(edited by Spicyhash.7605)
This doesn’t make any sense at all. You can’t nerf coverage just so you have a chance at winning.
As now written the third time in this thread: My Server (Elona Reach) is currently winning due to coverage. (And yes, I waited till be were back to rank 2 before I started this thread, to make clear that I do not have that reason. Currently we are even on the way to rank 1 and of course T1-competitive coverage is a main reason.)
But winning due to coverage is as boring as loosing due to coverage.
I do not want it nerfed it to have a better chance to win. I want it nerfed to have better chances for more balanced matches, beacause more server are able to compete at prime-time, than there are servers that are able to compete at off-time.
Oo. Did you ever play RS? Are you greek?
Something that has bothered me ever since launch about GW2 is that there no guides/tutorials for new sections of the living story when they come out. Or holiday events. I never have any idea what I’m actually supposed to do. Is it just left up to the player to figure out? This doesn’t make sense if the events are time-sensitive. Why does it not say “To start, report to <some NPC> at <some location>” and then the NPC gives you a run down of what you need to do. I feel like more people would do it (thus making LS more successful/liked overall) if they actually knew what to do. Even the wiki is devoid of any real information as to what you’re actually supposed to be doing for any of these events.
Why? First come, first serve.. I started playing this game the second it came out at midnight, and was still unable to get my first name as a character name. I think they are holding these names for people who reserved them in GW1.
idc about bags. I play to pvp and to get better at my characters. winning wvw doesn’t do anything for you or your server besides make it so the next weeks matchup is even harder than the last (if you advance in ranking).
karma training zergs only exist to give enemy zergs something to do while us roamers can have fun in solo or small group fights.
Never cater to casuals. Heres a video on the subject:
I think what’s being said in the video is relevant…
Quit honestly, I think the gaming community (in general, across different games) is just going down hill… (increase in toxicity, increase in causals (and cater to them), among other issues…).
This is on a tangent here but… whatever happened to FPS games like ut2k4 and Q3, where you would have to run around to find your weapon of choice…?
Now there’s classes…
Complexity of trees/traits/skills in games have gone down…. WoW pre-pandaland vs post-pandaland … d1/d2 vs d3… gw1 (skills) vs gw2 …
Wonder how league will get dumbed down (though it’s already compared to dota2)…
Face it: if there were no casuals, games that aren’t LoL wouldn’t exist. Games like LoL are so popular because of the whole eSports thing and the fact that there’s no real PvE (that isn’t a means to PvP). MMORPGs would die without the roleplaying element to satisfy casuals and line the pockets of the developers. A game filled with people who do nothing but PvP is bad for business when the game contains elements that aren’t.
I agree, though, WvW should cater more to people who actually want to do PvP and not be filled with stupid NPCs that enable bad players/casuals to persist.
This doesn’t make any sense at all. You can’t nerf coverage just so you have a chance at winning. Winning WvW does not do ANYTHING for you or your server. No chest, no exp, no karma, etc. WvW is about the player vs. player aspect along with the laughably bad PvE rally fest.
I don’t like playing with rangers because of point blank shot. They use this whenever it is off cooldown – knocking foes out of AoE or skills like hundred blades/other high burst skills. The only rangers I like playing with are sword/whatever because they have no skills that can really interrupt the flow of battle. Knockbacks should never be used in small group roaming or in PvE.
You do realize that rangers are not the only ones that have knockbacks right?
Are you honestly trying to tell me that you have never seen or even believe that another class could have used a knockback to push the target back…..ever?
This is the real issue here… For some ungodly reason people think that only rangers suck at this game which is just ignorant and silly to even think.
knockback != knockdown. i don’t mind knockdown. it simply.. knocks them down. it doesn’t blow them out of range of an aoe or burst skill. this discussion was about rangers, and not mesmer (gs 5), necro (fear), thief (scorpion wire), ele(the especially annoying updraft), guardian (banish) and engineer (B.O.B). knockbacks are fine in large zergs when there is so much ridiculous aoe damage that all it does is get your target killed quicker, but not in pve or roaming in <5 man groups. guardian gs pull is infinitely more useful for clumping mobs than point blank shot is.
Okay, and, as a balance for this, all block/invuln skills are only for direct damage. How’s that?
I feel bad for my team every time I’m solo queue and this map pops up, because I will AFK for the entirety of the match. The other day I got this map and wanted to do some PvP so I just sucked it up and went with it. Ranger camping hammer with rampage as one, pet fear, and long bow. Bad times were had.
It’s really just GG vs a warrior. If you can kite them for the 4/8 seconds of endure pain/berserkers stance, you might be okay.
All classes besides maybe ele and warrior should have the same gripes about condition. Ele has insane condi clear with some water traits, and warriors are oven running ridiculous damage builds while still having melandru runes, -40% food, cleansing ire, shouts with condition removal, etc etc.
As a necro:
Whenever I am about to have an encounter with someone, I see what food they’re using. If it’s +40% condi and tuning crystal, I use plague signet and wait for them to accrue high stacks of whatever on me, then transfer and burst them down. My heal is on a 25 second c/d and plague signet is on a 60 second cd, so there is not much else I can do. There is spiteful removal, which is fine, if there are mobs around. 3 conditions removed is nice.
Either way, condition builds are generally a nightmare because of dire gear and the fact that toughness is ignored. I guess it’s maybe “balanced” because traits that give damage boosts if a target has conditions or boons on them (i.e. target the weak) don’t apply to condition damage, only physical.
I don’t like playing with rangers because of point blank shot. They use this whenever it is off cooldown – knocking foes out of AoE or skills like hundred blades/other high burst skills. The only rangers I like playing with are sword/whatever because they have no skills that can really interrupt the flow of battle. Knockbacks should never be used in small group roaming or in PvE.
people don’t know how play VS theif so they get wery frustrated. If they only knew how easy it is to time CC to get em down in 3-4 sec.
Me my self have no big problems whit theives when i play other classes since i know how they work. ofc a good theif can still be a pain in the kitten .
I have 800 or so hours on my thief and 400 on my necro (new main) and as I’ve been pouring in the hours to that class I find that it is laughably easy to kill thieves. The only reason people die so much is because they give the thief the opportunity to unload damage into them. You are going to take the hits regardless, because that’s what happens in fights.. but it doesn’t have to be one sided.
The main thing I see thieves doing as a strategy is luring away unsuspecting players from their group. Even in 1v1 situations a thief will try to create distance to give them 1) the element of surprise and 2) control over the fight. The best thing to do when a thief goes into shadow refuge is to 1) create distance, 2) use obstacles as cover/obstructions. On necro, I have well of darkness which I use in as a situational utility. Just dropping that field once a thief has stealth and standing in it is pretty much GG for them. The will start furiously spamming backstab/dagger AA – and missing because of perma blind. All you have to do is attack/unload burst into them. Ofc this isn’t as easy on a condi build but the attrition + higher toughness/general survivability will help you there.
In other words: fight back. Most people are disoriented when fighting thieves because of the broken amount of shadow steps, teleports, stuns, and high damage. Most thieves only heal as a means to survive/escape, otherwise they are too busy spamming attacks.
2. This warrior has to be 100% zerker and real glass to hit those numbers, in other words easy to kill (so not really viable for zerg play)
Warrior is not easy to kill in any circumstance. Almost all warriors are running berserker stance, and the majority run endure pain. Also, the insane mobility, chain CC that hammer provides, mace or sword/shield blocks and stuns etc.. all the while dishing out huge kill shots, arcing arrows, rush, whirling blade, etc..
None of the groups you fought were 2-3x your size, though. The first group all ran into the tower and you only killed a few of them. The way nameplates look in this game (all red and clumped together) makes it so that numbers are seriously exaggerated.
Saw some necro on Ebay walk up the ledge outside of northwest camp. You know, the one you can’t walk up?
There shouldn’t be waypoints at all.
I never really thought about what a problem this was until small group roaming (<5) on an enemy borderlands last night. When you’re flipping a camp and someone (or one or two people) from the other server run in and try to save it, and then die, all they have to do is type in map chat “X is happening at Y”. Everyone on that map sees the cry for help and suddenly your small group is outnumbered by 20.
Pros:
Encourages grouping with other people
Gives small teams an actual chance to cap stuff
Reduces steamrolling and makes the fact that WvW is nothing but a numbers game less than apparent.
Cons:
Higher risk of losing stuff/slower response time if you aren’t coordinating via voip or guild chat or something like that.
I don’t know what the proximity should be, but you shouldn’t be able to put a beacon out to the entire map to rally troops. This also happens, for example, if someone is doing a golem rush in our BL, a commander will pop into all maps and say “if you’re here, golem rush on our garry” and suddenly we are able to stop a large force when otherwise we should have lost it. The numbers game is too prevalent in WvW and is taking the fun out of it. what do you think?
ha. reminds me of single/multi in runescape.
what if crit damage relied on another stat? that way, you couldn’t get a lot of crit damage by sacrificing full armor.
Altering the length of Revealed is unfair to the Thief class since they rely on stealth for special skills. Altering the revealed duration would mean having to rebalance all Stealth skills as you are effectively increasing their cooldown.
Thief auto attacks, and skills like shadow shot, larcenous strike, cloak and dagger, pistol whip, cluster bomb, and heartseeker all do plenty of damage and don’t rely on stealth. The only skills that rely on stealth are the sword 1/bow 1 daze/immobilize, pistol 1, and backstab. Maybe revealed doesn’t need to be increased. Maybe the problem is just the damage that comes from backstab. Higher initiative cost to where it couldn’t be repeated every 5 seconds (really, how fair of a cooldown is that?).
My main problem with initiative is that there are so many traits that either increase the regeneration or just straight up give you initiative. With these traits
Quick pockets, quick recovery, kleptomaniac, preparedness, initial strike, infiltrators signet, hastened replenishment, infusion of shadow, patience, opportunist, and signet use all recover/grant/hasten regeneration of initiative. The worst part is that a lot of these can be used together with each other. These traits directly reduce the artificial cooldown that initiative is supposed to provide, making it so backstabs can be chained within at the LEAST 3 seconds of each other. I think revealed time and this initiative thing are the biggest problems with thief right now.
No skill should hit that much without a large sacrifice/long channel time. Look at skills like Churning Earth and Kill Shot. These skills do incredible amounts of damage, but both have a channel time of like 3 seconds and decent length cooldowns (30 and 10 + time to regain enough adrenaline to use the SAME version of the skill again, respectively).
All high hitting skills in this game come with a high cost whether it is through a long channel, a long channel, or a combination of both (final thrust, for example).
Backstab has the capability to hit for 15k+ in full glass builds.
Two conditions must be met:
1) Stealthed
2) Hit from behind or sides
For #1, stealth can be spammed constantly, so that isn’t a problem. Backstab, as the name implies, should only hit from exactly the back and not the sides included. This would bring the overall success rate of the skill from 75% to 25%, a reasonable drawback to something that delivers such high damage. Either that or the initiative cost needs to be enough to where it can’t be done quickly in succession. i.e. C+d takes 5 or 6 initiative, most thieves have 12, so backstab should cost at least 5-6 initiative to use. death blossom costs 5 and does much less direct damage.
How about nerfing stealth in favor of . . . speed. Give thieves some additional speed in combat so that they can dart around and remain slippery. Have speed provide some additional perks, or have skills that give them temporary speed boosts. This would allow them to remain thievey without an over reliance on the somewhat broken stealth mechanic.
Shadow shot, infiltrators strike, withdraw, shadow step/shadow return, infiltrators signet, shadow trap, and heartseeker all give the thief ways to flash around the map and that is already annoying enough.
The frequency at which you can stealth is way too high. I post in another thread saying either remove the weapon skills that give stealth so it’s tied to utility skills/traits, or increase revealed to 5-10 seconds minimum.
The moment Anet introduces a predator for stealth is the moment the thief population will be culled.
Maybe because that would actually destroy the class. I’m not sure if you’re aware of this or not, but a large majority of thieves sustain/utility comes from stealth. By reducing the thieves ability to stealth, you’re also reducing their access to almost everything.
As for a ‘counter’, I personally think that’s a little unfair, no? Currently there are no other classes which have their defining class feature countered by a single skill (sic’em). Can I get a skill that destroys all clones/pets in an AOE around me?
There is really no arguing that stealth is broken in its current state.
You shouldn’t be able to stealth so frequently. Keep the weapon skills/combo fields that give stealth, but make revealed last 5-10 seconds at minimum. Either that, or take away/greatly nerf the weapon skills/combo fields that give stealth. The duration of stealth that skills like shadow refuge give you isn’t even the problem with stealth. It’s the fact that it can be used so frequently, making it so you are invisible 90% of the time. I’m not even mad that a thief can stealth for 20 seconds and run away, because it ends the fight for both of us. Nobody dies. Great. The frequency is the problem, not the duration.
ITT people will make the argument that a group of 3 shouldn’t be able to take down a group of 9.
What that argument doesn’t factor in, is: if you get downed when you’re with 9 people fighting a group of 3, you’re bad. It isn’t an “l2p, you’re bad at this game”. It’s the fact that you got outplayed and so the other team deserves the victory.. that simple.
Hard-rezzing is total crap and, like you and many others have said, should only be allowed when you are out of combat. Downed state will never go (and that’s fine), because ANet sells finishers in the gem store and they would never purposely remove a method of monetization.
While we are on the topic of BS things in WvW – there are too many NPCs that people continually rally off of. Get good and stomp them you say? Okay, how do you do this when it’s a group fight, the person can be rezzed, and there are annoying downed stills that prolong the downed state so you’re unable to stomp? Everyone has been in this scenario: Down a thief, go to stomp, teleports away. By the time you get to him and go to stomp again, he goes invisible. Stomp delayed yet again. During this time they could have easily killed a weakened NPC or been rezzed by team mates. Rallying off of NPCs needs to be removed altogether in WvW. They made it so yaks don’t let you rally, so why not everything else? Also, yaks still give exp and sigil stacks. If you’re going to nerf something, just go all the way.
My friend, the engineer:
Exotic Rampager Armor with Boon duration runes (4 altruism, 2 water).
Ascended Berserker Weapons with Sup. Sigil of Bloodlust and Sup. Sigil of Fire
Ascended Berserker trinkets.Traited into grenade kit, getting 1500 range and the extra grenade.
The boons
Permanent Vigor (100% endurance regeneration), swiftness, and might.The damage
At any range, starting cold, 1100 damage per grenade, for a total of 3300. But wait, there’s more! The grenades also apply a bleed that does up to 1000 damage per tick- the grenades can also apply burning for 500 damage per tick.With a ramp up, grenades can do about 1700 per grenade, for a total of 5100 damage in an area of effect. Along with the 1000 damage bleeds and 500 damage burns, and vulnerability.
Let’s do some math.
x = condition damage
500 burning tick = (4.1)(80) + (0.25)x
in other words, your friend has 688 condition damage. This means that, in order to get 1000 damage bleeds, he would need to get 13 stacks of bleeding. The grenade kit 2 skill does 1 stack of bleeding per grenade, which comes to a total of 3. Even with the firearms trait of bleeding this isn’t even possible.
i play a glass necro and do mostly roaming or small (5 or less) group fights and it is a chuckle-fest. life blast crits for 5-8k, and i can do massive amounts of damage with my burst rotation. however, once i get focused it’s good night unless i can work a miracle.
i honestly feel like MF was, is, and always has been placebo. it seems everything is completely random seeing as precursors and other super rare items can drop from any mob.
At least tone down the heal sig + adrenal health + banner regen combo. Going against a condi bunker warrior with those 3 makes me want to uninstall.
fought one of those in tpvp on my power necro the other day – bad times were had.
When the game first came out, I was playing a thief. It was back when heartseeker was even more ridiculous than it is now. Anyway, I was busy spamming away on some guy when he went towards the edge of a cliff near the northeast tower on a borderlands and stealthed mid heartseeker. I totally missed and went careening off the edge to my death. it was hilarious.
Now that I play my necro and use spectral grasp, there are always funny glitches with it. i was with a guild group and we were capping borderlands nw tower sentry facing towards nw tower, and a guy came running up to us. i spectral grasp’d him to knockdown and on the way, he hit a glitch or something in the map and went flying up into the air, died instantly.
wvw is boring now. i found tpvp was a nice change of pace for me.
Their “I have to use it no matter what” longbow knockback that they all use without regard to where you have an enemy positioned or the AoE at his feet. I’ll be stun locking a warrior after I’ve stripped his stability and they’ll use that gods-be-kitten ed knockback, often letting him escape near-death. BE SMART. ONLY USE THE SKILL TO INTERRUPT ENEMY STOMPS OR PROTECT YOUR ALLIES.
so much this.. especially on pve mobs. though, a lot of classes are guilty of this. mesmer gs 5, guardian banish, warrior hammer 4, elementalist air dagger 5.. etc.. rangers always use it though. i’ve never actually fought a skilled ranger but i have seen some rangers dominate the gate in cof p1. that’s pretty much it. the only real viable ranger builds is cc. damage output for zerker ranger doesn’t make up for super high risk of getting 2-shot. most zerk/power rangers will start off with a few shortbow/longbow auto attacks, then, when you’re 50-75% health, will use LB4 to knock you back (interrupting a heal) then continue with auto attacks and randomly use barrage hoping to kill you(lol)
What if they made it so when a warrior was charging killshot and they had you targeted, some sort of tell was shown on your character? Kind of like heartseeker from LOTRO.
Ex: If a warrior targets you and activates killshot, a red dot (like a laser scope) or crosshairs appears on your character for the duration of the channel.
It might help in those situations when you can’t see the warrior in the mass of the zerg. /shrug just throwing it out there for funsies.
i don’t understand why aNet added “tells” to hammer skills because one hammer warrior alone isn’t a threat (where the tells can be seen the most). it is in group situations where there are particle effects out the yin yang and you can’t see what the hell is going on that it is a problem.
it’s way too late to change it now but i kind of hate this about ranged classes in general: your shots always hit unless the target is behind a wall or you have low ground on a hill or something. the whole “press 1 to kill someone” auto-targeting is really lame.
i still like the game but getting bored of some really bad balancing issues and people using cheese builds/abusing the meta in wvw. PU mesmer, condi regen warriors, perma stealth thieves, confusion spamming engineers, etc.. when encountering people who use these builds in wvw, it’s easier to just log out, because you’re fighting a losing fight.
If someone can’t avoid kill shot it means he should L2P, warrior who hits that hard is a glass cannon who will fall on first shatter mesmer clone attack, which is basically unavoidable according to kill shot.
lol, not everything is a l2p issue. i feel like people hide behind this reply because they don’t want their class getting nerfed. when you are in a group fight of really anything > 5 people with a lot going on, it isn’t possible to see what every enemy is doing at all times. killshot is 1500 range which allows the warrior to be pretty far away (out of field of view).
also, just because a class is glassy, doesn’t mean they are a 1 shot. warrior has a lot of ways to avoid damage: shield block, endure pain, berserker stance to avoid condi, sword block, etc. these alone are more than enough to mitigate high damage shatters. i definitely think you’re the bad player in this situation – you most likely abuse the meta and play cheese builds for an ego boost.
tho there really is no excuse for letting a warrior killshot you 1v1.
(edited by Spicyhash.7605)
got hit by a 13k kill shot followed by a 13k arcing arrow this weekend. was absolutely hilarious. i feel that killshot is deserving of such ridiculous damage given the long channel time. arcing arrow, not so much.
only way to kill a perma-noob thief is to actually fight back when they are visible. they are squishy with low health pools so enough pressure will make them retreat. also, if you’re a ranged class, thieves are most vulnerable between pistol 5 and heartseeker.
only ranger i’ve ever had a problem with is condi/trap rangers and that is on a zerker build with no condi clear. other than that, most (all) rangers run around with LB, use barrage, and then get one shot. completely useless. i have 6/8 classes at level 80, engineer 80 soon, but my ranger is only level 24. there’s nothing i could get from that class that i couldn’t get somewhere else and better. pets are a nuisance 99% of the time, cause aggro that normally wouldn’t happen, attack keeps gates, etc. the only thing they are good for is trolling in 1v1 situations where you down the ranger and they can get a pet heal off. or underwater.
This should be moved to a PvE forum. Has absolutely nothing to do with pvp or wvw. It’s a brag post and “how to pve in WvW”
i switched from condi to power necro the other day and while on condi necro i cud have shredded, i came across a confusion spamming no-skill engi and was just like lolnope and logged out.
What is the thief supposed to do in this situation if the target activates a blind or block? You say you want skillful play but offer nothing they can do in this situation besides stand around til stealth wears off and try it again
why did they make blocked attacks count towards AOE cap?
i would even be fine with upping the base heal of signet of malice.
this is awful………..
One of the biggest balancing problems in this game is that no build should be able to produce large amounts of damage (condition or otherwise) and still be extremely tanky.
Not the issue. The problem is being able to produce large amounts of damage and still have extreme damage mitigation. This can include being tanky, but it also includes being stealthed for 80% of the fight, being invulnerable, and over abundance of control effects (knockback, pull, knockdown, etc). Any weapon or class that is capable of avoiding damage through these means needs to have the weapons that cause them nerfed in damage. Hammer needs to do way less damage with warrior, invuln for mist form and F4 shatter need to be reworked, and stealth needs to have duration cut in half, or more ways to get the thief out of stealth.
Everybody can relate to just minding your own business, rotating camera around scoping out enemies, then, bang, out of nowhere you’re stunned by basilisk venom, 5k cloak and dagger, invisible thief so you can’t interrupt the chain or escape because of the stun, then 6k backstab. before you can even react the thief has either healed for stealth, cloak and dagger again, etc. it’s just ridiculous.
I’m on it! map(50).resources++;
Yes please. Other classes that have attacks that do high damage (5k+) are on 10-20 second cool downs. Final thrust, hundred blades (6 seconds? dafeq), ranger LB channel attack, ele fire grab, and so on. This isn’t the case for thieves. Initiative does act as a pseudo-cooldown, but it’s much shorter, especially given all of the traits that boost initiative regen (opportunist, signet use, infusion of shadow, patience, quick pockets, quick recovery, klepto, preparedness, etc..). with the +3 initiative trait, you can use heartseeker 5 times in a row and then one or two seconds later you can use it again, before needing to rebuild initiative. This is ridiculous. Even more so that HS damage actually increases the lower the target is (the more you use it).
There are skills that can be buffed if initiative was removed (death blossom, dancing dagger (even tho it was nerfed), and some others.. really all pistol skills besides unload). Thief players are just so used to being able to spam abilities that it is literally inconceivable that they would ever remove initiative.
Perma stealth isn’t even the problem, it’s the fact that you can still deal ridiculous damage (at LEAST 8k in your usual c+d bs combo) reliably. Being able to do this more than once in at least 10 seconds isn’t okay. Initiative regen needs to be chopped in half or by 75% and the power of most skills buffed, otherwise it needs to go.
There can’t be no downed state. They sell finishers in the gem store.
That being said, the rally mechanic is what is broken, not the downed state. The number of times you can rally needs to be reduced to ONE and no rallying off of NPCs. This is the one thing that bothers me most about PvP (including WvW) is that players can rally off of NPCs in what should be a strictly player vs. player situation.
Reduce amount of rallies off of players dying around you that you’ve done significant damage to to 1 or 2, remove mob rallying, no rezzing in combat, and we are good.