Showing Posts For Spurnshadow.3678:

Mike O'Brien thinks you're all into PvE

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

If you’ve watched the entire interview, at the very end, Reyana is asking about guild specific commander tags, something that has been asked about for years. Mike never heard of that request, and Colin basically was telling him with body language kitten, it’s been discussed a lot, and went on to do a standard placative answer.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Mesmer Temporal Enchanter Trait

in Bugs: Game, Forum, Website

Posted by: Spurnshadow.3678

Spurnshadow.3678

I do not believe this trait is working as intended.

“Allies near the glamour gain resistance and super speed.”

So far, with Null Field, Feedback, and Time Warp, allies only gain resistance and super speed if they are inside the cast area when the skill is cast. Any ally entering the field after it is cast does not gain resistance and super speed, even if there was no one in the area from the start, so it has nothing to do with player cap. It does not affect allies who are “near” the field at the time of casting either.

It does work with veil.

Portal is totally borked. Like the above issues, it only grants resistance and super speed to allies that are in the entrance portal at the time of placement. It does not grant the buffs to allies in the field or that go through the portal once the portal is activated. This defeats the whole purpose of this trait when combining it with portal.

This is some serious, broken stuff. This trait is barely implememnted. You guys obviously rushed this out the door. Please fix this asap and don’t let it turn into another temporal curtain fiasco.

Thanks.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Ideas for other WvW "special events?"

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Disable all siege except rams.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Golem Rush Feedback Mega-Thread

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Sat night on BG, no que except for the map with the large K train. Fail on this event is my vote. Would have been better to disable all siege except rams. Went and rode my bike today, so that’s good.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Video: Anet on competitive gaming

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

I also don’t see WvW as a portal to PvP. They are so vastly different. I personally don’t like PvP for the moba aspect. I also hate the fact that there is almost no build variety. I still do PvP just to break things up. If anything, I’d say PvP is a gateway to WvW.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Let's have 3 different borderlands instead

in WvW Desert Borderlands Stress Test

Posted by: Spurnshadow.3678

Spurnshadow.3678

Having 3 of the same maps is for balance. Each server has a different spawn on each map. Therefore, no server has an advantage / disadvantage by having a certain spawn.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

And yet another Mesmer nerf

in Mesmer

Posted by: Spurnshadow.3678

Spurnshadow.3678

The 5% to 2% CD reduction to staff skills was pretty stupid. Not everyone uses etherial fields with a staff.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Please give us + condition duration

in Guild Wars 2 Discussion

Posted by: Spurnshadow.3678

Spurnshadow.3678

Almost every condition damage skill has had their duration increased.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Loosing items upon "Deposit Material"

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Maybe I’m crazy, but I swear that my collections isn’t updated when I deposit materials from my inventory.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Does damage seem a bit high after the patch?

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Yes.

Damage is way higher. I have a lot more power, but the same amount of vitality and toughness. There are a lot of boons and buff skills that don’t respect the 5 person cap, giving quickness to everyone, constant 25 stacks of might, just lots of crazy kitten.

Tons of stuff is broken.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Thanks for your response, Anet

in Guild Wars 2 Discussion

Posted by: Spurnshadow.3678

Spurnshadow.3678

I’m one of those players who votes with their wallet. Not just with video games, but for all kinds of products.

When the notice came up in game the HoT was available, I didn’t buy it right away. I was busy in WvW. The sticker shock was quite high, and I wanted to learn more. I’ve owned the game since launch, and was quite upset at the lack of a character slot. All mine are full and, like many others, have bought 3 more over the years. Coming around and adding a character slot to the basic HoT was the right thing to do.

I was also quite disgusted with the lack of communication and misinformation regarding the requirement of the core game, inclusion of the core game, and the changing of your FAQ. Even though I’ve owned the game for almost three years, this bothered me so much, it was a factor as to whether or not I would purchase Hot. Again, I vote with my wallet. I congratulate you for seeing the error in this and trying to fix the situation. You’ve extended the refund time to January.

I appreciate the fact that you’ve listened to the carcophony and didn’t dismiss it as a knee jerk reaction of negative, entitled people, but real, legitimate concerns.

Thanks for the fix. I’ll be buying now.

Here’s hoping my signature will be fixed with HoT

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Stop Calling HoT an expansion!

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

It isn’t. If a player with no version of GW2 buys it, they get the whole game. That’s not an expansion. It also costs the same to existing players as players who don’t own the game. That’s not an expansion.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Who I feel bad for...

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

Nope. Sorry. New players have all new character slots to fill and bank tabs. Vet players don’t get one character slot for $50.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Player vs. Vet Player value

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

For $50 here’s the breakdown.

Character Slots: Vet – 0, New – 6
Bank Tabs: Vet – 0, New – 1 (or is it 2 or 3 now?)
Maps: Vet – HoT (3 maps I think), New – the whole game + HoT
Story: Vet – HoT, New – Chapter 1 + HoT (I think you still need to purchase chapters 2 and 3)

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Boycott HoT

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

I’ve played since launch, logged almost 7K hours, and am actually considering not purchasing HoT. I’ve already taken an 8 month hiatus to play SWTOR for a bit. I payed a monthly subscription for that. GW2 is cheaper by far, but this is so insulting, I just don’t know.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

Wow, 56 pages so far. Looks like I’m late to the game.

Well, I’ve been playing since launch, logged almost 7000 hours. Normally I’d purchase the expansion without a second thought. But this isn’t an expansion. It’s a big slap in the face.

No extra character slot for $50 bucks? Are you kidding? New players will get, what, 8 slots out of the box?

I actually don’t even care about the new maps. I’m a WvWer and the new BL map looks iffy. But even if I did care about the new maps, how much is there compared to the existing maps? This just isn’t worth $50 for existing players. $30 seems more reasonable.

The question I have to face now is do I cut off my nose to spite my face? I might actually just say, no, I’m not going to bend over and going to spend my $50 on Fallout 4 or something else. I just don’t know yet.

Shame on you, Anet.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

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Posted by: Spurnshadow.3678

Spurnshadow.3678

I’m talking about condi builds, not power builds. Please read your posts and mine in context.

Anyway, this has devolved into the merits of condi damgage. Many of y’all are still stuck on the current system and not taking into acount all the changes coming next week as well as the specializations.

Again, I’m just looking for an answer to the question from a dev or a quote from an Anet published source on whether or not there will be a condi cap in WvW.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Condis are currently not used by guild groups due to the massive amount of cleansing available. However, in Mid-March, they implemented the stability changes. This seriously borked WvW and made dps bombs much more effective as we no longer have to worry about boon stripping. Now, we have a utility slot freed up. All we have to do is spam CCs. This makes cleansing much more difficult. That, in turn, makes immobilization much more effective and stuns, dazes, knockdowns, knockbacks much more prevalent.

The other reason why condi were never the meta was due to the 25 stack limit. If everyone was running condi damage, then there would be a ton of wasted dps.

If we get rid of the 25 stack limit, then this becomes viable again. Condi builds are able to consistently re-apply condi damage. If there are enough people, this can easily go over 25 stacks. Just look at all the condi on crit traits out there.

Another thing to consider about power damage, is one can simply move out of the area of attack. If condis are applied to you, and not cleansed, the damage stays on you.

This concern of mine, and many others, is mostly for the large group fights. However, small havoc groups would also be affected by this. A good, small team usually calls a target and focuses dps on that target. These smaller groups usually have less cleansing available and easily go over the 25 stack limit.

I’m not an idiot. I’ve played on Blackgate since launch and have commanded a long time.

You make a hilarious jump from the stab change to condis being viable. You seem to think that you will be able to CC lock a group to the point where they are unable to use condi cleanses yet say that they will be able to move out of a well bomb which will kill them in a matter of seconds. This just falls back to the point of if you able to lock a group down in CC long enough to stack condis on them they would have died to well bombs anyway.

Condis not being meta was nothing to do with the condi stack limit because you would never reach it. This is because of not only condi cleanses but people using -65% to -98% condi reduction, this means the stacks time out long before they can build intensity, have you even theorycrafted for condi roaming? You also seem to be forgetting about the aoe limit. You still haven’t made a comment about how if you were to somehow, somehow put 25 bleeds, burning, poison etc on a group now they would be dead anyway.

Stab changes make condi viable because of the prevalence of CCs. There are much more stuns and dazes being thrown out there, which means less cleansing. How is this halarious? I think it’s realistic, as we already suffer from it.

+ condi duration food negates -condi reduction food. Most trait lines that spec into condi damage have + condi duration. Of course the stack limit is part of condis not being a viable meta.

A decent sized group, in my example above if most of them are condi specced, should be able to maintain at least 25 stacks of condi damge from auto attacks alone. This is not counting any of their other attacks which can bring that stack well up to 75 or 100.

After the patch, necro wells will be a poor source for condi damge.

Err.. you do realize necro wells are the main source of physical dmg dps for guild groups right? Wells are not used for their Condi damage.. Again if you can CC someone long enough to prevent them from using a condi cleanse before you are done stacking well over 25 bleeds and letting them tick they would have died to standard necro wells anyway.

Do you realize that well of corruption is a huge source of condi damage for a condi necro? I was responding to your post discussing wells and condi damage. After the patch, with the changes to boon to condi conversion, this will be drastically changed.

I’m done with you.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Condis are currently not used by guild groups due to the massive amount of cleansing available. However, in Mid-March, they implemented the stability changes. This seriously borked WvW and made dps bombs much more effective as we no longer have to worry about boon stripping. Now, we have a utility slot freed up. All we have to do is spam CCs. This makes cleansing much more difficult. That, in turn, makes immobilization much more effective and stuns, dazes, knockdowns, knockbacks much more prevalent.

The other reason why condi were never the meta was due to the 25 stack limit. If everyone was running condi damage, then there would be a ton of wasted dps.

If we get rid of the 25 stack limit, then this becomes viable again. Condi builds are able to consistently re-apply condi damage. If there are enough people, this can easily go over 25 stacks. Just look at all the condi on crit traits out there.

Another thing to consider about power damage, is one can simply move out of the area of attack. If condis are applied to you, and not cleansed, the damage stays on you.

This concern of mine, and many others, is mostly for the large group fights. However, small havoc groups would also be affected by this. A good, small team usually calls a target and focuses dps on that target. These smaller groups usually have less cleansing available and easily go over the 25 stack limit.

I’m not an idiot. I’ve played on Blackgate since launch and have commanded a long time.

You make a hilarious jump from the stab change to condis being viable. You seem to think that you will be able to CC lock a group to the point where they are unable to use condi cleanses yet say that they will be able to move out of a well bomb which will kill them in a matter of seconds. This just falls back to the point of if you able to lock a group down in CC long enough to stack condis on them they would have died to well bombs anyway.

Condis not being meta was nothing to do with the condi stack limit because you would never reach it. This is because of not only condi cleanses but people using -65% to -98% condi reduction, this means the stacks time out long before they can build intensity, have you even theorycrafted for condi roaming? You also seem to be forgetting about the aoe limit. You still haven’t made a comment about how if you were to somehow, somehow put 25 bleeds, burning, poison etc on a group now they would be dead anyway.

Stab changes make condi viable because of the prevalence of CCs. There are much more stuns and dazes being thrown out there, which means less cleansing. How is this halarious? I think it’s realistic, as we already suffer from it.

+ condi duration food negates -condi reduction food. Most trait lines that spec into condi damage have + condi duration. Of course the stack limit is part of condis not being a viable meta.

A decent sized group, in my example above if most of them are condi specced, should be able to maintain at least 25 stacks of condi damge from auto attacks alone. This is not counting any of their other attacks which can bring that stack well up to 75 or 100.

After the patch, necro wells will be a poor source for condi damge.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Seriously go play condi class in wvw. You notice that condition dmg is totally useless and need some serious buff or aoe condi removal needs some serious nerf.

That is how it currently stands. I’m talking after the patch.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Ok, lets take a look at a real, practical application with this hypithetical.

Lets say you’re part of a guild group. Usually about 1/2 are backline. Lets say your group is 20. You’re group is commanding and has another 20 pugs following. Usually they are mostly ranged, so lets say another 15 ranged. That’s 25 ranged players. So now, the new thing is condi damage, so your 10 guildies are trying that out. Lets say that 10 out of the 15 pugs are also trying this out. That would be 20 condi based ranged DPS.

One can easily get 2000 condi damage, so lets plug that into the new formulas.
Bleeding 2 + (.3 × 80) + (.075 × 2000) = 176 / tick
Burning 7.5 + (1.55 × 80) + (.155 × 2000) = 442 / tick
Poison 3.5 + (.375 × 80) + (.06 × 2000) = 154 / tick
Torment (while moving as WvW is almost never stationary) 3 + (.45 × 80) + (.11 × 2000) = 259
Confusion 2 + (.3 × 80) + (.04 × 2000) = 106

As we can see above, burning has the highest dps. Also, it will stack intensity rather than duration. This will become the new meta, and with the changes to elementalist, it will be the class to dish out this damage. They will have a ton of ways to apply burning and most of their burning skills have increased duration. If there are a bunch of eles in the above group lets say 10 out of 10, I can easily see 20 stacks of burning being continuously applied to the focus of damage. That would be 9000 / second. This doesn’t take into account the bleeds being applied by necromancers , rangers, mesmers (which also has a lot of burning procs) engis ( I don’t play an engi, but I think they have lots of burning damage), plus the poison.

How much more damage per second would be dished out by the other classes? I don’t want to go through all the changes for each class, but I’m sure it would be very high. I know that rangers and engis can very quickly apply 20 stack of bleeding. Thieves can apply a ton of poison and bleeding with their shortbow and continuously re-apply it.
None of this takes into acount the frontline condition damge. This might be minor as most of them will probably remain power, but there might be builds, such as with the guardian that has lots of built in fire traits, that is viable for burning dps while maintaining toughness.

I think it’s very reasonable to guess that with the 40 man group above, they could maintain 20,000 dps to the focused damage area (and I think that’s being conservative). With well placed static fields and immobilization, that would melt a group.

Again, these changes were desinged for PvE, not WvW. So, my question has not been answered unless a dev responds or someone can quote something from Anet addressing this issue.

I’ll tell you what, do a calculation for me. Calculate the amount of dps from the max amount of condis you can currently stack and tell me how much health you have. You will find it is more than enough to kill you, then try to answer me the question of why condis aren’t currently used by guild groups.

Condis are currently not used by guild groups due to the massive amount of cleansing available. However, in Mid-March, they implemented the stability changes. This seriously borked WvW and made dps bombs much more effective as we no longer have to worry about boon stripping. Now, we have a utility slot freed up. All we have to do is spam CCs. This makes cleansing much more difficult. That, in turn, makes immobilization much more effective and stuns, dazes, knockdowns, knockbacks much more prevalent.

The other reason why condi were never the meta was due to the 25 stack limit. If everyone was running condi damage, then there would be a ton of wasted dps.

If we get rid of the 25 stack limit, then this becomes viable again. Condi builds are able to consistently re-apply condi damage. If there are enough people, this can easily go over 25 stacks. Just look at all the condi on crit traits out there.

Another thing to consider about power damage, is one can simply move out of the area of attack. If condis are applied to you, and not cleansed, the damage stays on you.

This concern of mine, and many others, is mostly for the large group fights. However, small havoc groups would also be affected by this. A good, small team usually calls a target and focuses dps on that target. These smaller groups usually have less cleansing available and easily go over the 25 stack limit.

I’m not an idiot. I’ve played on Blackgate since launch and have commanded a long time.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Yup, just checked out the changes to guardian. They will be able to apply a massive amount of burning and re-apply it very quickly.

Also, none of the above numbers takes into account might stacks.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Ok, lets take a look at a real, practical application with this hypithetical.

Lets say you’re part of a guild group. Usually about 1/2 are backline. Lets say your group is 20. You’re group is commanding and has another 20 pugs following. Usually they are mostly ranged, so lets say another 15 ranged. That’s 25 ranged players. So now, the new thing is condi damage, so your 10 guildies are trying that out. Lets say that 10 out of the 15 pugs are also trying this out. That would be 20 condi based ranged DPS.

One can easily get 2000 condi damage, so lets plug that into the new formulas.
Bleeding 2 + (.3 × 80) + (.075 × 2000) = 176 / tick
Burning 7.5 + (1.55 × 80) + (.155 × 2000) = 442 / tick
Poison 3.5 + (.375 × 80) + (.06 × 2000) = 154 / tick
Torment (while moving as WvW is almost never stationary) 3 + (.45 × 80) + (.11 × 2000) = 259
Confusion 2 + (.3 × 80) + (.04 × 2000) = 106

As we can see above, burning has the highest dps. Also, it will stack intensity rather than duration. This will become the new meta, and with the changes to elementalist, it will be the class to dish out this damage. They will have a ton of ways to apply burning and most of their burning skills have increased duration. If there are a bunch of eles in the above group lets say 10 out of 10, I can easily see 20 stacks of burning being continuously applied to the focus of damage. That would be 9000 / second. This doesn’t take into account the bleeds being applied by necromancers , rangers, mesmers (which also has a lot of burning procs) engis ( I don’t play an engi, but I think they have lots of burning damage), plus the poison.

How much more damage per second would be dished out by the other classes? I don’t want to go through all the changes for each class, but I’m sure it would be very high. I know that rangers and engis can very quickly apply 20 stack of bleeding. Thieves can apply a ton of poison and bleeding with their shortbow and continuously re-apply it.
None of this takes into acount the frontline condition damge. This might be minor as most of them will probably remain power, but there might be builds, such as with the guardian that has lots of built in fire traits, that is viable for burning dps while maintaining toughness.

I think it’s very reasonable to guess that with the 40 man group above, they could maintain 20,000 dps to the focused damage area (and I think that’s being conservative). With well placed static fields and immobilization, that would melt a group.

Again, these changes were desinged for PvE, not WvW. So, my question has not been answered unless a dev responds or someone can quote something from Anet addressing this issue.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Power attacks can be affected by aegis, blinds, toughness, etc. Conditions ignore armor and blinds don’t affect pusling attacks. With the stability changes completely borking WvW, I just can imagine all the dazed, immobilized, stunned people getting melted by wells, and all the new conditions specs that are coming out. Yes, we can cleanse, but not when CCed.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New Condi Dmg Stacking

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Posted by: Spurnshadow.3678

Spurnshadow.3678

I understand that condi damage stacks are raised for pve content, so that 50 players can add their condis to a world boss. However, is that same 1500 stack limit applicable to WvW? Yes, I understand that some things are still limited to 25, like vunerablility, but I’m talking bleeds, burning, poison, confusion. I just don’t see players surviving more than a couple seconds in a condi bomb if there is no limit in WvW.

So, will there be a WvW limit to condi stacks?

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Do we need 5 Trinkets? Or can we just have 1

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

Please no. PvP sucks because there’s no build diversity. I need to tweek things to fit my playstyle and capabilites as well as what I’m fighting against. PvP style equipment ruings that.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

how many ppl can join on 1 wvw border?

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Anet has released the numbers, granted, it was a long time ago. 80 for BLs, 120 for EB. As other posters, and devs have said, this number has been lowered and raised due to lag issues. Where it stands currently is unkown, but I suspect that it has stayed in a lower number, something like 70/100 for stability / lag reasons from the Mid-March patch, which still hasn’t been fully fixed.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Opiniated ventings of a angry player

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

WvW should just get reward tracks like sPVP. But I wish you could reward the players who really try in WvW.

Today there was a commander who refused to stay tagged up with only 8 people following. He would tag down, even though we needed a commander to help defend our side of the map in EBG without his magic number of people, he refused to lead. He kept tagging up and people would collect around him, then he’d tag down again and go afk. So we ran around trying to defend by talking map chat. And it just made me angry, since none of the defenders had a tag, we couldn’t rally people to important points and we lost every point. Meanwhile the commander is still afk at spawn. I wish we could reward those few defenders who threw down their superiors siege, golems, and guild catas to try and defend and reclaim our points. They deserve the love, not the guy afk a spawn because he’s angry he can’t steam roll everything with a zerg.

And stories like this is why I just strick with PVE.

While I have no idea who the commander was or what server you’re on, I can understand. It is and extremely painful and frustrating experience trying to command pugs. It makes me want to rip my hair out and throw my computer out the window. It’s doubly so when they don’t get into TS. These players are relatively useless and are mostly just fodder for the people in TS. One has to assume that only 5-10% will actually push with you in a fight, while the others just stand there getting killed or run away. This is why so many guilds run un-tagged, private raids.

But don’t worry, it was probably just a dead time for you’re server, and when the more active, organized guilds come on, they’ll cap stuff back.

Tag up and command yourself and see how terrible it is to command pugs.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Revenants have only 5 skills for each Legend?

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

Seriously guys give them a chance. We can be concerned about the lack some things in the current game but when it comes to designing new classes I’m quite certain Anet knows what they are doing.

It’s important to discuss things before they get released, so that we can avoid problem, instead of fixing it after the release.

It is good to discuss concerns before hand, but to claim something is bad before even trying the full product is not. It is also not good to ask Anet to provide information they are not yet ready to divulge. The reason they are not talking about how many utility skills a legend gets could be because they simple haven’t settled on that yet. It would be pointless them telling us we get 4 u-skills, only to change their minds later and reduce it to 3.

Voice your concerns by all means, but lets try to remain in the now and lets try to use the facts to base our conclusions on, rather than our less informed theories. The revenant may seem like it has less flexibility (with the utility skills), but that doesn’t automatically mean the profession as a whole is less flexible, in terms of performance or viable (whole) build variety.

Someone above mentioned about how one of the Ventari skills would be useless if there are no projectiles in that given situation, but the same can be true of other profession builds. Many skills are situational and having the option to swap legends in combat, and change them out of combat, will provide the same situational adjustment capability any other profession has. You just have to think about their options in a different way.

If some of the options on a legend are lacking in most situations, I am sure Anet will address that and make the necessary adjustments. At the end of the day, the revenant will not appeal to everyone, just like any other profession will not appeal to everyone. If utility flexibility is the most important thing to you, then the revenant may not be the profession for you. You still have many other professions to choose from. But some players, myself included, will enjoy the revenant just how it is, and do not have a problem with how the utility skills are set up. The only true test will be whether we can make multiple viable builds for different situations and content.

Wow. You are so optimistic. Can I have what you’re on? I don’t think we’ve been playing the same game, or at least the same game mode. I’ve been playing since launch, and Anet releases stuff without getting any feedback from players, and what they do release rarely takes into account any of the existing feedback already given.

Yeah, the rev looks interesting on paper, but in practice, it’s pretty lame.

Just look at 2 out of the 3 game modes. In WvW, a stun-break / stability generator is a must, especially as a melee class. Just gotta have it. Having a cleanse on hand is also a must if the utility is available. Being stunlocked or immobolized = death. If I can’t slot one of those, the class is useless. PvP is almost the same thing. There are just certain utilities you must have in order to succeed. If one legend has the things we need, then there’s no point in playing the other legends. This just means in certain game modes, everyone will be playing exactly the same thing, which is what the OP was saying. It’s just the fact of the class.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Why does Superior Sigil of Water not see use?

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

There is no point having an ele run sigil of water. They have a whole attunement dedicated to healing. Staff auto attack is an aoe heal. Sigil of water is for those who DON’T have good healing or support.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Why does Superior Sigil of Water not see use?

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

The sigil will display healing numbers only if allies are below max health. The aoe is centered around the target it procs off of. If all allies are full health and there are no allies around an enemy, or door, then it does nothing. Of course, if everyone is full health, you don’t need it to do anyting anyway.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Applied Fortitude and Strength to be removed

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

i remember when the ranks were brand new. and we all grinded our way up there.

Hahaha that was hardly because it was “rewarding” to have it… Everyone and their grandma knew that the applied fortitude/strength was needed to compete in WvW due to the insanely high bonuses. That’s why people rushed it.

Those were the last things I got. You get things from the other masteries that you can’t get anywhere else. Skill means a lot more than having 100 more power or 2500 more health.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Automatic upgrades is a terrible idea

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Something new I haven’t seen discussed yet.

Pride.

How attached do we get to structures when we’ve defended the crap out of them, coaxed dollies into them, defended the camps to get them upgraded. Responded just in the nick of time to save them because they were getting upgraded and upgraded.

Think about how hard it is for the towers on maps to get upgraded. The northern towers have only one supply line that is contantly being harrassed. It’s so rare (I’m T1) for them to ever get fully upgraded. The southern towers are easier, but the subject of more flipping by the home BL and adjacent server. It takes a lot of dedication to build them up which gives us a sense of accomplishment and pride.

We’re going to loose out on that sense of accomplishment. Isn’t that part of what games are all about? Yes, there are other things, like leveling characters, grinding mats for legendaries, getting better and better at our class and improving our guilds fighting capabilities. Upgrading sturctures are one of those things, too.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Auto Upgrades are awesome!

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

If you’re on T6 then you know there are servers down here that completely dominate the others during oceanic.

Look at this week for example, AR and GoM are running neck and neck. Last night AR was beating GoM all through prime time and managed to pass them up by the end of the night. Look at the score this morning and GoM is back in the lead with a 4-5k gap because they have a much stronger night crew.

This week that match will stay competitive because AR has enough roamers on to flip camps and snipe yaks to keep things from upgrading too much and they can quickly flip their stuff back once people wake up.

If the auto upgrade had already gone through AR wouldn’t stand a chance this week because GoM has too many hours when they are uncontested. It would take much longer for AR to cap back their stuff giving GoM a bigger lead everyday.

This would eventually completely kill the servers without night crews because people would burn out from waking up to their bl and eb side being fortified by another server.

This would also mean that less GoM people would play because there would be less roamers from the other guilds out there. If they see that their efforts to slow or prevent upgrades don’t mean anything, I’m sure some people will just be like, “screw it, I’m quitting.” Probably not all, but some. That means that GoM people will be like, “Jeez, this is boring. There’s no one out there to kill an all our stuff is fully upgraded. I quit.”

I don’t think that’s being alarmist, just realistic.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

WvW Lag March 2015

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

BTW, Stephen,

If you’re still checking out this thread, I’d like to thank you for all the work and feedback you and the team provided to make WvW more playable.

I just want to point out that there is still lag. WvW is not nearly as smooth as it was before this patch. Perhaps you’ve exhausted all your resources and this issue needs to go back to the programmers or whoever is responsible for the code of the game that caused this to begin with.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Siege weapon idea: waypoint inhibitor

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Something like this is a cool idea.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

New upgrade system will kill off WvW

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Yea, yea, yea, and the addition of reveal would break thieves, and the warrior adrenaline changes would make warriors obsolete, and the stability changes would make WvW die. None of these have really ended anything, only change things.

The stability changes have worsened WvW quite a bit. It affects everyone in the game to such a large degree, you can’t compare it to minor tweeks in 1 class.

First off, before even getting into the new system, they still haven’t completely fixed the lag issues that was introduced with the Mid-March patch. Its better, but it is no where near as smooth as before the patch.

Because stability is such an important factor in WvW, it’s now become a kind of “stab war.” There was already a system in place to deal with stability: boon stripping. Now, who cares about boon stripping? Just throw as many CCs out there as possible, because after 1 second, all your stab will be gone, even if re-applied, and you’ll be knocked down, stunned, pulled, and tossed around like a rag doll. Our commanders now have to run with 4 guardians in their party with all the rangers and engis targeting them, end even then, it’s not enough. It’s really gotten quite absurd.

It’s also made zerg busting and talented guilds rather useless as they can’t engage larger forces anymore.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

(edited by Spurnshadow.3678)

Venom Wells

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

I’m telling you it’s the immob bug that’s killing you more than the actuall strategy. How many times have you not had immob on you, not been staticed, had stability, and still stuck in wells? Tons.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

WvW dolyak mastery + escort xp

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

That’s a nice idea.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Please make new wvw map optional

in Guild Wars 2: Heart of Thorns

Posted by: Spurnshadow.3678

Spurnshadow.3678

@ Solori

OK. Truce.

One thing, though, how has Necro gotten more stab? I’ve just double checked. They have one ability in Knight Shroud that give one stack of stability that lasts 3 seconds on a 20 second CD. That’s nothing.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

HoT changes greatly encourage Zerging

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Well, you are obviously on a very low population server. Like dead. There’s no way that would ever happen on a tier 1, tier 2, maybe 3, but now sure about 3. So, it really isn’t valid as that is where the majority of WvW players are. Sorry to marginalize you.

Don’t know, have been to 4 servers and did it on all of them – mostly during night time. I can flip quite a few camps no matter the time and no matter how many people are around as most people follow the commander.
And I’m currently tier 4, fighting against a T3 server.

I was going to let it slide, but now I’m just calling you a flat out liar.

It takes 30 seconds alone for a camps bar to progress with 1 person standing in the circle. 6 camps is 3 minutes for that alone. It takes about 1 minute to kill everything in a camp if it isn’t upgraded. that’s 6 minutes. That leaves 6 minutes left to travel which is impossible to do. But lets just say by some form of hacking, you were, you’re also telling me that you would not run into one other person or group along the way to impede your progress and that not one other person would flip a camp back before tick. Bull pucky.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

HoT changes greatly encourage Zerging

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

There’s no such thing as spawn camping. Every spawn has 3 exits.

I’d agree in the borderlands, but the exits in EBG are easy to cover.

Uh, no.

In case you didn’t know, here’s a map with the exits with white circles. If you think 5 people can cover that, let alone a whole server, you high.

LOL
Hate to burst your bubble then, but spawn camping has been done before, to great effect. Some servers in the past have set up ballis and ac’s near exits, and sat waiting for anyone to poke their nose beyond the Invuln. Yes, all exits. To break that would take amassing a zerg and rushing a single side that they might not expect. Problem though, they’d just leave some to cut off reinforcements eventually dwindling the zerg to nothing and repeat the process all over again.

Does it take a lot to accomplish it? Sure it does, but it has indeed happened, and can be done again. Just last year I saw it done in EB for quite a while (ironically by some I’d now be allied with >.>). Unfortunately people didn’t listen and kept giving them bags. I’d occasionally go out, down one of those trying to camp, and return to spawn before they ganged up on me. Got boring though, which fortunately it eventually got boring for them. That is about the only saving grace, is that ‘usually’ they won’t sit there for hours camping each exit because it gets boring. But it has been done.

I’ve been on BG since launch. I’ve never seen this happen. I’ve seen them set up siege at the main exit, but not all 3. I think you’re just being argumentative, specifically with me, as you’ve taken a dissenting viewpoint to many of my posts.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Eredon Terrace Empty

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

And a lot of those things have been discussed and argued for and against many times. Here is the thing: There is not a really viable way to give those that want to be in T1/T2 what they enjoy, while giving those that want to be in t5/t6/7 what they enjoy, all under the same rules and maps.

I don’t want 24/7 blobs everywhere, and shouldn’t be told ‘ppt or get out’ but both basically happen. Granted even upper tiers blobs aren’t 24/7 I don’t think? but the point is, often it is very blobby in the upper tiers, and rarely is in the lower. Occasional large fights are fun, but if I can’t even take a camp with some friends without being zerged down, I’m not going to have fun.

If I can only ‘roam’ with 15 people or more (and I do not consider 15 people a roaming group), then I might as well just follow the tag and pick people off when they do fight, they are one and the same to me.

OMG. I’m getting so sick of hearing this. T1 does not have blobs on 24/7! Spend $10 or $20 bucks. Buy an account and get on a T1 server. I started playing again a few months ago, and back then, there wasn’t even a group in TS prime time except for reset. More people have come back but there’s still aren’t blobs on every map 24/7. No one is forcing you to run with the zerg. There are 3 other maps kitten . EB is a roamers paradise. There are lots of single party groups on the map to fight. If you see orange swords, don’t go there.

Sigh, you’re getting under my skin.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

(edited by Spurnshadow.3678)

Server Populations

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

I like to zerg and roam. The thing is about roaming in T1 is that you’ll always run into people. During off hours, it may be a little while until you do, but it’s still a pain in the kitten to flip camps and kill yaks during SEA or EU cause I still run into other roamers. All these people who talk about T4 and below having good roaming must be talking about only prime time. I can’t imagine running into very many people during off hours. Some guy in another thread bragged about how he was able to flip all the camps on a map for tick and help get SM fully upgraded. What a joke. He was either lying, or literally on a dead server. That would never happen in the higher tiers.

But the point of all this talk is whether servers get merged into 9 or 12 or whatever. Anet has the numbers on what would be a good number, but it still needs to happen. I forsee a ton of people coming back for HoT, so there’ll be ques, but soon leaving again as the game mode is going to be terrible with all the PvE, ai, and lack of decent terrain.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

WvW-Only Food

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Great idea.

@ Neomir, WvW food is very expensive. I spend about 10 gold every few days on food and utilities. Dropping ranged and melee pots by commanders every hour is very efficient, but that’s about 8-11 gold every hour dropped by one commander that either they, or their guild has to pay for.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Server Populations

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Only way to fix this is to consolidate all WvW to something like 9, brand new WvW servers with new names. All PvE content is able to be done by guesting. PvP is not server based, dungeons are not server based. WvW is archaic as it is still based on servers to accommodate all of GW2 populations at launch. Here’s a detailed thread on the matter I made 11 months ago.

https://forum-en.gw2archive.eu/forum/game/wuv/Here-s-how-to-fix-WvW/first#post4141404

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Eredon Terrace Empty

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Blackgate Native. It takes tremendous strength and skill to pull a lever.

HoT changes greatly encourage Zerging

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

There’s no such thing as spawn camping. Every spawn has 3 exits.

I’d agree in the borderlands, but the exits in EBG are easy to cover.

Uh, no.

In case you didn’t know, here’s a map with the exits with white circles. If you think 5 people can cover that, let alone a whole server, you high.

Attachments:

Blackgate Native. It takes tremendous strength and skill to pull a lever.

HoT changes greatly encourage Zerging

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Yes, this is true, but it is more efficient for a server to focus on keeps and towers. A roaming group can get a good 10-15 ppt if they play right.

I can flip all camps in our borderland within one tick – that is 30 PPT – I do that alone and have done it quite a lot of times. I held ~4 of 6 camps in EB for a few hours the other day – was trying to hinder them to upgrade SM to T3. That’s 30 and 20 PPT, just saying. More importantly is the supply cut though.

And I’m not sure how the new system will work out, maybe camps will still be as strategic- I just hope I will still be able to solo cap them.

Well, you are obviously on a very low population server. Like dead. There’s no way that would ever happen on a tier 1, tier 2, maybe 3, but now sure about 3. So, it really isn’t valid as that is where the majority of WvW players are. Sorry to marginalize you.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

Venom Wells

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

One thing that kittenes me off is that there’s been a bug out there for the LONGEST time (shocker) where you’re still stuck after imob wears off. You have to jump one or two times before you can move. I think this is killing people more than anything else. This bug needs to be addressed and fixed first before anything about how venom share works is changed.

Blackgate Native. It takes tremendous strength and skill to pull a lever.