As a melee class that wears toilet tissue for armor and has very limited damage mitigation and healing…why is a 11K pool justified?
The 11K pool is shared among ele’s and guardians… Both of those classes can heal and mitigate damage.
With the pew pew pew pew ranger skill now…That low health pool and useless stealth (as pew pew pew pew ignores the fact you are stealthed or too far away) makes you a one button kill.
Select the trait…stealth can’t be broken by external means plus miss rate is increased.
Simply because the counter argument for rapid fire is that it is countered by reflect or dodge. If that is the argument then the times should be the same.
I could post video’s of me running away too…LOL
I can run for several minutes without anyone hitting me…NO STEALTH!
Sorry to say it but
A thief doesn’t mitigate damage by using stealth unless he runs six deep in shadow arts and depends on it.
A thief mitigates damage by dodging and positioning himself properly in a fight.
A skill to remove all armor would be absolutely stupidly OP even on the worst of thieves. Ranger LB2 at least needs a target to hit and has some positional requirements. Longbow rangers are easy. They’re glassy and can’t handling close-by strafing targets.
OK put up or shut up….Post a video of you fighting with no stealth…
LOL….You get 2 dodges….positioning…you mean like not leaving the safe area…
LOL….Define “fighting.”
I run a backstab build, so there’s not much I can do to kill someone without gaining stealth at some point in the fight.
Now, if you mean just surviving without stealth, it’s really not hard. Swap shortbow/P/D alternating dodges between 3/5 for evades/repositions/blinds for init regen, use your utilities/steal correctly, and and play passively for the duration.
Do I think the duration is a little overkill since engis and rangers have been buffed in other ways? Yes. Do I think it warrants a thief getting an auto-one-shot kill on any given target? Hell no.
And yes, you do have the ability to hit them in stealth. Every single ability in the game except for some projectile moves can hit stealthed targets. I do it frequently on my thief playing against others. It’s funny when you CnD off of the thief which just CnD’ed off of you, and you out-last them in stealth forcing them into the open since they’re usually not good enough to retrack you under stealth, and backstab them after they blow HiS or another essential stealth early.
OMG was that a buddy of your sucking as much as possible? And BTW you stealthed.
Plus yes you had to find the one on one fight. I wonder how many unshown fails you had…LOL what a total noob.
Why wasn’t RF a problem prior to the patch then? You needed 2 dodges instead of 1, it followed you to stealth and it hit as hard as it does now. The range has been the same since launch as well.
It was a problem back then too.
80 …90%…maybe that might be an indicator that there is a problem…..
FOTM game….
This month its the ranger with long range one button click destroying ability.
Ridiculous….
Pew pew pew while in stealth….dead….
Teleport way way way out of range…pewpewpewpew dead.
Come on guys learn to program…..pick up some real time programming books….
Do a check on each shot…
Dodge…pew pew…oh good only 1/2 dead…
Reflect..they dodge.reflected pew they get hit once.
Only worse imbalance I have seen was DAOC and there 1 shot anybody from stealth archers…
This isn’t even close.
Remember when there was a big water area in WvW and you spent a bunny load of time making the ruins to further imbalance WvW? Maybe that was the time to ask a question like this…or maybe as you were initially designing such a system. All I am seeing here is admission of failure and perhaps a better solution is to replace those that were not creative enough to get it right in the first place.
Serious solution…make people with outnumbered buff on them drop nothing and give no WvW experience. Why reward the problem? When you make it not worth it people will find the balance themselves.
I think they should give you a jar of lubricant with the pop-up name “You are probably going to need this” when outnumbered pops.
You guys must be using a very poor strategy. I have seen the intelligent servers communicate and work together to take the stronger one down. There have been threads on it through every tournament. Perhaps lest time complaining on the forums, and more time coordinating and promoting map politics?
LOL…the answer to poor design is politics. Yes I wanted to play Guild POLITICS…where you can call the other guy a carpet bagger and run an attack add at the last minute to sway an election! Hooray for such a great game!
Just make up some kitten and call it statistics….They won’t verify them and you’ll be 100% correct I am sure. So where are these threads he mentions…seems to be a non-honest response…
Long range, high velocity, high damaging, tracking hundred blades while having the ability to move while casting on a short CD. It takes two dodges to be able to dodge the whole Rapid Fire, endurance regenerates at 5% per second. It will take 10 seconds to regenerate enough endurance to dodge some projectiles of another Rapid Fire. Pair Rapid Fire and Sic’ Em together and a Ranger can faceroll any stealth class. Having a good group fight? Random Ranger 1 comes in, rapid fires you, you’re dead. The Ranger doesn’t even have to be good, he presses 1 button. Try to focus the Ranger? What if you have more than one person on you? A Ranger has enough evades to run until you die. All of you are talking of 1v1 scenarios, which is pretty unrealistic in WvW/PvP.
All the wannabe’s try to counter this fellow…He has it 100% correct.
I don’t mind the ranger having this ability but the real issue is it follows you into stealth. As a class that gets 2 dodges…unbelievably bad design considering ele’s get more and aree ranged…..a thief needs the stealth. If a thiefs stealth can’t be counted on for direct damage mitigation then its not worth much. This is the majority of your complaints I am sure.
So either the rangers needs to be yelling for a fix to this hitting stealthed players issue or be ready to have your damage destroyed on it. the choice is yours.
Let’s not create another whiny thread . Just post your complaint in one of the other 30 threads created by other bad players that don’t know how to dodge, reflect, etc.
Really…so there are a bunch of threads saying the same thing….hmmm what could that mean.
But really no need to nerf this skill just bring backstab into balance with it. Backstab from same range…no stealth required. Follows you into stealth. You can dodge backstab too. In fact you get 2 chances…the C&D and the BS.
Dude, you just got outplayed. Take a deep breath and go oneshot that Ranger.
I know he had to click on me and then click his button….
I feel so bad I couldn’t stop that. If only I had not already stealthed and thought I was safe….Or maybe I could just be an elementalist and get unlimited dodges….
But sigh I get 2…Then the ranger gets to stealth and my rapid fire ….oh yea I have nothing that hits him in stealth….other than AOE….no direct stabs or shots….
Sorry to say it but
A thief doesn’t mitigate damage by using stealth unless he runs six deep in shadow arts and depends on it.
A thief mitigates damage by dodging and positioning himself properly in a fight.
A skill to remove all armor would be absolutely stupidly OP even on the worst of thieves. Ranger LB2 at least needs a target to hit and has some positional requirements. Longbow rangers are easy. They’re glassy and can’t handling close-by strafing targets.
OK put up or shut up….Post a video of you fighting with no stealth…
LOL….You get 2 dodges….positioning…you mean like not leaving the safe area…
LOL….
I really hope you are trolling if not, i feel very sorry for you if you cant counterplay a bearbow ( hello dodging rapid fire! oops )
Thief just stealths…AND…WHAP WHAP WHAP WHAP…10K in stealth….OMGoodness….
Working as intended…..
Very true. I’m just fed up of being wiped out because it’s a numbers game and nothing to do with skill at all. I’m not part of a hardcore training battle guild, nor do I want to be. I want to be able to jump into a map, join the group there and help out.
Not enter the map where we have 10-20 ppl versus 200. May as well just lock our abilities, remove our armor and wait to be 1hit.
I still think an enforced queue balance system is the way forward.
You are my hero!
Oh and All your base are belong to us.
Deli must be a paid PR rep…and after I nailed it. All he could do was post that…
The WvW results are in! The servers with bigger populations and better coverage have won! (Oooops I should let it happen first I guess…)
So the real strategy is to find out when the next tourney is scheduled and adjust your place in the set-O-three brackets. To win you want a more people and better coverage than the other two in your bracket. If you were last in the last tourney just throw a couple matches and manipulate the scoring so you drop one.
Its that simple folks. All of your internet message board bluster is buffoonery until its a fair play field.
irony is hard to understand through textual expression…but yeah…everyone is happy.
Siege disanlers are really dumb. Unless you wanted large pop servers to crush low pop servers.
What…why…hugh?
That is right. Think about it two servers face off. One is a low pop hardcore WvW server that prides itself on wiping out hoards of baddies. The other one is a server that is casual but queues its maps.
Lets say that the hardcore server wipes the casual server out in every open field battle unless the odds get to 10 to 1.
Who wins this matchup? The skilless zerg server. Why? When you can disable siege you have but one other method of door destruction. Its called player versus door. 5 guys take a very long time to knock a door down. 50 guys not so much…
So keeps are still easily taken by the zerg because of this mechanic.
A second probably unintended problem you have made worse as well. This encourages zerg play. When you can disable siege then you can have a single zerg ball and have PLENTY of time to call them. This rewards ZERG play. Why don’t we just simplify the game to unlimited queues. Who ever can queue the most wins. No need to actually have battles or move around maps as the numbers dictate the winner.
Its not uncommon for rapid fire to hit players fro 2500 per hit. Thats 10K damage from a skill that is a quick cast from range. Sure you can dodge it, but lets compare it to a thieves backstab.
This damage is similar to a backstab, but let us look at what a backstab requires:
1.) must be behind target.
2.) Must have pulled off a cloak and dagger prior.
3.) If the player uses any speed up skill its a guaranteed miss.
4.) If the player stealths well you have no target – rapid fire keeps on hitting stealthed players.
5.) backstab requires an escape to get back to range.
6.) Can’t backstab in AOE area…rapid fire you don’t care because its from range!
So as you can see same damage…lots of other advantages. Way way way OP.
Lastly the least you could do is make it honor stealth. As it is now stealth and wham (1)…ok I could see lag issues and etc that it might hit you once….but WHAM WHAM WHAM. 10K damage to a stealthed player with direct shot attacks.
Borken is what it is…not even up to broken.
Like the rest of the game…buggy.
The ranger skill that removes stealth has to go OR
Our cloak and dagger needs to set armor to zero on hit.
These are the same. Removing all armor on a simple click is the same as a stealth reveal? How so?
Well they both remove the opponents defenses. A thief mitigates damage by stealth. Armor classes do it with armor.
Therefore if its OK to remove stealth with a ranged skill it should be OK to have a lesser ability (having to be point blank make cloak and dagger lesser).
OR just have cloak and dagger remove all armor for the same time period the rangers skill removes stealth. (8 seconds)
Oh and while we are at it we need a armor dropping trap…where all your armor loses all its damage mitigation.
Also forgot….don’t do anything while the other team is kicking your buttox.
Then late at night log in and have the land all night…the next day…and into the afternoon…
Then when the enemy arrives hide away again…meanwhile they’ll kick your buttox for 8 hours but you’ll own the map for twice that long!
Skill and strategy over rated. Cheesy tactics are what counts in this game!
Just zerg ball.
Have a makeup of heavy AOE classes and guardians.
run up to other zerg.
Have guards pull to the center and bomb.
With the crazy zerg lag people die before they can react.
Run stability so you can move out…wait for a reset and do it over and over.
Using poor class balance and poor server code for the ultimate smack down of your enemy.
I have lag…its not internet…its not video….its only your server not being able to process the queue of commands it is receiving from players.
You a few choices.
Up the hardware.
Write better code.
We know the above two things aint gonna happen…so…
Lower the number of allowed players in WvW.
Hopefully having 150 players per maps allows for no lag.
As of now…2 seconds to have your commands execute is dumb….why not just make it turn based at this point.
It is terrible.
Oh I’m not facing a player and want to attack them….nope sorry the skill gets used but does not trigger.
Then I want to zoom away and I’m 180 degrees faced away from the target….zoom right back 180 degrees behind I go!
Come on…either you always turn and attack or you never do and facing is meaningless.
Just really bad design.
I do not know if this is a recent change or a bug that is causing faster respawing but…
1.) The guards are now re-spawning ridiculously fast.
2.) They run away when at 10% health and super heal – even though you are in the same position when they were at 100% health.
3.) When guards do respawn they ALL respawn…I killed them one at a time yet 5 respawn at once
The first upgrade now make s a camp untakable yet I can easily solo a tower.
Please fix by:
1.) simply making the guards either run away or not at a specific distance.
2.) Allow the guards to chase further out of camp. Because ATM a guard on the far side of the camp will do the run away thing if you are barely outside the circle on the opposite side.
3.) Chain blinds and pulls. They should do less of these.
4.) Make the blind – the next attack and not the next several.
Simply put scale the amount that captured points can give in PPT by the populations of each server in wvw. There you have it. Still not ideal but the large servers with huge populations won’t win because of it.
So it works this way…using simple numbers…
say the three servers have populations of 150, 100 and 50.
So 150+100+50 = 300 / sides = 300/3 = 100 …our numerator
So ratios are:
100/150 =10/15 = 2/3 = 0.666
100/100 = 1
100/50 = 2
The ration is bounded to a range from lowest to highest ration to avoid manipulation.
This does 2 things.
1.) It forces population to hold the same ratio of possessions per player to score the same.
2.) It makes large zerg servers have to break the zerg ball and defend because camps taken by small pop servers are suddenly as much worth as their keeps.
Thanks
That is it. Will catch many hackers who use skills too often.
ALL skills…dots, heals, stealth…etc and so on.
Like today I moa a thief and of course he almost immediately stealths as a moa without anyone hitting him once and having 75% of his health.
The other day 3 people are taking on groups of 15.
I join in the frey and a warrior runs up to me and jabs me once and I have 20 stacks of torment. Did I get hit by other sources? Happened everytime…Who knows the log won’t tell.
The point is defense vs. offense.
In every single example I have given the advantage goes to the attacker in terms of effort and reward.
Yes there are ways to defend…but they are expensive, time consuming, boring and basically unproductive vs. an offensive alternative.
Yes…number win. But when you are evenly numbered the defensive side will lose. I GUARANTEE it. Here is the proof….
Lets say you defend and only defend. You stay in your keeps and camps and defend the hell out of them.
Say you even have 10% more people.
Nobody attacks the opponent.
OK so they need NOBODY for defense…But say they only send 1/2 their guys to your borderland.
So now here is what the attackers do.
Scenario 1:
They send in 1 guy to run by the camp. He gets chased leading the defenders away. The rest follow and take the camp.
Scenerio 2:
They zerg and simply wipe out your inferior numbers at one of the camps (because they are a zerg and you are covering a bunch of places.
Scenerio 3:
You zerg and they zerg. They simply run you up north and port back to take a southern camp.
Scenerio 4:
Small highly mobile teams run around taking camps and killing yaks. You are defending paper. The yaks go down so easy there really is almost no way to defend them against a group of 5 determined attackers. Unless you have a zerg per yak.
Simply put…you are going to lose stuff…Yak killers are going to stop your supplies and you will always be playing catch up.
Upgrading is not defending…. One can always upgrade their towers and camps as this requires NO-DEFENSE Placing siege and staying in place “defending” however is ineffective and a waste of resources.
Further how many WvW points per hour do you get by defending vs. offense. An unintended circumstance is that offense based servers rapidly get the “grind to win” wvw buffs while the defense based ones do not.
Coverage is the linchpin, but not the only factor by far.
Good commanders and strong guilds to either build around or to work in tandem with mixed groups is important.
The level of participation of the average combatant is highly important. A solitary roamer doing their own thing is not very helpful. A roamer on VoIP, slapping yaks and scouting enemy movements is invaluable.
Lastly the ratio of hardcore WvW vs casuals. If everyone on most given servers were to jump into WvW in the middle of the day you’d have a beastly EU presence that would put a lot of numbers on the board.
The greatest thing preventing this is that most servers don’t have many hardcore WvW folks who run midday or have tags to follow at that time of day.How much time people are willing to invest in WvW is also key. Most NA servers see 90% of the heated fights happen between 5pm-9pm server time. However NA folks are getting home from work as early as 1pm server time, but you don’t see broad pushes at that time.
You want to play the ppt game, then you got to recruit hard for your guild and get like-minded folks. You on the East Coast and get home quick, find everyone in WvW on at that time and recruit them to your guild. Buy a tag and just PvD everything before the enemy gets home. You on the West Coast, stay up a little late and end NA strong.
The natural OCX/SEA populations on the Gold League servers have typically been on those servers for a long time. They aren’t going to suddenly decide they want to PvD in Bronze League some day; nor will they appreciate being forced to by some of the lame suggestions that clutter this forum (they’d probably quit playing).
You simply have to look at how to better use what you have and make the best of it.
No…100% wrong…ALL coverage
LOL …yeah $24.99 for a new game and new slots is way better than a crappy 20+ transfer.
Then I can watch the movements of commanders etc on both sides.
I continually see people make an argument that defense is important in wvw.
Here are the big problem with “defense” strategies:
1.) The tower walls are too low and a single elementalist can burn your siege down.
2.) You need to have people sit around and do nothing while waiting for an attack.
3.) A multi-siege atack will blast through walls and doors before people can move to defend.
4.) Its actually easier to shoot the guy on the wall than it is for him to shoot the guy on the ground.
5.) Mesmers porting people in.
6.) Once the fortifications are built your supply sits there waiting to be grabbed by the next zerg. (Thanks for working so hard to give us supply!)
7.) When you play defense and defense only the other maps come to you. (They are not colluding and attacking you…they are bored of not seeing anyone on their map.)
8.) Siege decays rapidly.
9.) Defense siege costs a bunch …each wall..the door…the upgrades…all to be lost in a 5 minute attack.
10.) You need to deal with getting in your own keep before you can start to defend.
11.) Bad money after good syndrome…you just dumped several gold into a garrison and you’ll be kitten ed if they can have it!…even if it means losing your entire map! So there!
12.) When they take your towers/keeps/castle how often do they stick around? Usually they don’t…if they do just ignore them for 10 minutes and they leave…now its easy to take back…and you have the spawn point close.
So there you have it… 12 reasons why playing a defensive battle in this game is a formula for failure.
Just buy another copy of the game and 2 box.
I understand that you don’t want people to know that hacks exist so I’ll not mention them specifically.
However what you want and reality are two different things. Most people know they exist, yet the problem never is addressed and has gotten progressively worse.
The very sad thing about this is that it is EXTREMELY easy to catch these people.
How do you catch these people?
1.) You allow a person to be marked as a hacker by another player.
2.) You filter that players connection and track its communications.
3.) You analyze the data to see if there are tell tale signs of hacking such as:
a.) moving too fast.
b.) Swapping weapons too soon.
c.) z axis
d.) using skills before they are ready
e.) using skills in too quick a manner (20 hits in 1 millisecond for example)
4.) False reports result in a +1 day ban from reporting.
If this is done there will be no hacking as the checks are server side and will be 100% detectable.
Some hacks will still exist but the game breaking ones will go away.
The display issue hacks are even detectable via false data sent to a client with a GM’s supervision.
I have just told you one method you could use to address the hacking issue.
Does Anet have any plans to do anything about it and if so what?
Notice if you did the above you could tell hackers exactly this and they could not get around it. The problem is that NO…checking is being done now and the server simply does what the client tells it.
BTW: I am a professional software engineer, if your folks can’t do the above I can.
Why do I bother…people can’t comprehend….
Oh yes it could be abused…exactly how?
You could die a bunch of times and one shot somebody….
1.) Only if you had a buddy or a 2nd account…only if you could keep outnumbered…
2.) As mentioned by another poster many other buffs are already far bigger than this.
Pretty much all the responses are from people who can’t win without large numbers….
If it were not true the responses would be different.
Might as well rename the game zergfest.
1.) Population
2.) Population
3.) Somethinh we are not allowed to discuss here….
You are a chump if you are on a low pop server.
GW will never balance the game…so either know that population wins and that other thing I can’t talk about…or deny that and live a fantasy.
For each death that you take and are outnumberd you should get a +1 might, vitality and toughness buff on respawn.
Die twice in a row outnumbered +2
Die 3 time then +3
Pretty soon that zerg idea becomes a bad one.
Buff goes away on border switch and has a 1 hour duration which is refreshed if you get another +1.
Agreed and remove stability all together.
LOL – wvw rank…what does it mean? If you play outnumbered ALL the time because there is no effort to balance the games…what does the rank mean?
Ditto if you are zerg rolling….
What does it mean?
The zerg gets stronger faster and therefore imbalances the game even further….
So what does it mean?
Simply not taking damage on armor is not enough.
Please remove all downed and dead effects on stacks and buffs etc.
The no damage thing is more of an insult that you think that was enough for the fact that you have not put any real effort into balancing the zerg problem.
Auction house filters.
Are you sure you want to use this skill point? – its a bug that anyone thought they should put a dialog that has no question it? Not like you can say no…its purely griefing.
Stealth – target not lost allowing players and npc’s to directly attack the unseen characters (I’m talking directed attacks that need a target.).
Getting stuck in stuff…walls…the teleportation cube (where you bounce around and have to re-teleport to the same destination.)
But really the AH filters not working….looks real bad for your game.
See very few big bugs fixed and little corner case ones are done…toally shows that the priorities are not correct.
If you are happy with a game that isn’t going to be fixed then continue.
I’ve had i with this company.
Easy fixes with almost no effort have not been done for over a year…
They are just milking it. Don’t expect anything to change.
Go get your hacks as nobody gets banned.
Play a warrior…its horribly OP.
Looking for something better.
Game uninstalled…
Fascist
Before any balancing can occur the battle log needs to include:
Source Name: Time: skill: hit/miss/heal: target: amount
Then people can give full fact based examples for balance discussions.
Further the skill spamming hoxters will be found out.
Yes it would be great fun running somebody elses gollums off a cliff! Awesome idea!
Obviously that is an issue among a wide range of similar issues that need to be fixed, however, it is a seperate issue. A troll on your own server can do that just as well as a troll from another server. A good start would be so that siege print owners can take their golems back same as any other siege. It will not fix things completely, but it would be a step in the right direction.
No this would be a special case….if you are not from that server you don’t need to behave. What is your incentive to not be a bad person as you have no connections to this one. After all you played these guys before and think they are all kittens. Time for some revenge!…just saying…this will be done.