Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Thanks for the post, OP. This is a fairly polarizing topic, but it is interesting nonetheless. It came up quite a bit in the 3 likes / 3 dislikes thread as well. Changing the way downstate works would have such a large sweeping change on the way the game is played – it’s sort of fun to theorycraft the ramifications!
Keep in mind, I’m just spit-balling here – none of this is in the works. I would just like to see some more conversation on the topic.
So, what if you only rallied allies when you stomped someone, rather than cleaving the body? This would be much more difficult to pull off in large-scale fights, but you would have added risk/reward for attempting. Would even-numbered fights still snowball?
It would almost always affect players in small-scale fights as well. I’ve won plenty of 1v2’s in WvW and PvP from downstate, getting that clutch rally at the right moment – but that would go away too.
What if you couldn’t hard rez downed allies? What are the positives and negatives?
Anyways, just rambling. Feel free to discuss! If you have any good threads on the topic that come to mind, feel free to link them for me.
I very much appreciate your response, Josh. It’s nice when the community agrees on something being problematic and the developer’s listen when they ask for help. It’s not something every game is graced with, having a team of people who are willing to work with the players. So thank you for your time reading my post and writing your response.
As for the rallying on spike, I personally think that is a great idea. Especially as someone who is very defensive in large scale combat, and prefers to DPS my opponents down from afar, it would force me to get in their faces and risk my own harm while spiking them. Otherwise, they may get res’d and my efforts will be for nothing. Thus making spiking a much more rewarding mechanic.
Not being able to hard res someone isn’t an idea I enjoy. Although again, this is just personal opinion, I find that people are usually too lazy to bother with fully dead teammates in large scale fights (unless it’s a guild zerg and they’re all very coordinated.) Rallying the opponent on spike and/or when hard res’ing, the dead person’s health bar will begin to fall if their res’er is interrupted is what I would prefer. Which would mean that res’ing a fully dead individual would be much more of a commitment.
@ People who are saying this is an L2P issue- if you’ve ever played a thief, imagine the Heartseeker attack locked you in to place for a second and a half and you were unable to do anything else until the animation was completely finished. It’s your primary attack but it is also now the attack that leaves you most vulnerable.
I understand that it may take additional practice to compensate for this issue, but that shouldn’t be the case is what I’m trying to say.. Why should players have to learn to cope with something that creates a large frame of vulnerability when it’s obviously unintentional. We should be able to move freely around our targets while chaining our attacks. As someone who plays like a thief (even though I do not like the thief profession), I’m constantly circling my targets, evading, countering and confusing them. But when being rooted… Just that small gap of time is long enough for them to slap me off of them.
But hey, as long as people are defending this issue I suppose I will have to L2P, with a broken mechanic.
Also, I don’t care if there are a bunch of other threads about the same subject. Don’t like it don’t read it, you’re not a dev why’s it matter? And since this profession is so neglected, I think it’s only logical to keep repeating our problems until someone notices the patterns.
Fix it.
Fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it.
I’m loving dueling with a sword and warhorn. Personally, I find it to be one of the best 1v1 weapon/profession combinations I’ve used so far. Although Mesmers and Thieves pose an obvious advantage, the built in evades and general flipping and hopping all over the place nature of the sword makes it a very desirable dueling weapon. But that immobilize animation… Getting locked in place while the #1 ability is in it’s chain has gotten me, or nearly gotten me killed so many times… Fix it.
Fix it, vfix it, fix it, fix it, fix it, fix it, fix it, fix it, fix it.
Yes, downed-state is without doubt a terrible mechanic in PvP. Probably the single worst mechanic I’ve ever seen in an MMO.
But it’s no surprise this thread sunk to the bottom without a response. The editing and layout is terrible and presented as a wall of text. Nobody’s going to read that.
I apologize, I’ll try harder to impress those highly seated in academics next time when submitting my application.
…
……
It’s also no surprise to me that someone like yourself would take the time to read it only to give a negative response.
There are a few possibilities:
Remove pets all together and apply the damage our pets did to our characters. Eg. us 60% pets 40% of overall damage output, removing pets allowing us to properly inflict 100% damage.
Require a 5 – 10point investment in to Beast Mastery to charm/use a pet. Before using this trait our damage output is 80% of it’s potential 100. After using this trait our damage is 100% of it’s potential 100, our pets inflicting 20% and us the same 80. This way with or without the pet, it’s damage is negligible only providing us with a small benefit. Why I do not suggest we inflict 100% damage before traiting is so that people still feel the desire to invest in this trait so that they can inflict maximum damage assuming their pets are hitting the same target.
Or allow us to permanently stow our pets.
Pets provide very little benefit. Although they do shine in certain situations, those situations are few and far between. Most prominently in open world PvE where our pets tank and we lazily DPS from afar. The idea is fun and interesting and I personally enjoy having a companion while roaming in world versus world. Unfortunately the appeal it brings to the table is mostly aesthetic and the desire to have a pal with you where ever you go. Which would be the same idea as me taking my cat for a walk… I’d love to have her with me on the go but in the end it’s going to shorten her life and slow me down.
Zerging has been the subject of debate for quite some time. Many people suggest that it should be prevented and that it is either game breaking or plainly un-fair. While I do agree that it is a bit ridiculous, the fact of the matter is; “strength in numbers.” With the holy trinity (healer, tank, DPS), travelling in groups is much less necessary because a small pack of three if well coordinated enough can survive a lot of abuse. With this system absent in Guild Wars 2 many people have difficulty operating their characters effectively. Someone who is heavily offensive will often forget to heal themselves, or someone who is heavily defensive may be too focused on survival and not enough on defeating their enemy which results in groups snowballing. People don’t want to have to do everything themselves. Although I do enjoy the independence this system was intended to promote, it also promotes the very opposite which is similar to the real world. We all have the capacity necessary to clean our house but why do it ourselves when we can do it faster with twenty others. If instead we were professional, we would only need a small group. One for each area of maintenance which will require less people and the same amount of time. Quality/quantity. With no dedicated professions in Guild Wars 2 it’s easier to rely on odds. If there are x amount of people, at least x amount of those people will be using an ability that will support you (might, regeneration, protection, etc.) when in combat. Where as with the holy trinity, you don’t need numbers because you know that each person will be doing exactly what they are supposed to be doing.
To conclude, Guild Wars 2 has done an amazing job with their departure from the traditional holy trinity. It allows us to more easily and actively explore the world on our own not having to rely on others to reach certain locations. Unfortunately this only works in small combat. We cannot properly juggle large groups of enemies on our own or even with a small group because our professions may not all compliment each other. Thus leading to “well if there are 5 enemies I’ll bring 10 friends.” Where as with dedicated roles the train of thought is more along the lines of “we need an extremely good healer and a nasty DPS.”
You have done a magnificent job with the game, ArenaNet. Unfortunately, you designed a system that works better in small scale combat than large, with an option to compete in large scale.
I have seen many, many times people discussing the downed versus dead state. Although this is far more opinion, I believe that the current system needs much less of an alteration than what most are suggesting. Spies are a problem, that much we can all agree on. The period in which someone can lie dead and still be res’d is a bit ridiculous. However, I do not think that it should be removed as some people so desperately request. Reducing the time in which someone is able to remain in the dead state to say 60 seconds would be more reasonable.
The second part of this I would like to discuss is that some people believe it promotes zerging by being able to endlessly revive dead allies. Although this is true to a degree, I don’t believe that is as much of a problem as others might like to believe. People are lazy: fact. This is yet another reason why we zerg. So that we do not have to look after all areas of our characters while in combat. If close enough to the group, we may receive regeneration, protection or what ever other boon might benefit us most at that time rather than having to eyeball our healthbars and conditions applied on us to remove them and heal accordingly. The same goes for res’ing dead allies. Most people will just hope that someone else takes the time to do it so that they don’t have to. Which results in a lot of people not being res’d and waypointing allowing the losing blob to eventually diminish.
And two ideas for the dev’s to think about: Since a lot of people play games for rewards and not to be challenged, remove the experience a player receives for reviving allies. And/or make it so that when res’ing a dead player, if interrupted, the dead players health bar will begin to fall again instead of pausing where it was left.
That’s it for my thoughts on WvW for now. If you agree, disagree or would just like to share your ideas below please feel free to contribute. Although I do not agree with the majority of the suggestions I’ve seen on removing the dead state or that zerging is game breaking, etc. This is a community and my own preferences should not be held in higher authority than any others.
(edited by SpellOfIniquity.1780)
Meh. Unless they stack blindness duration because I have no condition cleansing thieves are just a pest. Swoop, hilt bash, maul = dead.
I like that when roaming I’m such a magnet for thieves because they think “oh! A Ranger, easy kill!” and either they end up dead or running for the hills within a few seconds. Basilisk venom, black powder, #2#2#2#2#2#2#2#2#2#2 = every thief ever.
Basilisk. I still want a godkitten cyclopse drake.
Thief, Warrior… All you need is a Mesmer and you’ve got a whole bucket of faceroll keyboard to win.
I actually enjoy Dredge fract. What I don’t enjoy is when people would rather do the shortcut or not do it at all.
It’s really not that difficult. The caged in part is a bit painful if everyone doesn’t know what they’re doing but otherwise I’d say I hate cliffside a whole heap load more. The number of times someone has fallen with that hammer and we’ve all had to suicide I cannot count and I don’t think I’d want to try either.
For god sake don’t say any thing more about what they should fix. Every time they touch the Ranger they break it a little more. Just leave it stapled and glued together while it still holds.
Fantasy MMORPG.
Fantasy
Not real. Projecting yourself on to your character only enables you to disconnect from reality further. Playing a video game is supposed to be fun and social. Not a substitute for reality. Although yes I would support more realistic body choices, I’m also not against the ones provided. The less I feel like I’m my character, the less I’ll want to live in Tyria and get some actual sun.
If Rangers make any part of a players list, they have lost all credibility in my opinion. The Ranger class in WvW is grossly under powered in almost all play styles. It boggles my mind that some players can continue on about how good the class is in the face of overwhelming disbelief from the majority of WvW players.
uhm, if you want spammage of soft CC in a AOE manner, then rangers are one of the better choices out there. Especially since most pets can easily apply 5-7sec chill and dogs can apply chill+cripple.
Warriors have by far the best CC spam in the game. Even eles and engis have better CC spam than a ranger. Pet abilities are useless in large scale fights. They die too quickly to AoE and their activated ability often takes several seconds to fire off.
People like this and the rest of the majority who think Rangers are underpowered make me lol. I’ll keep chasing groups of 3 or 4 away solo while I think to myself “and Rangers are ‘underpowered’.”
My Salamander Drake is named Cinderella.
Cinder-Ella.
Get it. Because she breathes fire.
Everyone is entitled to their opinion so I won’t say anyone is right or wrong here. However, as a Ranger who enjoys all roles in WvW, scouting, roaming, zerging or just trolling around enemy territory sniping wanderers; I have to say that I firmly believe their usefulness in a zerg is underestimated. Like a sniper on a perch eliminating his foes from a distance the enemy will seldom see the bullet that killed him.
I sit on the outer rim when zergs clash and tab-target killing anyone who tries to escape with low health. I ensure those who are weak don’t escape combat to recover and rejoin the battle. So although yes, pets are useless in large scale fights, we provide little to no group buffs and we have very few AOE’s (unless running trapper, which, in a zerg is also quite useless) I still would like to stress that we’re not entirely useless.
Not only that, if spec’d correctly, a Ranger’s health can be very difficult to push below 30%. I can run through an entire enemy zerg and come out the other side alive.
Anyway, your list is quite accurate. I’m not trying to disprove anything just trying to acknowledge the fact that too many people underestimate the Ranger. We may be at the bottom of the list but our shine is only dim to the untrained eye.
Warriors are the fastest profession in the game. They can gap close or escape a fight in seconds. As a Ranger, you want to have range between you and your target. Therefore, I believe Signet Of The Hunt should be 30% speed increase instead of 25% allowing us to more easily keep range between ourselves and our targets. As is, a Thief or a Warrior can cross a pretty large gap a lot more quickly than we can. Forcing the majority of Rangers to not use bows at all, which is supposed to be one of the defining features of the profession.
On that topic, please buff bow damage. It doesn’t need to be significant, but it does need a bit of a push. DPSing your foe down with Long Range Shot is not particularly viable. You have to rely almost completely on Rapid Fire, using it every time it’s not on cooldown. Long Range Shot is still a good attack, it just doesn’t hit hard enough for it to be your primary attack skill with the bow.
Please remove the trait “Agility Training” and replace it with something more useful. Pets move at the same pace as their master whether they have swiftness or not. This trait is 100% pointless.
And lastly, again on the subject of keeping distance between yourself and your foe, it would be nice for Point Blank Shot to either a) have a shorter cooldown or b) keep the enemy on the ground for a longer duration. As is, it only allows a very temporary breath in combat before your enemy is back on top of you. It’s an extremely useful skill, but because of how quickly your enemy can recover from the knockback, it’s only a very minor setback for your opponent.
And this is just a personal request but; I would love to see Basilisk’s added as a Ranger pet with turning the enemy to stone as their special attack. Thieves have Basilisk venom I want the pet D;
I was there for this and also witnessed them suiciding golems. I believe that finding a solution to this problem isn’t as simple as we might like to think but I do believe there is a solution.
What ever the case, I’ll say the same thing I had said before; putting that much time (building 20 – 30+ trebuchets with little to no help) in to causing people grief really says something about them as a human being. Yes it’s just a video game, but that doesn’t mean you can’t upset people through it. It’s a strange mutant child of cyber-bullying affecting large communities negatively.
I don’t expect ANet or NCSoft to employ any new rules for siegeing immediately but they do need to give this attention as it happens on many servers and frustrates many people. If banning isn’t the solution at the very least an inability to ever place siege again would suffice.
Warriors are the fastest profession in the game. They can gap close or escape a fight in seconds. As a Ranger, you want to have range between you and your target. Therefore, I believe Signet Of The Hunt should be 30% speed increase instead of 25% allowing us to more easily keep range between ourselves and our targets. As is, a Thief or a Warrior can cross a pretty large gap a lot more quickly than we can. Forcing the majority of Rangers to not use bows at all, which is supposed to be one of the defining features of the profession.
On that topic, please buff bow damage. It doesn’t need to be significant, but it does need a bit of a push. DPSing your foe down with Long Range Shot is not particularly viable. You have to rely almost completely on Rapid Fire, using it every time it’s not on cooldown. Long Range Shot is still a good attack, it just doesn’t hit hard enough for it to be your primary attack skill with the bow.
Please remove the trait “Agility Training” and replace it with something more useful. Pets move at the same pace as their master whether they have swiftness or not. This trait is 100% pointless.
And lastly, again on the subject of keeping distance between yourself and your foe, it would be nice for Point Blank Shot to either a) have a shorter cooldown or b) keep the enemy on the ground for a longer duration. As is, it only allows a very temporary breath in combat before your enemy is back on top of you. It’s an extremely useful skill, but because of how quickly your enemy can recover from the knockback, it’s only a very minor setback for your opponent.
And this is just a personal request but; I would love to see Basilisk’s added as a Ranger pet with turning the enemy to stone as their special attack. Thieves have Basilisk venom I want the pet D;
Buff bow damage.
Do it.
Do it.
F@!#ING DO IT.
After playing my Ranger extensively, roaming and zerging, I’ve found that although yes; they don’t bring as much utility to a zerg as other professions, they can still be an asset. I’ve gotten more loot bags on this profession than any of the others I’ve played simply because no one attacks me. I perch myself in a comfortable spot and tab-target people and just watch the bags build around my feet. If you think you’ve never been killed by a Ranger I think it’s more that you don’t know you’ve been killed by one. That’s like being in the middle of a battlefield with hundreds of people firing their weapons and being hit by a sniper no where near you. Of course you’re going to think it was the guy next to you with a machine gone, that doesn’t mean that it was.
But I digress, their DPS is somewhat lacking and they certainly don’t bring the utility to a zerg that other professions do. Still, when roaming they’re extremely effective, and if played correctly in large group battles you can get a lot of easy kills. While everyone is swinging their swords and throwing their spells I’m sitting on the outer rim sniping any one who tries to escape with low health.
I love ranger, but you’re being fairly biased towards them right now.
Dungeons – Mid tier ONLY if running frost spirit + spotter with sword. Pet’s better since band aid buff but still inconsistent.
Open World PvE is incredibly easy and does not really count, neither does farming.
WvW Roaming- Top Tier definitely
sPvP – Top Tier but ONLY if running spirits. Other builds, while certainly good 1v1 and small team specs, don’t offer enough team support.
WvW Zergs – Bottom.
Overall DPS- Mid Tier, depending on how consistent the pet is.
Burst – Bottom. Only decent if zerk and signet specc’d with GS, but even then it is very unrepeatable and easily dodged.
Utility – Strong if traited, very bad if not.Any class can be tanky.
Very strong downed mode.
Strong underwater combat but it is somewhat irrelevant since it’s unbalanced and uncommon.
Strong ranged DPS.
All very accurate. I think a part of the problem is that people are using Rangers where their weaknesses are most prevalent and their strengths go unnoticed.
Basilisk’s as a new species of pet.
Special attack: Turn enemy to stone.
Most people roll Guard or Warrior anyway, I see no problem with Ranger “not bringing enough utility” to a zerg when 50% of that zerg are Warriors or Guards.
I also believe people just aren’t using their Rangers properly. I recently began using one and as an uplevel in WvW, I defeated two Guards no help provided… LB/GS, daze, knockback, cripple, stealth + pet blind and “Protect Me.” They’re not amazingly useful in large groups but because so few people roll them what does it hurt to have a few in the group? And if an uplevel can win a 2v1, I can’t see them being entirely underpowered, maybe just misunderstood.
I’ve only recently started using Ranger but I find it to be absolutely amazing. I’m actually upset I believed all the people who said it was a dead profession and not to bother with it.
Also, I would agree that barrage having a higher damage output would be nice, but I use it to cripple not to damage. It keeps my enemies away from me. And if you’re not ranging your opponent/foe, you’re doing it wrong.
I’ve never been an Ele so my opinion on this could be completely invalid but; I believe that Meteor Shower is totally random when cast, isn’t t? You can target the area you want it to be cast on, but the meteor’s land very far apart from each other and will often miss their target. I think it’s a risk versus reward with Meteor Shower. You can risk casting it and missing your target completely or hitting them with a little luck and killing them pretty fast.
However, I would definitely like to say that Meteor Shower does some absolutely NASTY damage. Ele has been nerfed to hell so I wouldn’t ask ANet to nerf them any further. But if you’re going to balance the professions buff some of Ele’s other abilities and nerf the damage of Meteor Shower a bit. Meteor Shower and Thief Heartseeker must be two of the hardest hitting attacks (or attacks I’ve noticed to hit particularly hard) in the game.
What is it exactly that makes Ranger so undesirable? In WvW, and frequently outside of WvW as well (mind you less so in dungeons), I see them quite a bit despite their bad rep. Engineer is probably the profession I see the least of (although this has nothing to do with a bad rep, only a high learning curve.)
What gives? Are Rangers just afraid to admit they love their profession? I recently made one and because I’m a heavily defensive player, it really, really suits my playstyle. And to be honest, it may be one of my new favorite professions. I’m just curious why exactly so many people seem to dislike the Ranger.
Decent damage, able to avoid damage due to range (obviously), knockbacks and the pet tanking or knocking the enemy down. I’m just not sure I understand why why Ranger is the adopted child in this family.
On the note of my new found love for the class; How does p/t/v (soldier’s) and scholar runes sound for a gear set up? Power based Ranger.
Many valid points.
Learning to read the attacks and avoiding/kiting the Warrior is a good strategy and yes, the point of a stun is to prevent retaliation. I hadn’t thought of it that way.
I asked on the forums so that I could get advice on how to defeat someone using this strategy. If you want to assume I’m a zergling and lack any skill you’re entitled to, but your advice will help me the next time I’m faced against someone like this. I’d like to think asking how to prevent it from happening after it has happened once instead of raging with a mile long post about how it should be nerfed after failing 100 times is a better approach.
Foot In Grave trait
Plague
Lich Form
Spectral Walk
Spectral Armor
Well Of Power
Plague Signet
Blind
Dodge
Melandru Runes
All good suggestions, thank you.
The other day in WvW our zerg was passing the enemy keep. Normally, I wouldn’t chase squirrels but that day I did and I totally shouldn’t have… Anyway, this very attractive Warrior was standing just a few feet from us when we passed (I say attractive because their c**kyness made me want to attack them). Separating from the group, I began to attack only to be immediately stunned (when the border of your screen goes white and you can’t move until the duration is finished), fortunately I’m a very, very tanky Necro. So after being stunned I went back to trying to attack only to be stunned again within about 2 seconds. I used Spectral Armor to break the stun, and was immediately dazed (when the border of your screen goes purple and you can move, but cannot attack). I was stunned a total of 5 times, and dazed twice before I was killed. All within about a minute.
Then, I watched the same thing happen to two other people trying to attack this person… Was this an exploit or what the hell were they using to do this? I’ve never encountered a player who could spam stuns so often. Which is probably why they were so c**ky in the first place… I ask because I want to know how I can counter this incase I find myself against another person who’s doing this. Because that was an extremely frustrating 60seconds. I just about flipped my table and rage-quit.
(edited by SpellOfIniquity.1780)
This is a hugely subjective topic, but I’m curious;
If I spend the majority of my time in WvW, and am experienced and capable there, however am not in a guild and prefer to be solo, would transferring to a higher tier server be a good or bad idea?
I enjoy a challenge, but admittedly I enjoy winning more. Judge if you must, but coming out on top feels good. However a part of that feeling good comes from the struggle of achieving it.
Anyway, with all that in mind, how is the community in Jade Quarry? And would I be able to fit in to the WvW community without having to join a guild?
Why JQ? I’m not sure why. I don’t want to go to the top tier because it seems too effortless. And I don’t want to go to the bottom tier, or at least a lower one than the server I’m in because to be 100% honest, I don’t want to be faced against the last server I was in.
Due to my past experiences with this forum, I don’t imagine I’ll get a lot of positive feedback. Still, I’d like to know if this build is functioning the way I think it is.
I ask because I’m relatively new to Necromancer and I’ve only recently settled on this build.
20/25/25/0/0
Gain health when you kill a foe
II “Spiteful Talisman” Reduces recharge on focus skills and increases their range.
Gain healing power based on your power
VII “Spiteful Marks” Marks deal more damage
Critical hits have a chance to cause bleeding
II “Hemophilia” Increases inflicted bleed durations
Gain fury when entering death shroud
VI “Focused Rituals” Wells use ground targeting.
Increases damage for each condition on a foe
Summon a jagged horror when you kill a foe
V “Staff Mastery” Reduces recharge on staff skills
Gain toughness for each minion you control
VII “Greater Marks” Increases area of marks and marks become unblockable
Gain power based on your toughness
My gear is Toughness/Vitality/Condition Damage, rings, amulets, everything.
I use a staff, axe (sometimes septer) and focus.
My utilities are Consume Conditions, Well of Suffering, Epidemic, Signet of Spite, Flesh Golem
I have tons of toughness, 10% of which is converted in to power, as well as Signet of Spite which improves my power. So I have lots of power to compliment my durability. I keep my Flesh Golem summoned as often as possible for additional toughness and every time I kill a foe I summon a jagged horror which is more toughness which again is converted to power. For every condition on a foe I deal additonal damage, laying down Well Of Suffering, activating Signet Of Spite, entering Death Shroud and using Life Transfer will crit in the high 3 – 4thousands. If against a mob/zerg (Wvw), activating Signet of Spite on an enemy then using Epidemic, entering Death Shroud and using Life Transfer does a pretty good job of eating mobs.
I’m asking for input because I want to be sure that I’m understanding the traits and utilities properly.
Also note that I frequently spend my time in WvW and have recently started commanding. So survivability is a priority which is why I’ve tried to harmonize durability with damage output.
Why is this event so frequent? I’ve only recently started running this dungeon but about 60% of the time I want to do it I can’t get in because it’s contested. And if I form a group saying “need opener” people just disregard it and join anyway which leaves us all unable to enter and I have to disband the group.
Having contested areas is a feature of the game, I understand this, but when I have to relog and fish for a server where the entrance isn’t contested something is wrong. Either reduce the frequency of the event or allow players to enter the dungeon regardless of whether the waypoint is contested or not. This is an incredibly irritating issue.
Also, on the subject of Cliffside. I hate that fractal a whole lot more than dredge. I would have to agree with what people are saying about shortening it. Such as removing those ridiculous plank walks where someone will occasionally fall with the hammer and it’ll glitch and we’ll all have to suicide to get the hammer to respawn.
I actually love the dredge fractal. What I hate is when people try to take the shortcut by dropping in to the caged area from above. It takes the same amount of time and slightly less effort than just killing them all. The only time I leave that fractal is when people would rather die 50 times trying to take the shortcut than to just fight their way through.
Get naked proceed to win.
I do this every time I run CoE. Sometimes people lol, sometimes they think I’m weird, don’t really care. If I die I don’t have to repair my gear.
Reward equal points for defense and offense. If enemy numbers are too great, stay inside.
Also making defense easier would be nice. Such as actually being able to stand on the walls instead of being insta-killed from AOE’s.
Otherwise, I prefer to just enjoy WvW as I know little to nothing will be done to change it’s state. And if I no longer find myself having fun with it I can stop playing and spend my time elsewhere.
But for now, following the blob, amassing karma and every so often having large scale open-field battles will sustain me.
well, now that it has been made public, with evidence, it should be patched. This is blatantly an abuse of the game design.
No it ain’t, there are destructible walls at that side only reachable through that rout. So it ain’t a bug, it is a feature.
Speaking of not so obvious things you can destroy, the bridge in Durios can be destroyed. Although I have no idea what advantage that would provide since it’s behind the lord.
I agree with these ideas, and I too am extremely frustrated with being AOE’d to death when I’m trying to defend a tower/keep, etc.
However, I have built one of my characters specifically for being able to hold out towers until reinforcements arrive.
Arrow Cart Mastery
Siege Might
Repair Mastery
Build Mastery
All maxed.
I can build siege, repair gates/walls, and just myself on one arrow cart can push an entire zerg the other way. If I had a video I’d post it because I’ve done it more than once. All you need to make this all work is enough supplies in the depot and you’re golden.
Now bear in mind I’m not saying any of this to disprove what you have said because I agree completely. I’m just making a suggestion so that you can prevent this to the best of your ability.
Generally if everyone is experienced then running should not be an issue. The only two running sequences people would have issues with is the one on the spider path to the boss in the egg sac room (Vevina of Feyona; I just can’t remember). The other is the long run after the 6 NPC’s in the force field room where you essentially run to outside the final boss chamber.
It’s true that I haven’t been doing dungeons for long, but in the last few days I have, I’ve found that even experienced players are dying when skipping enemies. Although achievement points aren’t necessarily a great way to determine ones skill, I always hover my mouse over peoples character windows to see how many achiev points they have. And whether new or old people die a lot when skipping.
How about:
a) Looking in the forum if a thread like yours already exists? It’s not like there arent already 20+posts regarding this stuff
b) Read these posts and look what people advise you to do there? For example search a group that likes to clear parts of the trash aswell.
c) If you still have something left to tell the public post it there instead of opening thread No. 30102 regarding skipping or any other bull
And you have just posted angry comment No. 43104. Why take the time to respond if it bothers you so much? Or even read it? If it bothers you so much, create a post about how you dislike the volume of threads that appear regarding dungeon mechanics. See how much love you get.
I’ve recently gotten in to the habit of running dungeons. And when I first started to do them, I got lucky and ran with a few people by chance that hadn’t done the dungeon either. We learned everything together, and fought our way through.
I’m now farming Twilight Arbor so I can get the Twilight set. Which means I would like to get it done relatively fast, however; I still find that skipping enemies ruins the experience whether I want to get it done fast or not. I seriously wish that people would take the 1 – 2 extra minutes to clear an area instead of rushing through and about 75% of the time losing a minimum of one person on the way and having to wait until they can respawn and catch up.
I haven’t been running dungeons for a very long time, so I can understand how ones attitude towards fighting enemies might change. Still, it would seem to me that fighting them instead of just fleeing, takes a lot less time and slightly more effort. If myself and a group of pugs can do it I’m certain that veterans can.
Just trying to promote doing dungeons as they were intended. Pulling and stacking may not have been exactly what ANet had in mind but it works and I don’t mind doing it if it needs to be done. But running by enemies completely sucks the fun out of it. And I’d rather spend an extra few minutes having fun than a few less feeling like autoattacking has a lot to be desired.
Here’s what I have learned about WvW. Numbers are your best friend. If you want to 1v1, take yourself elsewhere. If you want a fight where anything can happen and anything goes, you’re in the right place. When I roam in WvW, I’m honestly not ashamed to say I’m a coward. And I’ll fight who I come across but if they’re eating my health too fast I’ll find the nearest friend/NPC I can to help me out. If anyone ever complained it was unfair well… It’s WvW… Not PvP. I’m not looking to duel I’m looking to flip camps/sentrys and keep tabs on your server. If I was looking to duel, I might be less inclined to run away when I’m outmatched.
Basically my point is, which I’ve made before in similar posts.. People who are looking for fights in WvW irritate me. Either roam and flip things, defend areas that are yours, or join the zerg. Killing one person every twenty minutes really does nothing to contribute to your server.
I find that the contacts system is fine, honestly. If I happen to be a social butterfly and have a million friends on one character I don’t want to have to re-add them all on another. I also enjoy that I’m able to see what my friends are doing so that if I would like them to tag along with me somewhere, I’ll know whether they’re busy or not before having to ask if they’re available.
The blocking system is however a bit flawed. If someone is blocked, they should be removed from your followers if they’re following you, removed from your friends list, and unable to see that you even exist within the game. Eg. If they search your name it will tell them that “this player does not exist” or something to that effect.
Otherwise, I think that the social aspect of this game has been constructed very well. It stops people from hiding on alts and having multiple personalities. And those kinds of people can be quite dangerous if in the wrong state of mind.
It only heals against physical damage. To make it more viable, it needs to heal against intensity conditions as well. Eg. Bleed, Torment, Confusion. Otherwise, it becomes almost completely useless when in battles against multiple enemies.
I enjoy the concept of the heal, and I’ve tinkered with it finding that it has a lot of potential. But without this alteration, it will only ever have that – potential.
It only heals against physical damage. To make it more viable, it needs to heal against intensity conditions as well. Eg. Bleed, Torment, Confusion. Otherwise, it becomes almost completely useless when in battles against multiple enemies.
I enjoy the concept of the heal, and I’ve tinkered with it finding that it has a lot of potential. But without this alteration, it will only ever have that – potential.
It only heals against physical damage. To make it more viable, it needs to heal against intensity conditions as well. Eg. Bleed, Torment, Confusion. Otherwise, it becomes almost completely useless when in battles against multiple enemies.
I enjoy the concept of the heal, and I’ve tinkered with it finding that it has a lot of potential. But without this alteration, it will only ever have that – potential.
I’m relatively new to Necromancer and I’ve noticed that yes, the damage output seems to be fairly low. However, with practice, I feel the profession still has a lot of potential.
Also, I’m not sure what some people mean about bad heals. My current build is arranged so that just about everything I do steals health. I rarely to never die. I may not deal as much damage as I might if I were in full zerker, but I still put out some okay numbers and don’t burden my team by being downed all the time.
There are improvements that could be made to the profession in PvE, but in PvP or WvW they are extremely formidable. Place your Well Of Suffering wisely and fear your enemies when they get too close. If all goes well, your enemies are butter. It’s just too bad it’s not that way in PvE.
I’ve yet to purchase it because I’ve only recently reached 80 on my Necromancer. So the validity of my opinion could easily be disputed, still, if I’m understanding how it works, wouldn’t it work like additional toughness?
If it heals every time we take damage, and heals for more the more damage is dealt to us, wouldn’t that just mean that we could forget about toughness in our gear and let the signet do the work?
I would agree with the idea of making it un-stackable. If it’s not something you can cleanse I don’t mind, but stacking the duration of not being able to move is a bit silly to me. Considering if faced with the right opponent you can be killed in less than 3 seconds you shouldn’t have to suffer being immobilized long enough to be killed 10 times over.
It depends on your server. It may also be because the game is over a year old now, and a lot of people have more than a few level 80 characters which means they really don’t need to be exploring anymore.
Go to Lion’s Arch, there are always plenty of bums hanging out there.
I’ll say the same thing I always say when this topic is brought up; “pay attention.”
I’ve never used teamspeak, don’t ever intend to. I’ve never had a problem with following the commander and the rare times I die are my fault for being distracted. Although yes this is personal experience and opinion, it still doesn’t make it any less valid that all people need to learn to do is to pay attention.
If a commander pauses, stack. If he/she throws down siege, build. If they start to retreat from a zerg, follow. It’s common sense, really. I find that depending on teamspeak would, if anything, make you a worse player rather than better. Because without hearing the orders you’re going to forget to follow the pin because you’re used to hearing it not seeing it.
Also, people complain about the most ridiculous things in map chat sometimes. And as I’ve heard, they do the same in teamspeak, too. I’d much rather not pay attention to mapchat and listen to music than have to tolerate peoples b_tching in my ears while I try to pay attention to what the commander is saying.
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