This would be hilarious, I approve.
Fred, what tier WvW do you play in?
The upper branches have 2-3 “zergs” on every map, typically with members of the larger guilds playing sentry duty to call out siege with smaller groups roaming to take/flip the camps.
The servers running one giant zerg end up losing more than they can take.
Also, as has been pointed out…send your pet to attack somethign with “sick em” at it’s max range then move away fromt he target. get outside of 2k range and the pet will be perma invisible and rip into people as they don’t expect it to be a pet, they look for the telltale thief fade in/out or they look for someone shooting at them.
Fixing culling won’t fix this as it is a proximity issue, and th pet uses the ranger as the proximity to load the pet visually into the field.
The devs assume you actually READ things…you know, assuming you have intelligence and don’t need your hand held? It blatently says unique, and in every single RPG…including single player ones, unique means you can only have one equiped.
Guilds that are at their limit cap, that are especially invested in WvW…need ACTIVE memberships. If you aren’t highly active then yes you need to be booted, join a more casual guild.
I am in a casual guild, no expectations on time. If you want to play at the highest levels though (really that only exists in WvW right now as spvp has no ensuring way of being on the right team…no tournaments don’t count) you need to know who is contributing and who is wasting space that a contributing member could be filling.
No way nerfing stealth would be fair in anyway shape or form stealth is the thief’s only true weapon of survival or in short without stealth thieves would just become immediate giant targets for every player.
Also the main reason thieves run away when they are about to die is cause A. It’s usually the most strategic thing to do (no matter what class you are) and B. Cause if downed the thief is basically dead as a door nail without help to get back up because unlike every other class in the game thieves only have 3 functional/useful downed skills and one crap #3 that mise well be a shout that says “Kill me I’m a thief pretending to use stealth.” and on top of that only one of said skills can even do damage or be used to attack with ensuring that once down unless there is a character very close to death within attack range the thief is guaranteed to go down without assistance to get up unless completely left alone in combat (which is extremely unlikely) and this applies to PvE and doubly so in PvP.
So yeah stealthing before you die and running away is pretty much the only option if you wish to survive. Also there is the simple fact that this is exactly what the thief class is built for/role is hit and run tactics and if a thief is doing so then he’s simply doing his/her job.
You don’t know how to play a thief do you? Thieves DO NOT NEED STEALTH. Build to never touch stealth and you would be surprised how much punishment a thief can take and how pathetic any thief that relies on stealth really is. I’ve ran a p/p and sb build in spvp, pve, dungeouns, and wvw just fine…never used a single stealth skill just to prove that it isn’t needed, stealth is a crutch for those lacking the skill to play a class that forces a fair fight (honestly mesmers aren’t hard to kill people, every last mesmer player gives themselves away constantly).
A shimmer/outline should definately be forced on the thief. The thief is not a mage, they have no special skills, and honestly…the entire idea of being able to use a stealth skill when I am in your face hacking your limbs off is rediculous in and of itself.
There are 2 rings with every stat alocation, one for defensive and one for offensive infusions. You are expected to wear one of each.
I totally agree with the “summon banner to hand” skill.
In WvW no one touches banners on purpose unless you already are carrying one…and yes I get whispers of thanks for keeping speed up on those near me when I carry my banner around.
PvE…I see new players picking them up all the time but vets tend to leave them alone.
I can get behind this idea, honestly only a living person should be capable of spying on the enemy. I don’t think there should be a forced map screen, I do think that if an ally is not within 600 range and alive, either the screen should fade to black (so you can still talk to your team and see where you may be needed…allowing you to pick your rez point based on that OR have all enemies fade out (including siege) if no living ally is near you.
I firmly believe, due to all the hints dropped in game, that Jormag will be the next expansion. In light of this, it seems that Kodan are likely to be the first expansion race if any will be happening.
I disagree…regardless of which dragon is introduced next, Tengu are already practically set up to be a playable race and will likely be the next one introduced. The location of their main city is already decided to be between Lion’s Arch and The Grove, they have at least a little bit of model variety (though I wouldn’t mind seeing a little more, maybe different feather patterns/colors, beak shapes, and crests), and a decent amount of lore (though I wouldn’t mind seeing this a bit more developed as well). Kodan on the other-hand have a bit of lore, but not much else. They are definitely a plausible playable race, but I wouldn’t say they’re next in-line to be released (though that’s not to say they won’t be released as playable, in the near future).
Here I color your, and most others pointing at Tengu, as being biased due to GW1 interactions with them. Yet in the story there is only a single mention of the Tengu…through the 3 blacksmiths Trahearn sends you after, while there are a craptonne of hints and mentions of Jormag.
The Kodan have already been pushed around by Jormag and are getting pushed to the point they will have to “protect the balance” by actively working to take out the dragon with the other races. Armor wise, I’ve seen more variations in Kodan armor than Tengu, had more NPC interactions with them, have actually faught alongside one of them for hours on end (HotW anyone?), have had lore expanding hearts with the Kodan. We see and hear the Koda talking to one another about their views of the other races (they hold the Sylvari higher than other races and hold the Char and Asura the lowest as being the most misguided/foolish) and meet with them in several maps. They have their own weapon skins, and even a variation of their own themed weapons that players can use (the axes they actually use look differently come to mind). We have seen the Koda in combat with several weapons (I personally have never seen the Tengu in combat in GW2), and through pure GW2 interactions know infinitely more about the Kodan than the Tengu. Heck, I haven’t even seen a Tengu walk in game.
The biggest problem for the Tengu, is that in game…there is very little lore about them, they use human looking weapons, we never see them in combat…before they become a playable race for GW2 the lore to support them needs to show up in game in some way (seriously, they need some outposts outside of their giant wall so we can bloody interact with them some) and we need to see them using weapons/armor that is purely their design…FULL armor. Kodan can be seen in several armor types, all 3 armor classes, and wearing all peices of armor (honestly cannot recall and Koda wearing a helmet off the top of my head). Tengu on the other hand I can only recall torso armor, no helm, no pants, no boots, no gloves…seriously, the Logos we have seen walk/swim/using weapons (even if they all seem to use daggers/swords). Look at what is in game, not out of game, for the expansion races.
Kodan, Logos, Hylek…even the Ogres and Skritt have more animations and variety int hem than the Tengu currently. Right now…a sudden release of the Tengu would feel like the pandas in another MMO that honestly had no lore to support them prior to the expansion found within the game. How many panda jokes exist on the net now due to it? Expect the same reaction from many due to most not having played GW1.
I get the attraction, I played GW1 and thought they were cool, I just don’t see the support for it IN GAME right now. Lack of presented lore (even in the many books you can read) and lack of animations/interactions would make it a total joke if they showed up just suddenly.
I firmly believe, due to all the hints dropped in game, that Jormag will be the next expansion. In light of this, it seems that Kodan are likely to be the first expansion race if any will be happenning.
If the OP’s options are only to either replace or keep. I’d say replace. I’d much rather have a chance at a decent Engineer trait. Maybe well even get one with some synergy!
Synergy in engi traits? You know the world will catch on fire before that happens!
I don’t see how this fix anything. The only problem now with the stealth is the culling not the skill. I think anet is making a big mistake here. (I play a guardian as a main)
This is to fix permastealth/stealth stacking. Currently a thief can just cloak and dagger more or less indefinitely and there are many videos on youtube showing it. Mesmers can use decoy, then viel, then mass invis one after the other. The idea is to put a cool down in between stealthing again. There will be a “revealed” status (though I don’t believe anyone mentioned a duration).
This is a problem with the skill because even in a 1v1 mesmers and thieves can disappear for a long time. In fact, trying to take down a perma stealth thief is really tough unless you have the right build (in mesmers case at least because our aoes are very limited, iLeap fails regularly, and there aren’t many ways outside of ileap to keep opponent pinned). Even if you do get immobilize, cripple, etc when they stealth I believe (and I might be wrong) they can lose a condition every few seconds. So really, while you might not lose to one, killing one is a real pain in the kitten – cuz the ones who can’t beat you just run away stealthed.
As for mesmers, we can easily use a trait to cloak at 25% hp, then if we have regen we regen up to 26-27% and the skill will activate again, plus decoy, plus veil, plus mass invis, throw in 3 clones at a time and it’ll be a pain in the kitten as well (though I’ve never seen a mesmer run a full cloak build since you’d be sacrificing utilities that are actually needed to take down your opponent). Not saying we’re OP as I don’t think any particular profession is OP. But it’s highly unbalanced they way it currently is.
So yes, there is an issue with the skill. Culling is an entirely separate issue.
Erm, stealth stacking / perma stealth will still be possible…
Stealth stacking will still be possible if I have read it right. As I understand it, you still will be able to, for instance, pop blinding power, then hide in shadows and then Shadow refuge and as long as you haven’t left stealth you won’t be effected by the debuff. Correct me if Im wrong.
Actually, going by what they have said…chances are that this debuff will hit when that specific skill stealth time is up.
I’d just join games without thieves. Every other class can be delt with fairly, mesmers are only super hard to fight if you don’t pay attention. I just get sick of thieves stealthing and running away like cowards.
Even HB built wars, while anoying to fall prey to when they catch you in mid fight. They are fairly done as building for it glass cannons them.
No, forced paired instance only. This is a bounty, right? In old days bounty hunters worked alone or in pairs. Not in full groups.
This would be a great way to get unique items by forcing a pair to work together well. There are already group based content (dungeouns/fractals) and large group contant (guild hunts/wvw)…this system seems perfect to make it pair only and far closer to what bounty hunting was rather like. They could even make it sherlock holmes styled if they so chose due to pair only (holmes and watson) given they like to do parodies when able.
Those traits are for WvW specific builds, are all 1st tier to make them easily gotten to, and yes are totally useless for pve/spvp…ok mostly useless for spvp, there are some rare occurances you could make use of em.
Extra cosmetics mean extra data passed to everyone’s client every time they see you. The game doesn’t need that just to see your undershirt.
The game loads your colors, your armor, your weapons that cannot even be seen (underwater/offhand) your underwater mask, we are even loading your townclothes despite most people never even looking at their own townclothes. it loads your achievments when you get in range (the arena point number next to your name if you have it viewable for guildmates turned on). It checks for titles (really that is a seperate check from your name, why don’t we disable all titles too huh?!). It checks seperately for your map completion to add a star next to your name…checks if you have lfg turned on, also adds the arena net symbol next to devs/in house testers as a seperate check.
All those INDIVIDUAL computations and you are worried about a shirt? If you are saying that due to wvw…what enemies wear is never seen, generic armor is rendered on them. If you have lag in spvp you need to just upgrade already. If you are grouching because of dragon events…nothing you can ever do will prevent those from having lag.
Actually OP…the HotW armor is designed perfectly. It is not “knightly” heavy armor. It is closer to the heavy style of norse armor…which DID have open elbows and such to allow more movement, especially in cold climates. Walking in heavy armor causes your body to heat up rapidly, yeat chain shirts that aren’t well insulated (the arms suffer from this most normally) would rust or freeze causing severe loss of movement. Notice the legs of that armor are also just pants with the armor hanging from the waist as a plated skirt, also very historic in style as it helps keep the ability to move high. Norse/viking/celtic styles of combat prize mobility.
There are other options that are more “knightly” in style of a walking armored tank. I have the HotW armor, prolly going to grab the manor armor for the beefy look for when I feel like playing tankier.
However, your idea of togglable shirts/pants to covor up the skin in armor if people choose is a great one. This way people who find skimpy armor upgrades but hate the skin showing can still use the upgrade and not be skimpy.
If you want to get rid of the pet, warrior/thief/engineer are available.
They stated from the very beginning that ranger was built from the ground up around the pet. You not wanting to use it while still playing a ranger is totally rediculous. Do not mention GW1 as they even stated (they meanign the devs) they were going away from the GW1 model in favor of focusing on the pet. Anytime you bring up GW1 playstyles the devs are going to totally ignore anything you say as you ignored what they said before beta even happened.
If you don’t want the pet and don’t want to look after the pet, pick another class. The pet will NEVER go away, a perma stow option where you get some increased damage won’t happen. If you get perma stow (and for jumping puzzles it would be very nice, or swap to a bird pet for the puzzle) you won’t get any buff as you can call the pet in the middle of combat anyway.
On the other hand, yes…pets (necromancer minions, turrets, ranger pets/spirits) should only take 50% damage from aoe, 25% traitable. AR should be shared with everything your character creates/summons.
Also, if you are playing a tank, why are you using a GS? A GS is a one trick pony that EVERYONE looks for to avoid your only real threat…ana ttack that roots you in place.
Want to tank? I’ve ran sword/shield in wvw and jump right into the thick of it and…gasp… don’t die! Tanks are defensive in nature, not offensive…runnign with a GS is your first problem with the playstyle you chose.
I primarily run dual axes and rifle. Picking off people with the rifle is always hilarious as SO MANY warriors run sword/horn and a hammer or gs…they don’t expect the warrior to be picking away 2-3k a shot from 1200 range. Moment they get in close, swap to the axes and watch them melt thanks to every attack being a 360 degree attack around you forcing them to come into attack range even if it’s from behind you, build to apply bleeds and vulnerability on crits and you just watch them flail and fall. If you are wondering where my mobility comes from, signet of rage and a banner while running alongside a guardian that fills in any downtimes with staff speed boosts.
GS is the glass cannon weapon for warriors, simply having that weapon ensures you are a sitting duck any time you hope to use HB. I find it amusing you complain about being pinned down when the main way GS ever get’s to do it’s damage is to use bolos to pin down the enemy then charge+HB before they can get away. Complaining you get nailed down when it is a huge part of your own weapon build…kind of hipocritical, just saying.
My problem with the legendaries is they make no sense, it is meaningless grind.
Frostfang, for instance, should be all about the shiverpeaks…everything needed for it, every special part of it, should be found and done within the shiverpeaks. As it makes perfect sense for an axe made of ice that never melts to be forged there. the culmination of the legendary should be killing jormag’s claw for the last componant after an epic series of story events.
The butane lighter should be done virtually entirely around the great volcano south fo the shiverpeaks.
Flameseeker prophecies should be done in specials tory solo versions of various catacombs throughout the charr lands…
These things are weapons of legendary proportions and they should have been handled far better and more uniquely than they have been.
My problems with the legendaries is…what makes them legendary? Each one should have a LONG HISTORY that we need to uncover and add to our own story to prove worthy of wielding it… not just a long grind.
Karka was the best fight? It is generally unanimous by how empty that zone is that everyone HATES the karka due to the fact they have 2 health bars and the insanely stupid attack of rolling people over (that dodging doesn’t work on might I add unless you are already ont he edge of the path).
Norn racials lackluster?
The transformations suck only if you don’t pick wolf, the raw self healing on it even if you don’t have a single +heal item is enough to take you from 5% hp left to full. Build a guard tank norn with wolf as your elite skill for hwen the crap hits the fan and you would be surprised how well it works. You don’t dodge things as a wolf transform, you simply heal while attacking right through anything that is thrown at you. THAT is more elite and epic than most every other skill in the game.
Human racials lackluster? Warrior running with avatar of grenth is impossible to run away from (you cannot cleanse the snare it puts out, meanign that person is forced to fight on your terms). Hounds suck in boss fights but when you pull large groups they are beautiful to take heat off of people.
I firmly agree that all 3 guardian elite skills SUCK. wrath is pointless waste as the skills do crap for damage (seriously the major attack should essentially slaughter anyone under 12-13k hp givent he wind up time and how easy it is to interupt). the healing tome is equally pointless as you can spec other ways to make healing others infinitly easier. and renewed focus is the lamest of all elite skills to exist in this game.
Want scary pets? build your traits for them. You would be surprised how hard they hit or how long they last.
Also, pick your pets for what they do not for how they look (brownbear=the best pet hands down for survivability and pet skill usefullness, it’s self heal is also substantial surprisingly).
WvW rangers are the scary ones. At 3k range, send your pet to attack then move AWAY from the person. Your pet gets culled and will start ripping into the person while perminantly invisible untill they get within 900 range of you. Thieves will stealth and still be taking constant damage fromt his as…while culled, they ignore stealth mechanics.
For those who “don’t want pets” You chose the wrong class. This class is advertised as being pet reliant from the description ont he website to every single thing mentioned about them on the net, and even states as much in character creation.
I sit in Hoelbrooke, best looking town IMO
So… you guys want it like Heart of the Mist where you just pick whatever items you want? So what will there be to do in-game? I’m already running out of goals, so maybe you can enlighten me what all you “casual” players do everyday & what would you do it all gear was easily accessed?
Play for the fun of it rather than this odd need for “progression”. It’s just a carrot on a stick.
WvW and sPvP…fun and more or less no need for progression, just increase your own skill, ocasionally change your build to switch things up.
+1
This whole gated content BS has caused no less than 10 of my friends to leave the game for games that honestly DO let you play how you want, where you want, and still get BiS gear.
Amusingly…take 3 support builds into a dungeoun (the remaining 2 can be anything) and if anyone drops something seriously went wrong…and chances are the tun took only one minute longer.
Pure glass cannon builds honestly don’t help all that much compared to supporter builds (banner warrior, shout warrior, buff guard, heal guard, etc…). I run into far more support/controller builds than glass canons honestly…also quite a few tanks (mace/shield, mace/sword warriors and mace/shield, mace/focus guards mostly).
Those raw dps builds are also the first to die off in any pvp (unless it is a thief or crafty mesmer. thieves have way too many stealth options for one…mesmers, a well playe done is awsome to behold and honestly funt o fight against).
Thieves fight tooth and nail to keep their OP status rather than willingly try and balance themselves.
EVERY single game where stealth=total invisibility also has multiple ways to force the class out of the invisibility. THAT is balance. Not just force them out but forcably prevent them from re-stealthing.
So yes, thief stealth needs something done to it, be it various abilities that strip thieves of stealth and keep them from re-using it for a long duration, or cause thieves to immediately drop from stealth the moment they take damage. Barring that…risk/reward is needed.
What? Crying because you can’t stealth stomp people if that was the case? Get over it, everyone else is targetable while jumping on people. Crying because you now have to think far more tactically and deal with the repurcusions of being outnumbered? So does everyone else. THIS is balance. Currently the thief is not balanced worth a kitten in this regard.
Yeah…got my midnight ice and my abyss dyes from spvp deer boxes.
Ofcourse a lot for this hate would be gone if they simply made stealth cause you to fade out but still have an outline people could track. The outline forces you to be renderred thus cullign would apply on when it applies to everyone, no special stealth culling (the game does not bother to load a stelthed thief, thus culling is giving thieves a constant extra second in free culling enabled stealth). Thieves should be targetable while in stealth if they are in front of their enemy (stealth while an enemy is FACING you and they don’t drop target). Seriously…there is no logic at all with current stealth mechanics. Whoever thought these mechanics made sense obviously was only thinking about how fun it would be to create a class mechanic that requires no thought to keep the class alive (seriously, stealth build thieves require no thinking at all to win with) where is the risk/reward with stealth?There is NO RISK with stealth.
Know what? Fine…don’t like any suggestion, lets institute some risk/reward. Thieves have been getting nothing but rewarded for using stealth…time to add in the risk. All damage that hits a stealthed target is increased by 50%. That’ll make even a clip of a stealthed thief far more dangerous.
Dasorine, grab 4 friends, and get everyone to select a role (1 tank, 2 pure dps, 1 hybrid something…support/dps is my suggestion, and 1 heal/support) and run a few dungeouns…it works rather well actually.
As for aggro…it seems to be based partly on proffession (I always have easier times ripping aggro off others as a soldier class usign any weapon) and partly on if you have messed with the boss any. Strip deffiant stacks and you get nudged up the aggro ladder for the boss. Dodging attacks (actually getting the evade to pop up) causes aggro, as does healing yourself or others. A good tank build involves passive healing and skills that block the boss attacks to net some extra aggro. If someone pulls aggro all they have to o is dodge roll away and stop attacking for a few seconds (same as in any MMO). As for healer…well…you are limited to engi/guard/ele really…though necromancers can do good at it too.
Anyone stealthed hit by a melee attack should immediately be revealed and incapable of going back into stealth for 10 seconds.
Cannot stealth while taking damage from a condition (exception of this rule is the heal skill that stealths of course).These two things would solve most anyone’s problems with stealth and force thieves to be more tactical instead of spammy with their stealth skills. I’ll support any solution that forces thieves to actually THINK while they fight. I’ve played the perma stealth style (it’s what people call it, not what it is honestly capable of, unbunch your panties) and it is boring in the extreme as there is no thought to it really.
That would downright break non-burst stealth thieves. Certain thieves need access their stealth skills as often as possible (approximately every three seconds) or they suffer a lackluster damage output. These thieves don’t really use stealth for stealth but rather their stealth attacks due to all thier other skills being too weak offensively.
@OP: I think there’s better options then making it so certain skills render a single class inert. It’s like having a skill to make it so Eles can’t element swap. It should be handled carefully. I think just making revealed occur no matter is a better option. (For various reasons that I don’t care to re-recite at 2:00 am)
You have a point here, however there can be a way to allow them to have access to that stealth burst skill (I ama ctually a fan of doing the pistol one then p/p double skill the moment stealth wears off, sound slike you have magazine guns and not flintlocks for sure haha!) while not being able to actually go invisible/stealth.
Have that debuff prevent the thief from going invisible but yet still have the other benefits of stealth for example.
I’m just not a fan of games that use stealth and do not give people a means of negating it. The normal cost for having stealth is having no healing…however the thief can spec to where spending all their time in stealth (the bunker builds for example) causes them to constantly regenerate hp while also not being able to be seen…a HORRIBLE mix for balance purposes everyone should agree.
This is to prevent people from kiting any mob they can’t handle to a town to have 10-20 guards helping them. Or to prevent people from kiting champions across the map to have it kill lower people or to simply get npc patrols to help out.
Basically, keep within 1500-2000 meters of the original point you pull the champ. Sometimes the range is as short as 1200.
Name suggestion “Reaver” deals in death magic basically a heavy Necromancer but more focused on melee damage.
Or what about those Knights of Balthazar from the scholar story mode where you transform into a Knight of Balthazar. Would deal with fire and destruction.
You temporarily become the avatar of Balthazaar…aka you channel his power directly. An Avatar is when the god literally takes over your body temporarily and funnels their power through you to invoke change in the world favorable for that god.
I also have to agree with another poster that stated…“justicar” is covored by the guardian already.
Inquisitor will always have a negative canotation, you can thank the spanish inquisition for that.
My favorite idea so far by anyone…is a heavy armored chronomancer.
Actually, in the lover’s fight if everyone targets one, and a single person fights the other one. that individual can tank them easily. It is also far more than just dumping vit/tough on a war or guard and being tank. You have to have the right weapons (mace main hand is virtually a requirement here with warrior offhands being sword or shield and guardian offhands being focus or shield) and time the blocking/parry skills appropriately. Melee dodging and knowing when to take hits adds tot he skill requirements, not many things I haven’t tanked on my guardian in this manner even though warriors are far superior at stripping defiant and keeping a constant stream of self heals going if needed.
Most of you sound like you aren’t truly paying attention to what is going on. You aren’t forced into a role (yes trinity games force roles, people rarely want to be tanks or healers…just ask the DPS people how long they wait for groups) you have to find that role and make it yours. Build to be flexible and shift your focus at any given time for what the group needs not for what you only wish to do (which is one reason I hate glass cannon builds as they are only good for that one thing…damage, and hybrid builds only lack a small percentage of the damage).
No support builds? The smoothest dungeoun runs (the runs in which no one drops) tend to have 4 support builds in them with a tank or survivalist dps. Forcing healers to actually deal damage and worry about actively dodging…as opposed to the typical mmo where your healer hits like a wet noodle and rarely if ever attacks. Likewise your tank hardly does real damage either and simply has a bunch of blocking and damage absorbtion skills. Your DPS is lacking in both healing and survival skills.
Really, 3 or 4 man a dungeoun and you really feel that you are missing people to help, for more than just damage too. There is a lack of buffs going out, which reduces damage output and protection/healing/preventative measures. You can still do the dungeoun but the feelign that something is lacking is going to be obvious.
Anyone stealthed hit by a melee attack should immediately be revealed and incapable of going back into stealth for 10 seconds.
Cannot stealth while taking damage from a condition (exception of this rule is the heal skill that stealths of course).
These two things would solve most anyone’s problems with stealth and force thieves to be more tactical instead of spammy with their stealth skills. I’ll support any solution that forces thieves to actually THINK while they fight. I’ve played the perma stealth style (it’s what people call it, not what it is honestly capable of, unbunch your panties) and it is boring in the extreme as there is no thought to it really.
No Runiir, it doesn’t.
Most of the time, there’s not even a hole for the tail; it just clips through the armour.
The same can be said for helmets and ears/horns.
On top of that, instead of scaling the textures of the armour to properly suit a Charr physique, they simply stretch the texture.
The only time you can guarantee that the armour has been designed with Charr in mind is when you’re wearing Charr cultural armour.
Norn face the same texture problems.
Clipping for tails and horns has been in EVERY MMO.
If you nitpick on those details, don’t play monstrous races that don’t have very specific armor designed for them. I have a Charr, most armor looks fine, even if it looks a bit odd with the tail poking through. The horns can easily just look like another part of the armor if you color apropriately.
Gotta agree with Kaimick, Hammer warriors are fine as is. The skill simply requires more skill to use effectively. I’ve put more than a few hours into my warrior in pvp, prefer the hammer for pvp and have little trouble using skill 4. Time things better and it is fine.
This is not an insult in your intelligence so much as you insulting the skill of others that have learned when to use it and when not to use it. The power of the skill requires a negative, the hammer is not ment to be super mobile (that is more the place of the greatsword/longsword).
Those dissenting against you OP are still adding to the thread just fine, you simply cannot handle those who don’t agree with you it seems. Telling people to leave a thread to get them to stop posting and finding fault with your suggestion also breaches TOS, if you cannot handle people punching holes in your ideas…we are being far kinder than ANet will be when they read over it in their offices. Speaking as someone who has family in the business, devs based around balance in an online game are brutal on suggestions.
Sounds like you just don’t like the charr. The armor looks the same on them as it does everyone else more or less.
Warlord sounds way to vague and resembles Warrior. I’d opt for something that’s more evil-based, cause the “Inquisitor” has some very dark powers.
I don’t think the name should get changed really, only if people really have trouble with accepting it. It isn’t supposed to be neutral, as I think Redrex meaned it.
But as it is we already have 2 pretty evil classes out there: necromancer & thief.
We are heroes in this world.
Necromancer is evil? Since when? Many necromancers in GW world are priests of grenth, or studying in a scholarly way the line between life and death. This is not your typical fantasy world where anything dealing with undeath is automatically evil. Here Necromancy is considered nuetral, or actually GOOD if you are a humana s all necromancers are followers of Grenth…a human god they regularly pray to.
Thieves are evil? Never heard of Robin Hood? How about Aladin (The real version of aladin, not the disney version, is full of bloodshed mind you)? Thieves who fight the good fight just using shadows and trickery.
There are no “evil” proffessions here because ANet has designed the game world in such a way that we are always good guys. This is likely why we won’t likely ever have a death knight/shadow knight class. Which is sad as it fits the darker melee tanker role perfectly.
I see multiple people responding with “build for this encounter” style…er…don’t pidgeon hole your build? Build to be flexible not to fight specific enemies. A truly good build is good against ALL enemies, not just one type. Perhaps THAT is your problem…the old GW1 mentality of changing builds to fit what you fight. That was NEVER fun. That was tedious and boring. It is far more fun to build how you want to play, what works for you personally against all comers, then just stick with it. Sure…may burn through a gold or two to find this perfect build, but once you find it you will never change it again.
Also…why are you writing it down? You cannot remember 7 traits or 3 numbers? Not that hard to remember…and I deal with number all day long, ontop of theories and psychiatric work. Your memory should not be so bad that when something works you forget it very easily.
I love how the pvpers whine about no death matches. Killing is NOT HARD. Holding ground and not being able to choose the points you enguage the enemy is far harder. The enemy knows exactly where you will be, thus you can’t just catch people off guard or wait for them at a spot of your choosing that is easily defensible.
Death match pvp is the most boring thing imaginable.
People gripign about not being able to que as a teama nd stick together as a team…what? Crying that you can’t dominate pugs? My friends and I love jumping into a server, 8 of us joining and fighting against each other at random, joining the pugs as they fight. True pvp, when it is at it’s best…is not when it is defined teams…that is not fun, the tactics are predictable. When you have a bunch of pugs…they tend to not think the way two groups do, you end up with odd tactics that WORK and you end up with a decent level of pure chaos…which is closer to a real battlefield.
Also…true battles are faught over something, land/castles being the biggest. So the capture points make sense…deathmatches do not.
I do wish they would make th emaps bigger and have some sieg play though
Tuomir hit the nail ont he head, there are roles. You just fail to see them because they aren’t blatently forced upon you the way trinity does it.
Support – you can be a healer, a buffer, a cleanser, dedicated rezzer, or “fill in” for the person currently taking hits so they can heal up a bit. Mace/focus and staff guards make GREAT supports being able to heal/cleanse/buff with ease. Warriors are equally great supports with raw buffs/heals (shout healing and banner regen builds being huge helps). Necromancers specced into wells can make a dungeoun run easy as cake due to life leach and blindness area effects and a targettable healing area. Elementalists specializing in water make healing people look easy (use the staff, love the staff…yes it sucks in spvp but it shines in group play when you aren’t being targetted with intelligence), and thieves can be huge supports with venom sharing and using shelter to protect the group. Mesmers and engineers are practically hand built as support classes, even if their buffing abilities are random (elixers/chaos respectively).
Tank – yes tank exists, play a warrior, equip main hand mace and offhand sword or offhand shield (shield preferable but sword CAN do the job). This gives you no less than 2 block/parry skills and 2 (3 with the shield) interupts that work on removing defiance. Guardian can do the job with mace/shield and simply being symbol heal/regen heal/shout heal specced and out healing/blocking the boss. Now, lacking this style of play, you can build for raw survivability and out kite/dodge the boss using vigor boosts on a multitude of classes (I honestly find ranger best at this style, but most ranger players don’t even consider trying to play this way as they don’t choose the classe to be a kite tanker).
Control – every class does this well if you spec for it. control can mean anythign from slowing and manipulating the area to your team’s interests or true area denial for pvp. Slowing, imobalizing, outright prevention/blast back of enemies to buy your group time. You can build for this and not be crippled during a boss fight (actually a group with a dedicated controller tends to bully the bosses easier due to all the ways a controller has to get rid of defiance).
DPS – looking at all you glass cannon fools. DPS is not really a huge need in this game, all other roles carry damage with them in some form, dedicated damage dealers are…from my own personal experience…risky at best as they tend to roll full bezerker glass cannon builds that crumple in one or two hits. It is however a viable way to build and there are many out there that will run dungeoun after dungeoun and never get downed. They post the highest damage usually purely in bursts.
Survivor – I put this in it’s own role even though you can build for it while doing another job. Plainly put this is the build that is ready for nearly every contingency, will handle everything thrown at it. Not the build for serious damage or serious tanking or serious buffing…the survivor will never drop, and repeatedly pick up others while taking whatever is thrown at it. In pvp we call these “bunker” builds and they have a place in pve ont he harder fights as these builds will be the ones rezzing everyone else.
Roles exist, they just up to YOU to define what you wish to be known for. No, you don’t have the immediate recognition as the tank untill you stand your ground infront of the boss and just tank those hits while everyone pounds the boss around you. After the fight you get your recognition…you don’t roll into a group and go “I’m the tank” like you do in other MMO’s. Want to be a healer? Show it in the combat, however you don’t get to just sit there and cast heal after heal…you have to time them, know when they can handle the hit or when you have to be their heal skill while also doing damage.
The combat is more fluid and more active, less passive. The roles are ther, you have to actively make the role your own, not expect it handed to you.
Here’s a thought. If a map gets full…and someone belonging to that server (TC in this case) joins th emap and someone is there that is guesting, the guest gets immediately forcably put back ont heir own server with the messege; “Map population limit has been reached and you have been removed from the guested server to make room for those who made that server their home, to prevent this move to that server perminantly if you enjoyed your time there.”
Tarnished Coast, rarely is any map totally dead. I always run into others…sure, some maps may be only 5-6 people at certain times.
However Tarnished Coast also has a CRAPTONNE of problems with guesting durring dragon events (chests are one per account…per server on dragons and everyone invades TC to do dragons it seems). Otherwise, it’s a nice place with good peeps.
I find the skritt have incredible depth (they are, in all honesty, the smartest race on the planet if enough of them get together…unlike the rest of us they have no IQ cap) that just is NOT utilized. Seriously, the skritt city should not be so easily flipped (go to the plant/asura lvl 15-25 zone). What is stopping them from coming up with amazing golems of their own make? Smaller skritt populations are grabbing asuran golem parts and rebuilding them…successfully! Why is this race such a joke? They should be far more seriously taken at times.
It is this issue I find. The Quagan are a total jock. They sound like children, fop around, are bassically small wales that would be better used for their fat to use as heating and lighting oils. The skritt on the other hand have true intelligence when they gather in any number (several skritt towns you find them speaking normal and devising strategies that even take into account when they would get dumber into account, carrying notes written in a language so that they will understand it when the higher intelligence leaves them due to fewer numbers, it’s really amazing).
The asura themselves have even been written to say they are terrified of the skritt. Not merely afraid of them, downright terrified of them because of how intelligent they can get. It isn’t like normal people, where you have one or two geniuses in every gathering of a thousand people. You gather a thousand skritt together and every single one of them becomes a genius. This part of the skritt truly needs looking at by ANet for future ideas.
Random trash (changing hwat each group consists off at random), remove leashing so if you aggro a group you have to kill them. After all this is a dungeoun and open world rules should not apply here, you are invading a base…an enemy stronghold. They should never “give up” the pursuit of you. If you want to skip, gotta be smart, not just outrun them.
Make explorable mode…actually explorable with all bosses there. Take all the paths and open all of them so the players can full clean the entire dungeoun and get credit for all 3 paths without leaving the place once.