Warrior – The New Burninator! Strongbad would be so proud!
Guardian – Burn for you, heal for me, block for me and uh…sorry Im all out of gifts.
Mark Katzbach on another thread wrote:
“If you want to see more developers participating in the lower tiers, then encourage more of the lower-tiered guilds to apply.”I only just saw this on the other thread that got locked and want to respond about it here. Correct me if I’m wrong, but lower tier servers don’t have as many active WvW guilds for the simple fact that the population is smaller. It sounds like a bit of a catch 22 to me.
Encouraging people to participate is the most important part of making any community better. The more people that get involved, the healthier the community will be.
The play theme of GW2 isn’t to draw you in and never let you go. Go enjoy yourself and come back when you are ready for more. We all do it. Have fun on your break.
A staff is a staff. However, I’d like to point out that if you buy the Monkey King tonic then you, sir, have yourself a bo staff.
I second this. I feel like I lose a lot of players when as a commander I come back to defend a tower or even the keep. If you are defend your garri against a 100 man attack for 3 hours you should get rewarded as a hero not soar fingers and exhaustion.
Wow 100 men attacking for 3 hours.. That’s a lot of heavy loot bags right there from all those kills.
That would be a very large amount of loot bags.
Ranger, watching one player run by garri and tagging the door 100 times over 3 hours doesn’t count as defending against a 100 man attack. I’m joking, of course.
Rewards do need to be raised just a tad.
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The difference between T1 and T2 is fairly drastic. Also, T2 is losing players to T1 regularly it seems. So T2 may actually give you that balance you are looking for, temporarily. It depends on your time slot that you can play in. The time slot makes a world of difference and I think that is something you should take into consideration prior to moving.
The drop rate for top level gear (Ascended) is so insanely low that you have to craft to get the best gear. If on the off chance you get an ascended chest then odds are it wont be a stat combination that you can use at the moment. So if you want the best gear you had better get to crafting.
New rule: From now on if someone wants to request a nerf, a video from the OP must be provided for analyzing by the community. So, Vids or it didn’t happen
Without the Strength runes + Battle Sigil combo, D/D Celestial Eles do no damage what-so-ever…. soooo…. Does this help clarify the situation a bit?
Maybe OP or someone else should make a thread asking opinions on what methods are best for countering Elites. Maybe there are plenty of players out there that have “I win counter methods” for them.
Out of everyone i play with in PVP and WVW i cant think of a single person that has a problem with moa other than the fact that it is constantly dodged, blocked, immuned, etc…
Play as aggressive as the Ele. Burst him, and apply CHILL and POISON ( if possible ) when he comes out of water attunement. When he attunes to Fire, BLIND him. When he attunes to Earth, Rip Boons. Profit!!
Ive been maining a D/D Ele for about 3K hours, and really happy to 1vs1 them on my Shatter Mesmer.
Like Ive said, you need to play as aggressive as him, if not more. Time your burst after he comes out of Water Attunement. When they’re under pressure, once again CHILL and CRIPPLE are your best friends, or he’ll want to run away.
Everything Wrangle said. Strip a d/d ele boons and that ele is basically done for. Play as aggressively as he does and you can stay on equal footing. Even if you don’t strip his boons, you just play evasively while he blows through cd’s and you give yourself a large advantage. Eles have a lot more cd’s to manage than other classes.
That’s it. It is simple. Tons of players from varied classes wipe the floor with d/d eles.
One thing to consider about your play style when facing any opponent is look at whether or not you run from that opponent and why. If you find that you run on a regular basis 1v1 just to get away and not die then you aren’t giving yourself the practice you need. Stay in the fight and fight to the death. If your character dies then oh well at least you got in some good practice. You will be more capable the next time. Even 2v1 and 3v1 or whatever if you are outnumbered just scream “Yolo” and try to survive as long as possible. Every little bit of practice helps.
The best players in the game get wrecked regularly. They die a lot. If they didn’t then it wouldn’t be a challenge and it wouldn’t be fun.
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My question is how do you satisfy those that wish to zerg, those that wish to be a part of smaller forces, and those that wish to roam solo all at once?
How do you allow equal forces on a map in order to balance it but prevent one force from gathering and overwhelming another one that is smaller because its broken up to have scouts all over to warn in case of a feint attack?
You may have a player balance cap implemented across all of wvw or per map or what have you but in the end you still have players that are just exploring for map completion, players crafting, sitting on the TP, vendoring, Mystic forging, completing Jumping Puzzles.
So you may have balanced numbers but will it matter if they are all busy doing other things?
I don’t think there are too many people that are anti-raids. Since we already have them in the game and everyone is fine with it. Mostly, it just comes down to a fear that a higher tier of gear will be released. As long as this isn’t the case then you probably will not hear anything else out of anyone that seems to be anti-raid. If Anet dropped a line right now stating that there will be no higher tiered gear to come along with any new raids then everyone would be able to work much more smoothly in helping to get this underway. The gear theme of this game and Gw1 was always that you and your friends and team mates and guild mates should be able to achieve top of the line gear easily and then be able to jump right into any content you have chosen to do together. That needs to remain the theme. A great many people were attracted to and stayed with both GW1 and 2 for that very reason.
I love the challenge of fighting a good D/D with my Guard, even if the odds are against me.
The only game breaking thing in this game is Stealth, I feel Thieves should all be removed from the game
Agreed, I just largely ignore both thieves and mesmers now because there isn’t even a fight to be fought. It’s just sitting around twiddling thumbs waiting for them to come out of stealth. It’s far more rewarding to just ignore and move on.
1. Elitist, no one takes you seriously anymore.
2. D/D ele against boon strippers disappear. If you are having trouble against a D/D ele then learn to take away his/her boons. It will turn into a completely different fight at that point.
3. Remember that Anet wants certain classes to be good at countering certain other classes and NOT all classes being good against all other classes.
4. Remember that not all players play on the same level. Even really good players can go up against someone and find out that there are people that still play on a higher level than they do. Also, remember that a persons play style could be different from another persons play style so even if both play the same profession and build they could play them in drastically different ways. If you go up against a D/D ele and you beat him extremely easily, it doesn’t mean that player is bad. That D/D ele may just not have a lot of experience fighting warriors(or whatever class you happen to be on). That person may only ever get to fight against Rangers or Engis or other Eles.
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To answer the question in the title. In PvE and WvW, Ele is viable without Celestial because you can customize it with food/consumable/friends. In SPvP, d/d Ele is not really viable without Celestial.
Welcome to the class!
^^ What Sunshine said. I’d also like to add that regardless of which game mode you want to play in, it really really depends on your team composition. You can get away with going more on the damage side if you and your team mates play styles and professions and builds have great synergy. Not to mention great strategy and the ability to quickly comprehend changes and adapt to those changes.
Moa also removes all the minions of a necro and put them on cd. This another example of how broken the skill is.
I think when the whole community says “its fine” then its probably fine. This is one of the few posts on the whole forum in which 99% of everyone actually agrees on something.
Pro tip: From now on when you get moa’d just pretend its a new profession that you can only play for small amounts of time at random intervals.
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If you roll D/D then just a heads up, learn to manage your boons. Keep an eye out for boons stripping from the enemy. Without your boons, you are paper.
To be fair, engi and the thief in that vid are both terrible from the looks of it. He may as well have been running around a grade school yard punching 7 year olds in the head screaming “this is how its done!”
GW2 has a vastly different party/class-role system than other games. In short it rewards active-reactive & skillful combat as well as knowledge of encounters/strategies more than passive/inherent base stats like vitality & toughness.
Being “Tanky” in GW2 PvE (Dungeons/Fractals etc) is often simply the difference between being one-shot or two/three-shot.
I’m always shocked how much damage Warrior outputs compared to my other classes; (Mesmer, Guardian, Engineer, Ranger & Thief) — You guys hit like trucks, but it’s extremely important that you learn how to dodge & manage your dodge/blocks/evades/interrupts etc.
^^Lunar says it all. I’d like to add personal experience for your enjoyment. I once had an 80 warrior who was as happy as could be. I decided to dress her up in fancy bunker/tank clothes and give her a all the best bunnker/tank traits. She and I had a goal. Together we were going to see just how much damage we could survive in Eternal Battle Grounds. We held hands as we loaded onto the map and then skipped our way out of our spawning area.
One foot step out of the spawning area our immunity buff fell away and out of no where a thief one shots her and stomps her.
2 lessons. One: There are no tanks. Two: Thieves kill everyone and everything you love.
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Cheesy TV PSA Why LFG? Because I am a very social person and i love to play and talk with others. I love learning about and from others. Its fun and it enhances game play/experience. Why not LFG? Are you afraid of people and joy and happiness and learning and thinking and growing and sharing and inspiration and love and life?
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I have played every weapon set an Ele can use and D/D is far and away the most fun i have had with any weapon set of any profession. Pick what you like. Play a class and weapon set that feels right.
As an Ele, you will have 25 skills instead of 15 that most other classes have access to but that means you have a ton more cool downs to manage throughout a fight.
D/D ele defenses are all active and require some timing. You have to manage your buffs/boons. If you are fighting a boon stripper then you are already at a major disadvantage.
Why is everyone so concerned with division between elitists and casuals? You realize fractals does the exact same thing you are concerned about with raids. Raids shouldn’t divide the community; it should bring members together in order to coordinate proper tactics.
If the new “Elite Missions” aren’t handled very delicately then it will divide the community even further. The current “Elite Missions” that we have in game are done very well in that they promote social interaction due to be open world and requiring one metric crap-ton of people to complete.
I have participated in and led countless “Elite Missions” in other games and I enjoyed them for the content that was offered in those games. Having even more “Elite Missions” placed into this game in the style that some are requesting is fine. In the end it won’t matter. It will be just another way for some to have fun in the game. I am all about having options.
As long as no new higher tiered gear is offered exclusively from these “Elite Missions” then any sort of divide will be minimal. As long as the new content is only one small option to acquiring the gear we already have or are already working on crafting.
Also I would like to point out that this new proposed content, if it does offer better rewards or a better chance at already existing rewards, then it will be taking numbers away from WvW and the “Elite Missions” already in place in the game. As it does so it will be funneling players into increasingly smaller groups which forces them to become less social. The content that is already offered encourages people to be more socially interactive because they are on a far larger scale.
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Using these items as a method for measuring trends of any sort will only show you a small trend of a small population that use these items. It doesn’t represent a trend of any kind for the games they are playing.
Here is the difference. A: Anet, using actual numbers from server data, releasing a statement on trends of players. -is different from- B: The developers of these items, using numbers from their server data, release a statement on the trends of users of their software.
This is like a journalist writing a story about the overall health of the education system in Country XXX using the truancy data from one school instead of going to the Country’s School Truancy Data Collection point and using all of the numbers.
S/D, D/D, D/F ,S/F can all stack might well. Figure out which weapon combo you like to play in the most. That is key. For instance, I can only play Ele as D/D. No other weapon combo is fun for me. I have tried it all and for me, personally, it was just blarg. D/D, however, is just so amazingly fun. The skills i have available just fit my personality and my preferred play style.
These probably aren’t very good methods to measure player activity of any game. Just from personal experience I have never known anyone to use any of these and I play with a hundreds of people across a ton of games.
Edit: I know two people that used to use Overwolf.
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Off topic Speaking of new rules for WvW being swapped in and out, can one of those rules be that if more than 5 players are within a 10 yard radius of each other a lightning bolt strikes down and blasts all players within a 20 yard radius. Bouncing them away from the point of strike and ignoring Stability. I think this would be hilarious to watch for a week.
Also, i think some of the fractal instabilities would be amazing to change in and out on a weekly basis. Off Topic
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Housing: you have your own home instance. You have your own district of a city!
Open World PvP: WvW? You have 6 maps for open world PvP…
Dedicated Map for GvG: Obsidian Sanctum (Arena) is a map where guilds GvG. its perfect for it and serves that need well.
Seeing as how we already have all of this… What are you asking for?
This is just like the Raid topic. People are begging for Raids when we already have tons of Raids.
I think there is an information dissemination problem. I think people are asking for things on the forums because maybe they just don’t explore the game enough or talk with enough people to know how much this game actually has in it. Not sure; Best guess.
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I am against raids because they will either be “easy” or “hard.” If they are “easy”, people will wonder what the whole point was. If they are “hard”, then everyone will expect truly phenomenal rewards in order for the raid to be “worth it.” That’s how raids work in most other games – all the best rewards are locked behind raid content. GW2 has pretty much never done this: you’ll probably get a single set of unique weapon skins, and a gold reward proportionate to difficulty, as in dungeons, but that doesn’t increase inflation too much. Overall, most people won’t be too excited.
If the rewards don’t work in GW2 like they do in other games, most of the raiders (who are constantly clamoring for this content), won’t even like it once it’s implemented. And those who aren’t in favour of raids won’t do them very much anyway. All in all, they’re probably a waste of dev time, since no one will be satisfied. Instead creating a fundamentally new game mode, spend the time making a dozen new dungeons instead.
I agree, though I’m not against Raid’s since we have a bunch of raids in game already and they are fun.
I’m not for the Dev’s wasting resources on content that isn’t needed, though.
Perhaps just add some single Raid bosses as additional path options to existing dungeons. Some 10-man options should be fine for the original dungeons and a 20+ option fighting Shiro and Lich for Fractals of the Mists. This way the Devs could save time on making new models and locations. Also, from starting out with these small investments, we can all get an idea of where and how to build from the data and feedback. The Devs just need to lay it out in a way in which the community understands that this is a partnership for progress. Design small scale in order to move on to a grander scale.
I play enough PvE, WvW, and PvP to see that WvW is in the most need of attention, currently. I understand that a great deal of players do not wish to participate in WvW but having each game mode as healthy as possible will only serve to help the other modes. PvE will keep a game alive but the competitive scene is what draws in great numbers in any game.
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Could i get some clarification on what, exactly the problem is with conditions, currently?
I understand how Fire condition damage most definitely needs to change since it can’t stack and ruins a great deal of dps for Elementalists.
I’m failing to see how this warrants a CDI? I have yet to play through any content that could not be completed so I am having a hard time trying to figure out where conditions are causing problems with game play.
Thanks in advance for any explanations.
The issue, implied in the design goals I drew up earlier, is that condition damage output is suboptimal in a group setting compared to direct damage. Some conditions reach this suboptimal state much sooner than others. Multiple players applying conditions often reduce the total damage output of the conditions being applied or simply cannot reach a damage output anywhere near direct damage during a typical enemy encounter. There are also problems unique to certain conditions. I realized I had to research some specifics here so bear with me. Burning, as you mentioned, only stacks in duration. Only 1 player is dealing burning damage at any time and can only be extended in duration by a total of 9 sources before those individual timers expire. Every application of burning thereafter is ignored completely. With bleeding, there can be 25 total unique sources of bleeding damage. And bleed stacks can be overwritten with new incoming bleeds which means higher damage/duration bleeds are quickly lost. These are only a few examples but just one of the effects of these problems is that we have the zerker meta in dungeons and in open world, targets that get hit by conditions from 100 players may only actually see damage from a maximum of 25 of them at any given point during the battle.
Thanks so much for the explanation. I can definitely see how this is an issue for some. I can also now see how Anet would take some time to plan out things over a long periods because it would come down to equipment capabilities.
Perhaps Conditions need to be reworked in a way in which damage isn’t the function of conditions at all. Maybe instead Conditions need to stack to allow other sources of damage to do greater damage or to apply additional effects.
So the only conditions that deal damage are Burning, Poison, Bleeding, Torment, and Confusion. Burning could stay at 1 stack but stack in duration only as it currently does but instead of dealing damage it could cause damage when you use a healing skill and cause damage to anyone healed by your healing affects. Maybe bleeds could stack to 25 but instead of dealing damage they reduce the targets overall health pool by so many % per stack. Maybe Torment reduces attack speed by so many % per stack. Confusion could cause you to have a random chance to apply damage to surrounding allies instead.
Working your way into condition trait line or using the condition stat from gear could increase the effectiveness of the conditions you are applying. Maybe stacking Condi stat could give you a chance to push above certain caps on the % of effectiveness.
These are just some fun ideas and i think reworking conditions into a non-damage source could be a great deal of fun and really make group composition something that needs to be planned out to even greater extents.
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Could i get some clarification on what, exactly the problem is with conditions, currently?
I understand how Fire condition damage most definitely needs to change since it can’t stack and ruins a great deal of dps for Elementalists.
I’m failing to see how this warrants a CDI? I have yet to play through any content that could not be completed so I am having a hard time trying to figure out where conditions are causing problems with game play.
Thanks in advance for any explanations.
Removal of white swords isn’t an issue for any Tier. Even in the lower tiers if you see that something is contested, how often is anyone actually able to make it to the node before it flips? The color still changes so you know it isn’t under your control and that you need to reclaim it. That’s the important part. If the colors were removed and no one had a clue which team owned what then we might have a small problem.
Just remember to be open to new ideas. Regardless of your feelings towards them. I admit i was completely against removal of white swords when i first heard the rumors. Now that i have had time to think about it, I like the idea even if for no other reason than its something new to possibly change things up.
John,
Appreciate the approach and the experimentation. There will be some good results..and some bad ones..but the efforts and “real life trials” are sorely needed.
Keep it up and lets see what happens. Hope you enjoyed your time on our server…come play with us anytime.
Truth. Test out more. Change the rules on a monthly basis, if needed. Just add an in-game mail that is sent to players each time they enter WvW or set up a bulletin board where they can read the current weeks or months rules.
ANet isn’t reinventing the wheel, it’s just that GW2 lacks holy trinity (and of course that’s definitely NOT a bad thing) and therefore challenges, enemy AI design, and difficulty has to be sorted out altogether, or else you get crap uninteresting “challenges”. They simply won’t create instanced raids the same way because their systems are very different from other MMOs (to an extent).
Let’s look at challenges and AI.
Challenges: 1shot instagibs. Bosses with billions of HP. Blinding particle effects.
AI: the same repeated attacks with very few bosses actually having phases and never more than 2 afaik. Hell not like it matters, the game still comes down to dodge or die then go back to autoattacking in a ball.
ANet isn’t reinventing the wheel, it’s just that GW2 lacks holy trinity (and of course that’s definitely NOT a bad thing) and therefore challenges, enemy AI design, and difficulty has to be sorted out altogether, or else you get crap uninteresting “challenges”. They simply won’t create instanced raids the same way because their systems are very different from other MMOs (to an extent).
This.
Teq/3Worm IS the gw2 raids, The system here will allow so far this kind of experience, if ppl are expecting a “world of kitten” experience they will just be frustated, so a lot of time and resources wasted that could be used in other areas (new zones, new skills blablabla).Those aren’t raids. They are open world zergs.
These are very much Raids in GW2. These are the kinds of Raids you will be getting in GW2. This is a fact that players need to get used to. These are fun events that require coordination. If you have ever tried to zerg either of these events then you failed the event and received no rewards. I’ll guarantee that whatever “Raid” that is released will be similar to Teq/Trip Trouble but with a roof over top.
I just think this is something we need to clear up before CDI.
Yea, just tag up or ask someone to tag up. It takes me about 30 seconds to start seeing people gather. About less than 5 minutes to have 12-15. If that doesn’t work then have a friend or guildy come in and tag up for 10 minutes or so to gather people. Like a previous poster said, I have not seen more than 15 people in any of my zergy zergs. So once you have that many people one of them is bound to have a tag and can tag up to replace your friend so things can keep going.
For what its worth, I agree with you Kartel. This was bound to happen though. We have a good variety of raid events in the game already for groups of multiple sizes but these raid events do not fit some peoples own personal preferences for what a raid should be. However, I look forward to this as long as higher tiers of gear are NOT released. <- That is first and foremost on my list of things that should not happen.
What i would do is force guilds to unlock the PVE raids by putting in so many hours in WvW. Seems like a jerk move, I know. However, I would like to see if this would lead to an increase in WvW player base on some servers over the long run.
If I am in WvW, consider your fights interrupted. If i can see an enemy player at or on a node or in between nodes or in any hidy holes or back routes then you are doing it wrong and you are a threat. If you are south of windmill or in Obsidian Sanctum then enjoy your duels. If you are south of windmill and ss camp is your color then too bad duel is going to be interrupted.
I can’t think of a purpose that a guild hall could serve or any needs that it could meet that aren’t already being met. We have places to stand and run around. We have guild banks, banks, and vendors everywhere. We have crafting stations. Is there any need not being met that a guild hall could meet?
If guild halls don’t serve a purpose other than standing around and chatting up vendors then it will be a major waste of data storage and more than likely more headache than it is worth.
The only thing i can think of isn’t even an option at this point. A place to store trophies that your guild has earned through PVP, WvW, and PVE but this would only be useful if non-guild members could enter and explore at-will to check out your trophy collections. Maybe you could get a few new recruits this way without having to spam in map chat. Maybe guild halls have application pedestals just inside the entrance so people can apply after they have checked out your trophy collection.
Maybe you have bulletin boards up on the walls in the main entrance chamber to let players know of upcoming events and to let players sign up for them.
If guild halls are released and they aren’t located up on the outer wall of Divinity’s Reach then that would be a major missed opportunity. The outer wall of DR can easily be its own instance but open to all. Then anyone can explore the area and the different guild halls. The other cities have areas that could easily house guild halls as well.
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this game does have end game its called WvW a well geared player can have way way too much fun there
^^This. WvW is fantastic End Game content. All aspects of it. Its in need of some tweaks but this is far better than any end game raids I have ever done in any MMO I have ever played.
Guild Missions allow you to do raids with parties of whatever size you want.
Also, Teq is a coordinated raid.
And lets not forget the 120-ish man raid that is Triple Trouble.
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How amazing would this be? The upper ring has rings for smaller battles and the bottom could hold tons of great larger GvG battles. All the sections are set up already as well as the Queue system used in fighting the NPC’s from the Jubilee event. So you could just use the Queue option to choose which guild you want to fight against. This way, with Megaserver, everyone can get in on the action and you wont be limited to your WvW match up. Not sure if this has be covered anywhere before but i thought it was a neat idea.
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1. Rewards need to be addressed first. There just isn’t any gold to be made in doing WvW. People go broke and cant afford gear, siege, food, or utility buffs. It also takes much longer to craft your ascended items than PVE does. This is a game mode in which every little bit counts but it takes years (exaggeration(slightly)) to craft yourself a set. Rewards need to be increased, drastically.
2. EotM did a fair job of getting k-trains off of the WvW maps. Another map needs to be introduced for the solo roamers. That will take care of those that like to play on low population servers for the most part.
3. Up levels are fine in EotM but level 80 prerequisite should be in place for regular WvW.
4. A GvG queue needs to be placed in the LFG menu that just dumps that guild into Obsidian Sanctum, automatically.
The problem with smaller server caps is that guilds that just want to GvG will cap out the maps and then kitten around not doing anything for their server..
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Another great idea to get players into wvw would be to release a Cantha themed wvw map similar to Bukdek Byway and the other surrounding zones from GW1 but on a much grander scale. Catwalks, rooftops, balconys, sewers, dark alleyways, etc… Also, no siege allowed, PPK only (maybe some boobytraps). However, this map, unlike EotM would actually count towards server scoring. I would never leave this map.
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Do we know the average player count for all the servers? I mean as far as WvW population. If that info is public then this could be solved easily, methinks.
Why do everybody think those guilds and players from T1 will spread on other servers? Those players are on T1 because they wanted to stack up.
In less than month there will be another “t1” stacked servers.
Truth! Maybe, just maybe this is where alliances could play a part. Maybe if you are part of an alliance you can step down to lower tiers from time to time to bolster numbers. This could be similar to server guesting but for like an hour or so.
It would have to be per guild and limited to one guild per server from the same server of the same tier. <- I’m not sure if that sentence makes any sense. o.0
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The concept of merging servers from lower tier that ALL have players on at the same timezone is flawed. ( ie all NA prime )
If you wish to equalise servers, T1/T2 have to be the servers deleted so that a decent spread of off hour players are in the move.
My preference would be deletion of all servers and redo the entire structure.
Breaking up the T1 servers could possibly help spread the player base over off hours for some of the other tiers but T2 may not have enough to make a difference.
The difference between T1 and T2 is insane. Like Stephen Hawking teaching toddlers how to twerk, insane.
I agree. The outnumbered buff should prevent ppk on that BL map for the larger force from counting. Seems reasonable.
There could also be a limitation in place for just how many kills can count per turn, as well.
On top of that a ppk combo system could be implemented to multiply ppk based on certain criteria like whether or not you get the kills while defending a keep or tower or alone or in a small group or how many kills you get back to back within a certain amount of time.
Or most importantly, if you get the kill while defending a yak…. Off TopicActually, i feel like we need a Points Per Yak (PPY) score as well:P Off Topic
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lol lostsega, insanemaniac meant that message for your original posting, as in tell your friend to report the player that whispered him. not you bud. your post was fine.
since your friend is new, tell him to get into EotM and practice and level up and get familiar with things first before jumping into actual WvW. It’ll help him out a great deal.
I know there aren’t too many people frequenting the Sanctum jumping puzzles but i feel like the ppk should not count within the jp’s.
I am 100% ok with removing down state from WvW only. It is a neat aspect to the game but in WvW it is just an annoyance more than anything. Plus, trying to res an ally in combat generally gets the person doing the rezzing killed because the game refuses to allow you to break rezzing often. It also almost never allows you to dodge away or break from stomping if you get ambushed while doing so.
Too many pains with zero benefits, I’d say.
I’ll throw on Tornado when small teams try to pull me and allies into choke points. especially if those choke points are on cliffs.
signet of air being dual slot capable would be amazing. either use as utility or as an elite. i like it.
However, what i truly want is an elite that that steals the Sylvari Elite Root For Effin Dayzzzz skill for at least 2 hours. I don’t want to be able to use it, i just don’t want that player to be able to use it for 2 hours. A bit silly, i know, but that root is silly when used with the tons of other cc available.
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