I don’t see a question here but if I treat the topic as one then yes.
After Jon Peters revealed that ArenaNet doesn’t know how severe the Fast Hands cooldown bug is, I thought some further info on it might be appropriate. Here’s what I wrote in a thread that will probably soon disappear into the depths of the forum.
“I realize the issue is complex. However I have no trouble reproducing it by following a simple guideline that first weapon swap every time after resetting combat flag will cause 10 second cooldown. This is NOT how the bug exactly works which will be relevant to a programmer fixing it. I have seen an impressively detailed report for it on bug report forum within first weeks of launch which is why I stopped investigating further.
I just logged in to verify before posting this again. I ran out of Black Citadel to Diessa Plateau and attacked the first Moas I saw. Weapon swap – 10 seconds. I switched weapons twice more during that fight, 5 second both times. I then finished off the moas and let the combat flag expire. I kept swapping weapons until it wasn’t giving any cooldown anymore (this takes a bit longer than the visual combat flag and movement speed slow). Then I attacked a grub. Weapon swap – 10 seconds. Next swap 5 seconds. Finish grub, wait, verify swap cooldown is gone. Attack next grub. Weapon swap – 10 seconds.
It is my experience that the cooldown bug happens in nearly every WvW engagement I do and frequently causes me to die while waiting for the cooldown, or lets someone escape who couldn’t have done so otherwise. I may never reach the second swap before fight is decided."
Edit: I have new detailed thread about the bug and working around it here. Cogbyrn described the mechanics in his post below.
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Fast hands only is broken on the very first swap after you turn it on our load a map. After that it works. Fixing that first time bug is extraordinarily difficult, but we think it is worth it to keep the trait.
This is very incorrect and it worries me greatly to see a dev posting it. I’ve reported the bug during beta weekends and after launch, and it occupies roughly the first 50 or 100 priority slots in my mind for warrior fixes. I would trade away a lot of things out of my gameplay on warrior just to get 100% working Fast Hands – including buffs, fixes and entire weapon sets.
I realize the issue is complex. However I have no trouble reproducing it by following a simple guideline that first weapon swap every time after resetting combat flag will cause 10 second cooldown. This is NOT how the bug exactly works which will be relevant to a programmer fixing it. I have seen an impressively detailed report for it on bug report forum within first weeks of launch which is why I stopped investigating further.
I just logged in to verify before posting this again. I ran out of Black Citadel to Diessa Plateau and attacked the first Moas I saw. Weapon swap – 10 seconds. I switched weapons twice more during that fight, 5 second both times. I then finished off the moas and let the combat flag expire. I kept swapping weapons until it wasn’t giving any cooldown anymore (this takes a bit longer than the visual combat flag and movement speed slow). Then I attacked a grub. Weapon swap – 10 seconds. Next swap 5 seconds. Finish grub, wait, verify swap cooldown is gone. Attack next grub. Weapon swap – 10 seconds.
It is my experience that the cooldown bug happens in nearly every WvW engagement I do and frequently causes me to die while waiting for the cooldown, or lets someone escape who couldn’t have done so otherwise. I may never reach the second swap before fight is decided.
Edit: It is suggested below that bug only triggers if any weapon changing is done outside combat. I’ll be trying that out but I have to mention that my build generally involves returning to previous weapon after combat, equipping completely different weapons while outside combat and swapping weapons to approach next combat with what is most suitable for the situation. That’s not a rarely occurring bug at all.
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I already have too much gear advantage over many opponents in WvW. I’d like to see all lowbies scaled to specific stat amounts instead of based on their (often very weak) gear. Against other lvl 80s I can sometimes feel their bad gear but at least I feel they will reasonably achieve exotics.
Before someone suggests it, I will not reduce my own gear “for the challenge” since it just creates a disadvantage against the people who do have exotics.
Saying this, I should want the spvp item system right? No, because I’m enjoying the fine grained control over stat customization I currently have. I’d also like to keep the consumables (more customization and expression of personal preferences) although some of them are too strong and should be nerfed due to WvW balance. Yes it exists.
Fast Hands fix above all.
Someone is making inaccurate statements in the intertubes. To rescue!
Accessories are 330, rings 396, amulet 528 badges. All 5 cost 1980 badges in total.
WvW is my preferred gameplay type and I’ve acquired over 2k badges since launch. The jumping puzzles are certainly time efficient once you learn them well including how to pvp or avoid pvp in them. Only one I feel is sometimes best left alone is EBG when campers have siege built at good spots. Doing it at sneaky hours or checking its status at start and end of gaming session can help. Sometimes your server or guild may have a mesmer portaling people from start to end.
I haven’t bought Invader’s Amulet yet and will probably get a Pow/vit/tough weapon or two before that. For me, dungeon tokens are just too rare and precious to be used for the stat combo if I’m not after the look. Heavy Pow/vit/tough helms are also not available via karma and I bought the one for this gear set with badges rather than tokens of course.
Edit: And no, there are no Pow/vit/tough jewels outside structured.
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it would be nice to see an official confirmation about “+50% bonus from crit dmg was removed”
Anyway, i have 2229 power and 3329 attack, 51% crit hit chance and 32 crit damage, how much damage should i do with hundred blades and volley (rifle)?
I don’t want to cover all the variables involved but I can tell you that if you go to Heart of the Mists, reset your traits to 0, equip Berserker amulet and jewel, remove runes (or armor) and shoot a heavy golem using a no-sigil PvP Steady Rifle, you do exactly 35 damage with Bleeding Shot (ignoring the bleed) like it says in the tooltip. Crits are sixty damage which is 70% extra because you have additional 20 units from amulet+jewel as shown in crit stat tooltip.
This is consistent with damage calculation data shown here
Note the armor values of medium and light golems have been changed since then.
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the +50% bonus from crit dmg was removed. spikes decreased among all classes. say hello to the ninja dude.
Ya they definitely stealth nerf, stealth change the game. It’s honestly very annoying that they don’t put in more of the notes. Typically they don’t want to give away everything they change, because if they did then everyone would be in here complaining.
Also I think I did see something about this somewhere.
Can you two reference some test data if you’re gonna claim something was changed? “Something about this somewhere” doesn’t cut it.
As far as I can determine, critical damage works the same right this moment as it did in beta. Base crit dmg bonus is 50% extra compared to normal hits and can be increased with stats.
30 points in Deathshroud does not give extra 30% increase???
in Necromancer
Posted by: Ksielvin.1587
I cant deny alot of bugs and traits need addressed across all the class’s. Just its so sad we have a trait line itself that is broken.
It certainly is. I’ve been mixing up necro builds with someone else lately and it dampens our spirits to think it does nothing while still wanting the minor/major traits in that line. Good thing a fix is coming!
Arms – Oppotunist: Doesn’t work with Geomancy sigils.
Opportunist is a major trait to gain Fury when immobilizing the target. Geomancy sigils cause aoe Bleed when swapping weapons. Why are they expected to work together? Was the intention to refer to the Attack of Opportunity minor trait (increased damage to bleeding foes) or perhaps Deep Cuts (increased bleed duration)?
Discipline – Brawn: Increases burst damage by 0.1% per point (to a max of 3%). Should this be 1% per point?
This was an intentional change towards the end of beta. Basically a stopgap measure to lower the burst damage being thrown around while not nerfing the damage of defensive and supportive builds. Though I’d like to see this pitiful “special warrior stat” removed and later replaced with something different and significant.
Tactics – Empower Allies: Only applies when you are hit.
This isn’t quite correct. The trait buff shows up when I hit a target golem without getting hit in return. I believe it is just tied to being in combat and appears with some delay. Of course this often means you miss out on the power buff for your initial attacks and so do all your allies until YOU get combat flagged.
30 points in Deathshroud does not give extra 30% increase???
in Necromancer
Posted by: Ksielvin.1587
Well, I guess I should be glad we get the fix….
but holy kittening kitten i cant believe the entire necro-unique attribute boost was actually bugged :/ Like at what stage is this game, alpha testing?We should feel loved. Who else has this issue.
Well. If you are feeling lonely, it might help to know that Brawn was changed from 1% per trait point to 0.1% per point near the end of beta. 30 points gets you 3% increase to burst skill damage. That’s the profession-unique attribute.
I have long since asked that it be just honestly removed instead of left in slap-in-the-face state. I cannot claim that it is bugged (probably isn’t) but nobody cares enough to check.
There was a valid reason to effectively remove the stat but I’m sure they could’ve come up with something entirely different if it wasn’t so close to launch and other professions didn’t require so much attention. Still, every profession needs bugs fixed and love.
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Indeed. 10 Candy Corn at 3c each, projected profit listed as 20c, listing fee 2c (correct after rounding up).
Pressed sell. 2c taken from wallet immediately, successfully sold for 30c, 27c appeared in pick-up tab.
Where is the damage coming from in this build?
…
Anyone able to explain what I’m missing here?
As ever, damage comes from maxing power, having damage multipliers, and then crit dmg. Your sense of scale for these numbers is off because you’re thinking in spvp terms but he was talking about pve and wvw. WvW means more stat points than are available in spvp, far more with buffs. The berserker amulet shown in build tool isn’t how berserker gear works outside spvp: the crit dmg is higher and there is no vitality.
In WvW, maxed power from base stat, armor, jewelry, gems and runes is 2081. Add (only) 100 from traits in this case, 100 from Truffle Steak food buff. Stack up Bloodlust on some wolves for 250 then switch to a different weapon with sigil of force. Use a superior sharpening stone for at least 91 more power (much more if using invader gear). That’s 2622 power.
Add 10 Might stacks from elite and FGJ and you’re at 2972 power. Any extra from other stuff or other players is welcome. Over 4k Attack. Think of what some Vulnerability or Frenzy on the target could do for you.
12% bonus dmg from addrenaline, 10% from Attack of Opportunity, 5% from force sigil. These are multiplied together. Another 10% from Scholar runes which is what I’d use for this build.
We assume a crit. Crit damage in spvp has been intentionally limited as you see with amulet stats. In WvW I have run around with 93% crit damage bonus using full Valkyrie and beryls in place of runes. Full Berserker gear with Scholar runes should give something like that. Also I only had 20 Discipline so going over 100% should be possible. Also this build has 30 Discipline for 3% burst skill dmg, which is small but multiplied with everything else again I’d assume.
This is the sort of combination we’d be looking at. I can’t comment on his damage numbers since we humans are notoriously bad at estimating statistical information like averages but hopefully you can see how it might happen.
Edit: Also since this was WvW, up to 150 extra points in all stats from orbs of power…
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but than he comes out and plays Mad King Says with us
In Guild Wars 1 he would kill anyone who messed up at Mad King Says. Sure they got revived pretty soon but I wish he’d still do that instead of knockdown.
The flag capping and interrupt on damage was much more enjoyable in other games. If anything, Rift’s capping was a bit too fast – the right time should be between 5 and 10 seconds.
I still think maps and teams are both too small (both actual size and the cramped fighting conditions and poor visibility that was part of their map design) but those aren’t gonna get changed because the whole “esporty” thing is unlikely to happen with 15 man teams and the revamps would take unreasonable amounts of work after abandoning what we already have.
I do hope that one day structured will be as much a reason for me to play the game as WvW is.
Note I didn’t claim yours was one of those posts. I was already sick of the posts from before, maybe because I actually browse some stuff that doesn’t reach Reddit front page. A hint of accusation can be inferred but I will only apologize that I’m not going to apologize for casting a suspicion.
As for the investment discussion you wanted, there’s currently a really healthy volume of the items in trading post. Most original buyers stocked up at 6-8 gold I’d assume. Price peaked at 20g maybe and is down to 13g. Good for them. My crystal ball is showing me pictures of puppies and kittens but I can’t really see beyond max 100% return on investment in 6 months if buying now, and that just isn’t enough for me.
I don’t usually do many long term investments in the first place but the Halloween stuff seems better at the moment, and smart money is probably preparing for Christmas and New Year instead.
While we on RoF got past Aurora in total points after the weekend, we haven’t been able to pull ahead. Aurora has a really good shot at passing us for 2nd place tonight. Right now RoF is making a big effort to hold our orb against Miller assaults as prime time approaches and point gain at the moment is only +55 for us and +135 for Aurora per tick!
Fun fun. Our small guild Cruel [Crl] will enjoy further fights against Unity groups in the future. Ones that are as small as us anyway.
Opinions?
My opinion is that I don’t want to see any more posts here or on Reddit by the people who made a long term investment in these items and are getting antsy with their money tied up. They should’ve known what they were getting into.
The price drop when Halloween started already showed that a significant amount of conduit owners (or 1-2 big owners) got impatient and wanted to have their gold at hand for the seasonal fancy stuff. Might happen again on Christmas.
If current price doesn’t suit someone then let them wait a few more months to sell their conduit. Or rather, just keep it for years while accumulating worth. That’s their best role I think. Of course, doing that is a statement that you couldn’t have turned that money into more money by keeping it moving.
The design is that you play the game and via gold (or in some cases xp or karma) you’re always progressing towards what you want.
It is rather silly to admit you know something is grindy boring and inefficient, then insist on doing so anyway and complain that it is that way. Design doesn’t support what you want to do. You can constructively ask for different design but you shouldn’t just complain as if there isn’t a better way to play towards your goal (via obtaining gold).
This isn’t something new by the way. Lots of games have “unique world drops” which tends to mean items that drop in lots of places but not particularly often from anything specific. This makes them really difficult to specifically farm for but in aggregate the players are looting a certain amount of them and they change hands via trading. Guild Wars 2 makes extensive use of this which I think is intended to help you avoid burning yourself out on something repetitive – you cannot efficiently farm it thus you should go out and play the game and obtain it via gold regardless of what diverse content you’re actually choosing to play. Sadly MMO players may need rescuing from their own tendency to optimize the fun out of their gameplay.
If anything, I’d like to see Mystic Clovers, the Gift items (badge and dungeon ones for example) and dungeon token gear made tradable as well.
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See acquisition info at http://wiki.guildwars2.com/wiki/Jackalope_Tonic
Well we don’t have ground targeted ranged attacks outside Longbow, so they’ll reflect nearly anything still. (which is worse than evading) Melee works if you want to be eating a lot of damage back… might be relevant for applying non-projectile CC though. Unless they’re dodge rolling during the spin since you still cannot see the timing to land your stuff.
I have tried hammer as primary and greatsword secondary in WvW. The mobility worked out. For keep sieges you’d generally have opportunity to switch to ranged anyway.
However actually landing hammer abilities on opponents in WvW is a lot more challenging than in structured where people want to stay in cap circles and more people play short range builds in the first place. Also the fighting spots in structured maps are more cramped and people don’t want to get knocked off any edges so that further helps.
This game is well balanced. For all the stuff I’ve mentioned, I’ve never had a problem against a warrior 1v1 where I lost and didn’t realize what I did wrong. Every time I lost, I forgot to use something that would have been clutch and saved me.
I’m glad for you. However this really doesn’t happen both ways. I feel that with any offensive spec my wins depend on the mesmer’s mistakes, and I don’t have the stuff it takes to force those mistakes. Essentially I cannot exhaust a mesmer’s defenses before losing the fight. It’s like fighting against stun lockers who potentially have a near 100% combo in other games – only their mistakes can enable your win.
So yeah, running away is often all I can do, if even that. I’m not playing glass cannon either, I just want to use traits outside deep Defense and Tactics. Stats aka passive defenses aren’t strong in GW2 but that’s what the warriors are designed to inherently have to buy a certain amount of time in fights.
Mesmers have counters for so many things and nothing counters what they do (moa, teleports, far too much stealth for non-thief profession, ample distortions, reflect, unlimited phantasm damage without line of sight). The illusion cooldown nerf did nothing when in the first place you are not a ground targeted nuke profession and thus cannot deal with both illusions and the mesmer if he is using blink and stealth to spread out the illusions. Also Toughness shouldn’t affect them at all.
Having tried Hammer in WvW, I don’t really feel like running around with one for other situations. Like others I doubt if original post was serious, though.
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Guardians get nerfed = thank god we didn’t get nerfed that badly
Warriors get buffed = omg why didn’t we get more buffsYeah okay.
You can take away all the stuff I got in patch, ok? Give me fix to the rather warrior-defining trait that bugs every fight, and to rifle’s main dps skill not benefiting from rifle trait.
It’s the first time warriors are even mentioned in patch notes. Don’t be surprised the players have had some priorities in mind and are let down.
And you guys are complaining that mobility buff, a 70% damage increase on an already OP weapon skill and a decent bugfix are “not enough”!
Why was the underwater skill they buffed OP? Do you think Anet thought it was good if they found cause to improve damage by fricking 70%?
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Is it just me or are Survivability warriors nothing compared to guardians?
in Warrior
Posted by: Ksielvin.1587
While banners are a good source of regeneration and shouts stack well with someone else’s regeneration, I feel that the true specialty of support warriors is in providing swiftness and damage boosts to their team. Pretty easy to do while still bringing good dps.
Warrior and guardian CC availability is roughly equal but they work in very different ways. You can maximize for cripple uptime on a melee boss for example. (Better done with damage spec and changing your weapons/gameplay probably.)
Mining pick and maxing 6 crafts.
It’s not a game where passive defenses will keep you alive against focus fire. I felt viable when I had full Valkyrie and Beryl gear with only the base 916 toughness. The amount of survivability you find right depends on playstyle.
It’s not balanced to be a good stat if you only have the self heal. It’s supposed to be good when you have other heal mechanics (shout heals and banner regen are the big ones for warriors, some helpful runes also exist) and you’re healing multiple people per use.
That said, warrior heal builds probably don’t get the most out of the Healing stat. Still quite viable though.
I never played the signet build since I didn’t consider it desireable. I’ve had my own versions of a build mostly putting points in Arms, Discipline and Strength throughout leveling and ever since. I’ve played it in pve and pvp, main focus being WvW. I change my weapons and stats more than trait configuration although I did take into account the potential to switch couple of the slotted major traits sometimes.
I’ve only used deep Defense or Tactics in structured. I must admit I’ve had some trouble in trying to make builds without either work there.
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It’s not a problem to use the 3rd slot for a non-Grandmaster trait that you feel synergizes better with your build. I do so in another trait line in my main build.
Why is Defy Pain quite highly recommended for many builds? I think most of all it’s because the warrior profession has very few defensive mechanics that scale well to being under focus fire. Essentially only Endure Pain, Defy Pain and blocking. Of these, Defy Pain is the worst. It cannot be used pre-emptively or to cover a vulnerable moment when you desire to do so. I’m not sure if it functions as a stun breaker as one might expect from the description but in practice it rarely happens to break a stun. It is also predictable yet a little unreliable unless you can keep track of the invisible cooldown. I kind of want to avoid the trait because I feel it’ll take a lot of practice to avoid wasting my other defenses when it pops.
How do the different warrior builds make use of Defy Pain?
– Extra seconds to burn the enemy’s health down. (Mostly not relevant for your sustained build.)
– Extra seconds to use high mobility to escape or set a kiting distance. (Unlikely without Greatsword in your secondary set and even then seems to not be your aim.)
– Extra seconds to reach another defensive cooldown and keep cycling your sustain.
That last one could be very relevant for you. However as I believe you’re going for high toughness, how much damage is Defy Pain mitigating for you? Less than for low toughness builds because some of the damage would’ve been reduced anyway. Meanwhile any interrupts and conditions are still getting through. Also if you happen to stunlock the main damage dealer, shield stance or use up your dodges during the Defy Pain then it wasn’t very effective. You’d have get very used to relying on it or you’ll be faced with the same problem that I have, yet keep the internal cooldown in mind.
Spiked Armor is generally considered a bit lackluster though I haven’t tested it very long personally.
I cannot speak about how important the cooldown trait is for the mace but depending on how willing you are to use the other weapon set, they aren’t generally must-haves – at least for the cooldown part alone.
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dry toast pvp, harcore pvpers from daoc/warhammer bored. couple of ideas
in WvW
Posted by: Ksielvin.1587
The only thing I mostly agree on is the player names, but I don’t think the average player should have them. I actually think that would be a great thing to be able to buy with Badges – it’d make a perfect vanity goal for a hardcore WvWer.
Interesting. I’d buy it. It ought to be possible to turn it off and on in case there’s any reason to regret afterwards.
The legendary Incinerator dagger and the mystic forge exotic Firebringer sword are probably the most burny and shiny weapons for those types. You could check the Flame and Molten set skins though they have subtle particles at most. Glyphic set would have some easily affordable particles.
Corrupted Shard (dagger), Corrupted Blade (sword) and Infinite Light (sword) also come to mind. Note that with many of the particle heavy weapons you can’t know what they really look like by using preview. Look for screenshots and videos or try to obtain them in structured pvp.
Also make a note to check out the Priory weapons since their green glass/crystal parts don’t show up in preview. Cultural sets like sylvari plant weapons also bring variety. Asura have the equivalent of the glowy pvp peacemaker set.
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Not via mystic forge. Rifles seem to be centered around world drops meaning if you want a specific one then you’ll find it on the trading post.
Charrzooka and Super Hyperbeam Alpha come to mind as special ones. Google around for pics if wiki doesn’t have them.
The ability is called Arcing Slice, heh.
I’ve used it. My build is made to work with Fury and using Arcing Slice as a last resort is sometimes worth it. Generally though I gain my Fury via Signet of Rage and Opportunist. Other options include Dual Strike, For Great Justice! and Battle Standard. Arcing Slice comes after everything else but I could see myself using it quite a bit if I wanted to make a build without passive addrenaline bonuses instead.
Omnomberry Pies are great for some builds, much worse for others.
I believe what you’re actually looking for is regeneration food. The best one is Mango Pie from chefs. Buy some from the trading post.
The terminology in the game has changed over time. These days, “boon” is only used for specific player buff effects. Visible buff tiers are also nowhere to be seen ingame. Those probably confused people and made it difficult to help you.
After trying the 1st attack on middle click in beta (sadly can’t be on left click without workarounds), I’ve bound it to Space since launch and been quite happy with it.
Thanks for compiling them, hope this gets pointed out to a programmer when warriors get some bug fix time…
You should because charr are awesome.
However the racials don’t really matter.
Honestly I don’t think they care about the damage boons or passive on the signet much. It’s just that 50% swiftness uptime isn’t a common (not on non-warrior warhorns either) without duration boosts and “every warrior has it”. I’d still rather take a 4th actual utility slot over elite on warrior (and so would some other professions) but at least signet of rage behaves like decent utility…
Some cheap ones were left out.
Glyphic set is very accessible with significant particle effects. Only thing to compete with a Jotun Greatsword very early on. Runic might be worth checking out. Flame set has subtle effects in some cases. Krytan scepter and staff were the ones with a soft lantern glow I think. Not sure what the world equivalent of pvp peacemaker set is.
The greatsword covered in flames was likely the elementalist conjured weapon elite skill. Volcanus is an item that seems to share the look but nobody knows how to get one.
I have done couple of these fights on Ruins of Surmia (medium pop, fairly low medium these days I’d guess) and Ring of Fire (high pop). It’s very different and scaling doesn’t compensate. Since most people here seem to be complaining about how the events go with high population, I’ll describe my experience on Surmia.
The Shatterer is one of my favorite events. I just like the location, visuals, animations, siege tools and adds. Surmians would turn up for the event but the zerg just wasn’t overly big. Due to lower dps on the dragon and crystals, we’d have several crystal phases before event was over. Someone didn’t even know what their point is: They heal Shatterer while they’re up. If you don’t have enough people to kill them fast, they might undo most of the damage you had done until that point. The collateral aoe damage flying around was also far less, leaving more adds alive and having them sometimes reach the siege weapons. This would peel further dps off the dragon. Overall not a very difficult fight but you felt like you had done something.
Claw of Jormag was even somewhat challenging and frustrating on Surmia. 1st phase would have him fly up multiple times due to lower total dps and again dealing with the adds is a major distraction for a lower amount of people. Once the charrzookas weren’t even available (bug or related to other events?) and people had to go closer into aoe damage auras to shoot at the barrier. 2nd phase was quite deadly. While on high pop server dragon would be down to 25% (half of 2nd phase done) before the strong veterans and champions even spawned, on Surmia most of the phase was done slowly while under constant fire of those adds (which on both servers are too tough to be worth killing still) which would not only down (and even finish) players but kill the golems that needed to be escorted through in high numbers to progress anywhere. Golems would also be dying to the ice pillars while with higher population middle area stayed mostly clear. Champion adds would sometimes be loose on the worst spots in the middle of golem routes.
The scaling for population really needs to be a lot more sensitive or these can never be really balanced to be fun for all. Remember that very quiet off-peak hours have some small groups doing the events as well. Although I’ve heard those people admit it wasn’t really worth the extensive time invested generally – so clearly the dragon hp is very high for them still.
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Immobilize really should allow you to change facing IMO. That’s what stops nearly all abilities I could otherwise still use – I was trying to get away, reach another target, or they just circled behind me.
There’s a lvl 80 green back choice somewhere towards the end of the story. It has only like 4 stat points less than the rare guild backpacks. There are none via karma or crafting.
I’m on Ruins of Surmia.
At least 2 guilds that were on Dzagonur have been spotted on Drakkar now. As predicted on forum beforehand, they just use the free transfers to get to the bottom WvW match-up and own it with their numbers.
We can’t even get one map full and they’re zerging them all. It’s also an opportunity for bots to play on their server and semi-safely farm the spots in WvW that are worth the risk. Guildies are sometimes organizing bot killing runs and the bots all Drakkar (last week Dzagonur). Perhaps the bots run on alt accounts of the people that keep chasing the easiest wins.
I consider the 2 weaker servers to always be in an alliance of opportunity automatically. You can never get all the randoms to act that way of course but not seeking out new fights vs red even when they would occasionally be available. Defending anything I consider ours.
I have also been able to leave most FoW players alone in jumping puzzles and they have left me alone.
I feel sorry they somewhat ruined your server too, Celes. I really wouldn’t want to be in your situation. Boring, frustrating overdog. How are the queues? Do you need to queue to camp outside citadel walls at worst?
Those guilds will also ditch your server when you get matched against more relevant opponents. Then you’ll get crushed there until dropping down.
I’ve been admiring the “Kaineng Fights” style movement NA has going on forums for their last server. Most people have sympathy for underdogs so just getting some attention could help.
“Use the free transfers, take a day’s vacation on Fissure of Woe or Ruins of Surmia! No qeueus! Room to bring your whole guild! Friendly natives! Lots of objectives to take for rewards! Hold them, build them up, and the enemy zergs WILL come to give you defense event rewards and die on your siege! Plenty to fight!”
Our server found a balance. It was that we lost points during the night but the organized WvW guilds felt there were no good opponents during prime time. Many of them left, breaking the balance.
We fell in the rankings, until we got matched against other servers with low WvW population. Balance? No, right before match-up started a bunch of guilds transferred to one of the opponent servers for easy wins. We can’t get a queue on a single map, they’re filling multiple. Breaking the balance.
They cannot balance server ratings when guilds are moving around freely to find advantageous match-ups.