Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]
Well you only really need one per objective
RIP…
Reality check for you. Not everyone play in T1. Down below what seem so simple for you is a real nightmare and absolutely not viable. We have all the problem in the world to have 1 dedicated scout per bl is our reality since forever. How many times did I had to sacrifice myself to be that guy because otherwise there would be nobody.
Beside, why does it have to be kittening stealth again? Why can’t it be another kind of far less problematic defense?
There is a reason that lower tier servers don’t often have scouts, they don’t have the forces to stop the attack even if it is scouted. In terms of stealth affecting the ease of taking objectives I don’t think it will play much of a role. In terms of stealth affecting how many times people die running around solo, that will be significantly higher.
Make it a 10-20 second buff so it’s an actual defensive SM option without being a map wide terror.
2 minutes is actually insane and means whoever control SM can AppleJelly any other zerg without warning.
15ish seconds means if someone is in your SM you get a VERY strong defensive option to smash whoever is in SM with a surprise zerg.
I don’t think it is supposed to be use defensively, I think it’s intent is offensive. A lot of people mentioned the new guild upgrades seemed to make defending a lot easier/stronger so they had to put a few offensive ones in. Don’t need the stealth to be defensive when you have the pact airship bombardment as an active upgrade.
Two minutes isn’t enough time to do anything substantial.
It’s long enough to go anywhere in EB, bypassing every scout on the map…..
If you don’t have a scout sitting in every tower, and multiple scouts for your keep you can have an enemy zerg appear and bust through the gates before you can organize a response.
Good thing one warrior can disable all their siege once then reveal and commit to attacking giving as much time as needed as long has they have supply and traps. (Warrior because un-blockable is nice to ensure disable lands)
So I guess you volunteer to sit in a tower for hours in case an invisible zerg shows up? I sure hope you have enough people that are willing to do this for every tower in EB, and several people for your keep.
Well you only really need one per objective, also if towers do reveal stealth on map with new tower upgrades most tower’s won’t need a scout in them but just near them to disable. So, you kinda only really need one person to keep an eye on the keep and have some siege disablers ready. There are already lots of people that scout (on more competitive servers that actually will have a zerg show up if you keep them disabled) on these servers and much of what they do will not change. Yes the 10 to 20 seconds that you can see a zerg coming towards an objective will be lost to stealth however many zergs won’t respond to objectives getting attacked until siege is committed. Therefore in the realm of objective taking I see not much of a difference, just more so in the ‘ganking’ of players outside of towers.
Both were OP grouped. One is gamebreakingly OP because it effects an entire group, but thats not the one that gets slapped with the hotfix in less than 24 hours.
This is the main reason Rangers were upset with the change, they new a nerf was coming but so soon when any other class get’s it till the next update (normally 2 weeks) was just kinda rude.
New WvW maps might have a few to get on them (not a lot though)
The only downside to the idea of ‘skill splits’ is that it can get confusing to keep track of all the profession changes across all game modes. Also I like knowing that what build I use in WvW I can use in sPvP (although a few runes are missing which I find odd) and vice versa. I agree that they will likely focus balance around one aspect (most likely sPvP) and the others will be balanced if it doesn’t ruing the sPvP balance. That is the nature of games that try to bridge multiple game modes with the same game. For example League of Legends chose to do this with their game modes and I find it frustrating. I try to play a game of 3’s and one of the items available in 5v5 is missing, or the cooldowns of my champion are different.
Each has their pro’s and cons, either the game stays uniform across all game modes, or you have to have a lot more knowledge and keep track of a lot more. WvW isn’t meant to be balanced anyhow (stated by dev’s a few times) and I don’t think PvE balance is too important (just means some classes played more than others). I think this is how they have determined their focus, but they won’t neglect other aspects of the game.
I don’t think people realize this is the beginning of ‘unique WvW rewards’ that players have been asking for a long time now. I think people just bash everything ArenaNet does on the forums just because. Then they wonder why the Dev’s don’t spend much time reading and replying on the forums. Hopefully they go into more detail about what it is, how to get it, and why they are making it.
Two minutes isn’t enough time to do anything substantial.
It’s long enough to go anywhere in EB, bypassing every scout on the map…..
If you don’t have a scout sitting in every tower, and multiple scouts for your keep you can have an enemy zerg appear and bust through the gates before you can organize a response.
Good thing one warrior can disable all their siege once then reveal and commit to attacking giving as much time as needed as long has they have supply and traps. (Warrior because un-blockable is nice to ensure disable lands)
It’s a decent way to make supply = stronger defense. Most supply depots are just used for zerg resupply and not actually used for defense. Like in the good’ole days (medieval era) castle ‘sieges’ took place to slowly starve out the people inside as attacking it full strength was not an option.
I do see how it can be frustrating to be stuck just standing there for so long not getting anywhere towards taking a tower other than a slow supply drain.
I think the main reason they were added was to help prevent the 10 superior rams taking a t3 tower gate down in 2 minutes issue.
Some tips for assaulting againts someone spamming siege disablers. Keep you siege spread out, that means use catapults if you have too instead of rams, the defender will run out of supply/disables quicker if he has to throw one per siege you have set up. Keep an eye on the disable timer, you can normally get one attack in before they disable again meaning you can slowly bring the gate/walls down. PvD, they can’t disables your auto attack on the door (until expansion hits and most towers have anti-PvD upgrade).
Best of luck
The next patch will contain adjustments to arrow cart line of sight calculations to address this problem. Due to feedback the new calculation will give advantage to defenders by being forgiving when the arrow cart is being fired from higher ground to lower ground.
:-( all hail ppt/def tryhard´s sitting with full zone blob and 10 ac´s per gate in keep and never coming out.
Map is supposed to be about strategically moving your ‘army’ around and getting as many points as you can. Not brute-forcing your way in to any place you want. If a full map of players is sitting in a keep you shouldn’t be able to take it and should just move along. Yes, they will likely try to get into the next objective you attack, so cut them off and you can take their other objectives.
I’ve seen in a few threads that they are waiting till the 23rd to release full information on what is changing but they have shown basic directions they are headed in most class-specific subforms
I get that there is probably a reason but couldn’t they have done something like convert Badges of Honor into this new currency.
That might be the plan, they haven’t really ‘officially’ announced this new currency or what it is for other than legendary crafting. I get the feeling that badges of honor will be getting replaced with this currency for simplicity, but they didn’t just want to make badges of honor tradeable because some people have lots stocked up and would make them become relative worthless right at release.
While I think Trapper condi builds are underwhelming, condition damage should proc reveal. I would also add D/P in thief as well as the torch in mesmer need adjustment. Very few like to fight highly mobile classes that can spam stealth.
This is close to a good idea. The reason I say this is because you sometimes can’t control when you put conditions on enemy players (with projectiles or whirl finisher) and if you start up an ability and an ally drops a fire field or something you unintentionally put conditions on the foe making going into stealth and using it basically impossible. Instead I suggest that on condition application that they get revealed. This doesn’t break steal for a lot of situations where conditions where ‘legitimately’ put on to an enemy but would not allow for an enemy to ‘attack’ from steal and remain in stealth. Also they can just do what rangers traps have, a small amount of damage on the trap on trigger that will break stealth.
Just to add to the news:
WvW is getting new drops to help facilitate their income, they’re part of the new legendary journeys.
Mentioned in the Q/A forum about new economy changes here:https://forum-en.gw2archive.eu/forum/game/hot/Economy-Questions-Repost/first#post5602820.
Not sure if he is talking about new items or just the new currency though. Seems like just the new currency.
Not sure if everyone caught this but there is a new currency called Memories of Battle, “a new tradeable material, Memories of Battle, that only comes from playing World vs. World” for WvW players. It was mentioned in the recent Legendary Weapon blog post.
Maybe this currency will become valuable and will help to make WvW a bit more rewarding to play, but not to much that people come to farm for gold. Also this could help to bring in some WvW ‘unique’ skins that are bought with said currency, I know ArenaNet doesn’t want to force players into WvW but since this is tradeable they can sill get them.
At least you are constructive and not using lame excuses like this guy
I agree it is frustrating to be running then just die to 3 stealth theifs or whatever but to me it’s part of the game.
Ouch, no need to hate. It’s not an excuse it’s just part of the game mode that I was pointing out, and I mentioned some more ideas on how to counter stealth in general.
Could have 0 black lion chest keys like WvW, or the low rewards in WvW. Honestly be glad they give you one. Unique skins and other things, don’t take it for granted. You should be playing PvP to PvP not to get rich (that goes the same for all areas). There was a time when PvP got 0 rewards, none, no lvls, no gold, no skins, to dungeon tokes.
Honestly I just wish you could see outgoing damage when attacking someone in stealth. As in if you crit them the big white numbers pop up on the screen kind of thing. Right now you really have no clue if you’re hitting them or not. At least if you could see the numbers coming up you’d have a better idea of where they were at.
Two ways to get a simmilar effect.
So now that sPvP is getting seasons and the game balancing is coming in-between seasons. Can we do the obvious and have WvW season in line with the sPvP ones. How it would look is below.
This is standard competitive season style (as I’m sure you are aware since sPvP seems to be headed that direction) for may games. It only makes sense, and who knows you are probably already working on this and just haven’t announced it yet. If not maybe it’s something you focus on after HoT release when you plan to have dedicated WvW team working to improve the game mode.
Edit: added info about when WvW related changes should occur. Also this is important to WvW because it gives a more set time for more hardcore guilds and players to ‘play hard’ or ‘take a break’ from WvW.
(edited by Pink Ninja Man.4375)
I just hope all the people sucking up to Anet at every opportunity don’t give Anet the false impression that their terrible ideas are, in fact, wonderful.
Not sucking up to them, just generally like that they saw the lack of ‘intrest’ in holding SM the largest and debatable hardest to hold objective in the game. They are making SM a ‘power play’ objective and I think it’s something that has been missing. I understand the concern, nobody wants to be trying to get somewhere and get ganked by a group of invis players. This happens now and will continue to happen with or without this change. Getting ganked is part of WvW as it is part of any open world PvP, it’s what brings interest to the game mode (along with other things like large scale pvp).
I think people fear the most is getting ‘camped’ by invisible groups. This buff can only be picked up at SM and has a 2 min cd. If they camp you by your spawn they have to walk back to SM every time they attack to get stealth back. I think may people would rather bring a Mesmer than run back and forth to SM to camp people with stealth.
OP, you said this topic applies to mesmers as well but why do I only see advice for a single thief weapon set?
His counter was about timing and knowing their method of attack. If you learn about the mesmer stealth timers and how they deal their spikes of damage, you can counter in a similar fashion. Learn the classes you struggle against to learn how to play against them better.
We only have 2 weeks until the expansion releases. How much more do you want to know and not have the option to discover on your own?
It’s not that I think there is more to know or have them reveal just seems they could have spread out the guild halls reavles a bit instead of all of it at once. I could understand if that was in the beta weekend so they needed to get it out but they didn’t. I also forgot they announced the PvP tracks this week.
I’m thinking ArenaNet intentionally designed the maps larger so I don’t think they would put something in to ‘solve’ the big map ‘problem’.
Stealth in this game – it’s very annoying to deal with. Has nothing to do with thief, it’s just as bad on mesmer, engie, ranger, or anything stealthed by somebody else: it’s potentially a large damage incoming from nowhere, which can mitigated or evaded in the best case. It’s far worse when this is about a group of 4-5 “gankers” that can hit you all at once from nowhere.
All I can say to this is in general being outnumbered is not fun. Stealth just enables them to get close to you before you run into the nearest tower. Simple counter to this problem is running with a group of people. That is kinda the core of WvW though is ganking and open world pvp.
I agree it is frustrating to be running then just die to 3 stealth theifs or whatever but to me it’s part of the game. It’s not fun for them when it comes to larger fights because they just get rolled over. People keep thinking WvW is supposed to be ‘fair’ and ‘balanced’ when it’s not. There are many ways to get ‘unfair’ advantages in WvW pick one and you will find you can compete with others (numbers, stealth, food/stacks/gaurd buffs, seige, npc’s).
These are good, ArenaNet put this in the loading screen text area (like the beta announcements). Would give you something to smile about while loading in a zone.
How did the ranger acquire new pets?
He Druid… >_<
in Guild Wars 2: Heart of Thorns
Posted by: Pink Ninja Man.4375
Ranger/Druid as always!
Longbow best bow!
in Guild Wars 2: Heart of Thorns
Posted by: Pink Ninja Man.4375
If they do what they normally do, patches are on Tuesday. So I assume the HoT expansion will get downloaded the Tuesday before launch (what is left anyway). There will of coarse be hot-fixes on launch day.
You know you’ve been in one place too long when things come around full circle.
So living on earth for one year is too long :P. Sorry had to
Maybe it is just because last week we got so much information on guild halls but, does this week seem to be missing some HoT content reveals. I know they had the lore one but I’m talking about new features or armor skins or something like that. Maybe I’m just looking for some more coal to put in my hype train. Keep up the good work on making this game amazing.
P.S. Maybe spread out ‘reveals’ a bit more like 2 guild chat’s last week 2 this week. (In the future)
The point is that the new stuff is acquired by playing the (new) content, you can’t just bypass it.
May be true about the new maps, however for guilds this is the exact opposite. They added no new missions for PvE (so not in the new zones) and WvW and sPvP isn’t new. So, they are actually wanting people to play the old content :P. Use LFG to find people for missions, they get personal rewards for doing it in any guild so it can benefit them too if they missed their guild running the specific mission for the week.
Sentry’s and towers can spot enemies, and if I’m not mistaken this works on invisible units. It shows them on the map not the character model. If it’s a little strong I expect ArenaNet will look into it. Despite the past it seems ArenaNet is putting some focus on WvW I just hope the ‘forum community’ (the toxic ones) don’t scare them away.
As a power trapper (yea weird build) I would say the biggest weakness is stability/stun-breaker. Conditions can be difficult depending on the specialization you take. Without the ability to go invisible so often I imagine you might need some ability to soak up damage since you will be visible more often and therefore more open to attack.
I am wondering why you are taking trapper runes but not going for the full set (not saying it isn’t viable), is it because you don’t like that traps triggered reveal you? I find even though traps knock me out of stealth that it is still super useful.
I run full bezerker gear with 4 traps (spring, flame, viper, spike) and strength of the pack (need some stability :P) longbow and greatsword. Marksman (for longbow pierce), Skirmishing (for cripple on traps), Wilderness Survival (for 3 conditions cleared every 10 seconds).
Edit: Forgot to explain my playstyle >_<. I normally stay in longbow and use traps stealth/speed to re-position to stay away from my opponent (keep away like someone else said). If i feel I’m running out of escapes/knockbacks I use my elite to get stabs up so I don’t get stunned. Also switch to sword to block ranged projectiles and for leap to kite.
(edited by Pink Ninja Man.4375)
Improving the Ranger class doesn’t make money for Anet. Expect nothing except Druid improvements from here on.
It actually does, since most of their income/profit comes from micro-transactions player retention is what they should be focused on the most. It could be debated that the ranger player base is the smallest so get’s the least focus but there is still a large player base that plays the class. Also if they only work with the druid many people will begin to realize the ‘problems’ with the core ranger.
Note: I’m a ranger main and spend most of my time in WvW and play a fair amount of each. I think the core ranger is mostly fine but just has a few frustrations in some areas. I can still get kills 1v1 so the profession can’t be that far off (I’m not a super good mechanical player). I play ranger because I like the idea of using a longbow to deal damage from range, and ranger does that best.
Gold is a different and not equivalent currency. They decided that buying influence with gold let you turn a system that was supposed to be about playing with a guild in to a system that was about farming mats or buying gems.
Just because two things are currencies doesn’t mean they should have methods of exchange. You can’t buy dungeon skins with gold, even though tokens and gold are both currencies for the same reason.
The intent is you do guild content to acquire guild rewards. The ability to buy influence, and the old login/event influence reward model broke that, as it was possible to acquire guild rewards without ever doing any guild content.
That is why they changed it to the new favor and guild hall upgrade systems.
You can debatable buy dungeon skins with gold many people sell dungeon runs with no participation. As I’m sure you will be able to do the same with guild missions and lfg. I wouldn’t be surprised if raiding becomes the same. PvP players also have the ability to play how they like and earn dungeon skins I think this is a bit odd but this and other items that ‘require you to play x to get x rewards’ are not that way. If it cost 100g to get the same favor as 1 easy guild mission may people wouldn’t even use this feature but would buy pugs for a few gold a piece to get the favor instead.
…but group content should be done by groups! Unfortunately there is no way to enforce this, many people solo dungeons, solo [group] events and so on.
Like I said I don’t think this is a required feature but I don’t see it hurting either.
Someone answer this “Why is this suddenly so bad when it hasn’t been a problem for 3 years?”
Because there’s new stuff coming, it’s not the same old stuff as before. You shouldn’t be able to buy everything in a guild hall on day 1 with gold, just as you shouldn’t be able to buy one of the new legendaries from the TP.
Not sure you actually read the original post, he said it would still be gated like how earning favor from missions is. I think the idea is great although not necessary. As people have pointed out you can always form a pug party to help you complete missions. I believe there is even a mechanic build in to help support this. If you guild finished a mission and you missed it you can complete the mission with another guild (I think one you are not a part of even) and still earn your personal reward. I don’t see why people would be upset with this if it was implemented, both gold and favor are currency’s and both require some ‘effort’ to obtain so it’s not like people buying favor with gold are getting things ‘free’ also gold cost per favor could be significantly high to make it not worth it unless it is your only option.
My experience, invuln is nowhere near as kittentealth is in this game. Cleaving invis people would be a decent counter, if your movements were actually impeded in stealth instead of being able to blink halfway across the map. Track abilities like rapid fire would be a decent counter, if every class had a track ability as strong as rapid fire. Reveal abilities would be a decent counter, if every class had a reveal instead of just 2 classes (of which most reveals are target abilities that require you to use it before a stealthy stealths).
What does invuln have that’s so bad? Most invulns are only a couple seconds long, condis that were applied before a target pops invuln still tick on them, you still take fall damage in invuln, most invuln states wont let you use skills during it, and most are around a min long cooldown.
Also, don’t generalize what most people would go unless you can back it up.
I think blinks in general need to be looked at but that is a different discussion. Also I think you are talking about s2 invulns that aren’t quite invulns when talking about conditions still hitting. Also it’s not like you can attack from stealth (you can but you will lose stealth and be removed from it). You still take fall damage in stealth too. I agree splitting up the revealed and giving more options to other classes would be a decent way to go that isn’t really changing stealth. Some of the bigger stealth moves (the easy ones to use that don’t require hitting a target) have long cooldowns as well.
Basically what I’m getting at is some classes get invunerability, some get invis, both work as a defensive option and both have strengths and weaknesses. In my opinion stealth has more counter play than invulnerable.
Are the rep requirements?
I don’t, they don’t always fit my playstyle. For example, when I roam in WvW I like to play power ranger using longbow (fairly standard) however, I use rune of the trapper (gives condition damage which is kinda meh for me) with traps for my utility. Why? I like the mobility it gives and stealth (as you learn in WvW) is a good way to disengage a losing fight or run from a group looking to kill you by numbers.
I’m sure there are fights that I lose that would be different with meta builds but it goes the same for meta builds that can lose fights that I can win.
So as it stands using rune of the trapper with ranger traps is ‘risky’. This is because when you lay a trap to get invis and enemy might trigger it causing you to be revealed. This is fine however it feels like the damage on the traps is for just that purpose only. My though is either can we have the damage removed or have it deal good damage? If you are concerned with condi trapper rangers getting ‘free damage’ make the base damage smaller and have a good ratio on it.
TL;DR:
Make the damage on traps good for builds other than condition ranger or remove the damage.
If damage does get added to celestial form can it be good damage. I was having a good time using invis plus celestial to get heals off without getting focused. Please don’t turn this into another ranger trap type of damage, just enuf damage to break stealth but not enuf to actually be worth losing stealth (Rune of the Trapper anyone?).
Also the staff 3 skill is clunky at anything less than max range, if this is intended to prevent just healing at your feet maybe make the healing scale with distance (like longbow auto). This is so that I can still use the ability as decent mobility to get to ally/foes without having to get ‘stuck’ for the animation to finish.
Honestly invis has counter play why aren’t people more upset with invulnerable abilities like elixir s, mist form and the like. You can still hit invisible units with attacks, there are abilities that ‘track’ people when they invis ranger rapid fire for example. There are a few direct abilities that can prevent invis by applying revealed. If you had the option of invis or invulnerable what would you chose? I’m sure some would still take invis but most would want the invulnerable.
Well, Tower can be flipped by one player. SM – hardly.
Both can and have been done it T1 (I can only imagine it is easier in lower tiers).
I just imagine runes out in PvE and WvW. Nothing beats equipping those first two runes that give nothing >_<
Yes, there is the option of having runes work ‘differently’ in PvP mode only, just a funny though.
I know that in the Guild Halls videos from Guild Talk that Tomes of Knowledge are required for upgrading your Guild Halls. So, you might actually be wanting more tomes rather than less. Not sure on the numbers though but just a thought. The option idea is good though giving players the option to pick.
Edit: Also the tomes of knowledge is like getting exp from killing mobs/players in other areas of the game. You are basically saying you want to remove the exp and get gems (gemstore item) instead.
I think it has to be the ones from the Fun Box.
Unblockable shouldn’t be a thing to begin with, except for a few select skills. Imagine being a guardian and you basically can’t pick your best heal because everyone has a way to interrupt it, causing full cd.
That is the problem though. Why is this one gardian spell the ‘best’ heal and almost always chosen. Because of the heal amount, because of the cast time, no most likely because it has a block to it. The cooldown for unblockable would be higher cooldown then blocks so you couldn’t go through every one but some times having the ability to even get one attack though in important fights can add huge more levels of skilled play rather than oh they are blocking let me just afk for a few seconds. Also as I have stated most classes have vulnerabilities that they can use if they need to ensure they don’t take damage to prevent a telegraphed burst.
Basically what I’m saying is there is no real option for many classes to play against block, reflect, and destruction (for projectiles only). You just stop attacking for the duration and wait, not the most exciting combat in my opinion.
Currently in the game very profession has some access to being able to negate incoming attacks meaning everyone can get access to it if they desire. This also mean we see a fair amount of it out in PvP, WvW, and even PvE. I don’t think the problem is how much access we have to these abilities rather I believe we need a bit more access to the ‘counter’ of these.
There are ways to make base abilities unblockable and this is fine giving a few ways to get past the block/reflect. This is fine but is somewhat limited and doesn’t require ‘active’ play other than making sure you are using your unblockable ability when the enemy is blocking.
When it comes to empowering yourself there is only 1 ability in the game that allows you to become unblockable temporally (maybe another with revenant not sure). From the wiki, “Unblockable is also an effect, currently only available from Signet of Might, making attacks for the duration unblockable.” Why isn’t this more readily available for classes to use?
There are still a good amount of access to abilities that will still prevent the player from getting attacked if there opponent is unblockable so it won’t make it impossible to block a burst.
Thoughts on this matter? Should there be more access to the unblockable effect? If so should it be a boon?
A stealthed zerg is very trollable. Imagine a visible person amongst the invisibles …
Can you imagine the hostility and arguments this will cause?
I honestly think this is ideal. Enemy zerg sees a group of 5 or so standing out in the open looking ‘vulnerable’. Then bam they get rolled by the rest of the zerg that got their invis buff.
Some Tips:
Good luck with whatever you decide on doing.
Since they can get to the guild hall I would think they can go to the npc or treasury and deposit materials.
Note: Some of the materials required to upgrade can only be found in the new maps which are HoT exclusive so they could not help on those.
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