“Youre lips are movin and youre complaining about something thats wingeing.”
“Youre lips are movin and youre complaining about something thats wingeing.”
When I can cap WxP levels in 80-100 hours of game play THEN it will be like character levels. Right now it takes a typical player over a thousand hours to cap WxP levels on ONE toon. That is Silver Legend territory.
“Youre lips are movin and youre complaining about something thats wingeing.”
OP’s right about stealth though.
Name ONE game where Developers have ever gotten Stealth perfectly balanced.
….A single player game was all you could come up with, wasn’t <—> it??
I rest my case…
Depends on how “balance” is defined. We do not know the stats from WvW so only ANet likely knows how deadly stealth really is. IMO AoE classes are likely going to dominate DPS and K/D ratios. I doubt thieves rank in the top 3 of DPS or kill stats.
“Youre lips are movin and youre complaining about something thats wingeing.”
Toughness and armor needs to do a lot more against non condition attacks than it currently does. A heavy armor user with over 3k armor should NEVER get hit for 6k plus.
and they VERY rarely do. The OP might have been hit for that much but there were likely some significant factors involved.
Toughness scales with healing so builds that have heavy healing do MUCH better with toughness. Vit is a one shot deal. A very simple example with a fight that goes 1 minute dishing 1k direct damage on 2127 power per second with four heals of 5k each:
2500v, 0t, Armor=2127, Health=35805
- 15s in Health = 25805
- 30s in Health = 15805
- kitten in Health = 5805
- 52s in Dead
1250v, 1250t, Armor=3377, Health=23305
- 15s in Health = 18855
- 30s in Health = 14405
- kitten in Health = 9955
- 60s in Health = 5505
0v, 2500t, Armor=4627, Health=10805
- 15s in Health = 8920
- 30s in Health = 7035
- kitten in Health = 5150
- 60s in Health = 3265
So the more healing there is in a fight the better toughness works against direct damage hence big groups benefit heavily from toughness so long as there is a lot of healing/cleansing in the group. Now that conditions are dominating, easing up on toughness and putting it in vitality does make sense but zerker builds are still plentiful so a balance of toughness/vitality is in order.
“Youre lips are movin and youre complaining about something thats wingeing.”
Stealth in zergs (thief stealth anyway) is relatively useless. I am not counting zerg surfing which IMO is more solo play around a zerg.
Stealth in skirmish… useful for a thief to drop target, finish targets and to setup backstabs. I generally let our AoE/Condition players burn off target’s defenses then go in for the kill. Thieves are ridiculously good at finishing a target from about 50% health and can run down just about every class. They are the best burst class in this scenario because frequently the target doesn’t see the damage coming unlike a warrior.
Stealth solo… perma stealth builds annoy enemies, tie up large groups of players, allow thieves to cull the weaker part of a herd and make sweeps incredibly tedious. Stealth outside of perma makes roaming relatively easy and fights can always be reset with it. Basically in solo a thief only dies by mistake or when they are caught on complete cool down (usually considered a mistake as well). They may not be able to win every fight but they should be able to come to draw on almost every fight. No other class has this option and that really irritates a lot of players.
I use stealth about 10-20 percent of the time and rely on it mostly as a condition remover, fight reset, dropping target, improving fight position or as an escape mechanism. Steal is almost as potent on my as stealth alone.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
SBI is a lot stronger than their current rating and they are on the rise. They house some very good fighters and guilds. They even have decent coverage. Their tactics have positively evolved in recent weeks making them a formidable mid-pack server. They don’t seem to roam as much as other servers I have faced though.
Don’t know anything about GOM.
A pitch for my current home: BP is pretty similar to SBI and an enjoyable place to be. BP is strong on weekdays during NA Prime which is great if you are a weekday player. We have a nice NA morning presence. A lot of personality on this server more so than any server I have been on. There is also a pretty solid mix of skill groups, roamers and zergs.
“Youre lips are movin and youre complaining about something thats wingeing.”
Toughness does matter, but having all toughness and no HP is meaningless. All graphs for toughness-vitality min/max for highest effective HP is a ratio of it (and usually skewed well into favoring much more vit than toughenss), not just one or the other.
Heavy healing builds would mostly disagree. Toughness scales with healing vit doesn’t. While most bunkers do prefer both, plenty of healing builds can perform very well without a drop of extra vit.
“Youre lips are movin and youre complaining about something thats wingeing.”
Guard Defense… period. 2500 extra HP is so ridiculously good it probably won’t last. Even siege players can use the buff to stand in a bit longer when under fire or extra HP to make a break for an under siege door.
Guard Leech… it is OK but if you use any siege, a few points in other places will likely be more useful.
“Youre lips are movin and youre complaining about something thats wingeing.”
Did the devs actually think these runes are fine before they put em in game, or did they intend a cooldown on the 6th bonus and it’s just bugged atm. Because that tells a lot about the people who made these things.
Many changes get munchkin’d in ways devs don’t think about. The problem lies with keeping them in the game for a prolonged period of time. IMO these should have gotten an ICD quickly… it shouldn’t take this long to tone them down a bit.
“Youre lips are movin and youre complaining about something thats wingeing.”
I usually put my pets on passive and use them for buffs. Even that isn’t a great solution when zerg busting or fighting under heavy AoE so like many my Ranger simply doesn’t do that activity.
IMO, pets should have granted a periodic skill much like the thief steal and a passive bonus akin to a warrior banner. They would take no damage and deal no direct damage. This would solve nearly every problem with the Ranger pets and possibly bring the ranger in line with other professions in WvW/dungeon settings.
“Youre lips are movin and youre complaining about something thats wingeing.”
As others have pointed out, toughness has zip to do with conditions. As for the “big hits”… caution math ahead:
((Weapon strength * Skill coefficient * Power) * (Multipliers)) / Armor
((806 * 2.4 * 3000) * 3.50) / 3900 = 5208
In this case we are going with 100% on crit damage plus the base 150% and another 100% from the weapon sigil, traits, etc. Stacked on a character with 3000 power and hitting from behind. Basically a REALLY glassy thief with a perfect hit.
To get to 7k the thief would need to have near 4k power (wow), you were debuf’d when it happened or it was a warrior with a perfect Kill Shot.
“Youre lips are movin and youre complaining about something thats wingeing.”
I literally cannot believe WvW is STILL literally missing literal ear collection. How come we cannot cut off the ears of our downed enemies and wear them proudly as a necklace for all to see? Come on ANet get with it… seriously!
Oh and why no ripping out the still beating hearts of our opponents and showing it to them? What about left handed fighting… how am I going to switch to my right hand and boastfully claim I am not left handed mid duel?
Sorry for this but the forum posts where harshing my mellow. Yeah I did it, I made a Pauly Shore reference. Carry on.
“Youre lips are movin and youre complaining about something thats wingeing.”
My guess is the change was already in the pipe and headed our way before they announced it so our displeasure with the system has little to no bearing on the situation. I am sure also sure they believe they have a series of changes that will mitigate the disparity but I am not holding my breath on that one.
Ultimately they must think this system has a chance to be fun for most WvW players but given the track record in WvW so far… still not holding my breath…. and sadly I am a big fan and fairly forgiving as a dev myself.
“Youre lips are movin and youre complaining about something thats wingeing.”
7 weeks… If it shakes out like it sounds it will (T4 servers going against T1 servers) with little change to the zerg aspect of the matchups, I will definitely be headed to silver league.
Fighting 13 weeks of EBay when we were outmatched and heavily outnumbered was the least fun I have had in WvW so far. I cannot imagine enjoying that times a few hundred more enemy players.
“Youre lips are movin and youre complaining about something thats wingeing.”
I think the “its no big deal” people must either be in love with the runeset or mostly play in zergs where their CC is handled for them.
But a bunch of key mashing melee trainers with perma retaliation is ok?
This is way too narrow and off topic as it only effects a player who is attacking multiple opponents and spamming AoEs (which is retaliation’s main point because it is a minor irritant in solo/skirmish play). Perplexity is hitting every tier of WvW including solo, skirmish and zerging (although zerging is least effected).
“Youre lips are movin and youre complaining about something thats wingeing.”
Take every Keep and Castle in every map including the requirement to put a hit on the lord and get around 60 dragonite total… or kill three dragons… or take two temples/karka queen. Getting an ascended weapon playing only WvW would prove very difficult for most WvW players.
They must think that every server can flip Garri, Hills, Bay on every BL then jump over to EB Keeps and then SM daily. Course even then it would take a couple weeks. More likely months depending on the server and that kind of action requires zerging.
Then of course a player needs orichalcum and ancient trees both of which are best done in PvE. I guess we can craft in WvW but that feels somewhat ironic.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
An AoE can only effect 5 targets max at a time (mostly anyway). If a player is spamming an AoE, they are opening themselves up to retaliation having an increased effect.
“Youre lips are movin and youre complaining about something thats wingeing.”
I really don’t know where their current bright idea of a system came from or why.
Because the ones that stacked onto the tier 1 servers are tired of only fighting other stacked servers so they moaned and complained.
We have 24 servers… yet they listened to the ones from only 4-5 servers and ignored the rest of us saying “plz dont do this!”
I think Anet wants to create a better experience. I also think they fundamentally believe they know better than their forum players. On some level as a dev myself, I can identify with their perspective. As a player/user, I have zero interest in hanging around fighting servers with 2 or more times the population that my server has. Call me fair weather but I will leave an overly dominant or dominated server because what I want are fun fights during my play time that are challenging, not lopsided either way, offer some skirmishing and I don’t want to wait in queues.
“Youre lips are movin and youre complaining about something thats wingeing.”
i’m having flashbacks to Alterac Valley from WoW. What started as a battleground with 40v40 epic battles and slow pushes across the map that could last for days, turned into a race to kill the other sides NPCs, with horde and alliance /waving as they pass each other.
Good, use your aggressive feelings. Let the hate flow through you. Embrace the paper!
What he means is that BP lost to SBI and in it’s shame they are going to PvE in WvW in atonement.
M… k… Good to know some people still care about being in the middle of the pack. We beat you last time, you beat us this time… it doesn’t matter is what I am REALLY trying to say.
“Youre lips are movin and youre complaining about something thats wingeing.”
Power is going to work with more builds. Precision is pretty much only for crit builds which is a fairly narrow build set.
Toughness/Vit… not enough of either to really matter. Toughness is for the long fight and is better in groups. Vitality is good at the start of a fight. Both have their place in any build.
“Youre lips are movin and youre complaining about something thats wingeing.”
Wait it isnt this right now? … IoJs been playing wrong by capping all of HoD and SF things paper then and constantly just letting them recap for wxp?
In my experience, a small (but often vocal) part of a servers WvW population get really irritated when we a server is “losing” or players won’t show up to help defend even though they are on the map. My suggestion is really focused at those players even if a server already has the paper philosophy. Just let it go… stop caring about the transient score, upgrades, defense, etc.
“Youre lips are movin and youre complaining about something thats wingeing.”
1. Defense against guards
2. Guard killerare there any other?
This.
After those two if you like working siege, as a start:
- One point in Ballista
- Two points in AC
- Three points Treb
The final point in AC mastery isn’t worth it. The last two in treb might be good but never tried them. Increased range fire and damage of ballistas is really nice if you like to fire them (some don’t). Supply capacity is to expensive for what a player gets.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
I did make a joke about this above but retaliation while potent is not OP and seems to be reasonably well balanced. A player cannot receive more than 5 stacks at a time and stacks are in duration not intensity so the math works out in a worst case scenario as follows:
(198.45 + (0.075 * 3000)) = 423.5
That is per attack that hits and in a worst case scenario. You have to be hitting a lot of targets before retaliation is a significant issue and it is meant to be a natural counter to AoE.
“Youre lips are movin and youre complaining about something thats wingeing.”
Its not just engineers but all bunker/interrupt/condi builds. Most bunker heavy classes can take advantage. Engineers are an obvious target because they can apply a lot of different conditions quickly (which makes getting the big ones more difficult to remove), bunker easily and when traited have a crazy good range.
Less experienced players continue to complain about direct damage builds (well thief and warrior anyway) which has been fairly well balanced in duels for a while but hardly notice condi damage changes (necro, engi, mesmer, warrior) which has come on strong in the duel scene. Changes in in duels and GvG often come to dominate the general WvW landscape as the builds become more refined.
“Youre lips are movin and youre complaining about something thats wingeing.”
Sadly the fix to all this was sort of obvious. PvE players get ascended weapons by farming PvE content. WvW should have been badges and karma. Could have slowed down the build rate by putting a long timer on the building of said items in WvW. Instead we have to farm keeps/castles (grind) and craft (grind) just to get items that will allow us to keep up with the Jones’.
“Youre lips are movin and youre complaining about something thats wingeing.”
Ways to manage direct damage: toughness, vitality (at the start of a fight), dodge, healing, block, stealth, stun, daze, interrupt, blind, chilled, fear, immobilize, weakness and I am sure there are some others I am forgetting.
Ways to manage condi damage: Removal, duration debufs, healing, vitality (at the start of the fight)
No class has enough removal to keep up with multiple targets applying conditions. Some classes do not have enough to keep up with one target. Most do not have enough to keep up with one unless heavily traited/skilled for it. The system was fairly balanced until munchkin condi builds and recent changes were put in.
It may all balance itself out as we all adjust to the new condi dynamic but right now perplexity is at best one of the most powerful runesets in the game and at worst broken.
A thief can put zero point in precision , stacking toughness, power and crt dmg only and still able to crt more than 7k on a tank.
I wonder what can hit a 3k armor thief for 10k? Another thief maybe?
The fact that OP said toughness should mitiage condition shown that he run hidden killer build and want to win all the time.
Not on a tank as my math has shown over and over again. High armor targets will rarely see over 5k even from the most glassy thieves in the game without a lot of boons/debufs in the mix.
3k armor thief, he would hit like a wet noodle since everything would need to be poured into toughness but it is the same… armor effects all classes the same.
- Killshot from a fully zerked warrior with crit on 3600 toughness: 9.5k
- BS from a fully zerked thief with crit from behind on 3600 toughness: 4.3k
The only way to get those bigger numbers is to lower toughness or increase power to around 5k or somehow get 150 on crit dmg multiplier. While I suppose it is possible the most likely way is whoever you were fighting was buffed by gods while you were running some serious debuffs.
“Youre lips are movin and youre complaining about something thats wingeing.”
How to counter the % of your health lost due to conditions featuring: Vitality
Vit only works at the start of a fight. Once extra vit health is gone nothing brings it back faster (this is why toughness is better in zergs). In fact nothing really mitigates condi damage as it can only be eliminated or waited out. Its duration can be reduced but when targets are applying it faster than a class/build can remove it nothing a player can do except take it… if torment is on running away isn’t even an option.
“Youre lips are movin and youre complaining about something thats wingeing.”
Fine and dandy but this about a simple fix to make PvE/WvW more enjoyable to players who play both often. I don’t want to muddy the issue with proposals of a grand overhaul of the trait system itself. Retraining traits out of combat isn’t just QoL, it’s gameplay.
Having WvW and PvE being separate like PvE/WvW and sPvP are now makes sense and I can see your other point. My rebuttal is that my change is not necessarily more complex to code and has more flexibility.
I would also add that if you didn’t want anyone to add on or to suggest alternatives to your base idea you should have posted it into the Suggestions forum rather than the WvW Discussion forum.
“Youre lips are movin and youre complaining about something thats wingeing.”
As long as I have been on BP (about 5 months) we have always preferred holding Keeps on BLs for the server points. I say kitten that… down with Glicko and lets bring back the epic Karma trains from the first days of WvW.
“Youre lips are movin and youre complaining about something thats wingeing.”
Conditions are fine, they are easy to counter if you want to. Get the proper runes, foods and traits and no problem.
Toughness how ever is not fine and needs a serious boost. Perhaps have the armor sets give a base damage reduction.
Toughness is fine. In a fight every heal is essentially boosted by armor. Toughness also mitigates spike damage. Vitality may be better in the first few seconds of a fight, but once it is gone there is nothing that gets it back. Toughness scales, vitality doesn’t sans condi damage.
Few classes have enough CC to handle multiple condi spammers or builds that stack multiple types of condi damage quickly. Trait/rune for it reduces effectiveness everywhere else in a build and doesn’t solve multi source condi damage. Some classes simply do not have much in the way of condi removal.
Funny that you are concerned over Engineer, seeing as they have pretty much been in the same stat since launch. Care to explain why suddenly Condition Engineers are now a problem and not, oh i duno, 6 months ago? They were even stronger 6 months ago since that was before the Confusion nerf.
Rune of Perplexity. This single set of runes has made the condi engineer a beast. Dropping 15, 20, 25 stacks on multiple players in seconds from a bunker is powerful.
www.youtube.com/watch?v=QQd53qlCvo8
I am also not “worried” about engi alone… condi damage has unbalanced skirmish/solo play leaving many of us trying to find a reasonable counter. Right now it seems perplexity needs an adjustment probably an ICD. The rest may just be about adjusting to heavy condition in general.
As for Thieves, when has it ever been a problem for the perma-stealth, highest mobility, teleportspamming profession to get close and do their big burst? I also didnt say 10k+ in 1 hit, but the Cloak n Dagger + Backstab combo which can be done in a fraction of a second can easily go above 10k damage. You dont even have to be all glass for it.
Decent players on decent builds can manage thieves. Bunkers even more so. CnD/BS combo pretty much works only on scrubs. Most classes immediately dodge, move out of position, etc before in lands. Nobody in our guild really prioritizes thieves as they are rarely the most dangerous player in skirmish or solo in the game today. Usually they get target locked when they hit low health as most cannot stand around blind AoE fire or ground targeted abilities.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
Now the rune might be overpowered on the engineer, I think it’s perfectly in line for the mesmer.
Nerfing the rune, would not mean nerfing the engineer, it would mean nerfing all classes using the rune and it would make the confusion mesmer a joke again.
Condi damage is manageable to the point where a player is out of cleanses. If two or more condi builds are around it is impossible to keep ranged condition damage off most classes. In addition this particular condi damage is applied on a defensive skill (interrupt). So a player completely stops incoming damage (via the interrupt) and applies a nice pop of damage on top of it.
This runeset works for a class that isn’t heavy in stuns, doesn’t have a solid bunker design and is used solo. The solo mesmer fits this but practically every other situation can “abuse” it.
“Youre lips are movin and youre complaining about something thats wingeing.”
Months of WvW play have finally hardened my heart towards holding objectives. Rather than QQ my suggestion is don’t defend. Let em have it. If we make everything really easy to flip for each other we get more loot/points, less stress trying to wrangle others who have given up defending and about as many points at the end of the week. Garri is an exception because that waypoint is sweet.
Want that ascended item quicker or higher WvW ranks? Get off that wall and tear up some paper! Want to see other players progress quickly? Leave the keys in the door on your way out.
“Youre lips are movin and youre complaining about something thats wingeing.”
I would miss the dozens of fists showing damage that fly over my head when I AoE a group though.
“Youre lips are movin and youre complaining about something thats wingeing.”
@ Straegen cond eng hasn’t changed much for a long time outside of these runes. They weren’t being complained about before. Hopefully won’t be complained about after they fix these runes.
Being able to stack 25 confusion on top of other conditions from a bunker at range is a tough fight for other classes. Even with good removal, players still have to crack a heavy bunker class.
As for condi damage in general such as necros, yes that damage has always been there much like the speed/interrupt warrior has always been there but that doesn’t change the fact they are dominating WvW right now. Not just dominating one aspect either… some of these classes/builds have become go to munchkin classes in solo, skirmish and zerg play. Good to see necros and warriors see their just due but some sort of adjustment (I would argue small not big) is IMO in order.
“Youre lips are movin and youre complaining about something thats wingeing.”
And again, a NECRO issue. They get their undodgeable abilities, because Marks fire of instantly without any warning. And Doom is instant aswell.
Getting kinda sick of these “examples” where conditions are oooh so overpowered, and then its always a necro that does it.
Necro needs toning down, not conditions. Stop trying to nerf every single condition build, including the really kitten ones, just because 1 profession has a build that is a bit out of whack. By comparison, there is 1 condition build you do not want to run into roaming.
Necro, condi grenade engineer and pack mesmers… even condi warriors are proving tough to manage. Never seen so much torment, fear, poison, bleed, confusion, etc applied so quickly since the game started and from more than necros.
I am not agreeing with the OP, but the current change in build designs is pushing out anything without a lot of CR and vit which in some cases is entire classes.
Well there are several direct-damage builds that will kitten you up if you run into them while roaming. Direct-damage builds are overall a much bigger issue in WvW then Conditions.
Sorry nope. Thieves… they have to glass and get close to do big damage. Warriors… yep pain in the rear right now but they still have to close and get in your face to dish it out. I cannot really think of a 3rd direct DPS driven class. Current condi builds from several classes played by a decent player are tough to crack.
A Thief CnD’s and then backstabs for 10k+ easily in a second, so does this mean we should nerf all the direct damage, even on kittenty builds?
If someone can show me the math for this, I would appreciate it. For a 10k hit from a total glass thief with a perfect strike (as in it crits with a high crit dmg multiplier, full bloodlust, guard killer stacks, damage sigil, etc) the target would have to have an armor rating south of 1700. Seems like people keep doubling BS damage every time they talk about it.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
The current state of condi damage is pretty insane. I keep thinking it will level out as builds develop that can manage the incoming condi spam but so far tanky-high damage condi builds are ruling the roost.
“Youre lips are movin and youre complaining about something thats wingeing.”
They needed to add the template system from GW1 a long time ago. Weapons, traits and skills should all be able to change on the fly out of combat. Heck I have one build for zergs, one for skirmish, one for solo, another for basic PvE, and a different one for champion encounters.
As it is now I compromise my trait selection, switch out a handful of skills and trade out my weapons all of which is manual and time consuming.
“Youre lips are movin and youre complaining about something thats wingeing.”
Golf and Bowling are individual sports, where your score is a direct result of the skills you possess.
In GW2, WvW is made up of many people in a more team-like fashion and not only that…heavily favors numbers over individual skill level. Even a team-like handicap doesn’t apply here because the players from each team are not even…
Plus my post was just reiterating what they say they are going to do.
Trying to implement a handicap system based on skill, where the teams are uneven and winning is based more on numbers than skill would be difficult..
Team sports are handicapped all the time. It is called a spread. Now if players could “bet” on the outcome of a match and the spread altered itself based on said betting… GW2 would have something on its hands… well it would still suck to be a T4 against a T1 but at least a spread would even out the rewards.
Here’s the delta Glicko Leaderboard for the past 7 weeks with the server rank at the start.
If every server has to play every other server at least once using Glicko, JQ can never beat BP in a week. In fact JQ couldn’t beat any server outside of T1 in a given week. They would get pummeled because they would be constantly playing lessor scored servers. The flip side is that a server like BP can never lose a match outside of T4 no matter how poorly they do. Glicko rewards lessor players for just showing up and punishes better players for taking the game. If the ratings were completely reset, maybe it would show something but it usually takes dozens of matches for Glicko to stabilize and early on is more or less tracking the total score.
“Youre lips are movin and youre complaining about something thats wingeing.”
Vitality > Toughness
Condi > PowerTruth in GW2, we all know it.
Toughness positively impacts healing and is better in longer fights and zergs. The concept that vitality is a superior stat really applies to the beginning of a fight and against condi damage.
Condi damage being so easy to apply right now does make it better than power on several builds but ultimately power scales better than additions to condi damage.
At least it can be done from one thief.It is impossible for condition dmg to hit you for 6k in 1 tick from one attacker. Even more than 2k a tick is pretty much impossible.
Thief has one the best condition remove abilities. If condition is a issue for you, why not spec into it.
For a thief to do 6k against a hardened target, it requires full glass and perfect execution. For a condi build to do 2k or more per tick, the player can be almost completely bunker. That same thief that hits for 6k can easily be hit for 10k+ and has a low HP pool. Given the same attacker with the same stats a thief can be one shotted:
((806 * 2.4 * 3000) * 3.00) / 1064 = 16382
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
Having to spend a lot of money (either in gold or mats), time to craft to 500 (some of us don’t have 400 crafting and really dislike crafting in general) and many of us come from WvW where “loot” and gold drops necessary for getting an ascended makes it… a grind. I have gotten a handful of exotics the entire time I have played WvW and that is north of 1k hours.
I am glad some players have easier access to this content because of the way they play the game, but many others are going to have to spend a considerable amount of time playing parts of the game they don’t really care for to get an item that keeps the playing field level.
I doubt this would be the same conversation if this item required a couple thousand badges to make… I mean sure WvW players would be gleeful and it woudn’t be a grind to them, but for some players it would be a grind.
“Youre lips are movin and youre complaining about something thats wingeing.”
Why has almost every recent patch in the game been needlessly complicated? If it were not for Dulfy and others creating guides, I would have no idea what I need to do in order to accomplish objectives. Maybe I spend way too much time in WvW but if you are going to make me play the game the way you want me to play the game (forcing me to collect raw materials, grind for gold and craft) so I can keep up with the Jones’… make it more approachable.
Take the new ascended weapons. The guide to making one is a few pages long and requires raising a crafting profession to 500, refining hundreds of mats, buying new “reagents” and collecting several types of new T7 mats. Then we sprinkle in arbitrary limits on refining materials, having to buy multiple materials from multiple vendors and laurels which have their own limit on collecting.
Best guide I have found so far: http://dragonseason.com/Front/tabid/124/EntryId/245/Crafted-Ascended-Weapons-A-Guide.aspx
I like a challenge but a challenge shouldn’t mean I have to follow something akin to an overly complicated pre-flight check list to accomplish a goal. Instead spend that time creating challenging but beatable content that is straight forward. Go here, beat self contained content, collect reward. It really doesn’t need to be more complicated than that. The only wrinkle is new content should force players out of the “beat it with a stick” mentality.
IMO ascended weapons and even Legendaries, they should have been tied to achievement points or something similar. Get to this level in the game, here is your reward. HoM and the achievement point system, good (and obvious).
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
Hate to say it but save the money and put the effort into a legendary. Sure it is A LOT more work but you end up with an item that looks better, is tier proof (so when T8 hits you don’t have to start over) and can be adjusted stat wise on the fly.
Hopefully they will make it easier to create an ascended weapon eventually but I am not holding my breath nor putting effort into this ridiculously time consuming “job” even if the stat buffs are considerable.
“Youre lips are movin and youre complaining about something thats wingeing.”
They have a chance if you use Glicko rating gained as the determining factor…
4. Tarnished Coast 314,319 -6.162
9. Crystal Desert 112,153 19.633
5. Fort Aspenwood 189,331 -13.0846. Dragonbrand 284,547 -6.575
7. Maguuma 186,021 -37.988
11. Borlis Pass 147,545 45.069Looks like the #9 and #11 servers beat servers #4-#7 if you look at rating change.
Do you REALLY think Anet is going to allow the entire WvW population to be stacked into a few servers?
Glicko has the opposite problem. A server that is bumped high into a bracket has no chance of losing. Take last week where DB nearly doubled our score. BP went up +45 and DB went down -6.5 despite trouncing us. Neither system works well for determining the outcome of a match. Oh and yes, yes I do think ANet will allow a few servers to be stacked. That is basically the current system in place now.
The effects are already evident. Our server has greatly slowed WvWing in hopes that we avoid getting into the dreaded 12th spot and spend the next few weeks watching zergs roll over us and our population dwindle as a result. I really hope there is more to the matchmaking system than stuffing a greatly under-matched servers against a completely stacked set of servers for weeks. Practically nobody on our server wants to roll against T1-3 and I am willing to bet T1-3 has little interest in backing our server up to our legendaries on every map.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
I like that Anet is trying something new. However the concept that BP #10 has a chance against FA #5 or DB #6 is laughable. DB nearly doubled our score last week. I didn’t mind the uphill fight but pitting servers and corresponding rewards based on this system is ridiculous.
There is virtually no chance a 10, 11, 12 server can win against a 5, 6, 7 server. The odds have to be fantastically high.
On a high note, servers that already dominate in WxP/Karma/XP generation will continue to dominate in new rewards.
“Youre lips are movin and youre complaining about something thats wingeing.”
This is far more likely a rally as others have stated than a cheat.
“Youre lips are movin and youre complaining about something thats wingeing.”
Toughness needs a serious boost in the game, as well as armor types. Having over 3k armor one should not be getting hit for 6+k.
QQ on backstab is that way….
A 6k backstab on 3k armor requires a significant amount of buffs/conditions to pull off. Even with a lot of power and solid crit dmg, a 6k BS hit is at the high upper end of possible damage on a non-conditioned 3k armor build.
((Weapon strength * Skill coefficient * Power) * (Multipliers)) / Armor
((806 * 2.4 * 3000) * 3.00) / 3000 = 5803
In this case we are going with 100% on crit damage plus the base 150% and another 50% from the weapon sigil, traits, etc. Stacked on a character with 3000 power and hitting from behind. Basically a REALLY glassy thief with a perfect hit.
“Youre lips are movin and youre complaining about something thats wingeing.”
If going with tiered matches, there should be a handicap. Who wants to see a pro team play a college team straight up? Course handicap systems can be rigged but still better than a free for all.
“Youre lips are movin and youre complaining about something thats wingeing.”
True, and I am not arguing against the practical difficulty of the problem. But you are talking about systems that usually aim for quasi-linear time algorithms (or even sub-linear algorithms, using special data structures). What problems do you face that scale exponentially?
If no part of a system is at capacity, then yes adding more users/data is linear. However if a system has even one I/O subsection under load, adding one more node isn’t like adding the ones before it. Wait states do grow exponentially in a multi-threaded environment. It is completely unavoidable even with a more advanced versioning architecture or a locking/blocking one.
There is something awe inspiring seeing a couple TB of RAM installed into a server. It is equally disheartening to see it chewed up and yield a marginal performance improvement over the one TB it replaced.
“Youre lips are movin and youre complaining about something thats wingeing.”
Voice chat, heavy toughness, only optimal zerg builds with no upscales, hammer/banner warriors with guardians and a handful of AoE builds. Stack really tight, use AoE interrupts to funnel the enemy zerg and move as one… any zerg fielding greenies, under-equipped 80s or those running non zerg builds will get regularly busted by that crew even if they have a substantial number advantage.
“Youre lips are movin and youre complaining about something thats wingeing.”
Just curious…do you all that support account build wxp also support account bound exp in general? so that once you get a level 80 character all your characters are level 80? If not, why?
If I could cap WxP points in 80 hours, sure. As it is now it takes years to get all masteries on ONE toon. Pretty much every other PvE achievement and title in the game is account bound.
They will probably carve Soul Bound WxP and WvW levels on the devs tombstones but that is a stance directly against what the seeming majority of WvW players want.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)