According to Devon more powerful siege with longer range is not power creep so its all O.K.
Did you refer to that quote from Devon Carver?
“We will continue to work on these abilities in the hopes of making them more fun and providing more variety. We are however quite set on not adding power creep, at least not much, which makes them fairly constrained. We have yet to unleash our craziest ideas.”
That sounds a bit different.
The development team also said sPvP would be an e-sport.
They also said that one dungeon run would equal one piece of armor.
They also said “When It’s Ready.”
They also said, “We don’t want players to grind. No one enjoys that, no one finds that fun.”
The development team lost the privilege of professional trust with its consumer base many months ago. It’s a “see it to believe it” environment now, that they themselves created.
Probably no one will agree with this but i like having the WXP character bound. Let’s me make different wvw “builds” on different toons. For example my guardian is my siege master and my ele is my camp taker. Depending on what i want to do when i log i can choose the proper toon. There’s a a lot to invest in any given trait and this allows me to be good at all things by simply switching toons. I understand not useful for people that main one toon hard, but if you have multiple 80s like me it work out if you like playing them all.
Except there’s no reduction in the rate you gain levels between characters beyond rank 5. You could have spent all your time on one character and turned them into a master of both capping camps and sieging, rather than arbitrarily splitting them.
It’s an identical time commitment for vastly more character versatility. Having a single character with 10 maxed traits is superior to having 10 characters with one maxed trait each…
…and also has a higher rank…
My answer is complicated.
As it is implemented presently it makes sense as an account bound system.
As it should be implemented it should be character based progression that creates an actual means of experimenting with different trait builds.
WvW and sPvP structure comparison:
Mode Specific Point System
Prestige Ranking System
Unlockable elements with mode specific points
Segregated game mode from PvE
WxP mirrors the Glory system, yet the Glory system is account based and the WxP system is not. When I play my brand new alt in sPvP, he has access to the same unlocked elements and is the same prestige rank as every other character on my account.
Simply put the WxP system goes against the design principals of the Glory system yet the developers state it’s how they want it. Moreover its a blatant ignorance of the fanbase, and of their very own game design.
Golem mastery announced in 2 weeks boys and girls! We all know its coming just like we called this
I think it is pretty obvious that all in-game siege would get a mastery eventually. But that is kind of a problem, too.
There are hardly any defensive abilities that work as a counterweight to all those stronger forms of attack, especially if they involve structures (I would consider the two Guard tracks, the Mercenary ability and Siege Bunker & Supply Capacity “personal buffs”).
Points in Build, Repair & Supply Mastery hardly counter all the offensive abilities.PS: And more offensive abilities make it even less rewarding to defend anything, which is getting the short end of the stick right now anyway.
According to Devon more powerful siege with longer range is not power creep so its all O.K.
My question is will they run out of siege to add masteries too before they add more siege to the game? If they do run out, what then? No WvW content at all until we get more siege?
Think you’re mistaking the term content with scope. Adding a broader scope to an existing system is what they’re doing with WvW. Adding content is what they’re doing every couple weeks with the Living Story…content that they throw out because it’s made of butter so PvE casuals can slice right through it with ease, but as all dairy products it has an expiration date.
An example of new content would be Siegerazor. An example of broader scope would be the entire WxP system in all it’s poorly implemented glory.
Roll an alt in sPvP, and I’m still rank 10 with all the stuff I’ve unlocked. Roll an alt in WvW and I’m rank 1 “invader” with nothing unlocked. Makes sense if you don’t think about it.
Kill the Quaggon by dropping map specific keeps on top of them that differentiate red, blue, and green BL’s from one another. Each keep can upgrade to have a Skyhammer Asuran death ray that uses a player’s supply to fire instead of a way point upgrade, and all the guards, workers, etc. are servitor golems.
In addition they’ll be able to each summon a world specific dragon lieutenant upgrade for their keep lord based on their world: blue gets Jormag, green gets Tequatl, red gets the Shatterer.
Funny none of you point out you cant fill 24 servers b/c the game has been in population decline for months leaving bottom tiers emptier and emptier?
Lol this community is so utterly blind is comical.
ANet Response: “There’s no population decline. Have you checked out our living story? It’s got loads of new content!”
Anything that encourages people to hide in their keeps less is a good thing.
Let me guess, you’re one of those who would be happier if there were no structures at all on the playing field, and we all just go out there and throw rocks at each other?
Rocks are OP.
You get sticks, one per server, and you have to share.
Little bump in hope of more ‘answers’.
If by answers you mean beat the last remnants of hope out of the hold-outs looking for fixes, then sure. Going out and clubbing all the baby quaggon and making orb buffs out of the tears of their screaming and horrified parents is about all the developers were willing to talk about at this time…or better said the only thing Devon “a budget” Carver was willing to disclose.
Simple. Reduce map pop size to 60 players per team per map.
The resultant queues will either force stacked servers to spread out to other lower tiered less populated servers in order to play, or people will quit.
Lag is reduced, queues reduced, servers become more competitive instead of top heavy …
“or people will quit”
At least you got a small part of that post right …
Queue Wars 2? No thanks. Not that it matters anyhow, I’m just having fun with it and getting my moneys worth out of Guild Wars 2 until I quit it for something more PvP centric in its design, development, and business models. Probably ESO for a bit, though I have low expectations for it, but ultimately Destiny is my next prospective digital home.
Gold account wallet
Karma account wallet
Badges of Honor account wallet
Dungeon Tokens account wallet
Laurels account wallet
Experience Points character based
Skill Points character based
Trait Points character based
WxP is not a currency, it is a progression system…a progression system designed so !#&%ing poorly it removes the incentives for playing an alt. WxP is akin to the Glory system in it’s mode specific structure, yet is treated as an extension of the Experience system that’s rewarded all throughout PvE content. The state of the system, if applied to sPvP, essentially states you can rank all the way up to Dragon rank on one character unlock every imaginable skin in sPvP, and enjoy any and all benefits of reaching that level…but the moment you log onto your alt you start at glory level 1, no skins, no rank, no nothing, start over, do it again.
WxP is a great idea implemented without prior testing, community feedback, or base logic in looking at the existing designs within the game. Making it account bound is admission of failure to meet any of their goals with the system, and ultimately be moving backwards with the design goal instead of forward. They said they want to make it so each character has a unique experience, and experiments with different builds? So far no good. Just encourages the player to have one experience and one build: their main character.
Step 1: 99% fool proof way of beating a thief is to always keep a few walls and gates between you and them (~1% use exploits to bypass them).
Step 2: Generally speaking the key is to instantly fight back with whatever you have that hits as hard as possible. Stay clear of the smoke fields they drop, use hard CC’s (stun, daze, etc.) to keep them from pressing the attack, and eventually they’ll break off to recover. Whenever possible refer back to step 1.
Step 3: Escape. Once a thief breaks off in stealth, the fight is over, don’t try to track it down, just get out of combat and use any and all leaps, teleports, etc. to put as much distance between them and you as possible, so that catching you will require they use up their initiative. Once they catch up, refer back to step 2.
I was reading through a lot of the posts you guys had, and Mr. Carver has been kind enough to respond and answer questions that you pose to him. However a lot of the replies are still uncalled for, whether its sarcasm or just a low blow at his qualifications.
Now I know I’ve seen this kind of behavior before…
(edited by Obscure One.4357)
The way some of you people act makes me fear for the future of the human race. Just absolutely ridiculous.
Developer Makes Assurances About Product
Consumer Believes This
Consumer Buys Product
Developer Fails To Deliver On Assurances
Consumers Complain
This order of events can be applied to a vacuum cleaner, but it’s always the same. Sensible human beings with legitimate complaints and willing to make them are the only thing that spurn progress in this kindergarten world of “just be nice and patient”. Silence is acceptance.
It’s not hate, it’s frustration……frustration comes from caring…….The absolute worst thing that can happen is for players (customers) to simply give up and decide that nothing is ever going to change significantly enough to make a difference……When it goes away, one of two things has happened … either the key issues got addressed and the game got remarkably better, or most of the people who actually cared about the game left.
That is pretty much everything in a nutshell…I am very negative, I won’t try to deny it. But it is only because this game has so much potential that is being wasted, sure that is a matter of opinion…But check the forums, every day more and more people are swaying toward that side of the argument.
It is not about “hating ANET, or their Devs”, it is about not letting people ruin something because they cannot see the forest for the trees. For better or worse, Cactus is right, it all comes from a place of actually caring about this game and where it’s headed.
The level of craftsmanship in the game is truly remarkable and thus even the slightest flaw is painfully noticeable.
Imagine the Mona Lisa, but with a giant zit on her forehead. Same concept. Art is always a gestalt practice in which the whole is greater than the sum of its parts. If any one part is lacking it has a further reaching impact on the whole which cannot be isolated. Ignore the WvW element, the entire game suffers.
I’m just saying, the name of the game is completely unrelated to GvG and has to do with something else.
Wrong. Some random off hand remarks about some random events that happened before the events of the first game are not the source of the games name. Those were boring little lore nuggets to explain the source of guilds, their fit into the game universe, and provide background for the lore freaks to go off of to explain guilds and the reasons they still fight each other.
Or maybe it makes sense to make a game called World War 2 and have it be set in present day Kansas and be entirely about the DEA shutting down illicit drug production. That would have an equally logical naming convention.
Relevant.
Devon Carver: “god!
#$it these !
#$ing forum posters are !@#$ing killing me. I’m not sure how long I can stall them before they eat me alive.”
ANet Overseer: “tell them to check out the living story, it’s got loads of new content.”
Devon Carver: “I do that and they’ll !@#$ing riot. Just give me a bigger team and a larger budget.
ANet Overseer: “But we need it for the living story, it’s got loads of new content.”
Devon Carver: “Look these guys !#$ing hate the content, and pick apart every !
#$ing word I say! Gimme something.”
ANet Overseer: “We can give you some living story, it’s got loads of new content.”
Devon Carver: “…”
ANet Overseer: “What?”
Devon Carver: “…”
ANet Overseer: “What?!”
Devon Carver: “I’m just gonna get back to work…if you don’t see me for awhile it’s because some crazed mob ate my legs…”
If buffs are given to players in the open field then you’re killing off any small scale roaming, duels, and GvG’s – there’s just not enough variety in WvW and things have been growing stale for a while now. We finally have a booming GvG scene to liven things up and you’re effectively killing it off. It just seems so heavy handed and unnecessary given how unwelcome these buffs are, and how unwelcome they were in the past.
If you guys insist on keeping the buffs please make them only apply within keep/towers/castles and allow us to face other players/groups on an equal footing in the open field.
…there is that…
…or…when they put orbs back in…they could also put a Guild versus Guild game mode into the game called Guild Wars…
Just take any “openish” area with some interesting terrain in PvE, chop it off, shove a fence around it, boot it up on some servers, and let us kill each other in 15 v 15, 20 v 20, 25 v 25, and 30 v 30. No stupid capture rings, no arrow carts, just one side gets loot bags and the other one dies. Its that tried and true good ol’ fashioned team death match game mode. It’d blow anything and everything ever done in sPvP straight out of the water the day it went live and create a massive resurgence of competitive PvPers.
But it wont happen, because it’s a logical, rational, and genuinely good idea. How do I know it’s a good idea? Because they actually already did it before…
Is loot drops from dead players still bugged for anyone else? Either I am incredibly unlucky all night, or the loot is bugged because I was not even getting half as many drops as I usually do.
It’s probably because they’re aren’t half as many people for you to kill in WvW as usual. The most current Living Story content is such the epic grind house in the absolute literal MMO definition imaginable I need not explain any further.
Best “Time:Gold” ratio: check
Same Mobs Over and Over: check
No WvW Implementation: check
Business as usual at Arena Net.
We’ve got thick skins, but I certainly appreciate constructive feedback. It’s also much more likely to receive a response both in the forums and in the game. So, as always, make good suggestions in a positive way and you’ll see changes. Cheers!
This is usually how it works, and why is it people don’t understand this is way beyond me.
You’ve got more spoiled brats to deal with in here then the PvP and PvE teams have to deal with.
PvE complains about Living Story, they want more permanent content. Open more areas, more world bosses that are actually challenging to fight, and more armour sets and weapon skins.
PvP mostly wants more balancing, more maps and more modes. Mostly those three.
WvW just seems to kitten and complain about every little thing. I don’t know how it is you are able to deal with it. If I were you? I’d probably have lost my job due to me lashing out at everyone who demands huge changes and improvements with the snap of a finger.
Failure. Who are you to insult thousands of WvW players? What do you know about the WvW player experience? Do you know where to find the constructive threads on the forum players have been making for a year?
“…everyone who demands huge changes and improvements with the snap of a finger.” Yes, I [and others] demand changes and improvements. We have waited patiently for a year. Meanwhile, we will vote with our feet [that means I won’t log in]. Think about that before you start a reply insulting your peers.
Okay, and? Why don’t you go work for ArenaNet, if you think you can do better?
The one thing I do hate that a lot of developers seem to do is keep the community left in the dark about almost everything. But aside from that it seems you missed the point.
If you get off your high horse and actually suggest, or give positive feedback? Perhaps they’ll be more inclined to tell you what’s going on.
Though I don’t know, I can’t read Devon’s mind, and I also don’t have a ton of hours into WvW either. Following a 100+ Zerg, to me is very boring after you do it a dozen times.
2) This is THE ONLY real pvp area in GW2, why is there so much PvE in it? can we cut the PvE down, like the grub and vistas and people farming kills and nods…
11 months later
“Say bye bye to the Quaggon.”
Perfectly reasonable response time. Perhaps when you call a plumber to fix your sink anytime between noon and next January is acceptable as well.
Devon I understand you have limited resources and dev’s to do “everything at once”. The changes that players would like to see are the things that FRUSTRATE us on a daily basis. Pet Peeves and annoyances that build daily and cause full blown rage in some people. (I’ve seen it and it wasn’t pretty.)
The lack of being able to group and coordinate in a functional manner is one of those things. It actually feels DIFFICULT to group in gw2 the way we enjoy. Any changes are great, but I really feel that existing systems need to be addressed before adding NEW content.
- Upgrade the Commander and Squad system. Flexible social grouping in GW2 should be a PRIORITY. The commander and squad system needs to be flexible enough to be used for Public or Private/Guild forces. We are unable to group the way we enjoy with only two ways to group in game for GW2. A 5 person group or Zerg are not enough options for players to coordinate.
- Fix the UI group options in WvW. We need the same working “right-click” options in WvW that we have in any other PvE zone. Reforming groups because we can’t remove offline players and typing player invites during WvW combat are frustrating.
I feel whatever limited resources you have should be directed to these basic issues.
+1
That’s really all that needs to be said…
The community asks for fixes and getting the core of the game working properly, so the development team decides content will resolve it. We’re not those drooling PvE 1-pressers happy to farm garbage content and forget about the problems with the game.
We keep saying that the house they built has a damaged foundation and they think redoing the kitchen will fix it. Makes perfect sense if you don’t think about it.
Well, since lag is fundamentally a hardware issue I still say that reducing the number of players is treating the effect and not the root cause. And yes, I agree that the chances of ANet actually doing anything about that are next to zero, so are the chances that ANet will generate a few new maps for WvW. It seems to me that if you want to discount one because it is highly unlikely you should do the same with the other.
Skill-lag is a result of engine design poorly optimized for the hardware, not vice versa. Could they quadruple dedicated bandwidth and server resources for each map to combat it? Sure. But it’d be a highly costly and particularly inefficient method of dealing with the problem. Spreading out the population is a superior option as it can counteract bottlenecking without requiring massive amounts of added bandwidth.
I’d be glad to hear any better ideas you may have.
@OP: Seriously…?
Look I’m not negative, resentful, and largely unhappy with the current state of the game because I’m being petty, biased, unreasonable, or deliberately hostile. I’ve attempted to make productive and sensible suggestions for WvW and engage in a civil dialog with the development team, but time and time again it is they who do not reciprocate. There’s only so much a person can take of trying to reason with the unreasonable before it devolves into resentment, ridicule, condescension, and cynicism.
Snoop around these very sub-forums oldest posts and track down the many constructive WvW suggestions, bug reports, functionality issues, and game mode discrepancies that are still present. Some of these bugs are things that PvE content would’ve had hot fixed within the hour it was mentioned.
I do not specifically blame the WvW Dev Team, nor hold them accountable for the lack of refinement, development, and functionality of WvW. I blame Arena Net, specifically guys like Colin Johanson, and especially a man who should know better, Mr. Mike O’Brien. He, Jeff Strain, and Pat Wyatt made their stand against the abusive business model of Blizzard years ago when they founded Arena Net which even drew its name from Battle.Net, the Blizzard project on which they all worked and the last genuinely good thing to roll out of Blizzard’s development studio in history.
Arena Net made their bed with NCSoft, and I will be brutally honest about my hatred for those who’ve conformed to development, business, and design models aimed to devolve the industry into a bunch of garbage content suited for as many unskilled casual gamers as possible just to artificially inflate profit margins and please investors. At least Jeff Strain got out to keep fighting the good fight over at Undead Labs…but the second they start selling out guess who’ll be there flaming them and ranting?
This guy
There are some updates coming soon, quite soon even, that hopefully will dispel this. Say bye-bye to the Quaggan.
To quote the OP:
-snip-
Broken loot. Check.
Non-refundable wxp traits that say one thing and give you less? Check!
Widespread graphics issues? Yup, check!
-snip-
Are we talking about sacrificing the Quaggan on some sort of ritualistic altar that will summon forth a fix for problems with loot, wxp and wvw traits, and the plethora of graphics issues? Because that would definitely dispel the complaints of the OP.
And by the way…I still can’t kick logged off members from my party in WvW. How many baby Quaggans do we need to club to get that one fixed?
3 stacks of Might from Enhance Performance, 3 Might stacks from Runes of Altruism, Might while using the Flamethrower, Might from using Elixirs, 3 stacks of Might from using Shield #4 to blast in Flamethrower fire field, Permanent Fury between Drop Stimulant and Runes of Altruism. Use Elixir B to capitalize on the minor trait +1% damage per boon. Elixir U grants Quickness for 50% faster DPS on a 32 second CD with an increased duration. Used before using Elixir X, which is now a 84 second CD with a longer form duration, Elixir U makes your elite more elite…especially with all those Might stacks. You’ll have high native Attack, and the ability to maintain a 40% crit rate with perma-fury.
Note: all of your boons last 45% longer.
Sigil of Strength for your pistol and Sigil of Battle for your Shield will give even more might stacks.
Tough as nails, hits like a truck.
Well, I guess it couldn’t hurt to give it a try.
One question: Did you mean flame-forged trigger rather than hair trigger?
Yes. Sorry. I’ve been known to confuse the two.
@Xhyros: I was thinking Sigil of Strength didn’t share it’s ICD with on swap sigils. Sigil of Force and Sigil of Battle would therefore be preferred.
(edited by Obscure One.4357)
To be honest, I don’t think those are very significant modifications. Some, like colored commander tags, are so minor as to be hardly worth bring up, and while others might address some annoyances of WvW none of them will make it any more fun. Others. like reducing the number of players on a map misguidedly treat the result, not the cause. In my opinion, there have been considerably better suggestions in these forums over the past several months that have been totally ignored, so I would be really surprised if ANet pays any attention to yours either.
And yes, I do have some suggestions myself, but I won’t inflict them on you unless you say you want to hear them … because I know it will be wasted effort as far as ANet is concerned.
If there’s anything anyone else has to add, please post it here to make it easier for the developers to find. Oh, and I know its really hard to do when it comes to talking about ANet and WvW, but let’s at least keep this one thread primarily positive and constructive. There’s plenty of other threads to flame, rage, and rant on and I fully encourage that as well, since I’ll be there with you.
I should have also recommended “reading the thread” and “no trolling”. Now if you legitimately think adding entire maps is not a significant modification please enlighten me on your suggestions, that’s what this thread is for.
And no, reducing the number of players on a map is not misguided, as the root of all the problems with WvW skill-lag, effect culling, and why culling even had to be addressed is due to the limitations of the game engine. Barring a total rebuild of the entire game with a different engine or massive restructure to the architeture of the current engine, there is no other way to remedy the biggest problems with WvW. Those naive enough to think any of that can be fixed otherwise are kidding themselves.
Conditions have hard counters. Sure my Engineer, Ranger, and Warrior notice them but my Guardian still questions their existence.
20/20/0/30/0
Utilities: Med Kit, Flamethrower, Elixir B, Elixir U, Elixir X
Traits: Incendiary Powder, Enhance Performance, Hair Trigger, Juggernaut, Potent Elixirs, Fast-Acting Elixirs, HGH
Gear: Full Cleric, Runes of Altruism
PvE should be a cake walk for you from now on.
That sounds like a lot of survivability, sure, but my problem has never the ability to make a build that can survive, but rather one that can deal out competitive damage at the same time. I might be missing something, but I just don’t see where the damage comes from that build.
3 stacks of Might from Enhance Performance, 3 Might stacks from Runes of Altruism, Might while using the Flamethrower, Might from using Elixirs, 3 stacks of Might from using Shield #4 to blast in Flamethrower fire field, Permanent Fury between Drop Stimulant and Runes of Altruism. Use Elixir B to capitalize on the minor trait +1% damage per boon. Elixir U grants Quickness for 50% faster DPS on a 32 second CD with an increased duration. Used before using Elixir X, which is now a 84 second CD with a longer form duration, Elixir U makes your elite more elite…especially with all those Might stacks. You’ll have high native Attack, and the ability to maintain a 40% crit rate with perma-fury.
Note: all of your boons last 45% longer.
Sigil of Strength for your pistol and Sigil of Battle for your Shield will give even more might stacks.
Tough as nails, hits like a truck.
My personal take is that engineers have been, and continue to be, solid if niche contenders in WvW and sPvP.
In PvE however, they’re a horrible mixed bag of broken mechanics that never quite seem to add up to something solid no matter which way I stack them.
As someone who’s a primarily PvE player with only the occasional dash of PvP for something different to do, this is a matter of concern for me.
A lot of it, I think, comes from a fear to buff/not nerf to handle the PvP balance side of the equation, but something about the Engineer design just means we’re hit extra hard by their decision to not separate PvP and PvE mechanics further.
I love my engineer, and I’ve been trying very hard to make it work better, but as someone who spends most of their time running Dungeons and Fractals I’m just about to the point of fed up. The most I’ve been able to do is find a good “speed run” build, but the moment I’m running something that’s not speedrun zerkable it all falls apart because I can’t seem to conjure up the DPS to pull my weight and the survivability to keep pulling said weight in a single build.
I play my mesmer, or my guardian, and this stops being a problem instantly. I have better damage and more survivability in one package. There may be something I’m doing wrong, but as long as I’ve been trying to make this work? I doubt it.
20/20/0/30/0
Utilities: Med Kit, Flamethrower, Elixir B, Elixir U, Elixir X
Traits: Incendiary Powder, Enhance Performance, Hair Trigger, Juggernaut, Potent Elixirs, Fast-Acting Elixirs, HGH
Gear: Full Cleric, Runes of Altruism
PvE should be a cake walk for you from now on.
I think what’s going on right now is a shift to look at where the class is heading, and not so much on where it is right now. We’ve seen a whole lot of attention in recent patches, and to be honest its all been changes for the better. Pre-Sky Pirates patch, Engineers only saw nerfs and were largely ignored by the meta. But now with the plethora of new build options they’ve been tossing in, I’d say that ANet wants to like Engineer but in the end we’re still the minority class, that plays so wildly different than other classes we don’t have a tangible “good place” to be, design wise.
You get 5 Engineers in one party and you’ll have different 15 builds between them. It’s the one class that’s effectiveness is genuinely up to the player, as one build that a player cant do anything with another could use to solo cap a tower.
Come on baby, look at all this shiny new Living Story content just for you.
Come on baby, just a little longer…
Relevant.
WvW Player: “Hey ANet, I think that passion we used to have is gone…”
ANet: “Oh come on baby, check out this living story, it’s got loads of new content.”
WvW Player: “It’s not you, it’s me…I have needs.”
ANet: “Oh come on baby, check out this living story, it’s got loads of new content.”
WvW Player: “…and I feel like you don’t even listen to me anymore…”
ANet: “Oh come on baby, check out this living story, it’s got loads of new content.”
WvW Player: “alright, !#$% this I’m out!”
ANet: “We’re aware of the problems and are working towards ideas that may potentially work to resolve them in the future.”
WvW Player: “Really!? Like what?”
ANet: “Not prepared to say at this time…in the meanwhile check out this living story, it’s got loads of new content.”
WvW Player: “Oh what the #&$%! We need a break…maybe we can try this again when you get your #$%& together!”
i personally do not agree with the op….i like them being char bound because for one it give me something to look forward to after lvl 80….i have to say if you think they add that much to a toon then you really need to stop and ask yourself how you even managed to play before these…i mean really reading this forum i can almost here some of you saying…well i lvled one toon to 80 so all my toons should be 80 next…
i have 14 toons and while i do have one that i main i do not feel any less useful on any of my alts then i do my main expect for maybe the fact that iv put in more hours my main and because of that play it better then my alts…. that is about the only reason anyone should less useful as the skills you get from there are not that important
…
…
What!?
Sure…a character with Defense against Guards maxed and Guard Killer maxed isn’t at all better than a character with neither. You’re completely right and all of our arguments are childish and unreasonable.
By your logic you should also not be upleveled when you enter WvW. Clearly the character has not earned that progression and should be allowed to do so as it robs you of that goal to work towards.
Balancing downed states is easy, and has been tackled by a game I feel ANet drew it’s inspiration and was done extremely well: Left 4 Dead. When you go down in Left 4 Dead you draw a side arm and start fighting for your life with just a side arm. You don’t get back up if you kill something, you stay on the floor until someone comes to get you or you bleed out and die. Period.
So there’s the fix right there. Everyone gets to keep just their existing #1 downed skill, but can crawl at a speed equal to being chilled. Maybe keep the #4 skill around as well since its also pretty decent to be able to fix yourself up. Otherwise no more rally on kills, no overpowered/underpowered skills and everyone is permitted to suck equally while downed as it should be.
Problem solved.
my thief friend said perma stealth thieves are the easiest thing in the game (plays 4 classes) and took a couple minutes to master. also took me about 5 mins to easily perma stealth.
That’s pretty good! Took me like 10 min. to get it down. Suppose the skill ceiling is just higher for some folks.
What happened to the promise that WvW players would have equity with PVE players in terms of achievement points and loot income?
With the recent QJ patch, PVE players are raking in the loot and achievement points, and WvW got what?
My worlds participation in WvW this past week has been minimal. It is pretty discouraging when 90% of your supposedly WvW guild is staying in PVE all week.
New Drinking Game Watch the Guild Wars 2: Manifesto video on YouTube. Take a shot every time the lied.
Disclaimer: I am not responsible for the inevitable alcohol poisoning that may likely occur in the event you strictly adhere to the rules of this game.
Only a WvW player can read a 6 month old thread in which all of the posts about failures in the design of WvW are still relevant.
This will be the last time I attempt a productive dialog with a development team that has been content to ignore the problems with WvW and the pleading of its community to get them resolved. Any and all posts from me here after from myself will either contain praise for finally implementing these fixes and updates or venomous ridicule as near to profanity as the forum code of conduct will allow. The ball is in your court:
Bug unable to kick logged off players from a party.
Bug stuck inside walls and doors when a point is captured and the previously destroyed objects render.
Bug supply dolyak position mismatches between client and server.
Bug some doors and walls can be bypassed with certain exploits.
Bug when certain NPC’s break aggro they disappear and render at their spawn location (typically when Immobilized during the agro break).
Bug sentry point capture ring in the southeast of the Borderlands does not render in one of the Borderlands.
Bug Supply mastery trait doesn’t grant the full 50% speed boost.
Bug queue time discriminates based on zone from which a player decides to enter a given queue.
Suggestion implement a commensurate reward structure, equally valuing the time spent in WvW to PvE.
Suggestion reduce sever population caps on each map and increase the total number of maps to 7 (two borderlands for each server, identical if need be, but preferably different and varied maps)
Suggestion make commander tags color customizable with a gem store purchase.
Suggestion make world rank account bound, or the entire WxP system, or limit the number of trait lines available to any one character to produce the desired effect of multiple builds.
Suggestion add a badge that corresponds to world rank similar to world completion next to player name.
Suggestion add a title track that corresponds to achieving world ranks.
Suggestion rework WvW achievements into repeatables similar to the Agent of Entropy achievement.
If there’s anything anyone else has to add, please post it here to make it easier for the developers to find. Oh, and I know its really hard to do when it comes to talking about ANet and WvW, but let’s at least keep this one thread primarily positive and constructive. There’s plenty of other threads to flame, rage, and rant on and I fully encourage that as well, since I’ll be there with you.
I think WvW needs a really big revamp. Not just small fixes and balance. I mean, that sure would help, but the problem here is that the siege/conquest mechanic is just painfully stupid.
Now is it only me or there’s someone else thinking that the actual fun fights are the ones around camps and in the open?
To me at least fort captures are incredibly boring, and not only I’d rather fight for a camp than for a castle, but also i find that forts ruin even the good fights you find having people always running to them under ballista/AC fire and such.I feel like something else should be introduced to stimulate people to fight each other.
Or like someone else said make it so that when you conquest something it becomes invulnerable for some times, and give it a purpose to actually have a fort.
I mean I might be old-school but If i try to conquer a castle I want to do that for actually having a kittenIN CASTLE, not for server points that guess what? They’re not worth anything. Who cares.How hard is it to come up with something to give a purpose to wvw, i mean I don’t even know but if other games could give pvp a purpose why can’t we have it in gw2?
Look at all the old games: UO, L2, shadowbane, SWG, DAOC you felt there was actually a reason to fight other people.
Again, it might be just me, but i still feel like playing an FPS with rpg gameplay, which, while being a lot of fun (I DO have fun in wvw) it’s still very lackluster and i feel like there could be much more
Look at gameplay from E3 for Destiny by Bungie it’s an MMOFPS.
Yeah when that launches, this PvE Special Olympics they call GW2 will have officially lost this customer.
They need to adjust wvw archievements. But i think they are aware of that atm
Oh, we all know they’re completely aware. Pretty sure the only development time WvW issues are given is Devon Carter posting on the forums assuring us they know about the problem and are looking into ways to fix it.
But mostly they just don’t give a !#&%.
Misinformation. Misinformation everywhere.
Yeap.
Clarifications
Stealth is a defensive means of mitigating damage by becoming untargetable. Stealth grants neither invulnerability nor stability. Note skills with long warm up times that are activated while the target is visible and then gains stealth during that time are not interrupted and target as normal. Subsequent attempts to target (or generally know where the player is) are nullified for the duration of said stealth, thereby mitigating direct damage by up to 100% depending on how well the attacking player can predict the position of an invisible target.Just wanna throw this in there. Some attack need a target to active, not everything is melee sweeping auto attack or ground targetable. Also stealth provides(spec provided) a lot of condition removal, tons of healing over time, and in the case of say my Mesmer boons.
If stealth didn’t provide so much outside of its targeting issues and gaining the stealther position I think we would have a whole new conversation.
Imagine no healing and free offensive conditions removal in some way. Or even a penalty for healing.
I hope one day a mmo comes around without a pure invisible mechanic for stealth. It only brings headaches for both user and victim.
.Incorrect
You are associating the things the Thief can do when activating or while being stealthed to the stealth effect itself. Stealth does not inherently cure conditions nor provide healing.
Stealth can provide healing if traited for it, Shadow Refuge also heals you while activated.
Exactly. A Thief trait and a Thief skill that trigger when entering or while being stealthed. These are not mechanics of Stealth itself they are mechanics of the class.
Weapons don’t do damage unless you push the buttons ether. Reguardless reading everything is probably a good idea beforehand.
Thieves have no stealth that only provides invisibility. Damage, blinds, healing, teleport are tied to it aswell. The only pure invisibility only stealth abilities I can think of off the top of my head is vale and mass invisibility. They do however provide for multiple player stealth. So arguing stealth as a sole mechanic wouldn’t make sense with out factoring in its built in advantages that when combained sometimes provides too much.
This thinking exemplifies the common placed ignorance of the mechanics that lie at the root of most of the stealth nerfing arguments. Any class can gain stealth from blasting a smoke field. Stealth does not blind targets, that is a mechanic of smoke fields. When a class such as an Engineer gains stealth it does not heal nor remove conditions, because those are mechanics specifically related to thieves, not Stealth.
Stealth is not a thief class mechanic, stealth is a general game mechanic.
That’s just irrelevant schemantics though.
You continue to miss the mechanical differences.
Remove the thief from the game, and stealth is still present. The problem is not, has never been, nor ever will be the Stealth mechanic. It is, has been, and always will be (since ANet seems happy to leave it broken) the Thief mechanics. Creating this paramount distinction targets not stealth as the source of the problem, but the thief class itself and its plethora of petty no-skill-required troll mechanics.
I think it’s actually both stealth and thief mechanics. Stealth has no counter and thief can spam it. If stealth had many reliable counters, spamming of it wouldn’t be an issue. Similarly, if stealth couldn’t be spammed, it wouldn’t matter that much that it has no real counters.
Ah someone is seeing reason! Yes. Yes. Good. Good. I can sense your power growing!
Turn off the spam mechanics and give that thief a different way to deal and mitigate damage that requires skill like the those 7 other classes, and everyone wins except for the no-talent-troll-spammers who suck anyways and should die horribly like the petty unskilled trolls they are.
Make the class versatile, make it difficult to be optimal, make it useful to a party, all just like those other 7 classes.
Getting beat by a dude that has straight up more skill than me is acceptable, but being forced to legitimately defend against some spammer is getting old…oh look he contested the keep AGAIN and is running around perma-stealthed getting 15 people typing up queue slots playing chase the invisible man…
Comments like yours are adding to the problem. You are enabling them to dismiss valid criticism just because you don’t see the larger picture.
Oh that’s cute. You think they’re dismissing our valid criticism because of minority comments in among the forums of GW2’s second class players? Pretty sure the FBI and NSA screeners see these threads more often than the development team bro.
Relax, he’s not making it any worse. What’re they gonna do? Ignore us harder?
Silent for response to that refer to my post in other thread…and obscure, fantastic response! That NEEDS to be fixed, simple kitten change
Oh give them some credit it’s only been 11 months, what can a development team really do in 11 months?
PvE exclusive content to include major redesigns of PvE zones, mini-games, dungeons, titles, achievement tracks, whole new zones, and rewards are much easier to implement than to fix one element in the core functionality of the user interface in WvW. Clearly we’re impatient, biased, and totally unreasonable.
Bugs in WvW have earned an achievement:
Lifetime Survivor 10 AP
Gain 500,000 experience without dying.
Only mostly unkillable.
I have nothing significant to add to the OP.
Either you agree and are logical person. Or you disagree and are delusional and do not warrant a rational means to refute your claim anymore than one needs to refute the real world existence of magical rainbow unicorns.
+1 And that is all.
lol you should read my post then yours and rethink you position. You must be a republican Here:
“Meeting community demands in a rational way and assuring substaining PVP and PVE content is what keeps a game running.”
I agree it’s a good thing that is what they are doing.
WvW – just got a new mastery, runes and sigils to play with, and champ bags
spvp – just got solo que
pve – got champ bags and pve (runes and sigils change pve exp very little)
looks pretty even to me or if anything mostly in our favor. By improving pve they are also improving wvw.
About the loot:
We have champ bags now they are much better. I have not really noticed a loot diff otherwise, but It would make sense with the addition. Also a good step to put a damper on kill trading.
Try to kick someone from your party in WvW who’s logged off…
go ahead…
I’ll wait…
I have nothing significant to add to the OP.
Either you agree and are logical person. Or you disagree and are delusional and do not warrant a rational means to refute your claim anymore than one needs to refute the real world existence of magical rainbow unicorns.
+1 And that is all.
Quick Fix For Engineer Downed State With Minimal Time To Implement:
Remove the downed state bar and replace it with Alt + F4.
Fortunately we can do this now, but it’d be a nice Quality of Life addition to clear up the bug that allows an Engineer to be able to do something while downed. On extremely rare occasions I’ve encountered a bug where it will allow the Engineer to negate a stomp and judging by the design of it that is clearly not functioning as intended.
WvW community has been downed were just waiting for the impending “stealth stomp” so to speak.
It’s more of an Elixir S or Mist Form stomp. You know its coming, you can watch it happen, and there’s not a kitten thing you can do about it.
“WvW made me kill my kitten”
Not sure if profanity or actual kitten.
I love it when your kitten is playing with my kitten. Your kitten is always so soft and well groomed.
Am I being cute or filthy?
the only problem i found with thief is their stealth finish that dont get KB, if they dont have stability on, they should be knockbacked.
Stealth does not provide invulnerability to knockback…
As i said it was on the stealth finishing action, i dint want do say stealth avoids KB… sorry i dint said if is smoke field or black powder that makes concecrations or shield 5 fail to KB the thief, either the cases if no stability then shouldbe KB as any other class.
PS: my doubt was if was a smoke field combo or black powder itself that negates the KB effect when thiefs fineshes in stealth .
bad English i know…working on that!
Dude, if you see a smoke field, dont walk inside of it, it blinds you :l …. Use the knockback outside of the field to knock them back. If you are downed, you can’t do anything if they drop black powder, but downed skills only delay the inevitible
As i said caster is not blinded it doesnt need to enter smoke field to cast sanctuary at distance, as example if castter use a traited santuary when it tries to save a downed ally with sanctuary, thief performs the stealth kill w/o being KB, ive noticed this as in allied thiefs do the same that is how i noticed thiefs werent being KB when finishing.
Thieves can boon steal Stability and bypass a sanctuary. Frequently occurs when they are up against a necromancer, elementalist, warrior, or engineer using plague/tornado/rampager elite forms. If they so desired an Engineer can use mortar and allow the thief to steal the stability which lasts for over 2m. If the engineer stops using the mortar and then uses it again, the thief can boon steal an additional stacking duration of stability. I’ve personally tested this and seen upwards of 5m of stability on a thief.