Even then, being in the tier 1 match-up seems boring with ridiculously long queues and the focus being placed so much on coordinated zergs.
That probably seems weird to a lot of the really competitive WvW players out there, but my main focus with WvW is fun, not competition. I think that applies to most people out there too.
I’m probably leaving Blackgate because of this match and the way we dominated last week. Apparently, a bunch of super-organized WvW guilds transferred to Blackgate. That’s going to make every match boring.
Months? The game hasn’t been out for months. LOL.
Okay, so the Wiki is completely wrong. That’s kind of a bummer. It should probably be edited to reflect that its rules rarely apply.
Sometimes it feels like the game is designed around healers existing. On my Necromancer, I can literally auto-attack a mob once and it will sometimes NEVER get off me. There can be a huge zerg on it and it will continue chasing me until I die. Then when I res and come back, it gets back on me immediately.
It’s not damage or recent damage. Earlier I auto-attacked a mob a bit, detargeted it, and watched. The mob did not get off me even though I hadn’t attacked it in 30+ seconds. It refused to change to anyone in the group attacking it.
Why is this? What is keeping mobs glued to me?
It’s not a big deal with melee mobs because I can kite those, even though it’s a bit silly that I’m the only one that ends up kiting on dungeon runs. But when I get a ranged mob on me, it’s a matter of time until I run out of cooldowns and Life Force and die.
It’s worth noting I have a lot of toughness (1900). Maybe that’s keeping mobs on me. But if that’s the case, then that would imply the game is designed around someone tanking the mob at almost all times, which doesn’t sound like what ArenaNet promised.
[EDIT] I just took a look at the Wiki entry for aggro (http://wiki.guildwars2.com/wiki/Aggro), and I’m pretty sure it’s completely wrong. The fact people can die, res, run back to a boss, and immediately get aggro (this happens constantly to my friends and me) means this part in particular has to be wrong: “As a consequence, to lose aggro, the player moves to be further from the NPC than other players or allies and ceases all attacks. A typically effective Guild Wars 2 technique to lose aggro is to roll away (dodge) from the hostile NPC. This is based on the fact that the distance travelled away from the hostile NPC by rolling is greater than the distance a player could run in the same amount of time. … NPCs that cannot target a player nor find a path to a position where they can target the player will quickly cancel all aggro towards this player.”
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Yeah, I meant priest!
Balthazar is up on my server right now, but I don’t want to purposely exploit this, so I can’t really test it. It’s kind of silly because I could see myself accidentally doing it a lot. In fact, it was a total accident the first time it happened. I just have a bunch of “accidental” condition transfers.
I used my condition transfer (Plague Signet) on Balthazar when I had the one-shot debuff on me, and it transferred the debuff to him and one-shot him. He was at 90 percent health when it killed him.
This doesn’t seem intended?
This is a pretty big problem if there’s a sustained engagement at SMC. My server has been lagging for everyone for about 30 minutes now.
It’s really bad because when this game lags, abilities just don’t activate period. It’s SO annoying.
Please fix this typo. It’s driving me nuts.
ArenaNet apparently does not know that midnight is the beginning of a new day, so they say patches are a day earlier than they really are.
Maguuma seems like such a trashy server. My god.
Bonuses are working fine, and they can be seen in the tower icon on the top left part of the UI. They reset with WvW matches.
I think Ehmry Bay was getting tag-teammed by two servers last week.
Also, someone exploited Ehmry Bay’s keep to make it uncappable. That effectively ruins everything for the server.
I think people will end up paying no attention and actually avoiding commanders in the long term.
What you’re saying is not dramatic at all. If WvW can be ruined so easily, there’s no point to it.
The fact it’s been 12 hours without any word from ArenaNet is pretty bad. Most companies react instantly to such blatant, open, public exploiting, especially if it affects an entire server.
This situation should kitten off people on all servers, even Yak’s Bend and Maguuma.
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I hope both servers get massive point penalties and the entire guilds of the involved are banned. Anet can’t let this keep going on with week long matches now…
If arena net does nothing about this and makes no statement, I’ll probably just stop playing the game.
I’m not on your server, but I think I would too. It’s pretty clear the game needs better anti-hacking software, and ArenaNet needs to take a harder stance against hackers. The fact ArenaNet is mute on the issue, which has apparently been going on for weeks, is kind of scary.
I don’t see how anyone can defend the current state of Thieves for two reasons:
1. It’s not enjoyable for the person getting crit for an absurd amount.
2. It’s not enjoyable for the Thief to be extremely susceptible to death the second he pops out.
The problem with building a class around so much burst damage is it creates serious balance problems for both sides. No one wants to be two-shot, yet the Thief is both two-shotting and getting two-shotted due to his glass cannon status.
It’s simply not a good idea to have one class capable of killing people in the blink of an eye.
In theory, it may be okay from a balance perspective. But from a fun perspective, it’s not a good approach.
My suggestion is to buff up Thief’s base survivability and severely nerf the burst damage — particularly the burst capability of Assassin’s Signet. Otherwise, tournaments will continue involving way too many Thieves.
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I didn’t see a bug thread, but I honestly think this deserves its own thread. Unlike the other bugs, this trait actually makes an ability worse. That makes it more urgent in my eyes.
Yeah, punishing groups for clearing a dungeon at a normal rate is extremely weird. Should groups be punished for clearing AC or COF in 20-30 minutes like they’re supposed to be? That makes no sense.
These bugs are scary because they indicate that ArenaNet does way, way too little testing before implementing big changes. Does the company even have a QA team? With how quickly and obviously these bugs popped up on live, it stands to reason that a decent QA team would have caught them in testing.
Problems with how Chillblains (Staff skill No. 3) and Greater Marks (Death Magic trait) interact:
- Poison field is not made larger.
- If a mob hits the end of the mark, it is not chilled or poisoned. A mob has to be hit where the poison field lands to be afflicted with chill and poison.
What this means is the mark cannot be used as a “trap” with the Greater Marks trait.
I can put up with the other bugs because they’re mostly related to functionality and quality of life, but this bug actually makes Chillblains worse. It would honestly be better if Greater Marks didn’t affect Chillblains at all.
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^Great post. Nailed it.
I never understood why people think of DOTs as so different than direct damage. Like the guy who said up there that said bleeds have to be capped. Why? How is eight Necromancers stacking their bleeds any different than eight Elementalists shooting their Fireballs? In fact, I would much rather have the bleeds on me than the Fireballs. At least the bleeds won’t burst me down.
Any word from ArenaNet on when this will be added? I chose the bows on my Asura, only to find out later on that it’s not possible to change the colors on them, and now I’m stuck with purple. I would love to be able to change my appearance to fix this.
I’ll even give you money for it, ArenaNet!
In my 15 years of having internet, this is the worst thread I’ve ever read.
There will be no nerf because of WvW. It was never meant to be balanced. It was designed to be unbalanced.
Wrong. From Jon Peters: “PvE, WvW, and sPvP balance are all equally important and we will address them all with the same amount of weight and thought.” (https://forum-en.gw2archive.eu/forum/info/news/Balancing-Guild-Wars-2.)
Yup. There are too many mechanics that put the winning team further ahead.
I just thought it was funny.
I logged in to play for an hour or two after hanging out with family tonight. This is how much Karma I got from the last event I did:
I got 19 Karma. That’s 5 percent of what I get without DRs. And that happened in about an hour and a half of events.
That must be a bug, but it took me by surprise.
A few builds later, still bugged. Such a bummer.
It was really, really obviously rushed. I hope they redo it in the future.
Please add a way to change character appearance! (Take my money!)
in Suggestions
Posted by: Lopez.7369
I chose the female Asura with bows, not knowing that it’s impossible to change the color with bows, and now I’m stuck with purple if I want matching gear. It’s driving me crazy. If I would have known that it’s not possible to change the appearance of the bows, I would have never picked them.
Please make it possible to change character appearance. I’ll even pay real money for it! I just want it done.
I can tell the difference between FPS and lag. It’s lag. Spells take 5 to 9 seconds to cast and my FPS does not drop at all. It stays at about 60 like always.
All of general chat was complaining about it too.
These are supposed to be the coolest events. In theory, they are! Nothing is cooler than going through multiple epic phase to bring down an enormous dragon. I really, really like the concept. But as a whole, the events need a ton of work. After doing Claw of Jormag, I decided to compile a list, so here it is:
1. The events trigger a massive amount of lag. It’s not just the amount of people because the lag dies immediately after the event ends, even though most people stick around. The events seem to be putting massive strain on the server. I don’t know the cause, but I know the symptom!
2. Dragons, like other turret-based mobs, are immune to crits. This creates a massive disadvantage for a ton of builds. It makes very little sense.
3. The DOT stacking mechanics really show problems in these events as well. Why should burning and poison be limited to one stack and bleeds to 25? How is 40 people firing off a Fireball any less dangerous than 40 people stacking their DOTs? In fact, as far as PvP goes, I would rather have 40 people stacking DOTs instead of 40 people firing off Fireballs at me.
4. Like all turret-based mobs, marks do not work on dragons.
5. The fights tend to heavily favor ranged. Not just medium range over melee, but max range. This limits weapons a lot.
If you think of any more problems, feel free to list them and I’ll try to update this thread.
The biggest problem with the second phase is the boss’s auto-attack hits for 9,000 without any stacks. That’s pretty bad considering rolls usually have to be used on AOEs and charges. It makes the fight too luck-based as players just hope they have a roll for when the boss happens to turn to them for an auto-attack.
My only problem is the diminishing returns on dynamic events. Considering dynamic events are a large point of the game, what is the point of making them less effective?
I’m okay with the challenge. My problem is that some mobs are a bit overtuned. Nothing without a clear tell should be one-shotting, and auto-attacks should not be hitting for 9,000 or more damage.
But if I had to choose between big nerfs and the current difficulty, I would choose the latter in a heartbeat.
Elementalists have Whirlpool: http://www.guildhead.com/skill/2938/whirlpool
Necromancers have Plague: http://www.guildhead.com/skill/1204/plague
Guardians have Renewed Focus: http://www.guildhead.com/skill/16681/renewed-focus
All work underwater.
It would be nice if there were more options, even in ground combat, but there is at least one option for each class.
Glad someone can confirm my problems! I forgot to mention the target pointer being bugged as well.
And yes, Putrid Mark and Reaper’s Mark still work fine.
It’s a shame the trait is bugged. It would be pretty nice in AOE situations if it worked.
The trait reads: Greater Marks – Increases area of marks and marks become unblockable.
First, it does not work on Mark of Blood (staff skill No. 2) at all.
Second, it does not properly trigger Chillblains (staff skill No. 3). I think it’s related to the poison field effect. Chillblains still properly triggers the poison and chill if a mob is hit in the area where the poison field lands, but if the mark hits outside of that radius, the chill and poison are not applied.