Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Now I finally realize the wells, in addition to be mostly hard to use, also have laughably long cast time.
Well of recall has 1 sec cast time, really?
Yeah, long cast time, delayed damage on last tick, overall pretty useless (at least for me).
Why bother fixing it now? Just make sure it is fixed in the new maps. Fixing it now, when the maps are about to disappear, strikes me as a waste of time.
I’d say fix it in the current map if it feasible in a short timeframe, and make sure that you can’t do that in the new map before releasing it.
Drakkar Lake was exploiting this yesterday as well.
I had one instance where – for some reason – I didn’t get ported back to the original position, but I couldn’t find out what it was… I’ll check if I recorded it, anyone else noticed something like this?
I only tested some builds for WvW raids and one build for WvW roaming and, if anything, I found Chrono quite disappointing.
How I would like Gravity Well:
Plenty of time to react between the pulses, you don’t necessarily need stability to get out (just time your dodge on second pulse and you’ll be out of the area of effect of the third). No hard CC at the end, but some damage.
Something like this I would consider taking over TW…
Power Block if I’m playing with Mantra of Distraction, mental anguish otherwise…
I like the skill the way it is – pretty amazing imo. Just the phantasm is another stupid bouncer instead of an aoe
I wish it gave AoE alacrity like iDefender does and applied Slow with a single-targeted attack…
I’m pretty sure the strategy here is “we want for you to experience all the game not just WvW!”… so even if you don’t want it, go run fractals!
From a WvW organized group perspective, I’m quite disappointed.
Wells are bad.
Continuum split
It’s a shatter and as all shatters suffers in big scale fights because our clones are regularly obliterated by AoE. I was hoping it would allow you to open with some jukes (double portal?!), but with the base duration limited to barely a second, the best you can do is just double timewarp. Meh.
Shield
I’m so disappointed that Echo of Memory is not a proper block for 3 seconds… Instead, we get this gimmicky skill that allows you to block 2 hits at best, summoning a somewhat unimpressive phantasm. Slow and Alacrity are strong, but I’m not a fan of the “bounce projectile” mechanic on phantasm and the attack recharge is way too slow.
And then we have Tides of Time. I was so excited about this skill. Double stun with no target limit! And quickness! In practice, though, it’s very situational. The wall travels slowly, so fleeing enemies can just outrun it and if you want to use it agaist a group you need to be practically in melee range. Also, it’s retaliation will utterly destroy you (I’ve been saying this like forever, retaliation needs fixing).
There is some good stuff (Quickness on shatter, Alacrity, and the movement speed trait are my favourites) and in small scale roaming it did a lot better than in large groups (chronophantasma is very strong in those scenarios), but I was hoping this elite spec would be useful for large group fights…
It was the easiest way to bring our max burst combo (Mirror Blade + Mind Wrack) in line with other high damage skills (for example Backstab).
I put a portal under a wall and after the enemy capped I could portal myself inside the wall. Maybe not the most useful thng but still ^ ^
you can already do that… not very useful
in WvW Desert Borderlands Stress Test
Posted by: Menaka.5092
For me, the main difference with the new guards seemed to be to discourage solo/duo break-ins into keeps. I really didn’t feel confident killing them all, half-building a ram, and then running for more supplies. That may change as I get used to the guard mechanics, though.
I completely agree. And it’s good, because losing a keep to two people is really silly…
Why do you have to see all the elite specs to have assessment?
because I think that to even start to speculate on what the meta could be after HoT we need a full picture of what the classes and elite specs will bring to the fights…
even after this beta weekend we’ll be able to say that “on paper” some skills seem to work or not, but it’s hard to tell if the whole meta will shift in that direction, because simply we miss more than half of it…
right now I think the only wells that makes sense are well of precognition and of action, because the bonus on pulse is actually good, but for the damage and CC you need to wait 3 seconds and that’s an eternity during a WvW fight
Well that sucks.That well sucks.
fixed it for ya
I’m really disappointed with this nerf. On paper, I don’t see any reason to run GW over TW or MI. We’ll see in game…
NOBODY likes this new map make a freaking public pol and see it by yourselfl, if you feel like you really need to add this garbage to the game just make it optional like EoTM. Do not force WvW players to play on this map since we all dislike it please.
I liked the map. And no, I’m not an arrowcart lover. Actually if they removed arrowcarts this map would be even better: you could have decent fights inside the towers/keeps without arrowcarts showering on everything.
I’m gonna record WvW fights if we get a decent matchup.
I’d say… until we see all the elite specs there’s not much sense in speculation. Some of the wells are nice and interesting, but our utility slots are already in high demand…
So much stuff to test, not enough time…!
Not sure if this one had been reported, I found out I actually had footage of it, exploit to get inside Air keep from the Air shrine on top-south: https://youtu.be/a9R4QiGoRLg
Anyone had any thoughts on utilities that could do with a buff?
I’d personally like Phantasmal defender and disenchanter to be looked at again. Those guys die far too easily.
Also mantras need to be a bit less clunky to use. Perhaps not go back to recharging in the background (while it was marvellous it felt a bit too good) but I also don’t want increased charge time, almost 3s is long enough.
I agree with both: utility phantasms should be tougher than the DPS counterparts and mantras need a solution to their many problems and general clumsyness. I understand that the “recharge in background” change created some incredibly strong synergies (for example MoR), but it was also a lot easier to play with mantras then…
/fix forum bug
/15chars
Seems like we have at least an official acknowledgement of many of the issues reported earlier in a video from John Corpening (he starts talking at 0:48)
Another thing I noticed is that it seems that due to the keeps being so huge, there’s no “cata spot” where you can hit both outer and inner with the same siege (but I didn’t test specifically for this, maybe there is some?)
bad troll is bad 0/5
/thread
Shrines
They might seem like a “minor” objective, but they are not. And I’m really glad of this. I hated every single second I was under fire of the turrets in Fire and Air keeps (Earth turrets seemed less annoying by comparison) and that means that shrine buffs are working. I would say that flipping Shrines felt mandatory to flip a defended keep and that means that you need to split your group if you want to succeed. Good job!
Guards and Lords
Guards hit like trucks and merrily spam CC on your head. I’d say the “basic” gate pack felt as annoying as the upgraded packs of the current borderlands. They are a bit too much on the strong side, if you are in a small group they definitely represent a challenge by themselves, so they will be important if a same-sized group will try to defend.
The lords actually feel more “alive”: not only a custom skin, but custom attacks and strategies for each one of them. As someone mentioned, they can actually make the difference in a even-number fight for defense.
Misc
Here we go with the wall of text \o/
Map
The map is beautiful. Breath-taking in some places. Every tower and keep has it’s own identity and I really love that.
There’s more than one path from one point to any other. That means that scouting will be extremely important (and we don’t have a proper interface for that yet: map chat is not enough!!). As a side effect, I believe towers and keeps will be the real focus point where most of the battles will happen because it will be hard for groups to actually find each other. It makes sense since ANet said they wanted to focus more on defense.
The walls cutting off the shortest path are a brilliant idea and work really well in making life harder for who’s not holding the nearby objective, but they also represent an important “blind” choke: perfect for ambushing your enemy!
Scale
Although the map is not bigger than the Alpine borderlands, it feels a lot bigger. Keeps and towers are huge: that is good thing because you can have meaningful fights inside (if you don’t get slaughtered by ACs and shield generators), but it could represent a problem for underpopulated servers: I doubt a single player can scout an entire keep in a timely manner, let alone defend the shrines.
Splitting the zerg
It felt to me that the removal of waypoints in East and West keeps and the design of the map will make defending or even attacking with one single blob a lot less effective. Moving from one side of the map to the other takes a long travel time and if the enemy is organized enough to have the Earth keep contested, moving from spawn to defend Air and Fire keeps will take ages. You can’t just WP and run to defend everything. Good job!
Siege wars
The keeps and towers really felt like you could actually defend them, but between the already rampant use of superior arrowcarts, the introduction of the shield generator and automatic upgrades, I feel we risk ending up in endless “siege wars” where the ultimate weapon will be either the Omega golem or the Trebuchet to attack from afar. That could be fun for someone, but most WvW guilds would like to have a proper fight instead of sitting around trebs, waiting for them to clear out the siege and tear down the walls… All keeps have tons of space to place arrowcarts and that scares me.
Auto upgrades
From one point of view, as a member of a “combat oriented” WvW guild, I love auto upgrades. We never cared about upgrades and now they’ll mostly take care of themselves automatically. The flip side of the coin is that if you don’t apply constant pressure to the enemy, in no time you’ll be facing fully upgraded keeps that takes ages to cap. And from what I’ve seen, defending a fully upgraded keep is so easy that most of the time the attackers won’t even be able to get inside and have a fight with the defenders, it’ll only be arrowcarts and shield generators raining down on you: boooriiiing.
Flipping upgraded keeps will really be a problem on underpopulated servers. Three of us tried flipping an upgraded Air keep with 3/3 shrines and even reaching the outer gate was incredibly hard: guards stunning/taunting, pushing us back, immobilizing us in AoE and the “turrets” launching us in the water, life feels easy for defenders!
I got another one on Fire Keep: https://youtu.be/MH4QSBMbIpc
Also, there’s one on Air Keep where the shrine on top is, but I didn’t get footage for it
Continuum split, wells, Tides of Time, Alacrity… I’m really looking forward to it. I think it will make Mesmers even more valuable in group fights…
in WvW Desert Borderlands Stress Test
Posted by: Menaka.5092
my download is capped a 4kb/s … I doubt I can download 25G in time for tomorrow if it doesn’t speed up a bit
- Maim the Disillusioned, bring it back to 2 stacks, reduce the duration to 3 seconds
It’s 6 seconds now, right? So 2 stacks at 3s is roughly equivalent to 1 stack at 6s?
I’d say 3s is too short, then. Make it 5s, and you’ll have still cut down MtD’s potential, without chopping it off at the knees like they did before.
Roughly equivalent in theory, more burst and less chance to cleanse it, since shatter is intended to be our burst, not our sustained damage…
All I want is to burst people down to 50% HP in two seconds flat as soon as I pop out of stealth.
Sure you don’t want a thief?
K thanks for the advice guy with 5 mesmers. You have been a big help.
You are welcome!
There aren’t even enough OCX players in tier 1 to form queues on ONE map on all 3 T1 servers in NA let alone spread out to 6 or more servers. This change really does nothing to balance out anything, they should have looked at timezone server status rather than across the board because having 100 people during SEA is different to having 100 people in NA prime.
Yeah, as I pointed out since 2012, if you want coverage to matter, you need the tools (in game and outside) to handle that. GW2 doesn’t have any, and the algorithm they devised doesn’t seem to keep track of that – on the contrary, they said it smooths out “rapidly changing” population artefacts, including the daily variance.
A few ideas tweaking only PPT:
Double point towers/Triple point camps: during the week, towers/camps give double/triple the points than normal. Switch the focus around! Could help spreading out the zergs a bit.
High effort, high reward!: T2 towers and keeps give double the points, T3 towers and keeps give triple the points. But killing a dolyak en route gives X points (10? 25? 50?), flipping a camp grants a one time bonus (20? 50? 100?) and flipping upgraded objectives grants a one-time bonus (200 for T2, 500 for T3?). Numbers require tweaking.
How to read ANet server ranking (from an EU perspective):
With that build you can possibly kill people that are so stupid to sit there and wait for you to wear them down with conditions. If they are smarter than a rock they’ll probably just avoid the fight and leave you behind since you have no swiftness, no immobilizes or stuns, no cripple and only random access to chill to slow them down on a huge CD.
And I have bad news for you, the power burst build has been nerfed as well!
You might be forced to learn to play. A shame, really.
I don’t understand this thread.
The nerf to Mirror Blade was possibly the easiest way to bring our burst in line with similar classes (thieves).
PU is useless in PvP and they balance around PvP.
Nothing to see there.
The only change that really stings is the one to Mantra recharges, because they go back to being very clumsy.
All the rest were bugfixes.
Confounding Suggestions: Fixed a bug that caused this trait to function improperly with some runes and sigils.
? idk what the issue is here, but I haven’t been using this trait often enough to notice. Probably fair.
It was bugged with runes of the mesmer and sigil of paralyzation. If you were running those, you would lose the Stun part of the trait and the total duration of the daze would be a whopping .2 seconds
I’m gonna test again in the next few days.
I need to see what they did to the others, but overall, I’m not too bothered by these changes. Nothing too drastic really unless you count the Mantra recharge change. Still waiting for pDuelist to be fixed…
Eles got the ICD on Fresh air removed. GG
We also have an entire spec coming that is essentially devoted to PvE. I think they saw lowering the damage from mantras as a temporary issue.
Uh.
Allmywat.jpg
We have another spec coming together with Chronomancer? ;D
I was expecting the nerf to Mirror Blade, it was the easiest way to bring our burst in line with Thieves.
I am really disappointed with the change to mantras. It felt like a huge QoL improvement more than anything else, although I can see that it was way too strong on Mantra of Restoration and in some cases on Mantra of Distraction (killed so many of those FotM mesmers while they were recharging the mantra in fight).
There was a reason if pretty much nobody went for mantras before the 23/6 patch and pretty much everybody went for mantras after 23/6 and before today. ANet should have worked a bit harder to find a middle ground. Mantras are back to being overly clumsy, on long cooldowns and with long cast time and a huge tell that exposes you to interrupts.
I totally don’t understand the nerf to Harmonious Mantras.
They are still “watching”, I guess… :\
I’d say around 4k to 5k hours spread on my mesmers. Still learning something every day, especially when I notice all my gameplay errors in my recordings.
To clarify one point: confusion only ticks the “high damage” tick when you use one skill, not every time your skill hits (that’s how retaliation works).
Glitching as intended
Forcing people to do anything in a videogame sounds like a recipe for disaster.
I can see only three options:
I think the price levels will still be too high to entice the “poor” WvW population, but this is a good start
Yes, this is something I noticed. The event would have been more balanced if some sort of hard counter (not requiring upgrades like cannons) would have been implemented.
I saw a smart outnumbered group take out a much larger group of golems the other day by using siege disablers. The allied golems could rip into the enemy golems and all they could do was run away.
There is counter play to this, but most people just run around thinking they are invincible sat inside their golem.
As with anything new, at first it seems a mess, but once people start to understand what is possible, tactics will be formed.
yeah I used disablers as well, but they only last about 20 seconds on golems, and if they spread out it’s hard to disable all of them… I was thinking more about something like a mine field that could only damage golems
With the golem week, there was no antidote to the golem rush. I would have liked to see a trap that created an empty hole that a golem fell into and crashed to zero. It would allow the towers to build up a defensive perimeter and kill off a number of the golems and give a fairer fight.
Inkie
Yes, this is something I noticed. The event would have been more balanced if some sort of hard counter (not requiring upgrades like cannons) would have been implemented.
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