Showing Posts For RiWiJo.7502:
I recently got Toxic Unveiling Shot. It seems way underpowered for what it cost. As far as Unveiling stealth it should last like a stealth trap rather than just a few seconds. As far as poison damage, I really see very few numbers coming off the enemy when I use it. The cool down is long. I would have been much better served by putting that 25 points into ballista.
I think the reason there are three servers playing against each other rather than two is so that two of them can potentially work together to defeat an overwhelming enemy.
From many forum posts in other games I think this is one of the reason RvR or WvW failed in other games because there were only two sides and not three.
I have to agree with the sentiment in this post. Try as I have I cannot find the mortar useful except in extremely rare instances.
As a piece of siege it has pitiful range and does not survive for more than a few seconds. The only place I have found it somewhat useful is defending the 3rd floor of garrison against people trying to come up the ramp.
What it needs more than anything is additional range. Also I would love to see that if two players click on it the mortar fire rate increases.
Yeah, on the one hand it sucks when your combo field gets over ridden.
On the other hand, it is just about the only thing in the game that requires teamwork/coordination.
I totally agree with this. Especially in WvW. A skilled team or guild can lay down fields and finishers amazingly fast. It gives them a tremendous advantage.
It is a pain to have your intended field canceled by a later “wrong” field, even though the later field may have been dropped with good intentions. Maybe blasts should divide between laid down fields. So rather than a blast ramping two or three fields equally they get divided between the fields. If two fields are down then each gets 50% of the blast and so on.
That would be too OP. The finisher should attach to the last field dropped. Then it becomes more a game of skill—don’t drop a field that cancels out an earlier one.
Dying as you level is part of the learning process. If you are level 80 and continually dying you need to look at your build, group, guild and/or play style.
I don’t like the idea of easily being able to respec your points before a raid or battle. But I don’t see why you should never be able to respec them either. Maybe a modification you can buy with gems, badges, or gold.
Seriously, counter trebing a treb on that vista is very hard. First you have to have a treb built on the top of the supply camp in Briar. Second you have to hit the treb on the vista perfectly. Because the treb is so high up in the air if you miss a direct hit most of the splash is waisted on the ground down below. Sounds like you did pretty good though, because usually you have to skirmish out and take that treb down with troops.
There are times when it is appropriate to use supplies in a keep and there are times when it is not. But just because someone does not agree with you does not mean they are stealing supplies.
So people can be kicked from groups because other people are idiots and don’t realise you don’t need perfect build and gear to complete content? It’ll result in people who’ve never played a specific profession passing judgement on others because they think it’s not a good build.
I’ve already run into this. People who have never played a day as an engineer telling me I should respect as 100nade build because of some youtube they watched.
In WvW every night I see spam “if you are dying in melee you need PVT armor” which may or may not be the reason someone dies in melee. I can only imagine if people could actually see builds in WvW.
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The game is no more anti-social than any other. I always would try to avoid casual groups because they ended up being more of a bother than fun. Conversation was usually banal as I didn’t know these people and didn’t really expect to meet them again. Also I usually wanted to do something different than what others wanted.
That all changed when I joined a guild. Being in a good guild has made this game one of the most enjoyable and social games I have yet played. However, don’t just join any guild. It is important that the guild you join shares your motivation. If you love PvP you should find a guild that stresses PvP. If you like dungeon running find a guild that does a lot of dungeon runs. The same for WvW or general PvE. If you are hard-core than find that guild. If you like time to do your own thing find a guild that schedules guild activity but allows you your own time also.
Stay away from guilds that just say they are casual guilds that accept everybody and have no direction. In my experience these guilds are like not being in a guild—two or three people dominating all conversation the rest just wanting to be left alone.
Also stay away from guilds that are rude or insulting to its own members or to the general community they are part of. Often the leaders are “know-best” and domineering—these guilds almost always blow up.
Finally avoid guilds that are “high drama”, if you are like me you probably left elementary school a long time ago.
I left Rift to come here. Basically because of the PvP/WvW. Rift has horrible PvP. GW2’s WvW is so much better than anything Rift has come up with that I don’t plan on going back.
I loved leveling in GW2 but frankly if you are not endgaming by playing WvW you are missing alot.
Instead of anti supply/stealth traps, we should have gotten traps that apply a condition (cripple/10 stacks vulnerability/poison/etc.) for 20s to up to 50 enemies in 1200 area. Imagine the possibilities for tactical fights. Smaller groups could set up a “minefield” and try to lure and defeat 2x+ their numbers in an open field “ambush”(also, the setup time should have been much longer(15s, to protect from flash trap building in zerg vs zerg), monetary cost much lower, supply same). THAT could have been fun.
But what we got instead? "Hey derpmaster, they took the supply camp, let’s set up 4 supply traps on the road to the tower and /laugh at them from the walls while we use the “totally balanced” ACs."
Just to name one of many traps that are possible—an excellent trap would be one that removes the speed buff for a duration which would allow great opportunities for ambushes.
I know Arena Net is watching this closely—there were several devs playing in my tier yesterday deploying traps.
As far as AC they are being nerfed also—so Arena Net just doesn’t put this stuff out there and forget about it.
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I am trying to understand traps. Right now I look at supply traps as another anti zerg mechanism that Arena Net is putting in the game. Large groups running down main roads are going to get clobbered by the supply trap if they are used on main roads.
I think the fear that the stealth trap will ruin the thief is unfounded. I think they would normally be used to protect siege in the field. A large zerg wouldn’t bother but a small group deploying siege might find it useful. As it is now a thief, if he is good, can almost dance in and then out using stealth and create havoc on the small placement. This will make it harder.
It will also be used against small groups of thieves who currently enjoy farming other small groups of players who cannot counter them.
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I think the update is good. Arrow carts need to discourage zerging around walls, but they should not be able to easily kill other siege. Resetting points is a good touch. Thanks.
I think siege has become more fun if anything. It takes longer, it takes perseverance, and usually requires several different tactics and better management of supply.
Personally I think it saves a huge amount of complaining about the patch before anyone has even seen the patch.
Hmmm…..gatling gun skin for arrowcart, howitzer skin for balista or catapult…..lol
I have played WvW every day since the Arrow Cart buff. I have been involved in many sieges of towers and keeps, offensively and defensively. I have rarely been killed solely by an arrow cart. I see the ring on the ground I move, dodge, back up, step out, roll out, shift right or left—get it. When I die it is usually because enemy players have also jumped me.
Seriously siege in this game is ridiculously underpowered. I mean a treb or cat can hit me directly and I get damage and knock back—it should kill me instantly. I can get a ballista bolt in the chest and shake it off and keep moving—what is wrong with that.
Defensive walls and towers are suposed to give the defender an advantage.
Before the Arrow Cart Buff:
Defending walls against zergs was impossible because of the AOE thrown up on them from zergs shooting up from the wall base. Arrow carts, the only siege defense for this zerg AOE stratagem, were useless. People would just stand in the ring and fire 2 to 5 AOEs and then move back out of range a little. I guess this was great fun for a zerg steam rolling towers, but other than that it wasn’t very realistic and zergs were ruining the game.
After the Arrow Cart Buff:
Now there is serious damage around defensive walls. An elementalist can’t just run up to the wall and unload his AOEs. Zergs can’t just mill around the gate or walls pulling people off the walls, knocking them off the walls, and making the defensive walls an impossible place to survive. Rather than backing up a few feet, dancing in and out of arrow cart range to unload AOEs, attackers have to move further away to get out of Arrow Cart range, exposing them to other siege. They have to reorganize and plan anew.
Yep the arrow cart has made this a much better game except for those who just love the mindless zerg.
I do wvw as a organized guild on a tier 1 server. From large to small scale.
I hate arrow carts. Right now they can more or less shut down any assault on a tower that is not based on Trebs. With the 5 points in AC they now have close to the range of Catapults, but far more deadly and useful.
Rams are useless at the moment because they die to fast to AC’s and even with the new change they might not die to AC’s any more, but no one can take the Damage 4-8 AC’s throw out at you at a place like hills. AC’s where always strong and usefull and maybe a bit UP, but right now they are the most deadly thing in the game and so useful they make every thing else then trebs worthless.
I play tier 1 WvW also. I do agree with this, and I think the Arena Net devs concure—I remember reading it somewhere—that arrow carts should be anti-personnel weapons. I don’t think arrow carts should be affective at taking out other siege. Also siege should offer protection to those manning them—especially balistas and rams.
I mean a treb or cat can hit me directly and I get damage and knock back—it should kill me instantly. I can get a ballista bolt in the chest and shake it off and keep moving—what is wrong with that.
You can also throw fireballs from your hands or create clones of yourself, run around as a giant cat and you are immortal!
People that are unable to differentiate between a game and real life should not post in this thread to be fair.
Heavy sigh,
Seriously, your only reply is a veiled insult and that this is a game, maybe you should learn to make an intelligent comment and not just troll.
I was not making a reference to real warfare..maybe you don’t know this but we don’t use trebs or cats IRL….oops maybe you don’t know that. I was saying I like the game better now, and I explained why.
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I have played WvW every day since the Arrow Cart buff. I have been involved in many sieges of towers and keeps, offensively and defensively. I have rarely been killed solely by an arrow cart. I see the ring on the ground I move, dodge, back up, step out, roll out, shift right or left—get it. When I die it is usually because enemy players have also jumped me.
Seriously siege in this game is ridiculously underpowered. I mean a treb or cat can hit me directly and I get damage and knock back—it should kill me instantly. I can get a ballista bolt in the chest and shake it off and keep moving—what is wrong with that.
Defensive walls and towers are suposed to give the defender an advantage.
Before the Arrow Cart Buff:
Defending walls against zergs was impossible because of the AOE thrown up on them from zergs shooting up from the wall base. Arrow carts, the only siege defense for this zerg AOE stratagem, were useless. People would just stand in the ring and fire 2 to 5 AOEs and then move back out of range a little. I guess this was great fun for a zerg steam rolling towers, but other than that it wasn’t very realistic and zergs were ruining the game.
After the Arrow Cart Buff:
Now there is serious damage around defensive walls. An elementalist can’t just run up to the wall and unload his AOEs. Zergs can’t just mill around the gate or walls pulling people off the walls, knocking them off the walls, and making the defensive walls an impossible place to survive. Rather than backing up a few feet, dancing in and out of arrow cart range to unload AOEs, attackers have to move further away to get out of Arrow Cart range, exposing them to other siege. They have to reorganize and plan anew.
Yep the arrow cart has made this a much better game except for those who just love the mindless zerg.
I’m getting the feeling that they are trying to kitten us off
Traps = yet another way to remove actual gameplay skill from the game.
At least they gave us some kind of warning this time.
Give me a break—this is great for WvW. World vs World, get it, large battles, siege and taking objectives; if all you want is player vs player skill then PvP.
I WvWvW every day and was able to complete all points on the map only after several weeks and changes in server ranking.
I believe that completing the map in WvW should have its own-PvP, WvW related-reward and should not be required for dedicated PvE players. I can’t imagine how frustrating it would be to log into WvW just to get to map points and get killed over and over trying to just get across the map. If you are not prepared for WvW it can be a miserable experience.
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I have two level 80 characters that I leveled in WvW, but I decided I would like to create a MESMER. However I did not want to take the weeks to do it because I really wasn’t sure how much I would play him.
So I leveled him with crafting. Took me 3 days from 0 to 80 and now he is almost a Master Craftsman – didn’t do the cooking skill. It was surprisingly easy and very cheap, I never had to go gathering, mining or lumber choping. I bought everything I needed on the market. If your goal is to just level someone to learn to play at 80 it will cost you about 50 gold and a few hours per day for 3 days.
Personally I love the new arrow cart damage and range it does against enemy players.
However, the arrow cart should not have the same kind of damage against other siege-it shoots arrows after all. Balistas should be particularly hard to take out with an arrow cart-it has that big metal shield on it-and the person operating a balista should be aforded extra protection against an arrow cart.
Counter siege should require explosive shots of somekind not arrows.
Darn, because of Arrow Carts they should just remove all siege, cause everyone knows that the new arrow cart makes them all worthless and then of course we should remove the keeps and towers because what is the point if we can’t get in them. So we should have just groups of zergs milling around. But of course we will have to remove all choke points or elevation because those darn arrow carts will destroy zergs. So everything should be flat. Yep the end result of Arrow Carts is going to be flat land with groups of people fighting each other.. hey maybe we can put each person on their own square and let them take turns moving from square to square.. man thanks to arrow carts I have come up with a new game……wait…what?
I was both wiped by superior arrow carts tonight, and wiped others, and I never once had any fun doing it.
Stop encouraging us not to PvP, Anet.
I timed this last night; I have a level 80 Engineer with about 2400 armor and 24k hit points. He literally stood, /dancing, in arrow rain from a superior AC for 35 seconds before the AC got him down to 30% HP and he had to heal himself. He then /danced for another 17-18 seconds before /laughing and heading back into Bay.
Either you’re not very good at this game, or else you’re exaggerating/lying.
Of course they are exaggerating. I played my engineer and then my Mesmer last night for several hours. In neither case could I stand in the multiple red rings and just take hits from arrow carts but in neither case did the arrow cart just incapacitate me and kill me instantly, I had time to move and avoid damage. All the buff does is make the arrow cart viable where it was just ignored before. It also make it a viable tool to deploy in the field where before it was just steam-rolled even by small groups.
In the case where 5 or 6 carts are guarding a gate…er attack more from distance or go to a different gate or wall and plan your siege a little better…man do I have to explain every possible way to work around an arrow cart during siege. Instead of crying like babies maybe modifying play style might be more advantageous.
Boo Hoo….
WvW is now ruined because it is not as easy to just follow the mindless zerg around.
Now taking objectives might involve tactics and time instead of just swarming.
Now we will have to L2P.
Oh Boo Hoo
Nothing is right in WvW again. Posts complaining that the “under attack” notice at objectives now displays 30 seconds after it is first attacked just make it easier for zergs to dominate vis-a-vis posts complaining that stronger arrow carts make it impossible for anyone to take a keep or objective and thus destroy zergs….sheeze.
Maybe instead of complaining you should modify tactics. Because of the 30 second rule guards will have to be posted. Because of the powerful arrow carts guards may be able to slow a zerg down. Maybe more siege will be used to take keeps and towers. Field deployable arrow carts, especially at choke points, may throw the balance in some battles. Maybe more small groups trying to destroy siege will come into vogue. Who knows, just quit complaining and work it out.
Personally I hope the days of just blindly following a zerg around are limited.
No you didn’t, you didn’t try WvW. Sounds like you leveled your character and went solo into WvW, started chasing crossed swords, got ganked on the way, or by the time you got there the battle was gone. You ran into a keep and jumped on the wall thinking the thirty guys below you would just let you shoot at them. You didn’t even come close to playing WvW.
So you really need to join a guild that knows how to play WvW and you will have fun. They will teach you how to play.
Few technical comments:
1. Everybody is bolstered to the equivalent of level 80 when they enter WvW. I have several actual level 80 players, a guardian, an engineer and an elementalist, who all started at level 30 in WvW and that is all they have played. They all did quite well from the get go.
2.Your character’s PVE or even PVP build will not work well in WvW. You need to learn how to build a character that will survive in a group vs group environment. Trust me on this, what will work in a single Player vs single Player game will not work as well in group vs group encounters.
3. Any character who can take out 3 other players is 1—designed to to do that (you can too). 2—very skilled (takes practice), and/or 3—playing against people who really don’t know what they are doing yet (most players who have only recently entered WvW)
4. As far as I can tell armor only gets damaged when you are killed by an enemy, it doesn’t wear down from use. Everyone in WvW dies a lot, and has to pay the cost. It is part of the game.
5. Some siege weapons are clunky because of their nature, trebs and catapults, are unwieldy things to turn by their nature. They take skill to fire at distance. Other siege—balistas and arrow carts—are quite fast and easy to use. You’re wasting money on golems unless you are in a group that knows how to deploy them and protect them.
I have played many MMOs just like you. I particularly liked Warhammer. The RvR or WvW is good in GW2 but it not something you can just drop into a few times and think you understand. WvW is quite varied and complex if you are on the right server and with the right group.
I think you should try it again.
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There are areas in the jumping puzzle that are natural ambush spots..after awhile of camping these spots it can be considered griefing. I think the solution may be some kind of count down timer for the puzzle, if you don’t complete it in time you die—like a DOT. The faster you complete it the greater your reward. That way you can still WvW in the puzzle but you will have problems camping grief spots.
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I have been playing WvW a long time now. If you have a good guild or group and the servers are balanced it is all about strategy and tactics. It can be incredibly fun.
If the servers are not similar in WvW in population — one is either dominating or one is not participating — then it becomes more about zerging and it is no longer fun. Ironically it is not fun for anyone; neither the server that always wins nor the one that never does.
This is one of the most enjoyable games I have played in awhile—I mostly play WvWvW. I would definitely buy a major upgrade, especially if it were WvWvW.
In the last week I have had this problem occur about 4 times, usually during a large WvW battle—A very loud beeping or thrumming in my left ear. The only way to stop it is relogging. All my audio settings are set to default. Had a similar problem a month or so ago but setting my audio to default seemed to handle it until this last week.
I am not alone all through the battle guild mate after guild mate would get the same problem and have to relog, so it is definitely not my system.
Not an exploit!
We do it all the time. We will drop siege boxes for the commander to pick up an place siege as he leads us. I’m not even sure how someone would consider it an exploit.
As an ELE I drop conjured weapons all the time for anybody to pick up and use—that is not an exploit either.
Just wrong.
Ele is a squishy, he dies all the time. A typical rotation on the walls or in a large skirmish is run in close enought to cast one AOE, hopefully be able to dance back out without being killed. Usually because the major AOE spells take time, they are not instant, you often die after your primary cast before you are out of siege or enemy AOE range, the only thing that saves you is your ablitiy to mist form and run a few feet away and hide while you try to rally. All our AOE have been nerfed to attack only 5 at a time.
Now because an ELE was able to slip back into his crowd without being insta killed in order to hopefully rally without being discovered, someone wants to nerf that too. Too bad…play an ELE for a while before crying about nerfing them.
I thought the purpose of 3 servers was to balance things a bit, but what do I know. Played three days and already tired of the zerg and the losing.