Showing Posts For Sunfish.5970:

3rd NA All-Star Karaoke Tournament

in PvP

Posted by: Sunfish.5970

Sunfish.5970

Are you going to fail to record this one like you failed the previous two? :Q

Poopy Person : (

Elite Specialisations

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Posted by: Sunfish.5970

Sunfish.5970

Make it so you do not need to trait into elite specialisations to have access to the new utilities/weapons. I understand that this was probably implemented because it kind of forces people to really want the new “elite” specialisation compared to the normal trait lines, but it really is not the brightest idea in regards to pvp.

It really limits the amount of things achievable in build compositions when I’d like to use the new elite but standard virtues on guardian, or if i wanted to use only one well on mesmer, and keep everything else standard.

If weapons and utilities must be bound to the new elite spec is a must for lore or whatever other purpose of “ranger cant use staff without being a druid”. It makes no sense. Please do not stick to that type of logic, its bad for pvp. So many things would happen if you guys remove the restrictions of elite specs. Please reconsider

Poopy Person : (

Abjured dominates EU in WTS gratz bois!!!!

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Posted by: Sunfish.5970

Sunfish.5970

Why do people always have to try to discredit wins, in defense of their ego?
When Abjured won China, the forums exploded saying that Celestial won abjured the china wts, when TCG ran the same number of celestials on their team.

In Boston, oRNG ended up beating abjured with 3 celestial; compared to abjured’s also 3 celestial comp. Once again both teams ran 3 celestial, but no-one seemed to complain or comment at all on abjured’s loss, and how oRNG “only won because celestial and dps guard/shoutbow to counter nos bla bla”.

and now in Germany, Abjured managed to win after losing to both TCG and oRNG, and all people can say instead of congratulations, is that abjured only won because of celestial. Nothing prevented oRNG and TCG from copying Abjured’s comp. But they didn’t because they didnt think abjured’s comp was better. Nothing prevented oRNG from swapping their compositions before WTS Boston, so they changed to what they thought worked, and what they could play.

Stop discrediting a well deserved win. Every team’s comp in this wts had something going for it.
Congrats to the abjured for winning Germany, Congrats to oRNG. All of the games were intense and fun to watch, and im glad were all happy the peasant came in 3rd. (:

Poopy Person : (

Add Downed State Penalty to PvP

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Posted by: Sunfish.5970

Sunfish.5970

yes please. Guild wars is the only game where the hype almost always stops once 1 person is stomped out because 1 person can rally the whole team. At least make it closer by adding a down state penalty to pvp.

Ultimately the greatest thing would introduce a 1 for 1 rally system. 1 person can only rally 1 person maximum.

Poopy Person : (

Admitted to removing counterplay - Movement

in PvP

Posted by: Sunfish.5970

Sunfish.5970

-snip-

My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same.
-snip-

Maybe they couldnt have one without having the other as well, based on how those respective modules are coded.

If that’s the case, people being able to get away easier is better than having them exploit their way out of arenas with super speed.

is it though? Is it really better. Who the hell exploits out of an arena anyway? It only makes you lose the match. Noone does it

Theyre worried about future pve maps. But why does pvp have to suffer for a pve issue. ZZZZZ

Poopy Person : (

Admitted to removing counterplay - Movement

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Posted by: Sunfish.5970

Sunfish.5970

Roy Chronomancer himself stated that they were implementing the changes to movement skills being unaffected by movement impairing conditions because it removes counter-play and was hard to deal with the super speed nonsense.

Personally I liked what super speed did to movement skills. It brought unexpected game play and made some things unpredictable, but if you guys don’t like the functionality of that, that’s fine.
But mainly because people could get to places they shouldn’t have been able to get to? So the fact that super speed with movement skills might cause anet some problems in the new upcoming maps or whatever, you’ve decided to bring upon this movement skill change?……..ok. :|

My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same. The whole reason why chill and cripple were so deadly was because it meant people couldn’t get away. But with this change, you’ll see thieves "Heartseeker"ing their way to safety, and basically any other class with a low cooldown movement ability.

Removing counterplay is never a good thing. Reconsiderrrr

Tbh as a former thief main, i can clearly say this is a clear nerf to mobility, and if u focus a little you’ll notice that too by just seeing thief patch notes

• Disabling Shot: Movement speed adjustments no longer affect the intended travel distance.
• Flanking Strike: Movement speed adjustments no longer affect the intended travel distance.
• Heartseeker: Movement speed adjustments no longer affect the intended travel distance.
• Withdraw: Movement speed adjustments no longer affect the intended travel distance.

Focus

Focus

U got it

Kappa.

Thief has very high swiftness uptime, all those skills travel way more than intended.

Flanking strike and withdraw on swiftness are a plain joke, they travel so far it’s not even funny.

Should i even mention warrior rush and whirlwind ?

After some rage moment, i clearly see this is a good change.

I know its a nerf to all movement skills in general, which is why I put 1 example of a spammable movement ability. Nothing against thieves personally.

I understand swiftness was basically super easy for almost anyone to achieve with just pack runes or just team wide buffs. If anything, lower the effects of swiftness on movement abilities; but still have it so it can affect them by like 10% or something. The important one is allowing chill and cripple to affect movement abilities, or else its just stupid.

Poopy Person : (

Admitted to removing counterplay - Movement

in PvP

Posted by: Sunfish.5970

Sunfish.5970

Roy Chronomancer himself stated that they were implementing the changes to movement skills being unaffected by movement impairing conditions because it removes counter-play and was hard to deal with the super speed nonsense.

Personally I liked what super speed did to movement skills. It brought unexpected game play and made some things unpredictable, but if you guys don’t like the functionality of that, that’s fine.
But mainly because people could get to places they shouldn’t have been able to get to? So the fact that super speed with movement skills might cause anet some problems in the new upcoming maps or whatever, you’ve decided to bring upon this movement skill change?……..ok. :|

My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same. The whole reason why chill and cripple were so deadly was because it meant people couldn’t get away. But with this change, you’ll see thieves "Heartseeker"ing their way to safety, and basically any other class with a low cooldown movement ability.

Removing counterplay is never a good thing. Reconsiderrrr

Poopy Person : (

Please add dire stats to pvp

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Posted by: Sunfish.5970

Sunfish.5970

Conditions do not provide enough counter pressure to stop a train, if any pressure at all before you die to pure dps.

Wow, sounds like you yourself admit a perfect reason why dire could possibly be added.

dps will always win against condi as long as shoutbows/medi-guards exist in a team. Adding dire isnt a solution to that. Nerfing shoutbows is 8^)

Poopy Person : (

Please add dire stats to pvp

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Posted by: Sunfish.5970

Sunfish.5970

I’m commenting for my own peace of mind and sanity here.

Majority of players do NOT want Dire, perplexity, whatever. The ‘research’ you provide is non-existent.
The reason most condi builds are out of the meta is because in an top tier pvp scenario, a coordinated team can remove the conditions from each other, while being able to counter pressure with pure dps. (also because shoutbow exists).
Conditions do not provide enough counter pressure to stop a train, if any pressure at all before you die to pure dps.

The reason condition mesmer isnt seen much in conquest ISNT because you arent tanky enough to justify the time needed to kill someone. It’s because there are many many many better choices to choose from than a condition mesmer as they do not provide much to the conquest game mode. Taking forever to kill someone is fine…..if you can hold a point (stealth spam), or if you can support, etc. Condi mes cant do any of those.

Afraid of anet not sensing some of the sarcasm in this post too. Can never be too careful

Poopy Person : (

Nameplates

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Posted by: Sunfish.5970

Sunfish.5970

Here’s a video of the problem UI is causing for ground targets. This also happens on the map, skillbar and probably any other clickable unit.

It’s not a bug. This video shows what I mean, when you have someone targeted, and then try to aim your ground target skill at the place of the nameplate, the skill you originally wanted somewhere else will land on your feet.

Making them non-interactive? or making the interact radii smaller might be a step in the right direction. Also possibly different UI sizes. I just want to use my ground targeted skills without actively avoiding nameplates. :\

Poopy Person : (

Nameplates

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Posted by: Sunfish.5970

Sunfish.5970

This has been mentioned before but has stopped being discussed as people have just accepted it as a broken part of the game that will never be looked at, but…..

Could we please please please have an option to make nameplates transparent? It’s not game breaking, but its super annoying and sometimes is the reason you die.
Like trying to teleport onto a ledge, but the nameplate gets in the way, so you use your shadowstep on your feet. I love those moments

Poopy Person : (

AspectGG Presents Weekly PUG Quest

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Posted by: Sunfish.5970

Sunfish.5970

PUG QUEST TMRW FREE LLAMAS?

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Downstate and Refuge

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Posted by: Sunfish.5970

Sunfish.5970

Not an issue at all.
However, when the mark of the circle on the ground still pulsing, they will revealed if you bash them out.

This is just the mechanic of Shadow Refuge. None issue.

They will not reveal if you knock them out. And against coordinated teams, a knockback before cleave is better in some situations. irrelevant

Poopy Person : (

Downstate and Refuge

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Posted by: Sunfish.5970

Sunfish.5970

All bugs are posted in the bugs section.

Even if you have already, do it again.

I already have re-posted it in the bugs section, but also decided to bump this thread in the pvp forums just for general discussion. Thanks

Poopy Person : (

Downstate and Refuge

in Bugs: Game, Forum, Website

Posted by: Sunfish.5970

Sunfish.5970

Bug Fixes:
Fixed a bug that could result in characters permanently keeping stealth on death.

Got remotely excited thinking this bug was fixed, but it wasn’t the one I had in mind.

If you refuge a downed body and you get knocked out of the refuge, you will not be revealed. You can mesmer/thief downstate blink out of the refuge and still not be revealed. The only way to reveal yourself from a refuge in downstate is if youre using vapor form (ele downed mistform).

I have tested it several times where I will downstate someone and have a thief drop refuge, and banish them out of it before the refuge is gone, and they will not be revealed. I posted about this a long time ago and still no response.

This may not seem like a huge/immediate issue, but it has very bad effects in top tier pvp. It has personally lost me a few very game deciding team fights. It also prevents teams from doing cool things such as banishing out of a refuge and having a teammate stomp with a flash/blink which I have attempted but failed only because the body did not reveal. This is bad for pvp, and please fix it before WTS.

This has been a bug since launch, and I would appreciate a response from any anet employee, thank you.

Poopy Person : (

(edited by Sunfish.5970)

Downstate and Refuge

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Posted by: Sunfish.5970

Sunfish.5970

Bug Fixes:
Fixed a bug that could result in characters permanently keeping stealth on death.

Unfortunately this is not the bug that’s causing this. I got remotely excited thinking this was fixed and went to test it again, and it was still broken…could we possibly get a dev response on this, even if its just recognising that its a bug. If it’s not please just say…cause this has more than once lost me a team fight.

Poopy Person : (

South America and World Tournament Series

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Posted by: Sunfish.5970

Sunfish.5970

RIP Australians too. But when are they actually included anyway?

Q_Q

Poopy Person : (

Is it possible to do something while waiting?

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Posted by: Sunfish.5970

Sunfish.5970

Honestly when this first new queue system was released, it was actually bugged to where players could actually queue outside of the mists. Rarely any 4v5’s. The 4v5’s that exist feel like people leave half way through a game or right before one, not because they just decided not to show up.

If I recall correctly, their sole reasoning was that they didn’t want people with slow computers to ruin the queue system for everyone, but as I suggested 3 months ago, they should honestly leave that up to the discretion of the player himself, and just raise the queue pop notification to 30 seconds max to accept (it wont always take 30s, because if everyone accepts, its a good day, right?). The people that have potato computers will be forced to not leave the mists or go to any place that requires more than a 30s loading screen, and people that actually do have a decent PC (the majority) will be able to do as they please and cease the complaints.
Don’t punish the majority for the minority. Implement dishonor, and let people queue outside of the mists. Please and thanks

Poopy Person : (

Sigil of Air is broken :(((((((

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Posted by: Sunfish.5970

Sunfish.5970

Personally, if it is bugged, which it more than likely is, I mean….come on. I’ll honestly be happy with a tooltip change, even though the buff/fix of sigil of air will help me vs a lot of classes that dont use the same sigils, its still pretty powerful.

Poopy Person : (

Please respect your PvE players

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Posted by: Sunfish.5970

Sunfish.5970

Ok at first i thought this was a pvper on an alt account posting on the forums to rustle all them pvp jimmies, but turns out this guy is legit with his pattern of thought. He actually thinks that pve’ers are being neglected..Figured that one out when I noticed he wrote over 10k words on why silk raised in price by checking his post history.

I think this officially takes the cake of the most ridiculous thing i’ve read in a while. Rest in peace, All is vain thread, champion post.

Poopy Person : (

Sigil of Air is broken :(((((((

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Posted by: Sunfish.5970

Sunfish.5970

It feels like you guys seem offended because I didn’t provide any proof. If you don’t believe me, go test it for yourself, who better than you? It personally doesn’t matter to me whether or not you guys believe me or not, this is mainly for anet.

All you scholars are making me sad ;(

Poopy Person : (

GW2 All-Star Karaoke Tournament #2!

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Posted by: Sunfish.5970

Sunfish.5970

nah genyen broke the vod of 1st and 2nd karaoke, he should be banned from hosting these

Poopy Person : (

Sigil of Air is broken :(((((((

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Posted by: Sunfish.5970

Sunfish.5970

internal cd is 5s instead of the stated 3s. pls fisk!

Proof?

go test it

Poopy Person : (

Sigil of Air is broken :(((((((

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Posted by: Sunfish.5970

Sunfish.5970

internal cd is 5s instead of the stated 3s. pls fisk!

Poopy Person : (

New visual-Foefire

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Posted by: Sunfish.5970

Sunfish.5970

I don’t want them to remove it. I like it a lot.

The only problem is that it hides animations. It might be pretty but it’s not better gameplay wise.

2 patches ago, the water looked like clear water. people complained about that for a long while. In the last patch the water finally got removed and there was no more water at legacy waterfall, and foefire (near Mine point).

and now in this patch, the water is back, but it looks like rapid water. and the best part about it, is that it hides necro marks, portals, refuges, blinding powders, basically everything. I feel sorry for anyone that doesnt use in game sounds, because a portal in the water is basically impossible to see : D

Poopy Person : (

If All the meta's fought in their prime...

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Posted by: Sunfish.5970

Sunfish.5970

Celestial ele/engi are the most OP builds ever made.

lol

Poopy Person : (

Downstate and Refuge

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Posted by: Sunfish.5970

Sunfish.5970

I’ve been the downed player in this situation a few times, placing Shadow Refuge just before I got downed, and I can say that I have been knocked out of the circle while it was pulsing and gotten revealed, just as I would if I wasn’t downed. I haven’t seen anything odd about it. However, I haven’t tried getting Refuge placed on me when I was already downed and then being knocked out, so that could be it.

It was probably you not being inside of the refuge for more than a single tick, so when you got knocked out, the time you spent airborn took up all the stealth you received from the refuge.

You can test it if you dont believe me. It’s an existing issue.

Poopy Person : (

Few small changes you would make to the meta

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Posted by: Sunfish.5970

Sunfish.5970

Without going into too much depth

oops

Poopy Person : (

Few small changes you would make to the meta

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Posted by: Sunfish.5970

Sunfish.5970

Without going into too much depth I think a couple changes that could be hotfixed into the game are:

Mesmer:
- Make deceptive evasion a minor trait (either 1 or 3)
Reason: This trait shouldn’t be too hard to access, since its such a crucial part of many mesmer builds, and also gives mesmers an extra traitpoint that opens up much more build diversity and can help them coming into “the meta”.
- Halting needs a tiny tiny nerf
Reason: 3k damage on interrupts is a little bit too strong and the amount of interrupts a mesmer can stack is a ridiculous
- Put a red bar under the portal skill if portal is out of range.
Reason: almost every skill that I know of has this feature, and it would allow mesmers to consistently use portal to its maximum potential

Engineer:
- Increase gear shield cooldown to 25seconds, and make it 20s traited instead of 16
Reason: 3second block on 16second cooldown? kinda op.
- Slickshoes should have diminishing returns on knockdown, especially with new stability stacks. Have you seen quickly 3 stacks of stab is eaten by slickshoes? you sometimes cant even get out of it even with your stability
- Overcharge Shot needs a small cast time + animation, similar to pindown and flamethrower 3
- Delete the 33% damage reduction trait to turrets.
Reason: haha -_-

Guardian:
Obviously noones going to agree with this since guardians are actually doing semi-well but,
- Virtue f3 reduced from 69s to 60s
Reason: IF guardians invest 6 in the virtue traitline, the cooldown goes from 90 to 69, 1/4. I think thats a little bit too high for having invested fully into the trait line
- Increased Velocity for scepter auto by “x %” let anet figure it out. People can outrun the orbs ;-; (same problem as old necro staff auto). Maybe in return reduce damage of scepter auto for more reliable hitting?
- Make Merciful Intervention ground targeted without allies near.
Reason: Gives guardians a disengage which they lack. If guardians choose the disengage, they will be forced to give up one of their important medis. I think most guardians would give up judges for merciful.

Thief:
- Reduce poison duration on Serpent’s Touch
Reason: 11s poison on a 21s skill, and its a 1 point minor in deadly arts. Every thief build has it because its so easy to access. Way too strong for a 1 point minor.

Warrior:
Agree with phanta

Necro:
- Chill of death needs to be nerfed in some bloody way. It is unavoidable and the only way to counter it is to not get below 50% health. It removes 3 boons, and does more damage the more boons you have, and chills you. owie.
- Necro downstate needs to be toned down a little, it was strong even before the traits were fixed, now its a little ridiculous.

Ele/Ranger:
Not much to comment on, I think they’re fine for the most part. Maybe remove the blast from frozen burst to weaken them in 1v1, 2v2’s which they’re super strong at.

General Changes:
- Tone done ferocity on celestial. Its way too high, it only has 13 less ferocity points compared to berserker.
- Make downstate bodies reveal if knocked out of refuge (PLS)
- Implement Pve’s death penalty in pvp.
- MAKE SIGIL OF BLOOD SHOW IN COMBAT LOG
- Maybe make it so classes are unable to access toolbelt skills in mistform from vampirism Runes. I understand that the mistform is basically copy pasted from elementalists, and they can access attunements in mistform, but the feature gets a little too strong when other classes use it (engi s stealth, and necro accessing deathshroud)
- Nerf duration of poison from sigil of doom. 66%uptime from 1 sigil is insane.
- No longer allow air and fire sigils to stack. Force classes to choose whether or not they want air or fire on their weapon set.

Poopy Person : (

(edited by Sunfish.5970)

Downstate and Refuge

in PvP

Posted by: Sunfish.5970

Sunfish.5970

If you put “karaoke” in the title, maybe you will get a response.

ur rite, cause that’s more important ;-;

Poopy Person : (

Guardian vs Thief

in PvP

Posted by: Sunfish.5970

Sunfish.5970

Thieves just haven’t been given the time to adapt their playstyle.

Yea, i get you been 3years. wonder how much time they need, still.

Don’t take things out of context. I was referring to the newly meta Hammer, Scepter/Focus build. The majority of thieves have yet to figure it out, but the top thieves have already figured out the match up and is much easier to deal with than gs,s/f guardians. Good luck in your thief endeavours. =D

Poopy Person : (

Guardian vs Thief

in PvP

Posted by: Sunfish.5970

Sunfish.5970

This game isnt balanced around pure 1v1’s. That’s the beauty of it.

You don’t judge a profession off of it’s ability to 1v1. A Guardian brings things to the table a thief doesn’t, but same goes for the thief. They both have burst damage, but the guardian has more cc/support and is a fat potato, whereas the thief is quick around the map to help his teammates, to 2v1 someone or stealth them out of a outnumbered situation.

You can’t just say “Guard or Thief, choose now” because they both offer different things in the pvp scene. Most top teams currently have guardian AND thief. If you don’t care for actual game balance and only about 1v1’s, then youre in the wrong place

Another example was the newly formed oRNG, where they had 2 dps guardians and no thief. Sure it worked, but what works better? Guardian + Thief, which is what theyre running now

Personally I don’t think thieves should be having too much trouble with the meta dps guardian build (Hammer,Scepter/focus) for much longer. It’s 10x easier to deal with than greatsword,sword/focus dps guardians. Thieves just haven’t been given the time to adapt their playstyle. You don’t run into a dps guardian like that. Use what you have and he doesnt. Just ask the person in that thief video you linked

Poopy Person : (

What's up with these Vamp Runes?

in PvP

Posted by: Sunfish.5970

Sunfish.5970

Because it’s really good in team situations, and on engi the leech proc on heal is kinda op. You can access toolbelt skills in mistform, like accessing deathshroud (necro) or stealthing yourself (elixer S toolbelt)

Also the mistform doesn’t interrupt stomps/resurrects, and you can be healed inside it =D

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AspectGG Presents Weekly PUG Quest

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Posted by: Sunfish.5970

Sunfish.5970

OMG THIS IS SUCH A COOL IDEA!!!! but ender helping admin? doomed.

Poopy Person : (

Downstate and Refuge

in PvP

Posted by: Sunfish.5970

Sunfish.5970

how do i know if i hit the downed body or if i hit an alive body with stability? no possible way to know. pls fix.

Just don’t miss.

I have never seen anyone intentionally body block banish on a corpse, not in my 2+ years of playing this game. Nobody currently playing is that smart.

The problem is, what if he didn’t miss? he has no way of knowing because the downed body doesn’t reveal. There is no 100% way to actually tell you hit the downed body.

This isn’t an l2p issue and currently the only ones defending it are the ones that benefit from the broken mechanic.

I’d like to get a response from a dev to actually confirm whether or not this is intended or not or being ‘looked into’ but maybe that’s just hoping for too much.

Poopy Person : (

Downstate and Refuge

in PvP

Posted by: Sunfish.5970

Sunfish.5970

Yup but Sunfish’s whole team being carried by Cynda using elixir s stealth while invuln isnt a bug at all

Kappa Kappa Kappa Kappa

Too bad that’s not even true. Also good job on getting off topic. You can use toolbelt skills while in mistform on any class, thats why pvpers such as nos uses it to access deathshroud in mistform, but sure blame us.

Also if its a bug, I hope they fix it, because it’s not intended. I’m not gonna pretend to justify it. If it’s a bug, fix it. Just like with the downstates and refuges.

Poopy Person : (

(edited by Sunfish.5970)

GW2 All-Star Karaoke Tournament #2!

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Posted by: Sunfish.5970

Sunfish.5970

put in lil bitty

Poopy Person : (

Downstate and Refuge

in PvP

Posted by: Sunfish.5970

Sunfish.5970

how do i know if i hit the downed body or if i hit an alive body with stability? no possible way to know. pls fix.

the way to know is if you got them out of the refuge, they reveal. downed bodies dont
Edit: Misread, I agree

Poopy Person : (

(edited by Sunfish.5970)

Downstate and Refuge

in PvP

Posted by: Sunfish.5970

Sunfish.5970

The way I think it works.

The way it works is, Refuge ticks stealth, and the sooner you banish/knock the body out of the refuge, the lower amount of stealth they receive, meaning that they’ll reveal sooner. However, the way it should be is it shouldn’t matter how long they stay in the refuge, as long as you can knock them out of it while the cast is still up, they should instantly reveal.

I think nobody ever thought this was an issue, because there’s almost no way to actually tell if you hit the body or not in the downstate. It could have easily been blocked or blinded or body blocked even and there would be no way to tell, so all you’re doing is re-positioning a downed enemy and essentially helping the enemy.

I know it can be considered a #l2p issue (courtesy of toker, ty for the intelligent and constructive response), but there were many things in this game that you could play around, but you shouldn’t have to, since that’s not the way the mechanic was intended to function.

Personally I don’t know if its intended or not, which is the original reason I made this post in the first place. If it’s intended; hey I don’t agree but i’ll accept it, and if it’s not intended, maybe a fix?

Poopy Person : (

Downstate and Refuge

in PvP

Posted by: Sunfish.5970

Sunfish.5970

This has never been an issue, specially if you’re playing hammer Guard.

you can still hit them with banish, and you will know exactly were they land so long as you pay attention to where you’re pointing it.

Is IS an issue. Even if you find a way to deal with it, it shouldn’t be happening in the first place. If you get knocked out of refuge, you should reveal. plain and simple. You reveal when you’re alive, you should reveal if you’re dead.

Poopy Person : (

Downstate and Refuge

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Posted by: Sunfish.5970

Sunfish.5970

Apparently this has been a thing since launch, and I for one assumed that the thief skill, “Shadow Refuge” was not effected by downstate.

Whenever I knock someone out of a refuge, they will get revealed 100% of the time, but if you try and knock a downed player out of the refuge…it wont reveal them.

Forgive me if this i’m wrong, i’m just asking a question here but, is that an intended feature? It seems a little bit unfair. Revealing downed bodies if they get knocked out of refuge seems like a good idea, especially since not all knock backs effect downed bodies.

Poopy Person : (

Top 3 things you would like anet to do

in PvP

Posted by: Sunfish.5970

Sunfish.5970

1. SAB
2. Super Adventure Box
3. That thing that was like a mini game inside of gw2….it was like a big jumping puzzle, i forget the name of it.

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Mass DC?

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Posted by: Sunfish.5970

Sunfish.5970

.

Poopy Person : (

WTB Old LB back without the dumb "Decay"

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Posted by: Sunfish.5970

Sunfish.5970

+1 Old leaderboard was fine, the only thing that was stupid about it was the fact that an old returning player could come back, play 1 game and be where he was before he quit.

Poopy Person : (

quick look at the patched blink

in PvP

Posted by: Sunfish.5970

Sunfish.5970

No, this is literally one of the worst changes, you just literally can’t kill a staff mesmer or a thief on keep unless you are a mesmer or a thief..it’s ridiculous.

lol

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Request for deletion of this thread

in PvP

Posted by: Sunfish.5970

Sunfish.5970

Pls recruit me senpai

Poopy Person : (

Port changes making PvP feel more fluid

in PvP

Posted by: Sunfish.5970

Sunfish.5970

Im sure anet is glad to get a load off your back 8^)

Poopy Person : (

Lag when pressing "B"

in PvP

Posted by: Sunfish.5970

Sunfish.5970

+1 pls fix asap

Poopy Person : (

Burn Bug

in Bugs: Game, Forum, Website

Posted by: Sunfish.5970

Sunfish.5970

The fire field on combustive shot stacks burning and increases damage, depending on the amount of burn on the person. Same with fan of fire, when I fan of fire on shoutbow with no might, I get 3 burn ticks: 437, 415, 394. What? This isnt the way the burn works

Apparently this bug is also on rangers, but I havent tested it yet

Poopy Person : (

Thoughts on patch

in PvP

Posted by: Sunfish.5970

Sunfish.5970

“only thing they care about: pvp” wut?

Poopy Person : (