Showing Posts For Sorel.4870:

Match Making And Multiples Of Classes

in PvP

Posted by: Sorel.4870

Sorel.4870

Is it me or are you playing 35 minutes after the reset? If it’s unranked, you see a lot of the daily professions at these hours. I wish this daily would be randomized per account.

Edit: boy you play at strange hours. Not gonna judge you because I’m in the same case, but that could very well explain your weird matchmaking.

Hug your dolyaks (CDI for the win)

in WvW

Posted by: Sorel.4870

Sorel.4870

Until 3 guys with a brain split off from the attackers, take one shrine and the pirate-ship sinks in a glorious combustion before it can reach land again…

OMG I can’t wait! Or better yet, have three of your party members take the air shrine, /dance in front of the enemy zerg, jump from a cliff and watch every one of them follow you to their death!

Could anet please play WvW? Blobbing sucks.

in WvW

Posted by: Sorel.4870

Sorel.4870

the solution to anti blob is always answered with technical limitation, not able to remove the aoe limit of 5 but then u have ac that can hit 50.

Well, I’ve never seen a fight with 60 ACs on each side firing stuff at each other while running, and buffing their allies at the same time. That’s why the AoE cap is needed on player skills imo. Can you imagine how much calculations per second would be needed if a mesmer dropped a single Chaos Storm in a zvz fight? All the boon ticks, condi ticks, combos. Now multiply that by 120. ACs have a huge cap to be a counter to zergs, precisely.

I wish this limitation didn’t exist, or was extended to ten, but on the other end I hate lag and my PC is not that powerful, so I’m satisfied with the current system.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

The point is, no one ever had permastability unless you ran 4 guard parties which no good guild did.

Good guilds never had to because it was never needed. Warriors brought their own personal stability + Shake It Off (ha-ha-ha shake it off… sorry). You only needed Stability on impact, that’s why more than two guardians per party was useless. Stability was OP because with only two guardians, five people could charge through a thousand static fields.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

The stab change is fine.

Its anets ridiculous strategy to try to balance wvw with pvp changes.

SEPARATE PVP AND WVW

One more time: this is a WvW balance change. Apart from transformation elites, nothing changed in pvp.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

WORST change ever, totally favors the bigger numbers, cant stop or slow down the Zergs now. Stab change ruined the game and I dont see any new Meta that will change this and hope for a re-roll…

Sooooooo you can’t see a new meta changing things two days after the patch? I wish I had this knowledge of the game.

Give it time.

Any way to reduce the auto-play time?

in Guild Wars 2 Discussion

Posted by: Sorel.4870

Sorel.4870

I admire your enthusiasm at the idea of playing the game. Wow.

If you want players to stop loging into WvW

in WvW

Posted by: Sorel.4870

Sorel.4870

Sorel seems like people like you as well as ANET are stuck in 2013 mindstate of thinking. First classes to be focoused in open fields are eles, necros, and pick like thiefs and engis. No one smart bombs or goes after a front line anyways. I dont understand your point at all.

This guy I responded to talked about the fact it’s too easy now to stop the melee train, arguing it was already possible with movement impairing conditions. But it wasn’t. Of course the back lines was something else, but that’s not the issue. Even if you had a 70% condition duration increase, you didn’t match the amazing capacity the warriors can AoE cleanse them.

Btw, which server do you play on? On mine, warriors often eat Sweet Bean Buns (-40% condition duration, +25% outgoing condi duration), and since it was released during the Lunar New Year, I doubt this is part of the 2013 meta. I might be wrong though.

If you want players to stop loging into WvW

in WvW

Posted by: Sorel.4870

Sorel.4870

Also, there was already soft CC for you to use, stability didn’t protect from immob/chill/cripple.

This is a joke and you know it. On my warrior alone, that I play in zergs with much much skillz.

- Dodged March: -33% incoming immob/chill/cripple duration
- Food: -40% incoming condition duration
- Rune of Melandru: -25% incoming condition duration

Total: -98% incoming immob/chill/cripple duration, passively, permanently. Or are you playing on one of these weird builds “skilled groups” use that are a lot better?

edit: I was unfair. I forgot to mention I could remove those conditions for my entire party using a skill on a 12 second CD. gg.

(edited by Sorel.4870)

Get rdy for the TRUE pewpew

in WvW

Posted by: Sorel.4870

Sorel.4870

On the other hand, the stability change literally did nothing to PVP, so I can’t see it as being done for the purpose of PVP alone.

Not completely true.
Thieves can’t steal 20 seconds stability now.
Lich Form can’t be ping-pong’ed more than 2 seconds every 3 second (1 stack stabi every 3 seconds).
Same for Tornado. (Not like a lot of players were using it, but still..)
Other Elite Skills are affected, too. (Rampage as One, Plague, Rampage, Dagger Storm.. what did I miss?)
Dunno if only these changes would make it intensity and not duration change, too, but saying that it did “literally nothing” is a bit too extreme

You’re right but they didn’t need stacks to make that change. The stacks were introduced to fix the stab cheese zerg vs zerg fights was. I really need to find where Colin sayed that.

Save Yourselves and Selfless Daring

in PvP

Posted by: Sorel.4870

Sorel.4870

How can there be both viable and optimal in a competitive game? You either are the best class/build for a certain role or ridiculously close say 95%+ as effective or your garbage if you are serious about winning as far as I am concerned. There are people that will tell you longbow ranger is viable because they can pew pew people worse then them all day long. Too bad when they face someone there skill level or higher they get face planted all day long. If they are not going to nerf celestial ele and engineer yes Guardians could use some buffs in my opinion.

That’s not how it works. For one thing, bunker guardian received no nerf, and celestial engineer received no buff which would justify their presence/absence in the current meta. It’s just the way we are playing the game that changed. People found out, after the warrior nerf, that the most effective tactic was now to have semi-bunkers rather than straight out bunkers, and to have dps builds with a good sustain (cele engineer, meditation guardian). The bunker strat is still viable however: just see how 55HP Monks performs well in EU tournaments, and that’s not because of one crazy good player making the best of an okay build (like Helseth or Eurantien), that’s just because it’s good. It requires a better coordination though (you don’t have to just even the fights), and seeing how NA can’t even find a good enough cele team to slightly worry the Abjured, I doubt it can see the emergence of a good bunker team anytime soon.

Downstate is the place where necro should be

in PvP

Posted by: Sorel.4870

Sorel.4870

Remember, reflection skills works on 1# necro

None of the downed skills are projectiles, so no they don’t.

Ok, so I guess I’ve been playing scepter elementalist wrong all this time. I don’t know about necros, but warrior skills 1 and 2 are, thief skill 1 is, and engineer skill 2 is I believe.

Downstate is the place where necro should be

in PvP

Posted by: Sorel.4870

Sorel.4870

Finally Anet buffed the weapon set on which power necromancers, just like rangers, spend most of their time: the downstate. Now the power necro on my team will at last be somewhat useful in a team fight, if I’m careful not to rez him entirely.

Question about regeneration

in PvP

Posted by: Sorel.4870

Sorel.4870

Whoever applied the Regeneration is the one who’s Healing Power gets used.

Source? Thank you for your answer. That may make my build somewhat viable.

Question about regeneration

in PvP

Posted by: Sorel.4870

Sorel.4870

Hello everyone. I would like to try a weird shout ranger cleric build that would apply a lot of regeneration to nearby allies. My question is: how is the amount of healing calculated? If I give regeneration to a berserker thief, which healing power stat is used, his or mine? Thank you in advance for your answers.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Or an ICD of 0.5s to the ability of a skill to strip a stab stack? That way, a static field with only strip something like 10 stacks on the entire zerg instead of 40.

Terrible idea, this would favour bigger numbers even more then now.

Probably, and packing closer to the blue dorrito. I was just thinking out loud. This might have shown, but I actually quite pleased with the changes so far.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Melee train gonna stkll be kitten in my opinion..why?? 1stunhammer in the stack and all those ele trying to generate might stacks will be gone before they can even see whats going on…

I agree. Melee still seems to be the only way of pressuring down opponents in this game. We might see more range-melee hybrid though.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Another suggestion to nerf stab in an acceptable way that still allows large scale melee combat:
Introduce some sort of stab cooldown to prevent parties from running perma stab: like every 5 seconds are followed by a 2 seconds period, during which you are immune to stab, so no stab can be applied to you and stab stacking gets capped to 5s (or sth similar)

Or an ICD of 0.5s to the ability of a skill to strip a stab stack? That way, a static field with only strip something like 10 stacks on the entire zerg instead of 40.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

I think that ranger can be a really good choice for a front liner now. Not because of the bow as everyone here is saying but in another variation.

A friend of mine is running a clerical GS/sword-wh bunker ranger in pvp, and that works very well. I can see it being a good front liner too:
- Easy access to AoE swiftness
- AoE cleanse, low CD, large water field that scales with cleric.
- Good melee damage (GS)
- Good gap closers, and the sword gap closer EVADES. That’s huge.
- Rampage as one and the pulsing stab
Why isn’t this a thing?

Stats nerf after update (3/16)

in Guild Wars 2 Discussion

Posted by: Sorel.4870

Sorel.4870

That makes sense. I was in Metrica with my lvl 80 thief and I was not one-shotting everything anymore, wondering why. I think that’s overall a good change, but i wish they would have announced it.

I miss unlocking items through content

in Guild Wars 2 Discussion

Posted by: Sorel.4870

Sorel.4870

I’m optimistic. They have recently started adding more skins obtainable through in-game content, some of them gorgeous (yes, carapace armor, I’m thinking about you). Furthermore, with the reward tracks, we know have the possibility of having different methods of unlocking certain skins. Naturally, you’ll still see a lot of gemstore exclusive skins, but that’s better than a subscription fee, so I’m not complaining.

If you want players to stop loging into WvW

in WvW

Posted by: Sorel.4870

Sorel.4870

If the PuG blobs are just as good they wouldn’t be losing.

They have disadvantages. For example, week links off which people can rally. I also suspect that a lot of casters are just bad roamers who got tired of dying and tagged along with their bad builds, not listening to TS. In addition, the group composition in blobs in never optimal. Finally, I play in EU, and it was brought to my attention that zerg busting was not so common here, because blobs are a bit more organized.

These disadvantages are serious, and I have no doubts that more organized guilds will find a way to still be able to win.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Let us wait for the closed/open beta. As soon as the revenant and the new specialisations are active we can start to find the new meta for WvW.

Hammer engineer melee train ftw!

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Engineer – no survi skill, his only place can be fp( he can’t support as much as ele or necro and can;t stay up in meele) but while being there he get…insta kileld cos of no survi skills
Rangers – Same situation like with engineer, no support group skills at all.
Thieves? They are used in gvg groups
Mesmers? MOST IMPORTANT PART OF GUILD GROUP MAN

Ok you make some good points, and I was somewhat exaggerating. And about mesmers, yes they are important (and imo the most fun to play in a zerg fight), but you usually only bring 2 or 3. Nothing like guardians. Furthermore, you have to admit that the stability changes COULD make some professions more viable, for example thief (venomshare). I play on Augury Rock (EU) btw.

The only way of adaptation is this “pirate ship” meta, but fight like this last for 20-30 mins without any1 winning cos no1 want to push and it is boring( look TA vs LAG gvg ) .

Well it’s a bit early to know that for sure. TA vs LAG still uses the same GWEN meta builds, while the stab change was huge. We’ll need more time to come up with new builds. The problem with pirate ship is that the fights take too long and you have almost no way to prevent rezzes.

As i typed it is easy for u to say “adapt” since u probably main some range class that stay away and is happy now cos u can cc em as much as u want.

Hardly. My four mains are in that order engi, thief, warrior and mesmer, so no luck for me here. You have to understand that some players are not heavily profession-biased, since GW2 allows you to master many professions rapidly.

If you want players to stop loging into WvW

in WvW

Posted by: Sorel.4870

Sorel.4870

why it makes sense for 20 to take on 60? perhaps because they worked on perfecting their builds , co operation and teamplay anet is now promoting players to be kittenty pressing 1 blobbers.

Builds: sure dude, your guild used some secret OP builds that I could certainly not find in three clicks on metabattle. Plz.

Cooperation: When the commader says cc, you cc. When he says stab, you pop stab, when he says blast, you blast. Guess what, PU commanders are just as good (they come from GvG guilds), and more than half of the melee train is on TS.

Teamplay: ? Drop a banner when you see a blue arrow? Stick to the deep blue name tags? What do you mean by that?

You see, I don’t think the advantages you listed are enough to give you a significant advantage over a much larger force.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

My point is that anet nefed small guild groups cos too many ppl qqued about being killed by em while in blob

I see you want to continue in this pro360noscope fashion. Very well. I literally never saw a single thread about that on this sub forum. The GvG community seriously need to stop thinking that Anet thinks about it every time they balance something in the game.

I believe that Anet thought about nerfing the zerg tactics in general, as well as how over-powered stability was in WvW. Have you ever seen a single engineer in your “skilled” zergs? Ask yourself why. Hint: (no stab).
Rangers? (no AoE ranged damage, no stab)
Thieves? (no AoE ranged damage, no stab)
Mesmers? (no AoE ranged damage, no stab)

Ok, WvW is unbalanced. Ok, the game is balanced about small scale. But if guardian was as brokenly OP in pvp as it was last week in WvW, imagine the kittenstorm on the pvp subforum! So you lost because you sticked to your GWEN outdated meta? Adapt or get rekt, that’s the tough law of WvW.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Consider this:
Hills keep on Bl, one blob at the inner center gate, stacking at the end of the bridge, opposing blob holding the other side of the bridge. How to take the keep (w/o using the north inner gate to keep things simple)?
1. ppl pushing in small groups => free kills for free casters, even with auto attack
2. siege => other side will use siege too => siege wars 2 => sucks
3. ppl pushing coordinatedly, defenders holds cd’s till they push really close, then line/static/cc-bomb the push in front, on top, lines even behind, ppl perma cc’d, 10 icebows and well bombs=>everyone is dead
4. wait for the defenders to push, until next update will redirect you to LA
5. close game and have fun

Is portal bomb still a thing? That could work.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

HOW WIN MAN? U can’t, just can’t win against 3x more ccs and 3x more stab stacks it is imposible. It isn;t about strategy, it is about number. Don’t, just don’t talk like u know a thing cos as i see u don’t. Now anet just forced us to blob up and cut down skilled players – even when u are super duper amazing guild u can;t wipe blbo now by simple calculation taht i presented few times( basically by spamming aoe ccs and satb in blob).

Ok, first of all, let’s drop the 1v1-quickscope-at-dragon slang, thank you.

You’re right on something: I don’t have the definitive answer to your current issues, because:
1) The patch was yesterday and no one has had time to adapt yet
2) I’m not a commander in a “super duper amazing guild”. I’m merely a humble WvW player who gives an opinion on the game mode, providing arguments.

Yes, three times larger zergs have three times the cc and three times the stab, that seems like a reasonable assumption. My question is: are you a “skilled player” if you try to fight a zerg three times the size of yours using the same strategy this larger blob uses? Do you see me complaining about losing against three pew pew rangers if I stand still and RF one of them (that’s the reason I don’t play ranger btw)? You gotta be smart m8! Get skilled, train with your guild and earn your victory.

Rangers

in WvW

Posted by: Sorel.4870

Sorel.4870

You’re having problems with rangers?

1) Play a SD thief
2) Learn to play
3) …
4) Profit

only works if the ranger has terrible situational awareness. SD doesnt focus on stealth so while fast, it is still at the mercy of longbow spam until it reaches 1200-1400 range.

SD is not a guaranteed win, it has a edge, not a whole blade.

True enough, but if you have only one LoS spot, it’s over. As for reaching the ranger: IS → iSignet → Steal = 2400 range in 0.5s. It can even follow the ranger on ledges.

can you please put a end to....

in PvP

Posted by: Sorel.4870

Sorel.4870

You do know that if those people didn’t have that option to farm in custom arenas they would queue with you in ranked/unranked right?
You want that??

Dude, you gave me shivers.

Most profitable reward track?

in PvP

Posted by: Sorel.4870

Sorel.4870

Depends, I usd to have tons of BLT kits. Having almost completed Dungeoneer (get every single dungeon skin out there 37*8 skin), i’m almost out of Blt Kits. Most ppl won’t even have as much As i do to begin with (worse luck on daily ap in past, or less dailies done).

Yep, I wish someone would have warned me earlier. I’m at three and a half dungeons and I’m all out of BLT kits. The reward is still good with rare kits though.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Sorry, but my NA servers were lengths better than the EU servers I’ve been on. All 4 silver tier.

Well if that’s the case, “skilled” groups of 20 should not have a chance against “no-skill” blobs of 60 by abusing stability, AoE cap and rallying on low levels. They should win because they play better.

Most profitable reward track?

in PvP

Posted by: Sorel.4870

Sorel.4870

Maguma Wastes…

How is this more proffitable than any dungeon track? You don’t get anything that can be monetized in a reasonable manner, just tons of obby shards and some clovers and the fossilized insect thing which cannot be sold… From any dungeon track you at least get tokens, 3 weapons and 1 piece of armor which can all be salvaged for chance at inscription/insignia, not to mention ectos and dark matter…

I agree with you, however I seem to get an incredible amount of gold drops in the Magumaa wastes reward track. It’s probably chance, but it makes me wonder…

Most profitable reward track?

in PvP

Posted by: Sorel.4870

Sorel.4870

Any dungeon track. They all have a stat set that sells well: soldier, dire, or rabid are your best bets. I’m now trying to unlock every skin from every dungeon, to have choice and for the sake of finishing collections, which is its own fun.

Solution to now OP arrow carts

in WvW

Posted by: Sorel.4870

Sorel.4870

Fixed fov sounds good

Yep, can I take my word back and support this idea instead? It looks like a way easier fix.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

The complaint here from most people is that they can no longer bust zergs.

The ‘complaint’ in regard to busting zergs comes from NA players where public zergs are well terrible, ‘zerg busting’ has not really been a thing on EU for a long time at least in regard to decent experienced servers.

In EU much of the time the public zergs at least on certain servers, are actually open raids hosted by a guild or are effectively open raids because you have more players from GvG/WvW guilds (or simply are very experienced) than the guild you are facing, so outside of the very rare occasion the days of guilds like RG wiping a 60 man zerg have long gone.

Ok I would like to apologize to the people I could have offended because I honestly didn’t know that. I play on EU and indeed, on my server “elite guilds” use the same strategy as PU zergs (it’s often the same commanders), that’s why I never understood why people were complaining about not being able to bust “less skilled” zergs.

Well, that should solve some issues! If zergs are terrible in NA, it should be easier to come up with a new strategy they won’t be able to adapt to, right?

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

the problem with courtyard is they are equal numbers for some of us guilds who enjoy running 20 or below and fight against 30+ zergs or more its impossible for us now to do anything

Tough life. Change your strategy, and I assure you you will still win in the future.

Seperate WvW and PvE

in WvW

Posted by: Sorel.4870

Sorel.4870

Exactly, the amount of stability stacks you get is clearly balanced towards 5v5 scenario, not 20v20, not to mention trying to beat bigger group.

Still no. In 5v5, stability being 5-10 stacks or an infinite number doesn’t matter. Unless you want to waste your entire initiative for nothing while being completely vulnerable.

Seperate WvW and PvE

in WvW

Posted by: Sorel.4870

Sorel.4870

Stability changes are meant to balance PvP not WvW

Did you play pvp recently? The only change in pvp is the elites transformations, that can no longer be boon stripped once and then be a giant glowing punching ball. But if it was the only fix they wanted, they could have had the old stability tick. Otherwise, in 5v5, wasting 10 cc abilities on a 6s stab is a complete waste: strip it, then use ONE cc and it’s more effective.

Colin said somewhere one of the idea behind the stability stacks was that in large scale fights, they found it lame that one guardian popping SYG meant five people could walk through any number of static fields, fear walls, mesmer pulls, etc.

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Cc immunity due stability was pretty much countered by use of soft and hard cc to kill small groups of the zerg. So you’re totally wrong with your comment.

And still, the same strategy was used by PU blobs. The only reason you were able to kill these small group is because there always was a portion of the blob that wasn’t using TS, not because you were significally more skilled. In small scale, if I want to win a 1v2 or a 1v3, I have to consistently outplay my opponents, and use more advanced strategies: I can not just fight them on the spot like I would in 1v1: I have to kite, to use LoS, to time bursts carefully. In zerg fights, you shouldn’t expect to win outnumbered if you’re not significally more skilled. Sorry if it bursts your “pro-GvG-guild” bubble.

I can tell you what will happens. First some People, who need time to addept will still try to push into the enemy to produce pressure. The Problem with this is, it isn’t working anymore. After the most people understand that there will be a caster standoff and no more real frontline. Pressure will not come anymore from a frontline in meele range, it will come from caster, but this will boring like hell.
Best example is the video already posted here.

I’m really interested in knowing if this will be the definitive meta. One problem you can already see in the video is that in GW2, unlike most other “ranged” MMOs, you don’t kill people: they go into downed state. You clearly see in the video that the ranged pressure isn’t enough to cleave downed bodies, especially is you run mercy runes. So the winning strategy will probably rely on some kind of melee train to finish the downed. Have you played on Courtyard in PvP? It’s a bit like this: no perma stab, so you have a phase in the beginning when each team is at range carefully studying the weaknesses in the other team, until the CCs and stab are baited out and one camp pushes into the other. I suppose the new meta will be something like that.

Rangers

in WvW

Posted by: Sorel.4870

Sorel.4870

You’re having problems with rangers?

1) Play a SD thief
2) Learn to play
3) …
4) Profit

Rangers

in WvW

Posted by: Sorel.4870

Sorel.4870

you can do the same with rifle warriors. or let us not forget two thieves that stealth eachother then out of nowere does 20k+ backstab damage and disappears.

Lol screenshot please. Were you on your naked lvl 1 elementalist? Backstab damage is quite low actually. You could have complained about the mesmer’s one shot burst that can actually very well reach 20k+ (and it STILL would have been a l2p issue), and yet you chose to mention a skill that does an awesome 4k+ damage on a zerg warrior.

Seperate WvW and PvE

in WvW

Posted by: Sorel.4870

Sorel.4870

The stability changes are meant to balance WvW. The fact you didn’t like them doesn’t mean they were PvE changes. Also, for obvious convenience reasons, Anet has tried to keep the skills almost identical across all three game modes.

About the camera changes, many WvW players asked for a broader FoV and more camera options. I do think ACs should now be fixed accordingly.

Could anet please play WvW? Blobbing sucks.

in WvW

Posted by: Sorel.4870

Sorel.4870

Faking an impact to bait out the CC (static fields, etc.), and stopping brutally mid-charge.

Only low skilled player would blow everything in one go

Well that’s the point isn’kitten I thought one complain was that, supposedly, smaller, more skilled zergs would not be able to beat PU blobs anymore. Well PU blobs are uncoordinated, and only have one commander, so if the commander say “cc”, the blob blows almost everything it has. The little CC it has left you can run through with stability, and prevent its application by applying CC yourself. Because that’s right: blobs are no longer immune to CC either.

Where are raid player when the guild is not raiding ? They’re un PU blob. I usually keep my CC to aovid fake impact. Add player not on TS, noobs, all of them still have their CC.
A blob ALWAYS have CC
+ as i said somewhere, cooldown of stab are usually higher than cooldown of CC

Noobs don’t slot CC skills, a player who’s not on TS is slower to react, and even if the blob still has CC, you have stability, so there’s still a fair amount of CC you can run through.

Solution to now OP arrow carts

in WvW

Posted by: Sorel.4870

Sorel.4870

With the new FOV update arrow carts are extremly OP because they do not need any skill to aim (point and click) and can shoot through obstacles.
My suggestion would be to make them work like mortars/trebuchets. That way it would take at least a bit of skill to use them and they would get obstructed by walls, roofs etc.

I support this idea. Maybe broaden the AoE circle a bit to compensate, but that would be more balanced.

edit: I didn’t read you carefully, but why would they be obstructed by walls? Their only purpose is to shoot over walls!

If you want players to stop loging into WvW

in WvW

Posted by: Sorel.4870

Sorel.4870

The stability change seems to be a deliberate attempt to drop the player skill to a casual group of 1 spamming blobs with no challenge besides if they have enough supply to build rams. Pretty rough hit to WvW.

Man I come from the future! I could have SWEARED this was the game mode I’ve been playing since I bought the game. Get good son!

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Stab change is the worst thing ever. WHY even change it. It was fine just the way it was. No one complained about it.

You have the right to dislike the new changes, but saying that no one complained about the zerg strategy is just a plain lie. There were dozens and dozens of threads, week after week, complaining that pressing one button (SYG) to ignore all CC and just run into the enemy force pressing one was skill-less and boring.

To every wannabe pro GvG fighter complaining about not being able to break a zerg anymore: why were you supposed to win in the first place? You’re not skilled if you use the exact same strategy the PU zerg uses. On my server, GvG commanders tag up for the PUGs when their raid is off, so the only difference comes from a bit less coordination (at least half of the melee train is on TS though), and some weak links “skilled” players can rally off.

Really skilled guilds will find a way to use their coordination to still win. Every PU blob can press SYG at the same time and run into another blob. You have a too high opinion of yourself.

can you please put a end to....

in PvP

Posted by: Sorel.4870

Sorel.4870

Why do you care? In custom arenas, your rewards are capped daily, and even when you win EVERY TIME (impossible on these servers), you still gain as much reward track and rank advancement as if you were losing every match you played in unranked/ranked. This is far less efficient than just playing the game normally. Some players in MMOs enjoy (I really hope they do) switching their brain off and just grind without playing, so these servers exist for this portion of the player base. It’s a bit sad, but I don’t see it as a problem. In fact, I would like to see grinding being punished like this in other areas of the game.

Could anet please play WvW? Blobbing sucks.

in WvW

Posted by: Sorel.4870

Sorel.4870

Faking an impact to bait out the CC (static fields, etc.), and stopping brutally mid-charge.

Only low skilled player would blow everything in one go

Well that’s the point isn’kitten I thought one complain was that, supposedly, smaller, more skilled zergs would not be able to beat PU blobs anymore. Well PU blobs are uncoordinated, and only have one commander, so if the commander say “cc”, the blob blows almost everything it has. The little CC it has left you can run through with stability, and prevent its application by applying CC yourself. Because that’s right: blobs are no longer immune to CC either.

edit: the profanity filter thought I was speaking about breasts, while I was merely using a common rhetorical expression. Paranoia much?

Stability changes - general

in WvW

Posted by: Sorel.4870

Sorel.4870

Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.

What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!

Fake an impact to bait out the CCs? Have some warriors use rampage instead of battle standard? I don’t know, I’m not a skilled zerg fighter. GvG takes real skill, I was told, so I have no doubt good guilds will come up with new strategies. Of course your commander was insta-killed: he tried to use outdated strategies.