(edited by Manimarco Devil.1790)
That “small strike team” is legit crap. Ive had countless scenarios where even if we out number the enemy they just suicide themselves to kill a yak and we cant really do anything but watch. Until they add the dolyak escort buff I like these changes.
Given the fact we only have your biased side of the match, we can’t make any meaningful interpretation of what/how you were doing was right or wrong. Suffice to say that a lot of these issues arise since guild wars has no meaningful resource on how to properly play pvp and a lot of noobs fall into simple traps when matches are supposed to be evolving and usually you aren’t supposed to just sit at a node. (not saying you did this as again we don’t have enough information).
League of Legends has seen a vast rise in skill level, in part due to the prize pools, but mostly due to the fact that Riot is actively pushing the competitive aspect and this leads to high quality streams one can watch to get better. Meanwhile Anet over here is twiddling their thumbs with the living story pve stuff while the PvP barely “exists” on life support.
I play medi guard (yes talk all the crap you want) and I am willing to play a match even if its against 5 d/d eles who will probably wreck me at every node but what makes me want to just log out and play a different game is the matchmaking.
At low-mid ranks the match making is wildly inaccurate alternating between pairing you with legit scrubs who cant even play their class to rank 80 premades. At high ranks, it takes ages to find a match and has led to a lot of pros just not even bothering to play unless they have team practice.
What do.
All these arguments seem to be from a pve perspective which is confounding when you can literally play some garbage like mace and get through stuff in pve. A lot of these traits and skills are balanced around pvp implications, they have rarely ever balanced around pve.
And as to the point about traps, pvp guardians don’t particularly care. We wanted a long range weapon and that is what we got, the traps may or may not work we don’t know yet. In fact, I’m not sure why you’d even be complaining from a pve perspective since the elite specializations are not supposed to be power creep(auto required) and you did get a trap that can give max vulnerability stacks.
Ok instead of spouting random nonsense please explain how what necro’s got is so much better than what we got?
Guardians asked for long range weapons we got them
Necros asked for blast finishers and support skills. They got whirl finishers and a slow hard hitting spec.
For pve
Guardians are already top tier and have a variety of useful skills from reflects to shouts.
Necros are near/are trash tier and their best skills are probably just wells.
The guardian spec provides even more traits that can be used to get large amounts of vunerability/burn to proc with our traits. We got atleast one decent trap that can apply a full 25 stacks instantly.
The necro spec just attempts to give him more damage and is slow as hell. The shouts might be useful for them but most seem to be bad and the entire spec relies on chill which is terrible unless they take the chill does damage trait (which may just pigeonhole them)
For wvw
Guardians and necros are both viable and useful in different ways. Nonetheless guardians got a useful weapon to augment ranged playstyles while necro got a slow gs which cannot be used in zergs and is questionable atm for roaming.
For pvp
Medi guard builds that use bow will undoubtedly pop up and having a better ranged option than scepter is only a plus. Furthermore, guardians got slightly reduced virtue group support but can do more interesting things individually with the immob on resolve and knockback when near X units traits. Traps may or may not prove viable but thats ok because guardians are already an extremely balanced class and its not like you have to run a full trap build to make use of some of the effects.
Necros are also very good in pvp atm. They have very strong ranged damage and are decently durable. They lack mobility which they still didn’t really get from their spec and their spec makes them have to be melee range. Furthermore non supportive shouts sound terrible in pvp since they scale based on the number of people you are fighting and small fights/1v1s is what Spvp is all about. Even if their new spec does a lot of damage, it still needs to make up for the fact it will be melee with low mobility.
Everyone in this forum needs to just stop being shocked and awed by fancy effects and actually look at what the skills do. If you are impressed by just looking like a knock off dervish then by all means go play necro but so far what guardians got is what we needed and that is all that should matter. This is not a ****-measuring contest.
As you said T2 has a 0 percent chance of breaking into tier one but this is not a problem players have been able to solve in game till now.
Coverage is still king so expecting natural competitiveness within the leagues is a fantasy.
As a result, T1 guild in NA have branched out into each other’s servers in order to at least promote close matches. This can result in guilds fighting each other but atleast the fights matter and the score is not super lopsided. The “push week” strat is being removed in favor of trying this new version and currently it looks like a success if you look at NA scores.
Now coming back to T2 and so on this may be done on the other servers too, but obviously the obstacle is logistics as people need to buy second accounts and such. Furthermore T1 NA has developed good faith with each other in order to facilitate this kind of situation but some other server leaders might not be as inviting.
At the end of the day, tier has lost importance and most guilds just want to have good fights so I suggest people just stop caring about ppt because once you’ve fought over keeps for 2-3 years it starts getting a bit stale. (The fight to take a keep is more engaging than the points you may get from it afterwards)
http://www.reddit.com/r/Guildwars2/comments/35pyxp/the_reason_why_i_think_necromancer_will_get/
I for one will be excited to see necros in my party now doing more selfish things. trollface
"DragonHunter" name feedback [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Manimarco Devil.1790
Despite your irrational complaining about the name, don’t start labeling anything as unanimous or even majority. The forums represent a very small portion of the player base and the people most likely to comment on the forums are people who want to cry about something. Anet has better statistics than you.
I think wards are just coded that way. Knockback on touching the ward.
This surely grants more chance to increase the inflicted cripple, but why spend a trait just for 1 weapon skill (Hunter’s Ward, 60 second of cooldown), while you can choose a trait that can change litterally a teamfight if used properly?
What i mean, is that an elite specialization should work on skills and traits that works greatly in a set of mini combo that sinergizes each other and change the sort of the fight, and 4 sec of cripple for each knockdown (guards has 1 only CC for each weapon except hammer), doesn’t change almost anything…
Taunt is the condition that all tank, support, cc players were expecting in almost all game modes, and wich class fits perfectly the role of the “taunter”?
I guess the Guardian/DH fits perfectly this role, so why don’t give a chance to guard to be able to decide the sort of the fight taunting an enemy, and pull him to trigger a trap weakening hardly the enemy?
How exactly is the knock back not amazing when you can just walk up to melee range and knock them from rezzing an ally and once that happens you can cripple them so they cant stop you from stomping?
Completely disagree, the traps are powerful that they should reward you if you can get an enemy to walk through them. That and we already have a trait that can make the spear immobilize the targets it hits for like 3 seconds. The tether already provides burning, by adding taunt you are making the active way too strong and it guarantees double the taunt’s duration in burning damage (first the enemy walks towards you then has to run away).
Honestly, this entire thing is just sadly confirming how casual/brain-dead the gw2 community has become. Almost no one is attempting to discuss the changes occurring but everyone is in an uproar over a NAME. I really hope anet doesn’t change it since it literally has no effect on the game and they should not be cowing to nonsense rage like this.
midlaners.
u w0t m8?
Spirit weapon should remain complete trash until they get entirely overhauled. AI does not deserve to be relevant at all. I would only support spirit weapons if they required significant more micromanagement or active play otherwise buffing them would be a mistake from a pvp perspective.
A look back at all the Guild Wars themes.
I assume you are talking about the elite specialization which is NOT revealed yet. They will start revealing these elite specializations starting next week.
In order to balance the heals either shelter or healing breeze would need to be put into an existing category as we already have a (crap) medi heal. In that light, healing breeze makes more sense as a shout than shelter which works better as a consecration.
^ agreed with above poster. The guard changes are GREAT.
can someone explain to me why they feel honor forces mace? It seems to favor hammer more.
Probably because there are other healing power traits in that line and Mace can apply a regen symbol+ heal on mace 3 auto. The only synergy hammer has with honor is that you can benefit from the larger symbols…
Pve-wise I don’t care as you can just run utility+ zerkers and we are still ridiculously relevant. But for pvp I wouldn’t mind burn as long as it doesn’t pigeonhole us into condi damage. I think hybrid damage guardian can be ridiculously good. The arguments that we only have access to one condition are flawed as they don’t account for the fact its the strongest and most spammable condition of ours. The current hybrid guard in pvp is a viable build and with the poison sigil gives us access to near constant poison and +33% dmg burns.
The only thing I hope they stay away from is more shouts and spirit weapons.
Symbol augments would be useful too. Perhaps something like foes are chilled for 1 second if they are on a symbol when it is initially created.
A lot of blinks do not work jagged or sloped terrain properly. I’ve had it fail because I wanted to go over steep terrain but I’ve learned to just avoid using it near stairs. It is just something to get used to I guess. Oddly enough it can straight teleport you up via the z-axis but this is not something I’ve done enough to use everywhere. An example of this is lets say you are trying to get to Ogrewatch lords, you can actually JE straight to the lord from below the bridge.
Stability it far too prevalent. Its effectiveness was reduced but at the end of the day a single Guardian with these skills will only remove 1 of probably 5 stacks of stability from an oncoming zerg. If a large number of guardians maybe coordinate their skills there might be some potential but I don’t see the need to bring so many “zerg-breaking” skills as guild zergs usually use line of warding at the trade off of losing all the other shouts does not seem worth it.
I was similarly thinking something like that should be “unofficially” implemented
Purple could be a scout call tag. Pretty much saying “this area is under attack and I need help to hold it”
Title. 15 chars
That may be a hold over from the original version of outfits, Town Clothes. Those were a toggle-able mix and match spare set of clothing that could include a toy but no weapons, and did toggle back to combat gear if you took damage or went underwater. Jumping down just a bit too far in a city swapped you back to armor.
The change to outfits included a much requested feature, the ability to keep them on in combat, while removing the mix and match aspect and completely removing a number of garments such as the hoodie (it is now a tonic, dull brown undyeable, combined with jodhpurs and riding boots, ick).
Oh that was my mistake. I was thinking outfits were the same as town clothes. Thanks!
If you’ve been taking lore seriously up till this point then you must have been using some amazing mental gymnastics since they have been making bad lore/changing decent lore ever since guild wars 2 was conceived at anet.
I bought my first outfit the other day and I read on the wiki that when in combat or underwater the outfit reverts back to my normal armor. However, I kept it enabled in wvw yesterday and it didn’t revert to my armor when I was in combat and I’m pretty sure I was other players with outfits on too. Do certain outfits not change back or is this some sort of setting/visual issue?
Someone else can make sure but I think I heard a sound when my WvW queue popped and I had gw2 minimized. Some kind of horn.
I sometimes think the people who say every change anet is doing to wvw is “pve” have never really played pve or just love making strawman arguments like children. WvW seems to have become this idea that it is ONLY supposed to be open-world pvp but, as far as I remember it, it was always marketed as a balance between pve and pvp. Anet’s plan may just be to try to entice more people into the game mode since it is insanely boring right now unless you are in a guild.
And I love how eotm is constantly bashed when I can legitimately say that the first 2 weeks of that map’s release were the funnest wvw I’ve ever done and I’ve played since beta . The fact that the points never truly mattered is what started killing the game mode and the death knell came when pve’s discovered the karma loot and started abusing it.
inb4 “muh server pride” warriors come in with more fallacies
I’m tired of all this talk that it is too hard to organize, getting 6 commanders is not always a doable thing so here is my proposed method:
Before event starts tell people to go to any gate they want as long as its sub 10 people. They will only kill the boss to the left of that gate then port middle. Just spam this enough and we might just be able to make it the default strategy for gold.
What’s your point? Everyone in hotjoin is either terrible or trying stuff out… I don’t get where anyone in hotjoin would get the idea that they can yell at people in that game mode
Hello, I have been hearing a lot of good things about the new celestial armor and some people have said it is better than berserker and even knights. I was wondering if I could get some input as to how well it stacks up vs Soldier stats. I like to play a semi dps tank. I full soldier armor with divinity runes with berserker/valkyrie jewelry. Might sound a bit weird but i also run 5/0/30/30/5 traits. Would it be more beneficial to switch to this new gear?
I’m a rather casual member of your guild who got hacked yesterday on July 2nd. This hacker stole about 3-4 characters worth of stuff from me and took many items from the guild bank (weren’t worth much but still). But I’m not here to ask for money, I’ve had my account restored and changed multiple passwords and done virus scans etc. I just wanted to apologize for this incident and clarify why/what happened. Thanks.
Although Im not advocating either side, I think OP does have a decent point about how it can give larger numbers an advantage as they will just keep rezzing the fallen. The downed state in wvw should either give you lower health or be removed. As it is now, it just reinforces zerg behavior and doesn’t allow for small organized defense because eventually you will be overrun by numbers.
I’m sorry, but how exactly does it reinforce zerg behaviour?
I think you forget a certain recent addition to the game called a “breakout event” which literally makes players ball up and zerg to initiate it. Snow ball effect.
Once balled it will grow into full zerg no matter what.directed at OP
Downed is in the game, so get over it or leave. I’m fed up with kids destroying things because they QQ so much on these forums.
Your personal dislike for suggestion doesn’t mean discussion shouldn’t happen.
The ability to revive a downed ally reinforces zerg behavior because currently the quick rallies are the most effective way to sustain pushes. Just because an event helps people secure a tower does not mean it always leads to a zerg.
There are multiple ways to deal with the issue.
1. Complete removal (unlikely and probably unpopular)
2. Lower health in downed state – more pressure on zerg to try and rez leaving them selves vulnerable and makes downed easier to kill. Doesn’t affect 1v1 as both have less healh
3. Faster Decay of health – same effect as above
I would also refute the idea that people need organization to revive. Communication may make the process more efficient but ,because downed players are easily recognized and even have an icon on the map, players do end up reviving allies.
This all leads back to the idea that large numbers will overrun a smaller force eventually no matter how skillful the defensive setup was.
IMO they also need to add a 5 second penalty like they do to sPvP to slow graveyard rushing to defend objectives. (namely Stonemist)
(edited by Manimarco Devil.1790)
Although Im not advocating either side, I think OP does have a decent point about how it can give larger numbers an advantage as they will just keep rezzing the fallen. The downed state in wvw should either give you lower health or be removed. As it is now, it just reinforces zerg behavior and doesn’t allow for small organized defense because eventually you will be overrun by numbers.
Well this applies to all classes in general, but how do we deal with ranged thieves? In my experience backstab is easy enough since you realize at some point they will have to get close or run away but ranged thieves also seem to have a decent amount of stealth ( not as much as backstab) and don’t ever have to get close so it is harder to predict where they will appear. Any suggestion?
I don’t know what kind of crappy patch was put through recently but has anyone else been having loading screen freezes, dcs, and excessive lag more than normal?
Now this does not apply to all people nor do I expect it to. But I would like to propose a simple gesture between non aggressive enemies in puzzle. Once both sides see each other merely /bow. Note if the person does not respond then its safe to assume they are hostile and will kill you if possible.
What do you guys think, I realize even this system can be abused but i believe most people would be willing to comply because getting far into a puzzle just to die because some fool attacked you from behind is pretty discouraging feeling more puzzle doers have felt.
(edited by Manimarco Devil.1790)
K it seems to bug out randomly based on your position during the time of the effect. If a body part is extended so it is not within the ice crystal you may take damage. Kinda lame needs fix.
I don’t know if this has already been suggested but I think a cool down buff for runes would be pretty convenient. In some cases it can change the decision about how reckless you would want to be knowing the 6th buff from a rune is up or not.
Is this rune working correctly? I though the number 6 ability made you invunerable but froze you in place but i swear i got frozen and was still taking damage. This a bug or the 6 buff really that useless?
Great game mode but yet another example of a fun activity that is poorly explained. Does anyone have like a list of what the 4 NPCs do to help once you give them thier respective items?
How much damage do the ravens that spawn do and do they attacked invisible targets?
Thanks for response.
1 Eldritch Scroll + 1 Gift of Ice + 100 Mystic Coins + 250 Ancient Short-Bow Staves
Credit goes to Glaciair
http://www.reddit.com/r/Guildwars2/comments/11s7yd/world_first_wintersbark/
A few people think if you can make the longbow version by switching the Short-bow staves with longbow ones.
Enjoy!
Has anyone tried to make icy weapons from them yet? Considering molten lodestones have made Volcanus I assume it would be the next step.