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I understand the complaint about Veteran WvW incentives. I hope that they do address that by possibly adding new lines for us to put points in.
Like Magic find! (Since honestly the ratio of loot you get from wvw is much less them pve)That would be great, or other buffs that have nothing to do with fighting.
A running speed buff! Would be awesome to!
Anyhow, there are builds that depend on these stacks I understand that but the whole meta is changing, and we can just build things that are good with the tools given instead of trying to find Loopholes to make a build good.
So no need to worry about your build, you probably wont run it exactly the same after specializations come out.
Embrace the fact that more players will be encouraged by these changes to get into WvW, because we need it!
Well for one thing, enemies cant put waypoints in your borderlands anymore. Or at your EB spawn keep. They can hold the keep but not waypoint it. So no you will never wake up to a waypoint in all the enemy keeps on your borderland.
The only waypoint upgrade that remains is for Stonemist.
Change:
On borderland maps, the two side keep way-points would move to the two southern towers.
So Remember, there is no bay or hills anymore, this is a new map, first off.
Also remember defending towers is going to be better on this map.
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Only your borderlands garri /starter EBG area keeps get waypoints.
South towers get wps
Enemies can not take a keep on your bordlerands and waypoint it anymore.
You have a bit more map freedom this way!
Stonemist has a waypoint upgrade still. Making it a focal point.
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I do understand this change, as some of the newer wvwers in my group were happy as they felt they would not be outclassed in a fight by players with higher ranks.
I get that Anet is trying to make WvW new player friendly and anyone that doesnt think we dont NEED more new players is not thinking clearly. This game mode has not been acquiring as fast as it is probably losing players. Of course that is my guess but that is what these changes hint at.
I also understand peoples frustration with incentive’s for Vet Players. That is a valid point, you take away the advantage, and you may get people into it, but you don’t keep them there.
However, I know that these buffs were not the reason why people largely played so I can only hope that they come up with some new way of incentivizing Vets
So Maybe its just me but I don’t personally like and not many I play with do, escorting dolyaks around a map. I don’t understand, with all the things that are being improved to put an end to , gold spending and tower babysitting other then responding to defend it, why this was left as part of WvW. So heres a thought although it is probably to late at this point.
A. Owning Vale camp contributes x amount of supply to each tower or keep in its vicinity.
B. If you don’t own the sentry the supply is disrupted and slowed down
C. If you take the camp supply is stopped until it becomes allied again.
D. Losing a tower restarts you at the beginning of upgrades when you get it back.
E. Allied towers and keeps show us what stage of upgrade they are at so you can decide which is more important defense or offense.
All of this can be balanced so that if you manage the optimal situation(owning the camp and owning the sentry) for upgrading it takes the same amount of time as it does not to upgrade.
Things I like about the new wvw changes:
a. auto upgrades prevent people from sabotaging/messing up upgrades with Fortify ect..
b. People don’t spend all night upgrading a tower with money only to lose it five minutes after they log off.
c.Holding camps means more and I love camp battles!
While I love strategy and tactics, there are other ways of employing this and creating a higher up-time of defense and offense that involves strategic battle whether on a large scale or a small scale..
I am curious if there are people that enjoy Dolyak Babysitting? Why ? Maybe its just me?
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I laughed when my first match involved going up against a random team of 4 warriors and one thief. We were a balanced team of randoms. They and we, were all mystified by it in map chat (so they could of been a team although not the same tags,though they were good at pretending surprise).
What was even more amusing is that this was ranked. It didnt happen again the whole night (never more then three of the same thing on a team)but I did chuckle, as it was my very first match so I was excited about the daily change…
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Personally, I could care less about looks. This change is odd, I cant tell you how often you get interrupted or blocked, so in a way its still a nerf. On a side note, when the trait rework comes out , and they change the 10% increase to only occur when your target is crippled, there’s a. no reason to take that trait,(there’s better) and b. Axe’s damage will not make it a viable weapon choice once more (its slow and now the #1 is odd and clunky).
I let go of axe in PvP, maybe would still use it in WvW but that’s about it. As much as I love the damage from the #2 skill, that often gets interrupted or blocked as well, and doesn’t get contribute much overall damage.
What surprises me Is that I hear complaints about many things, and I am sure there are things that need to be changed, but this one baffles me in necessity. I personally did not use axe in this way but i fail to see how this is any different then flashing deathshroud?
I also know that there are lots of other classes with similar traits abilities that do the same so I am unsure why Necro was focused here.
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Well Obviously the Mist wars are on a truce to celebrate the rebuilding of lions Arch!
Honestly,
We need more people posting good things positive things. It doesnt need to be all dour and glum. Theres issues but there are alot of good things about PvP in GW2 or this board would be… empty.
Meta, is not as straightforward as it seems. Meta is a build that is popular. It is usually popular because it embodies the following items.
A. Easy to understand rotations
B. Good damage, not always the highest but when combined with other skills it gives good efficiency of dispatching foes.
C. Easy to run, doesn’t take much practice or timing. Most people can learn these builds in a short amount of time.
Now, there are many that play Meta’s expertly well, this is not to say that everyone plays a Meta build is unskilled. However it is a mass build. A build that is popular with the masses due to its small input = great output.
There are builds that are often times better, or worse then the Meta. The abilities of someone to run any build are probably the biggest factor. The builds that are not Meta that are run well all have the potential to become the next meta or to just continue to be run by that person in obscurity.
It is important to note that running non meta builds is absolutely necessary as they are what drives the Meta, when someone shows up with a build to counteract a Meta it can often cause the Meta to shift or change to adjust. Often times these are builds that show up in the tournaments that slightly sway peoples understandings and directions in which they take.
For example, the berserker necro meta was challenged by the MEdi guard meta in the last WTS. This caused alot of Medi guards to arrive on the scene.
The shoutbow Warrior is a counter meta to the current highly popular Cele/Beserk builds in general.
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Best designed class:
I really admire the Engineer they have a real unique mix to them.
Worst: Well this sums it up..
Yes I did this for fun
Hahah okay so I was messing around and I have started a new campaign. This is all I have to say.
I can see all sides of this argument. What I will say is that constructive criticism is always encouraged.
However just recently in the past few days I have seen downright angry posts saying the Devs are unskilled and don’t know what they are doing. I don’t think those sorts of generalizations are fair at all.
Truth is we don’t know half of what goes on behind the scenes. Something good on pen and paper can go awry upon implementation. Often times, its us the players that find those loopholes and change things to what was not intended.
I am not saying its all our fault or there’s but I really think that when writing criticisms we should step back and make it constructive and not personal.
While there are many things I am not 100% agreeing on, I will say I have played all aspects of GW2, I love PvP here and that it is a solid game. This expansion and rework is much needed and now is the time to give the most useful constructive Criticism.
On the contrary I am not so sure they felt it was a good idea so much as a necessary idea. Unfortunately, you must face the fact that if you queu up for stronghold and not many are queud up, you could end up waiting far to long. There could be pockets in the night where not many are around ect..
Resources, necessity, matchmaking, all factors we do not get to see behind the scenes with.
You get one minute grace period as he said in that post if you disconnect, which includes changing characters. They do not want you to but they can not comfortably enforce it.
Food for thought, Good Vs. Evil-the grey area
in Guild Wars 2: Heart of Thorns
Posted by: Nightshade.2570
I really liked the direction the Sylvari were taking in the fact that they could essentially be evil characters in the scheme of things. The reaction to this was mostly positive from what I saw.
On that note, I think that its good to think about the fact that sometimes people want to play the bad guys, and for example when releasing specializations like Dragonhunter it pigeon holes peoples thoughts into one way of being.
The truth is there is both good and bad in all professions and classes, and though this more of a RP thing it does have an effect on peoples reaction to the expansion and game in general.
When telling a story it would be amazing if you could opt into being a hero or an antihero, or even a villain. That sort of story-line is exciting.
The one sided good guy struggle is not as exciting and lacks dimension. This is all something that your fantastic lore and story development team may have considered already but I would like to just remind or maybe gently prod with my suggestion.
I suggested they make the button a bit larger and more obtrusive. Most of the time I think people just forget to hit ready up
I think being able to load into a normal PvP Lobby, ie, banks ect or being able to log into a attack zone, where you could even fight your own team would be a ton of fun. So you go to the mists and before you load in you click:
pvp lobby or PvP No Holds Barred Lobby That way you can wait for a queu the calm way with no fighting, or you can wait for a queu in maniac town.
It would be awesome if this map was unique had ledges and different levels. And rezzing was instant. The match ready button could still be on top of all other windows so you could go into your match when its ready.
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When I first got hit with the Medi-Guard madness I was a bit upset thinking this hard counter stuff was true. It’s not, I played the Medi guard template till I was fairly proficient so I could understand the build.
They are glassy, just as glassy as Power necro. The best thing to do is to hit them with the same things that are hard for us to negotiate. The problem is they have more immobilize ect. So you have to time your immobilize and daze well then hit them hard. You have to wait for all their stunbreaks to be used to. The important thing is to remember thier damage is tied to thier stunsbreaks and heals. So using it for one thing or the other they wont have it later when needed if you do it all within a specific amount of time.
So I dodge roll-kite, then switch to dagger, drop wells and let them have it.
There are only a few medi guards now that know what I am up to but most are surprised by the dagger attacks.
@ Justin, is it possible to make the Ready Up (I am ready button) A Bit more obtrusive, I am always forgetting to click I am ready and honestly I hate holding up the teams just out of sheer forgetting. Make it an on top function ect? Or larger off to the side?
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We really need to hope it is shouts, its the real thing that could add USE to our class.
I just want to be viable, have access to usefulness in every setting.
I don’t begrudge them the wells, However traps would be a step in the wrong direction for us.
Actually with greatsword and the fact that GW1 alot of people played Necro Warrior I could see this being a thing. Banshee I don’t know I was thinking more of an Undead Knight, a Skeletal Knight.
But then this is just my dream
My problem with this argument is the Necromancer should be valuable to the group without needing to spec into this ‘elite’ specialization. This was my concern months ago when they first started announcing all this stuff.
The poor performing classes will get nothing but stuff to fill in the gaps whereas the other classes will get new fun and exciting things to really expand on the way the class is played.
While too early to tell, I’d be very annoyed if all we had to look forward to was 4 instant cast shouts and a sword of questionable worth.
I agree with you there. We will be worthless without the new specialization. I mean seriously lol I cant imagine going against a Chronomancer without some shiny completely new skills. They will eat the floor with us.
We really need to hope it is shouts, its the real thing that could add USE to our class.
I just want to be viable, have access to usefulness in every setting.
I don’t begrudge them the wells, However traps would be a step in the wrong direction for us.
Actually with greatsword and the fact that GW1 alot of people played Necro Warrior I could see this being a thing. Banshee I don’t know I was thinking more of an Undead Knight, a Skeletal Knight.
But then this is just my dream
Yeah when I heard greatsword I definitely jumped on the whole “death knight” hype train. I can’t really see that being a thing though since we’re still a light armor class xD
I could definitely see Banshee though, we even have a trait called “Banshee’s wail”
I agree with you but I will point out that they said Necros want to be hit and they said that about a light armor class. They have also made the range on alot of skills 600 which makes us midline. So I will hope for Death Knight, because I dont know if Banshee will really do the trick.
I thought I would swing by here and and say Congrats guys. Mesmer is a class to be really feared after this change! I played mesmer and necro in GW1 and I will say its enticing to see the Faster cast interupt mesmer skills sorta reform into something new!
Now I will return to the black pit of woe the Necro forums, but it may be time to pop my mesmer out and take a look at her again like everyone else in this game lol.
Hey guys, I know its rough right now, and I will admit I was very disturbed when I saw the post for mesmers.
I want mesmers to have a spot, I don’t begrudge them a great class. I am just on the side of hoping for all classes to have that spot. Especially Necro.
There isnt much to be done. Either the necro will get viable skills just like mesmer did, putting them back into each area of the game for viability.
Or we will all be playing some other class. I hope not, I truly love Necro and always have since GW1…
We really need to hope it is shouts, its the real thing that could add USE to our class.
I just want to be viable, have access to usefulness in every setting.
I don’t begrudge them the wells, However traps would be a step in the wrong direction for us.
Actually with greatsword and the fact that GW1 alot of people played Necro Warrior I could see this being a thing. Banshee I don’t know I was thinking more of an Undead Knight, a Skeletal Knight.
But then this is just my dream
1. Not necro
2. Not necro
3. Definetly not necro
4. …
sigh
Also, a competitive team lost in a previous tournament because the enemy team every time went after the necro and fights would turn into disadvantages for them. Everyone who has played pvp for a while knows that necro’s aren’t that scary and are more often than not free kills for an organized team.
As a Necro so many tears for what i know to be true..
Well my mesmer friends, we can cry on each others shoulders, its not like they were like hey lets give those necros some love…
It was more like , condis to strong move that around, oh hey leave the rest maybe they want a bit more healing…. There thats good, they are in a good place
Its a basic thing. When the other classes like, engi, warrior, thief, guard get their new shiny traits and lines, I think you will quickly see Necros become less viable here. We will not be able to keep up. I don’t play minionmancer and don’t want to so whats left..
Power Necro, which hasn’t really changed much today at all. The nerf to us is really in the changes they gave to the other classes.
How is the new elite specializations as well as changes to all the classes traits ect, going to fit in with the original game. IE dungeons and fractals, WvW.
Are bosses being scaled for this?
Thank you Nemesis, I am a big fan and I loved this video!
A Poem to sum it up:
I came upon a point, my trusty staff and I
It was upon this point I learned that turrets can fly!
I had dropped my wells upon the ground
But still the thumper turret did pound
Then a net was flying by it hit again and held me still
As fire blasted without much skill..
So up these nasty turrets flew above the ground
Yet no Engineer, their owner, could be found…
Yep my poem sucks but lol its HOW I FEEL.
Hi all,
As a follow-up to my post from last Friday, I wanted to give you a run-down of the changes we’re looking to make to the engineer’s turrets:
- Engineer turrets will be able to be critically hit. (Edit for clarity: this change means the turrets can take critical hits against them, but they still cannot deal critical hits themselves.)
- Engineer turrets will be able to be affected by conditions.
Considering most minions/summoned pets are already susceptible to the aforementioned changes we feel that this is a fair way to bring turrets more inline with the rest of the game. These changes should only slightly affect the viability of turrets in PvE/WvW (low creature crit chance/condition application), while providing for more counterplay against turrets.
We’d love to hear your feedback on these changes. Feel free to respond below with your comments.
-Grouch
This makes me think of two things I would like to propose instead that I consider even more important:
1. Turrets should not stay in an area so long after the engineer has left.
2. Turrets should not be able to hang in mid air or in unnatural places to avoid damage.
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We could probably deal with the NPCs really easily if they are dumb and/or have low HP. SWall could turn out to be a good way to deal with NPC groups, fear chains will probably be an easy solution to heroes, but otherwise I’m not sure I see a lot of niche for Necromancer. Our supporting is really bad and we make for awful roamers, both of which seem to be really important.
This is exactly what i am coming to the conclusion of. Though of course I will try all my different necro builds during the open beta, I see minimal use for Necro. The main problem being there are builds that could be more helpful then a Necro build.
LOL I am actually concerned I watched his stream yesterday. Hes okay right? Hes a really great person, and I hope he didnt wake up in a bathtub.
I see a direct correlation between people who are complaining they had a streak of bad matches and the recent two days in a row of the daily being Engi’s. For the record I can 1v1 a turret engi. (Not yesterday but the two days prior) When the daily is Engineer I have begun to see less of other classes playing. Some people now don’t play on days where the daily is something like Engineer.
Every match I was up against had 2-3 turret engis. The Match making system could not handle it. Ironically because we were a party of three, we only ever recieved one engi on our side or it would of equaled out.
Its not probably something they intended for you to be able to do but theres alot they didnt intend that they let go. So theres not anything wrong with it persay. It does suck though I just saw one last night and was like.
WTF was that? Aaah clever…
You know I appreciate a good Engi, I love fighting a rifle or pistol build. They are a strong adversary for me. Turret engis are another animal. I can beat them but with any other heat on me I will go down.
Enter the Engi daily, lol ohhh dear, three engis all running turrets, sigh. I am not sure what can be done here I know anet doesnt want to nerf the turret engi out of existence but its got some balancing issues.
Really excited for everyone to try out stronghold and give me feedback. See you in game everyone!
I will be there with bells on!
Have you guys looked to see how many of these matches are people doing their dailies(ie playing the daily builds)? I know engis got a daily like two days in a row and that was rough because everyone and their mother ran turret in both ranked and unranked.
This definitely contributed to the bad matches. It clogs up the matchmaking system it has no choice but to put 2-3 engis on a team due to the sheer number of them increasing.
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
So Hyped!
HYPE I am so excited!
Will the titles like yak slapper be revisited, so that we can actually obtain some of them with this WvW update?
Especially since this new map does not have Yaks, and you will only have EB to kill them on.
I enjoyed the presentation. I have a question though. Will the event in the center take place on all three maps at the same time.
For example: it would be interesting if it went off on each borderlands at a different hour, meaning you would get more three way fights, on different borderlands.
Thankyou for allowing me to do your Stress test. I understand that it was mostly important in the sense of seeing how things performed with more users.
Here are my pro’s and cons
PRO’s
1. Background artwork and animations were beautiful. My first step into it was awe inspiring as you wanted. It definitely had a massive feel to it.
2. The events were fun that you had, I liked being able to run around in chaos.
3. I loved the bit of story we got and felt a bigger urgency then I have had in the past to complete it, to save people ect. I am a WvWer and PvPer mostly so it was nice to care about a storyline.
4. I loved the pocket raptors. They were awesome! (your other creatures were pretty cool to but not as cool as them but I am biased)
5. I enjoyed the daemon form of the Revenant most.
Con’s:
1. Hang gliding was less impactful then I hoped because I was constantly worried on the fall down about getting it to deploy. It took to long it would be better if there wasnt such a long time period for it to deploy. Also, I would have to change the key binding as it was very easy to accidently fall out of it so you may not want its default set up to be space bar.
2. The mastery system was a tad bit confusing I finally realized after killing the Wyvern that even though you had put points into it, you had not done an event to unlock it. Maybe you should not be able to put points in until you unlock it to avoid confusion. I leapt to my death thinking I had it all set up lol. (which was comical.)
3. The Revenant was fun, I loved the Daemon side, I seemed a bit to indestructible however. The amount of condi output and resistance to condi, combined with double heal abilities was really strong. I like the strength of the character but I can tell you as a devout necro lover, unless that greatsword is amazing this character will replace a lot of necros. I did not enjoy the Jalis side of the rev but I am byist so I am not a good judge of it.
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It’s pretty pathetic that we’re so far at wit’s end now that we’re considering downed state builds as potentially viable.
Grenth, if dead, must be turning in his grave.
I mirror these thoughts, though for character sake, a necro that wins in down state does technically make sense.
WE JUST CANT BE KILLED…
I jest..
Right, You know I think if you we just tweak our play style, we can use the change to our advantage.
It comes down to changing when we avoid things and when we attack. That push and pull, knowing the tells of the elites (which are really obvious) ect ect.
Or popping our elite when they pop theirs, its almost like a riddle to solve if you think about it.
I don’t pvp or gvg or wvw zerg much so I cant say for those areas.
what i do 99% of the time with my necro is wvw solo roam.
and I must say necro is not weak at all.I win 99% of the time against builds that I have an advantage against, like against every other condi build, I got a strong advantage even when I played badly. like against every boon stacking build like dd ele if I switch to corrupt boon in time.
Even against professions that I generally am on even ground or even suffer against, it is not a one-sided fight, but a 50-50 fight against like thief and mesmers and guardians.
The only profession/build I really suffer against is a longbow zerker ranger. Almost always a one sided win for the ranger if he knows how to kite well.
So actually I am very happy where necros are right now.
We Are Strong.
And Nothing Stands In Our Way.
You are correct! In WvW, the necro is still very good and can be very useful. Especially with their boon corrupting wells and abilities. That is the problem though.
I know people getting kicked out of Dungeon parties, I know teams refusing to put necro on their PvP team. You might say it is just some bad eggs, but it is actually becoming very common, take the way ranger used to be treated.
I really admire your encouragement and I do think that necro has very strong points, but it also needs work.