Pretty sure it doesn’t work. Even if it did I can’t give up 50% fall damage :/
I don’t get the doom and gloom here. They are looking at culling. What else do you want? They are adding some sort of progression. Great! That is a huge thing for a lot of players. We know they are working on making at least the stat only version of Ascended items available via WvW as well. All they would need is to allow toggles for show names and stuff and we are good to go. New maps are great but this is a new game, we should be able to wait a bit for that. You also can’t just throw in new maps and not screw everything up. You don’t want to fragment the WvW population so much it’s hard to find good fights.
I would much rather play a game that is designed/changed based on the developers vision instead of the majority of forum posts. It’s fine to take feedback but that’s about it.
My questions are: would it make the gameplay more interesting and bring greater depth to character builds? And would it help mitigate a lot of the issues that a large part of the playerbase currently have regarding “stealth” (read: invisibility) in this game?
I don’t know the answer. If it did make everyone happy all around then I could not disagree with the change. I think the large part of the playerbase that you are talking about want classic stealth and probably a lot want it just removed. Every game that has a stelath class has forums full of hate for that class due to the nature of stealth and probably party due to the nature of the people who tend to play those classes.
As a Thief if you are built to not loose and make sure not to engage any targets without all your utilities (which are likely all escapes) then yea it’s not hard to survive. You might as well be a d/p perma stealth Thief in all p/v/t gear. You can survive like a boss, good for you!
I’d say an Elementalst is much better at surviving. Technically they are unkillable near a keep door or their spawn keep.
Are you asking for a utility that you press to completely see through stealth that you can use on demand?
Nope. What I envision is something like this: two attributes: Stealth and Awareness. Both attributes would be components to certain skills/abilities (much in the way Stealth functions now). The attributes could be scaled and improved through build. So, if you want Stealth that counters most Awareness, you gotta give something up for it (and have Stealth in your load-out). If you want Awareness that sees through most Stealth, you gotta give something up for it (and have Awareness in your load-out).
I’d probably make Engineers and/or Rangers the Awareness kings, because 1. it makes sense conceptually and 2. it’d let those professions bring more to the WvW table. I’d probably also expand the accessibility to Stealth, but obviously keep Thieves as the specialists.
But that’s me, and it’s just one example, one possible idea. My fundamental point is still simply: the system as it stands could be improved in such a way as to mitigate dissatisfaction, without really taking anything away from those who’re currently satisfied.
It’s in all our best interests to brainstorm to that end.
This is like CoH/CoV stealth vs perception. The higher the perception compared to the stealth value the farther away you can see them. It could work fine if balanced but my point is just it’s unnecessary. Mesmer’s Focus#4, all the Guardian’s pulls, any pull that doesn’t require a target used right when someone stealth will guarantee they don’t get farther than 100 units without blowing utilities. Anyone with a push, pull or fear can completely counter shadow refuge if used in the first 4 seconds.
You probably know all this so are you saying this stuff is just too much for the average WvW player?
i know everyone is entitled to their opinions but i’ve gotta comment on the 2 quotes below.
“The learning curve for PvP in this game is incredibly steep.”
“I actually find gw2 pvp the be the deepest combat system ive seen ever in an mmo.”
i came from an mmo that had more options, abilities, customization, depth, dynamic play and learning curves in only one archetype offered than in all of the professions combined here.
it is pretty obvious that combat in this game is balanced around open world pve and is a poor mush up of an mmo and console game.Ah yes! I’m sure everyone will agree with you once you state the name of this magical game. Or maybe there is a reason you left it out? This is like choose your own adventure. In my mind it’s Hello Kitty! Maybe Puzzle Pirates?
oops i should have said 2 archetypes.
quick count examples…
city of heroes
archetype- controller
9 primary power sets- 81 powers
13 secondary power sets- 117 powers
10 power pool options- 44 powers
9 ancillary/ epic power pools- 50 powers
incarnate abilities- 441that is 733 total powers to chose from and 292 are individually customizable.
gw2 ranger
38 attacks from weapons
37 skills
60 traitsthat is 135 total “powers” to chose from that are globally customized by the type of gear you have.
so as far as “powers”/abilities and such is concerned, 5 combined professions in gw2 matches up with what was offered for only 1 of the 10 core archetypes in coh.
Ok, well you sort of got me. I loved me some CoH/CoV but they didn’t even have PvP when it came out. I re-played it with CoV and got into PvP which was very fast paced and fun but regardless of all the different ways you can combine powers, there were still only a few viable builds per combo. That game always seemed like more of a PvE game to me.
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It’s not grefing. The server is protecting a resource available to all three servers. They have 30 people who could be taking anything they want dedicated to protecting that puzzle. 30 less breaking down the doors in that borderland is actually a net gain for the meta game on your server especially since 1 probably could have killed you just as easy.
If you want them to re-work the thief into the cookie cutter version from all other games that is fine with me.
At no point did I say this, so… that’s a lovely Straw Man you have there.
I actually mentioned my own preference twice. It wasn’t “Re-work the thief into the cookie-cutter version from all other games.” I favor an attribute that counters stealth.
The rest of your response reads to me as just another rehashing of “learn to play”.
I know how to play. I still think the stealth system in this game could be a lot better, thereby satisfying a broader group of people, thereby keeping higher numbers in a aspect of the game I very much enjoy: WvW.
Sorry, I quoted you but also am responding to the general theme I read in this thread and many others.
The thing is there are already plenty of things that counter stealth. Are you asking for a utility that you press to completely see through stealth that you can use on demand?
Depending on the cool-down and the duration I could be fine with that. Especially if you had to sacrifice a utility to use it. I still think it’s sort of lame though. I’d love an ability to use on an elementalst that stuck him in one element stance that I could swap to whenever I see one coming in WvW. I’m not exactly sure what you are asking for but it sounds to me like you want a lazy hard counter instead of just using the many soft counters that are currently available in the game now.
TLDR: It’s possible to think the current system ain’t that great, even if you’re able to work with it.
When starting this game I knew the Thief was for me because I have always loved the stealth “class”. Reading about it I learned about the stealth mechanic and was not happy. I wanted my good old toggle stealth like all other games. Played with it and learned to love it after probably 40 levels.
If you want them to re-work the thief into the cookie cutter version from all other games that is fine with me. Toggle out of combat stealth with long cool-downs for in combat stealth. It won’t change the complaining. I for one would swap to whatever the new classic burst build would be and just roam around WvW undetected picking off stragglers and striking an at best time as I had originally envisioned.
Everyone claims stealth is such an issue and it makes sense. When I run around WvW I can usually feel comfortable engaging 4 or 5 people because I build for 1vN fights and most people are under-geared and not level 80. This doesn’t change the fact that I have run into individuals from almost every profession who can stand toe to toe alone. Zerker guardians, D/D eles, Shatter Mesmers, Condition swap Necros, Netspam bunker engies, zerker 100b-evis-killshot warriors.
When I fight those individuals I feel completely balanced. When i fight the general WvW “N” I feel extremely OP. What does this mean to me? That balance is at the high end of the scale. Top gear, top mechanics knowledge and viable builds. Stealth is just one more mechanic. My favorite profession to fight is other thieves because they tend to be terrible and it’s so fun to kill them while they are in stealth. Half are probably re-rolling QQers from this forum.
i know everyone is entitled to their opinions but i’ve gotta comment on the 2 quotes below.
“The learning curve for PvP in this game is incredibly steep.”
“I actually find gw2 pvp the be the deepest combat system ive seen ever in an mmo.”
i came from an mmo that had more options, abilities, customization, depth, dynamic play and learning curves in only one archetype offered than in all of the professions combined here.
it is pretty obvious that combat in this game is balanced around open world pve and is a poor mush up of an mmo and console game.
Ah yes! I’m sure everyone will agree with you once you state the name of this magical game. Or maybe there is a reason you left it out? This is like choose your own adventure. In my mind it’s Hello Kitty! Maybe Puzzle Pirates?
If every class should be able to do something vs a stealth stomp because “everyone should have a fighting chance when downed” then as a Thief, we need to get all zero animation teleports nerfed.
Once a player starts the stomping animation we cannot get out of range of their teleport so they will just port within stomp range of us and finish their first try.
Fix culling sure. Other than that, stealth is part of the combat flow and a Thief’s access to many boons and trait synergies. It is not like standard MMO stealth. Everyone here seems to want it to be that way. It’s part of combat, not something you do between combat.
Thankfully at this point Anet has shown themselves to not listen to whiners. They seem to balance based on the assumption that players are at a high skill level and have full knowledge of game mechanics. If you are having a problem with a specific profession all the time, either they are using a counter spec to you or you need to work on one of those two things.
You didn’t read my post did you?
I’m one of the thiefs, so I use the abilities just like they get used on others. I still think it’s a bad design that will leave more players frustrated than excited.
Not everything is a whine, sometimes there are legitimate points to be brought up. Try to keep up.
I read your post. I know you main a Thief. How does that have anything to do with what I posted? Also, I’m curious what you mean by “Doing damage while stealthed”. Are you referring to bleeds/poison? Culling?
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I play a thief and I honestly wouldn’t mind at all if HS got a heavy nerf, or alternatively require more initiative. I used it briefly when I started and haven’t touched it since.
I play a thief as well, no main-hand dagger. A nerf would have no effect me at all. The main reason i don’t want to get rid of it is I love LOLing at “hertseeker noobs” and killing them shortly after. It’s only an issue when you are greatly outnumbered and at that point any burst build is a problem.
As a thief player (main character), for the long term HEALTH of the game Thiefs need to be re-worked.
Doing damage while stealthed is NOT good for any game. Why? Because you fight a ghost. 5 other classes are simply just swinging hoping to hit.
It’s better for us all that stealth be re-worked or re-thought. Give thief a get-away stealth ability or an ability to stealth for x amount of time, but not fight in stealth. Make them a true in and out damage class rather than a ghost.
Fix culling sure. Other than that, stealth is part of the combat flow and a Thief’s access to many boons and trait synergies. It is not like standard MMO stealth. Everyone here seems to want it to be that way. It’s part of combat, not something you do between combat.
Thankfully at this point Anet has shown themselves to not listen to whiners. They seem to balance based on the assumption that players are at a high skill level and have full knowledge of game mechanics. If you are having a problem with a specific profession all the time, either they are using a counter spec to you or you need to work on one of those two things.
Yea every skill is different it’s still a gap closer, 150 less units but does full AOE damage no matter what level of health and is always usable every 10 seconds at the cost of only the animation. Thief does single target damage and each point of initiative has an opportunity cost of whatever else you may want to do with imitative aside from it’s animation. Thieves have resource management, everyone else has cool-downs.
After playing a thief to 80 and doing a lot of PvP I am able to kill many more thieves than kill me with UP-LEVELD crappy geared alts of other professions. Very easily with their level 80 sPvP counterparts.
If you want to be good at PvP in this game you need to actually play every single profession to level 50+ (if you need gated skill learning) then at least sPvP for a while with them. When I ran into the first d/d Elemetnalst that rolled me, I didn’t come here to complain. I created one leveled it until I got a full understanding of every D/D skill and ele’s utilities then went into sPvP and learned how to PvP. I can now kill the dps based ones and stalemate or force a retreat from the bunker ones.
Sorry it takes so much effort! You don’t get to win in this game by mastering one profession.
Its really funny how thief’s try there hardest to justify there broken class, stop telling everyone how to play and face facts.
@Manos.5486 Hit the nail on the head.
The only real players who stand chance against thief’s are geared lvl 80’s with a solid build, low-lvls are more less doomed they stand no chance as there is 99% chance they are dead in 2 hits. Thief’s are only class who can pull this off using 1 key over and over.
What I would like to see is Anet break your stealth to work in our favour for few weeks while they try to fix it and then maybe thief’s will finally see how broken there class really is.
An up-leved player doesn’t stand a chance vs any skill player of any profession. At this point your post just reeks of being a bad. Rangers are much stronger since last patch. Go learn more about your class and spam more Shortbow#1 instead of QQing here on the forums. You might find yourself able to improve.
Eviscerate is a gap closer that does insane damage at all health levels.
Yea Thieves have the initiative system as part of their unique profession flavor. Get over it and learn to play against it. I don’t complain about ele’s having 16 different weapon based cool-downs to non stop scroll through (2 extra weapon swaps basically) because it’s class defining and you learn to play against it.
The best part about all the Heartseeker QQ is how bad you have to be to actually die to someone spamming it. Yea, I understand it can be annoying to be at 4K heath and have someone heartseeker you out of nowhere but that’s the nature of getting Arsjammed. It happens all the time and any prof can do it. Any burst build from any profession makes them stand out when you are outnumbered and requires the majority of your focus.
Now assuming you are talking about a semi 1 on 1 situation. If you are dying to heartseeker spam then you really need to evaluate your decision making, utilities and your dodge key.
When people talk about “Heartseeker spam” today they rarely refer to the Heartseeker spaming builds of the early days where players would spam it from 100% to 0%.
Spaming is chaining >2 Heartseekers after each other which isn’t all that ineffective if a target is below 50% HP.
Heartseeker puts a target under a lot of pressure considering how easy it is to use.
That’s how I see it too. Thief will hit you a few times then spam it 3x or so in a row. Usually 2 evades will avoid 3 heartseekers. Or if you root them, they blow them all while rooted. I’m not sure what class you are but if heartseeker is a threat they have ~14K HP or so. It doesn’t take much to down them.
My only full exotic set is condition dmg based so I’m pigeon holed in my possible secs. I want to work on a zerker set but it’s so kitten expensive. It will happen someday just by playing as long as I don’t get sidetracked by some fancy skin or something. If I got a zerk set d/p would be the first spec I’d try out.
I doubt it’s as good as p/d for 1vN though. When I fight them they are a pain to kill but usually not too much of a threat. I’ve never had a good 1 on 1 with one but when they try to 1vN an I’m in the N they go down the same as d/d ele’s from removing mobility.
I have to exit combat to change utilities in order to have a chance to finish them though. Rootspam works well. Rootvenom, Scorp wire, blinding powder with swapping to shortbow#1 for roots with Hide in Shadows and Blinding powder, and just clusterbomb spam where you rooted them.
The best part about all the Heartseeker QQ is how bad you have to be to actually die to someone spamming it. Yea, I understand it can be annoying to be at 4K heath and have someone heartseeker you out of nowhere but that’s the nature of getting Arsjammed. It happens all the time and any prof can do it. Any burst build from any profession makes them stand out when you are outnumbered and requires the majority of your focus.
Now assuming you are talking about a semi 1 on 1 situation. If you are dying to heartseeker spam then you really need to evaluate your decision making, utilities and your dodge key.
Really? Thieves are fine.
What build got nerfed into uselessness in PvE/WvW? None that I can think of.
“Removing the downed state will actually give smaller/coordinated groups more of a chance to beat the larger group.” – still haven’t seen an argument to support this that isn’t simply “they have more people”.
Exactly. People have repeated that statement so often that it seems to be just universally accepted as fact, but I’ve never seen or understood the logic behind the statement. All evidence I’ve seen points to the opposite, that downstate helps a smaller/coordinated group more than anyone else.
What are the reasons people believe downstate encourages “zerg” groups, and that it helps them more than other types of groups?
Because the rate at which one get resurrected from downed (and stomped) state scales with the number of people ressurrecting?
A single AoE daze counters that. And that is still just “they have more people”.
A single chaos storm can allow a group of 15 to rez a fully stomped person in it’s duration. Once the downed state happens the “minigame” is simply very low skillcap. It’s get to the spot and spam knockdowns, knockbacks, stability and hit F.
I personally can deal with downed state, I just want two tweaks. I want the PvP downed health amount in WvW and for people to fully rez a stomped player they should have to be out of combat. It should be happening after the battle only.
(edited by Stiv.1820)
“Removing the downed state will actually give smaller/coordinated groups more of a chance to beat the larger group.” – still haven’t seen an argument to support this that isn’t simply “they have more people”.
Exactly. People have repeated that statement so often that it seems to be just universally accepted as fact, but I’ve never seen or understood the logic behind the statement. All evidence I’ve seen points to the opposite, that downstate helps a smaller/coordinated group more than anyone else.
What are the reasons people believe downstate encourages “zerg” groups, and that it helps them more than other types of groups?
Because the rate at which one get resurrected from downed (and stomped) state scales with the number of people ressurrecting?
I don’t believe that downstate benefits a larger force over a more skilled (but smaller) force.
A higher skilled, better coordinated group which is outnumbered should benefit more from downstate than an uncoordinated zerg would.
Since the more skilled, more coordinated group is better at focusing targets, supporting each other, and just generally playing the game, when a player is downed for the small force, they should rally very quickly as the group either rezzes them (which they are better at than the zerg) or kills off an opponent for the rally. The groups trying to win with sheer numbers won’t have the coordination to quickly kill off an enemy to force a rally, or to quickly rez their downed forces.
In general, if a “more skilled, but outnumbered” group is losing to a larger zerg with downstate, they would almost certainly have lost anyway (and in much shorter of a time period) if downstate were removed.
All you’re really doing is stating that a coordinated group beats an uncoordinated one. There are plenty of coordinated zergs and plenty of uncoordinated small groups. Even within a zerg you can have coordinated 5-man groups assisting each other. So when all else is equal coordination wise, the larger group has numbers + better chances rallying allies… double bonus for them. Removing the downed state will actually give smaller/coordinated groups more of a chance to beat the larger group.
But that’s not a problem with the down state. That’s a problem with the fact that they simply have more people than you. Since they have more people than you, if coordination is equal, they’ll be better at anything than you. It’s simple math. If you have some sort of problem with being disadvantaged because you have less people…I don’t know what to tell you, man, that’s the way the everything works, both in games and real life.
“Removing the downed state will actually give smaller/coordinated groups more of a chance to beat the larger group.” – still haven’t seen an argument to support this that isn’t simply “they have more people”.
Removing the down state would make it even easier for burst thieves to take down entire groups by themselves, ever consider that?
Burst thieves are one of the easiest builds to kill in this game. Really they are.
There is a difference between coordination and skill. Both groups can be coordinated and all things equal 15 will always beat 5 with equal levels of both. With the current downed state, all the coordination you need is “If someone goes down everyone rez them”. Maybe they stability rez, maybe they brute force rez, whatever. It’s just not hard to go near someone hit 1 utility skill or KB then hit F.
Because almost every skill in the game has at least 2 uses. Heartseeker is an execute, a leap finisher and a combat movement skill. Thieves are by design the most mobile profession in the game (even though Ele’s are right up there).
It is extremely easy to dodge btw. Don’t bother dodging it if you are >50% health. If you root a thief who is spamming it they will likely blow all their init in one spot.
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1. Give WvW the PvP downed health amount
2. Only allow players to resurrect fully stomped players if they are out of combat.
I think these would drastically help WvW.
1 will allow a single stomp to always beat a single rez unless quickness or a successful interrupt is used.
2 will allow smaller groups to fully wipe larger ones once they have downed and stomped them. Currently in a say, 5 on 15 the larger side can just brute force rez a fully downed player in the duration of one Chaos Storm. This shouldn’t be happening. Make them have to get out of combat first so that it gives smaller groups that are outplaying larger ones a better chance to win.
There aren’t many skills but most have 2 or more different uses along with fields and finishers rolled into them to think about as well. Yes, you only need 6-10 keybinds but what one you choose to use at a particular time adds up to like 30 or more different uses.
For instance. Haste (gives quickness) = 1 bind. I may hit it for:
1. DPS
2. Fast resurrection
3. Fast stomp
4. Stun break
All while considering if it’s negative of losing all endurance and not regenerating endurance for a short while is worth it in that specific case.
I could go on and on with all the different utilities each skill has built in but it’s much more involved then LUL 10 SKILLZ. I much prefer this than key-bind bloat from Aion/WoW etc.
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It seems a bit over the top for a Thief to be able to Finish off someone in WvW/PvP while stealthed, so no one can do anything about it. I’ve done my fair share of doing this in PvP as a Thief. Both on giving it and receiving this tactic. But as of lately I feel like it just isn’t right.
You’ve been doing your fair share of PvP as a thief and you still believe they can’t be hurt while in stealth? There’s something odd about your post.
His point is that the Downed player have no way of interacting/Prolonging the finish.
Guardians can still knockback
Thieves can still port
Mesmers can still stealth/clone
Ele’s can still Mist Form
Rangers can daze if anything/anyone else is nearby
All of this works on stelathed players.
This would be like Thieves complaining about being able to teleport while in the stomp animation. Any class that has access to an instant port can finish a Thief without them being able to avoid it at all. Mesmers, Eles’, Guardians other Thieves etc.
Personally every thief build for me starts at 10/0/0/15/0 and goes from there. Mug and Feline grace are amazing and all of their pre-reqs are good.
I think Mug is pretty optional for condition build I think. What I actually missed was Serpent’s touch.
I tried getting rid of it and just couldn’t. It’s the only bit of burst a condition build can really get.
Zerker guardians. Don’t know why these are so few and far between in WvW.
Stealth & Blind are the weakest of stomp utilities but are balanced by the fact they can be done much more often then the rest.
Personally every thief build for me starts at 10/0/0/15/0 and goes from there. Mug and Feline grace are amazing and all of their pre-reqs are good.
dagger pistol inf stealth? what build is taht?
for a dagger pistol thif to get stealth they have to combo black powder and HS, thats 9 ini on its own, way more then double dagger CnD.
and inf stealth? how are they getting that?
i run a dagger/pistol in 3 different builds only one abuses stealth (and has a ton of ini regen to compensate) and even that cant inf stealth.
You do it by taking init regen stuff, even the utility signet then use the 180 button or mouse turn fast after each black powder to get 2 more heartseekers over each field it creates. You also can take smoke screen to save BP’s init and heartseeker it 3x for 9 sec and refuge/heal for init free stealth to build back up if you get too low.
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I don’t see why they would. The build is only really dangerous as a glass cannon and most of the init regen and stealth needed to have perma stealth takes away from the damage.
Mesmers have a hard time vs P/D because clones are easy to gain stealth from. I’ve found the harder mesmers to fight use all Phantasms instead of clones, there should be time to get them all up. That way each time we come out of stealth we are instantly attacked by 3 of them. Trying to hide in clones doesn’t work vs seasoned players anyway.
It’s also helpful to have greatsword of focus so that you can knock us out of shadow refuge or just KD in general as it’s probably the builds biggest weakness.
Toughness isn’t a straight dmg reduction. It is vs a static power value but It increases your armor which helps to lower your enemies dmg bonus vs you.
For your enemy:
Power(theirs)/Armor(yours) = Dmg Modifier
So 2000 power vs 1500 armor = 1.33 or ~33% dmg bonus to the target. If you had 700 more toughens it would be .90 or ~43% less dmg swing.
This stuff is why up-leveled people are so terrible in WvW and you can see 20K+ kill shots.
They are farming these threads. This is +1 for them. Trust me.
It’s a myth that soloists are “not useful” to WvW. We tent to solo sentries and camps to attract small skirmishes. Many times we end up defending a supply camp against 5+. I’ve had a group of 20 chase me for 30 min before. I’d say 1 for 20 for 30 min is a pretty big plus for our side. Not to mention the likely constant smackdown of Yaks.
It’s correct that 1v1 is fairly rare, that’s why most solos are prepared to go for 1vN and that always ends up in a big chase scene that snowballs into a huge net gain for our side.
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The best part about p/d is the ability to take on like 5 (sometimes more) zerglings that are worse than you.
I’d think going full zerker would really lower the number of people you can take on at once while making you more effective at taking out solo’s and duos which isn’t a problem normally anyway.
Karma item.
-Message Body length must at least be 15.
Not in that respect. It’s a sandbox though so no need to play that way. My preferred play-style is to get to the top of the EB JP, lay traps and punt fountain users (and others but fountain users are the best) down to their deaths. Carebear fishing!
It’s a lot of fun. I’ve cried laughing most nights doing this and it attracts some really good PvP after enough rage is induced.
Finishing is a skill in itself. You have to know what class you’re dealing with and which skills they can pull off while downed.
Yup. It requires game knowledge and the ability to make crucial decisions in a short period of time. That is what I really like about downed state.
However, I don’t think those crucial, knowledgable, and skillful decisions are properly rewarded. A stomped player should be completely removed from the fight in WvW.
Thankfully there are still some people who use alt+f4.
Probably don’t read patch-notes then thought it was weird when they were naked after a while.
This is the much, much lesser of two evils. Just got to learn to deal with it. Disconnects in combat = death in any real PvP game.
But finishing someone while in stealth?….Total BS.
What about Stability finishing then? It’s much more powerful than stealth for that purpose. For both finishing and rezing actually. Same with ele doing Mist Form stomping. Most classes have tricks for this stuff, why pick on just stealth (which can be interrupted, ported from, knocked back, knocked down etc)?
Prerequisite = 100 gold.
Not like they have to take an exam or anything.
I’m not a fan but deal with it. I’d like to see two changes at least:
1. Give WvW the PvP version of downed health.
2. Don’t allow rez of a full stomped player unless rezer is out of combat.
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Had a great time playing my own version of GW2 Worms, batting people off the top of the EB JP last night. Thanks to all who participated!