is trivial at most times.
I am somewhat leaning towards having the nodes to upgrade automatically. No more crying over losing gold when commander sacrafices ‘your’ T3 tower. No more boring running to each node on empty map just to keep the upgrades going. No more newbie players wasting all supplies on merchants when keep gets attacked.
The new red burns my eyes.
The new blue is too bright compared to other team colors. It is also the same as the commander badge color – which is not nice.
I’d prefer the red team color revented back to what it was and the blue team color brightness reduced slightly.
9715
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6477…aaargh!
The current matchmaking has too much randomness and it cannot react to fast, big changes like what we had now with RoS.
I am wondering if the rating could be carried over with the players to the new server. Each player account having time spent in WvW and +- rating changes recorded. But then again that would assume huge transfers are common place.
What kind of match-up system could take into account sudden departure of such a large part of WvW players?
WvW allows a lot of powerful effects and those sigils do not stand out.
They are popular because their mechanism allows you to swap out the weapon with the sigil on while still keeping the power stacks. They are like extra sigils slots.
If anything I would have the power stacks taking effect only while you wield a weapon with the sigil on.
You would loose stacks after weapon swap. There is no easy solution on this it seems.
I meant that the power stacks would stay on your character during weapon swap. They would just not take any effect when wielding non-stack-sigil weapons. The user interface could gray out the stack symbol or even hide it altogether.
WvW allows a lot of powerful effects and those sigils do not stand out.
They are popular because their mechanism allows you to swap out the weapon with the sigil on while still keeping the power stacks. They are like extra sigils slots.
If anything I would have the power stacks taking effect only while you wield a weapon with the sigil on.
- Being able to WP in to defend a besieged castle removes the value of divide attacking forces to cover multiple gates and concentrates attackers back into a single zerg.
<snip>- Remove castle WPs or block them properly so that defenders cannot WP in to a castle under attack.
I recall the brief availability of waypoint between siege timers has been acknowledge as something they want to fix by ANet. (can’t search for the thread as the Forums search tool is not working) I would imagine the fix would be keeping the waypoint unavailable couple of extra seconds after a siege timer hits zero.
I had a good laugh when I saw this image on The Queen’s Speech page.
https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/08/c27c905-Trebuchet.jpg
Artistic freedom I guess. I challenge the designers to make an exciting video of typical trebuchet use against that tower.
The typical use of trebuchet against the lake tower is building it on hills corner tower. You build it at very edge of the all to make it harder to reach by elementalists. Then you sit there for 10, 20 or 30 minutes lobbing burning rocks into mist far below. Seeing floating numbers on screen is the only evidence of your progess. Until finally seeing the numbers no more tell you that the wall is down. Fun times.
If you are in a party and someone has called out a target (control-T), you can press T key.
You can also let auto-targetting take its course, but it suffers from the same issue as TAB targetting: it gives you all the wrong targets.
Junk (grey) items are useless by definition. The idea for them was copied from oh so many other MMOs – lazy game designers.
Basically they give you a simple mini-game of freeing up backpack space for little money by visiting a vendor. So simple and pointless there is even a time-saving sell all junk item button in vendor dialogs. For my own part I’d rather avoid that mini-game altogether.
Anyone who uses the words “permastealth” and “combat” in the same sentence clearly has never played a Thief.
Also, you talk about stealth and lords, and then your suggestion is transparency? Stealth does not drop aggro in PvE, so changing it in any way because of PvE mobs isn’t exactly a valid argument.
Permastealth is for the hiding bit – to avoid any combat with human opponents.
The tactic (I would imagine) for killing the lord is to kill a guard, stay in stealth long enough to recover or completely reset the fight. Then re-engage to kill another guard, recover/reset. And finally kill the lord, too.
Stealth not dropping aggro allows you to keep the lord in combat while you recover. You only need to out-damage his self-heals.
Stealth is non-issue in PvE. NPCs don’t get annoyed. And nobody cares if someone is able to defeat opponent that does not learn, adapt or change tactics. Just press buttons in same order you pressed thousand times before and you get exactly the same result.
If the lord is in combat, so are you… so you can’t regen either.
The only build that can allow long term stealth is dagger/pistol with traits picked specifically for maximum inint regeneration at the cost of all else. Any thief who wants to stay stealthed must a) not hit ANYTHING and b) use every single init point they have to do so. This means that a thief using this tactic can open combat with 3 to 4 init points, this means they get one heartseaker OR one shadow shot (only if they time it such that they get their bonus 1 init per 10s to come up while they are waiting for the stealth to wear off). If they want to backstab, they cap at 2-3 init and can only do one heartseaker.
That’s it.
Staying in stealth long term represents a MAJOR commitment in build and init. It also requires not a small amount of skill to pull off (seriously, try doing it in the mists, see how long it takes you to be able to reliably stay stealthed for 30-60s it usually takes for a tower to clear, or 2-3 min for a keep.
Have you really been capturing towers and keeps like that? Screenshot or it didn’t happen.
Quite a push from the Drakkar Lake at reset. Ticking 545 now. Congrats!
I would expect RoS nightcapping team will even the score before the end of the match-up – if not by Monday. Also that after the weekend Drakkar Lake will not be able to show this high numbers even on peak hours.
Blacktide seems quite weak. BT still has good opportunity to take rating from DL and RoS while those focus on each other.
But don’t you dare take rating from RoS! Just kidding. Play the best strategy you can.
If your server mates are so blind that they miss the obvious black powder fields inside your keep….. The problem isn’t the thief, it’s the intelligence of your server mates and friends. And anyone that plays with sound can hear them a mile away. Those who choose to play without sound are not permitted to complain about it.
I dare you to try and hide as a thief inside a keep or tower in tier 1.
I dare any player in the keep listening duty to come highlight the fun aspect of it.
Anyone who uses the words “permastealth” and “combat” in the same sentence clearly has never played a Thief.
Also, you talk about stealth and lords, and then your suggestion is transparency? Stealth does not drop aggro in PvE, so changing it in any way because of PvE mobs isn’t exactly a valid argument.
Permastealth is for the hiding bit – to avoid any combat with human opponents.
The tactic (I would imagine) for killing the lord is to kill a guard, stay in stealth long enough to recover or completely reset the fight. Then re-engage to kill another guard, recover/reset. And finally kill the lord, too.
Stealth not dropping aggro allows you to keep the lord in combat while you recover. You only need to out-damage his self-heals.
Stealth is non-issue in PvE. NPCs don’t get annoyed. And nobody cares if someone is able to defeat opponent that does not learn, adapt or change tactics. Just press buttons in same order you pressed thousand times before and you get exactly the same result.
Not completely remove it. Just alter it to be less of an annoyance, hinderance to development of stealth professions, wvw game altering mechanism.
Thieves can trait and select weapons to gain permanent Stealth duration. This allows thieves to avoid detection in recently lost keep/towers. Thieves wait under Stealth until attackers leave and then go kill the lord bypassing the siege war and any chance for PvP.
Fighting against profession which has access to Stealth is annoying. Basically you will be reacquiring your target over and over again = fighting against your user interface. Any game mechanic that allows player to tamper with opponent’s UI should not be in this game.
There are tons of threads complaining about thieves this and thieves that. I believe the root is the invisibility part of Stealth. If you can’t see what opponent is doing you must know all its tricks and behaviours to understand the fight.
To balance things thief profession has been plagued by a long line of nerfs. In its current sorry state thieves are not regarded viable for big fights. In small scale fights they are that annoying last opponent that got away. 1v1 they are bound to chain-resetting the fight until target runs out of cooldowns.
Invisibility in WvW context is simply too powerful game mechanic to balance.
Suggestion
Stealth also works as soft interrupt on any targetted skills being cast at you.
Stealth also drops target. If the enemy has autotarget option on (default), the enemy picks up wrong target on next skill use. Probably your clone or an innocent bystander. This is what confuses new players and annoys the crap out of everyone.
Does stealting count as an interrupt for all the traits?
Restricting ground-targetting from 16×9 upto 4×3 aspect ratio in the center of the window sounds like a quick and easy solution.
As it was suggested in: https://forum-en.gw2archive.eu/forum/game/suggestions/WvW-Suggestion-Restrict-view-angle-in-WvW/2158274
Players who are not even remotely interested in WvW queue up and join WvW because it provides easy access to merchant, bank, TP and crafting station.
Either remove those services from WvW or provide even easier way to access the services outside WvW. As we have seen waypointing to Lion’s Arch and then travelling back is too much effort and cost for PvE players.
I would be happy with PvE players heving access those services anywhere, anytime, for free and immediately BUT outside WvW queues. For example put those into player’s home instance with free of charge waypoint and a return to where you were portal.
In WvW there is only one type of siege that can move: golems. They are powerful against gates. They can be built safely far away from the target and used against more than one target. Their drawback is slow speed.
There are many other things making golems special and I would say overpowered.
When abused to the fullest we have a reusable, super powerful, fast and invisible gate crusher. Which, when not in active use, can be hide in safety of the spawn.
I would rather have the golems behave as all other siege: Unaffected by player boons, skills and attributes.
Suggestion
Golems are not affected by any boons nor attributes their driver has.
While driving a golem, players cannot use portals or waypoints.
Golems are not affected by Time Warp nor any other field.
Golems cannot be stealthed.
Golems cannot enter spawn area.
(edited by Korgov.7645)
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