To be honest, 9 times out of 10 it won’t be a spy, it’ll just be some newbie who thinks they’re helping out by dropping 50 silver for the team. The problem is that one person can burn the supply of the entire server, troll or not.
You can never conclusively prove that someone is griefing in order to ban them, they might just not know any better. But you can limit the ability of trolls to cause damage.
Just split supply into two types: Seige Supplies and Building Materials. Dolyaks, instead of bringing 60 supply to a tower, instead bring 30 Seige Supply and 30 Building Materials. BM can only be used for upgrades and repairs, SS can only be used to build seige. That way if someone starts an upgrade when you really need supply for building defensive seige, you aren’t completely screwed.
And suddenly it takes twice as long to upgrade the defenses of a keep or tower (while also providing half as much supply for siege and repairs when being attacked), just for the sake of making things slightly more difficult for griefers. And this when the forum whiners are constantly complaining about defense being hard enough, already.
Deal with it. If you can’t figure out how to adapt to such things, then you deserve to lose.
You need to understand that players devoted to griefing are always going to exist, no matter what “safeguards” you put in place. Being able to pause upgrades? You think the same people griefing now won’t just spam the pause button to slow everything down? They’ll always find a way around whatever preventative measures are in place, and a lot of the suggestions people complaining about it come up with would actually just encourage this behavior more than help put a stop to it.
The solution is to adapt. Yes, it requires effort and thought on your part, but that’s kind of how a competitive game is supposed to work.
Yes, raging is part of the process. In fact, I rage at myself when I play TM all the time! And the thing about how it is unfair: yes, it is. However there is a deep satisfaction to be had in overcoming in an unfair fight.
I play Guild Wars 2 to have fun and enjoy. Not to rage.
Luckily for you, Tribulation Mode is optional!
And now I’m even more ridiculously excited than I already was. Thanks for being awesome, Josh!
…Just four more days!
And once they make the WvW achievements more attainable, you’ll move on to whining about the lack of especially ‘difficult’ and ‘prestigious’ WvW titles like this one.
Slap in the face with the next week LS.
in Super Adventure Box: Back to School
Posted by: Stormleaf.1769
Regardless of whether or not SAB is a ‘good’ thing for the living story, equating it to a “slap in the face” is so absurdly hyperbolic that it completely nullifies whatever merits your argument might have contained.
Did you read my post , the slap in the face occurs when an individual like me is exited about the LS that we have now with scarlet etc and can’ wait to see what will she do next but then you get an LS which has noting to do with the Last LS , cutting last LS off and leaving us hanging. ( as far as we know). It is like some one is telling you an awesome story and in middle of it they start telling you an different story.
Yes, I did. It’s still not remotely similar to truly getting slapped in the face.
Slap in the face with the next week LS.
in Super Adventure Box: Back to School
Posted by: Stormleaf.1769
Regardless of whether or not SAB is a ‘good’ thing for the living story, equating it to a “slap in the face” is so absurdly hyperbolic that it completely nullifies whatever merits your argument might have contained.
And you claim to do this with a power build? I just don’t see it being possible. There’s burst or AE pressure potential with the entire class. A Warrior is likely to regen faster than you do damage. Condition I could see, but not as anything else I’m afraid.
Yes, I do.
Have you not seen the videos of maul rangers doing 15k with one maul, for example? Plenty of burst there. Power builds can be quite successful. Just because you don’t have any experience with decent ones doesn’t mean power is useless.
Nobody wants “just fine” (as a Ranger, settling for that is sad) and for the amount of effort or skill they claim to demand are hardly worth it. Also, I’ll assume you mean roaming or small groups and that’s not WvW, that’s PvP on a different map.
Enjoying a challenge is sad? Not wanting to play a mindlessly OP class that takes almost no effort to succeed with is sad? Please. If “nobody” wanted that, then there wouldn’t be any rangers left. But hey, there are!
Roaming is as much WvW as anything else. If you think zerging is the only meaningful activity, well… you’re just blatantly incorrect.
Rangers have plenty of builds that can do just fine in WvW, including power builds. They just take a bit more effort and skill than other professions, which—as this thread demonstrates—is something most people can’t seem to handle. Alas!
I don’t see why they are doing this to be honest.
The easiest solution would be to make WXP account bound, then they wouldn’t even need to increase the rate of it imo.
Actually, this would do nothing whatsoever to solve the issue of rank-ups coming too slowly.
Wait a week and see? They’re not going to change how it functions before the patch just because of a few complaints on the forum.
This is quite clearly the server-wide quickness that comes after huge, laggy fights. I mean, just look at how abnormally fast the revive is, in the beginning of the video.
A reduction is an adjustment. An increase is an adjustment. Replacing silver coins with Honey Nut Cheerios is an adjustment.
“Adjustment” is still ambiguous and sugar-coating.
It’s hardly ambiguous when the people reading the note already know what it means. Every sensible person farming Subject 7 knew it was only a matter of time before the rewards would be reduced in some way. There is no way “adjustment” means anything other than a nerf in that scenario.
My nitpicking is only a front for my bitterness at the nerf itself.
I would just prefer it that they’d come out and say the rewards had been reduced rather than be shame-faced and ambiguous about it. I am sure they would have no qualms about saying rewards had been increased by rather than reduced by ~60%.
It should be obvious to anyone capable of thinking for themselves that this “adjustment” was a nerf. A reduction is still an adjustment, so there’s absolutely no logical reason reason to be upset about their word choice.
Don’t take your bitterness out on the person writing the notes, or even ArenaNet as a whole. Farming this was clearly far more profitable and easy than they intended, but they still added plenty of other lucrative farming methods with this patch.
What a ridiculous thing to nitpick at.
Awesome patch, as usual; I love everything about it. Thanks for putting so much effort into your wonderful creations, every month!
While this is a serious issue, the best solution until ArenaNet fixes it is to prevent your opponents from building offensive arrow carts in the first place.
I’m wondering too, why is it so difficult for developers to answer this simple question (which came up a lot)?
Why can’t you simply wait a week for the actual patch notes? Are you just looking for an excuse to yell at ArenaNet a week in advance over content you haven’t even had a chance to experience yet?
Quick, decision time! Which would you rather have?
The ability to reset your WvW skills, or account-bound WXP gain?
Did I somehow get sent back in time to the SWToR forums before the collapse? I swear I read this same post there. Oh, never mind the names are different.
Calling a company on their mistakes doesn’t make you a bad guy. It makes you honest. If the company is worth a kitten they will listen. They might completely dismiss you and say “no this is our game, we are doing it our way”, but they will listen. Companies that don’t, well we’ve all seen the past. Even Blizzard is starting to realize this mistake, and they were so big no one ever thought they would lose out to a free to play game. (LoL)
I’d hardly call it a legitimate “mistake” to not put exactly what some players wanted in a hole in Divinty’s Reach. Something for those players to complain about, obviously, but it’s pretty unfair to title a post “Player wishes disregarded” over a patch that hasn’t even been fully released. Especially when simultaneously admitting that there are already things to be happy about in the patch.
And yet we have not seen the area, so we can’t really assume it will be bad, now can we?
By the sound of it I would say it sounds way more fun than just “venturing into a hole and find out stuff”.Nobody said the content they created for this won’t be fun. I’m sure it will be. Neither does “venturing into a hole to find out stuff” have to be as mundane as you’re trying to portray it (isn’t that pretty much every dungeon crawl, ever?
). We don’t know what goes on during the creative brainstorming sessions for this. It could very well be that they just couldn’t come up with a story they felt was compelling enough compared to the idea of the Queen’s Jubilee/1st-year anniversary of the game. Or it would’ve involved the Dredge, in which case I would have had mixed feelings about it because I simply hate the Dredge.
We have seen the area to an extent: the hole has been simply covered up with the pavilion/arena. I hope maybe there’s a secret entrance to darkness below…
If you think the content will be fun, can you maybe avoid piling even more hostile criticism on ArenaNet before the patch is actually released? At the very least acknowledge everything ArenaNet already does for the game and its players with a “Thank you!” now and then, rather than claiming they’ve disregarded the desires of their players in a patch that you haven’t even seen yet.
If you’re going to nitpick about a patch that you think has a lot to be happy about, just try to do it a bit more respectfully.
Okay, so I guess I was wrong about this being common knowledge. Let’s clear a few things up for people who are still confused.
Currently, the (0-60) WXP you get for defeating a player will reset to 0 whenever a player rallies, not when they die. This applies to all classes. Any player that has stayed alive long enough to be worth WXP will immediately be worth 0 upon rallying from any source, for any reason. It’s easily testable (go find and down any profession, let them rally, then down and kill them; they’ll give you zero WXP), and it strikes me as a design choice on ArenaNet’s part, rather than a bug.
The issue is that elementalists, and only elementalists, have an instantly-available downed ability (Vapor Form) that briefly rallies them, thus negating their WXP reward. There is NO counter to this once an elementalist is downed, meaning that they are the only class that never has to give their opponents WXP when defeated.
This thread is not an argument about the balance of elementalists in actual combat. It’s an argument about elementalists not needing to provide the same level of reward to their opponents as every other class. Imagine if, simply by playing an elementalist, you denied your opponents the chance to receive loot rewards. It’s basically that, but with WXP instead.
Regardless, ArenaNet purposefully made WXP reset upon being rallied, rather than being killed, which is why this seems to me more like an unfortunate consequence of their design, rather than an outright bug. Why they went this route is beyond me, but the disparity between elementalists and other professions deserves to be addressed. To fix it, they’d either need to make Vapor Form not trigger the rallied effect, or to simply make WXP rewards reset upon death. Personally, I think the latter is a far better option.
Yes, of course, because Mist Form has an infinite range and restored the elementalist to a living state with full health, right?
It’s fairly short ranged and when they come out of it they’re still downed. Finish the job, it’s that simple. In the rare cases when you choose to down them right outside a gate and they get inside, well, the trick is to down them further from the gate or tear the gate down and rip them a new one when you get inside. I’ve had my share of elementalists zip through a gate on my and I’ve yet to notice a tear forming. They do what they do, learn to counter.
Please, read the post before you reply. I’m not complaining about how to “counter” Vapor Form, because there is no counter to it in this context. This is about WXP, not how to kill a downed elementalist.
This is probably seen as a minor issue, but I still find it somewhat annoying.
As I’m sure most people know, elementalists are the only profession that get to decide, without fail, if their enemies will get WXP for killing them. This is because the WXP counter resets on rally, and Vapor Form counts as a rally. Now, considering that WXP comes with rather significant benefits, is it really fair that a single profession gets complete control of denying it, over all the others? (Admittedly, the warrior gets some amount of control as well, with Vengeance, but that ability is not instantly available upon being downed, unlike Vapor Form).
Is this a bug, is it intentional? Is there a specific reason the WXP counter doesn’t reset on death, instead of on rally?
Aw. Being able to kill people within a couple seconds is so boring.
Many times I’ve found myself alone in a full-supply, no-siege tower with a zerg beating on the gate. Usually by the time I can get an arrow cart up, the gate is already at 50% or less. This will help immensely. Woo.
Out numbered in every fight. It’s been like this since reset, only time we run is if it’s around 4:1
If you’re going to post a video, at the very least post one that doesn’t refute your own claim O.o
Which part? Because, when I’m roaming you guys always run away if it’s a 1v1 fight and only stay if it’s 2v1 or better odds.
The part where you claim your server is the only one that doesn’t. Every server is ridiculously guilty of only fighting when the odds are in their favor, both while roaming and in zergs. Maguuma is no exception, and I’m sure you know it.
It is the nature of an MMO to have both overpowered and underpowered classes. Overpowered classes exist so that the unskilled masses can still feel like they accomplish something, despite their inability to play the game well. Underpowered classes likewise exist to appease these masses, as well as to give the people who enjoy being an underdog and facing a challenge something to flock to.
Look at the balancing cycle of nearly any MMO in existence, and you will see evidence confirming this. It is entirely intentional, and arguably necessary. Adapt, rise to the challenge, or switch classes if you can’t handle it… But more than anything else: deal with it.
You prevent this by CCing the ranger, not the pet. You count to twenty after downing the ranger, and then interrupt their cast. Boom, they’ll be dead before they can get it off again.
Of course, that takes the tiniest modicum of effort and awareness, so 90% of you will never be able to do it, and continue to whine =(
1. “Nothing about this statement means ‘bow only!’. All of these things benefit a melee weapon just as much as a ranged weapon.”
Why are people trying to attribute class descriptions into a PvP/WvW fighting scenario, especially this one?
2. “Being ‘capable’ of killing people with a bow does not mean that’s the only thing they’re capable of. And by the way: they are unparalleled archers compared to other classes in the game, because they can use both long bows and short bows. That’s twice as many bow options as any other class. Tada! Unparalleled.”
Good job trying to spin your way out of that. Again, class descriptions should be pointless to the profession anyway. But I appreciate your very poor politician-like response on a pointless matter. You should be a politician though.
3. “Applying your logic with the previous sentence to this one: any bow ranger that doesn’t use traps or nature spirits isn’t a true ranger either, so shame on them, am I right? Oh, and I’m pretty sure ‘adapting to any situation’ means they can handle using a melee weapon well.”
Those are all utilities: Traps, Nature Spirits , etc – They’re utilities to adapt to the “unparalleled archers” that’s being described in this class description. Again, people take this class description bullkitten way too seriously. If by your very logic that we can adapt to any situation, we’d then have access to every weapon in the game since we’d be able to adapt to any situation, right? Wrong, we have what’s programmed for us by real programmers that don’t give a kitten about a class description in a wiki, neither should you or the person you’re responding to.
Jesus christ…. This is why most rangers are just bad =(
You seem to have completely missed the tone and point of my post =P
Tired of what if you don´t understand what you read…
Try again, here it is from the official website.
Ranger
Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation.
“Rangers rely on a keen eye, a steady hand, and the power of nature itself.”
Nothing about this statement means ‘bow only!’. All of these things benefit a melee weapon just as much as a ranged weapon.
“Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows.”
Being ‘capable’ of killing people with a bow does not mean that’s the only thing they’re capable of. And by the way: they are unparalleled archers compared to other classes in the game, because they can use both long bows and short bows. That’s twice as many bow options as any other class. Tada! Unparalleled.
“With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation.”
Applying your logic with the previous sentence to this one: any bow ranger that doesn’t use traps or nature spirits isn’t a true ranger either, so shame on them, am I right? Oh, and I’m pretty sure ‘adapting to any situation’ means they can handle using a melee weapon well.
What would you expect from a Ranger? A balance between strong ranged skills and low survive at melee right? Why can´t you keep it as simple as that? Have you ever seen, in the hole history of humanity (or fantasy), an archer with a greatsword at his back and no range? I know its a fantasy game but there are limits to be respected for consistency. At the moment we have rangers with greatswords, low dps, and no range. We relly half of our dps in a pet that can´t hit moving targets, can´t dodge, and dies in seconds.
It should be a hard class to master rather than a warrior. I don´t expect to resist a hammer blow. If i am in that situation i am dead and its ok, blame me! but make me deadly from afar.I´ve been a dev for about a decade now and i know how frustrating can be to get this kind of feedback from the ppl you want to satisfy. But honestly, what is a ranger in GW2? A warrior in medium armor shooting unicorns and rainbows? Come on, just tell us you don´t like them so we can pick another class or choose another game.
The class is called ‘Ranger’, not ‘Archer’. What you’re describing is an archer (which you admit to in your own post), making your entire ‘point’ moot. One of the accepted definitions of a ranger (as in, what’s in an actual dictionary): “A person who ranges or roves”. Going by that, a highly mobile, melee build—which is accessible to us—is more in the spirit of a ‘Ranger’ than a stationary bow-wielding build.
I am getting really tired of this ridiculous “It’s ’range’r not ’melee’r!” argument. It is laughable.
Let my ranger be able to use a gun. These bows are useless now. And instead of a pet animal I’ll take a pet golem that shoots laser beams.
Try an asura engineer.
No videos! It’s great if you like the playstyle, though (which most of the bow-loving masses on this forum don’t). I can almost always win even fights, and it’s capable of outrunning/catching pretty much anything in terms of mobility. The major weakness is condition builds, but even they can only usually fight it to a draw.
Pretty much depends on if you like melee and can live with the inherent disadvantages of having no ranged options beyond your pet.
In terms of utilities, I use Lightning Reflexes, Signet of the Hunt (arguably replaceable, since you have 100% swiftness up-time in combat), Signet of the Wild, and Rampage as One.
(edited by Stormleaf.1769)
0/15/30/25/0, Greatsword and Sword/Warhorn, boon duration runes. Woo!
Pet buff durations have always been affected by the ranger’s boon duration, not the pet’s. I imagine Concentration Training gives boon duration to the pet, which doesn’t do anything, as a result.
When I tested it, it seemed like any in-combat dodge triggered the cooldown, whether you had the conditions on you or not. Even if it did work properly, though, it’d still be a terrible trait.
You’re never going to get better at the game if you retreat to the easiest class every time things get difficult for you.
Be a true ranger, and rise to the challenge.
You should be more baffled by the fact that ANet thought it was Grandmaster quality, originally =P
What? Jaguar stealth is the only stealth that doesn’t break on attack.
Start by switching to Greatsword and Sword/X. Tada, you’re suddenly tied for the most mobile class in the game.
•Man O’ War: The base recharge has been increased from 18 to 25.
•Counterstrike: The base recharge has been increased from 15 to 20.
That’s the most confusing change. Those two abilities were already terrible.
I can see why the farmers would be annoyed with this, but as a player who doesn’t farm, reducing mob density in an area is a good thing for me. Less chance to get swarmed and overwhelmed when you aren’t looking.
Now if ANet would only do the same with the swarms of sharks in the bay…
You’ve obviously never even been to that area. There’s no way you could have been overwhelmed by those skelk.
Looks pretty overwhelming to me.
It’s the principle of why this was done. It was done because people were able to get a decent amount of crates. Its all about people spending money in the gem store. Of course a self proclaimed company “run by gamers” is going to be threatened by elder scrolls mmo and they are trying to make as much money now as they can.
So, basically, what you’re saying is that you’d rather not have gotten any content update at all for May. No changes to Southsun and no introduction of new weapon skins, so that people wouldn’t be encouraged to optionally spend money on the game?
Get some perspective.
It was clearly broken. You could get clumps of 20+ skelk on a regular basis, and groups of 2-3+ respawned almost instantly. That’s blatantly absurd on its own, but in a zone with a free +200% MF on top of it? Yeah, it’s more shocking that it took them this long to fix it.
There’s plenty of great farming opportunities in Southsun still. Just because you can’t abuse the skelk anymore is no reason to be disgusted.
Just pointing out, this idea was pushed for by players, not Anet.
Not THIS idea, no.
/15 Charr
Which idea was pushed for by the players, then? Or was it just mindless shrieking for new servers to fight while blindly expecting them all to be perfectly equal?
I didn’t say learn to play, I said learn to adapt. Heaven forbid a map encourage a different playstyle than the standard bunkering of points. Just because you want the game to remain stagnant and every map to revolve around the current bland and boring ‘meta’ doesn’t mean it should. And, by the way: Elementalists can make it to the orb at the beginning even faster than I can. They also have AoE CC, and can block any attempt to stop them from picking up the orb with their earth shield. I cannot.
Regardless, I look forward to seeing myself in action from your perspective, if you post the video.
Euratien is a good player. He owned me one time with an Eles fiery greatsword and i lold pretty hard.
I would ignore any l2p comments. The map isn’t balanced and won’t be for a long time. You can’t add a 40% slow and then have classes that have skills that avoid that 40% slow. Devs seem pretty shortsighted on some of this stuff but i guess they have alot on their plate.
Elementalists are the only one that avoid the 40% slow. The slow applies to how far leap skills go, as well. If it’s 1,200 distance normally, it’s 720 with the orb. Even less if you pile cripple or chill on top of that.