Showing Posts For Sunreva.8714:

Warrior = Usain Bolt?

in WvW

Posted by: Sunreva.8714

Sunreva.8714

Thieves have just as much mobility as a warrior and NOT EVERY SINGLE WARRIOR runs a build that allows them to escape.

You don’t need to run any particular build.

All you need is a greatsword.

Traiting the GS for reduced CD, or traiting for Dogged March, Mobile Strikes, and Warriors Sprint are merely extra icing on the cake. Using Bulls Charge, a Sword and/or Warhorn are also extra icing on the cake.

There’s a lot of extra icing for this cake. Warriors have it made when it comes to all the available options for mobility.

When played properly (or even haphazardly, honestly) you can effectively prevent any losing opponent from escaping you, while simultaneously retaining the ability to disengage and successfully run from any winning opponent.

It’s beyond broken.

How to end the speed rezzing of a zerg

in WvW

Posted by: Sunreva.8714

Sunreva.8714

^ Agreed.

Easiest fix would be to simply disallow ressing dead players while in combat.

…but we can’t have that. Combat is simply more strategical when players in the 20 man zerg (which is initially being beaten by the 5 person roaming group) simply dogpile the stomped players and revive them. The group of 5 players should -always- lose to the group of 20 players, because group numbers should be the determining factor as to who wins the fight.

If the 5 man group loses 1 or 2 people, they lost the fight and need to run.

If the 20 man zerg loses 4 or 5 people, they can still win. Just dogpile the corpses and revive.

This is what makes WvW combat so strategic.

increase Dragonite ore drop in WvW

in Crafting

Posted by: Sunreva.8714

Sunreva.8714

All my time is spent in WvW, I have about 380 dragonite ore, and around 3k bloodstone dust and 3k empyreal fragments.

Dragonite ore drop amounts needs to be dramatically increased in WvW.

Warrior = Usain Bolt?

in WvW

Posted by: Sunreva.8714

Sunreva.8714

Warriors today are what eles were months ago before they had their non-elite mobility skills nerfed (like rtl).

The ability to disengage + outrun any other class is what makes it ridiculous. A good warrior who knows how to utilize these mobility skills to the max is impossible to catch for other classes, and likewise is nearly impossible to escape from. Its the best of both worlds. You can prevent any losing opponent from escaping you (unless it’s another warrior) while simultaneously knowing that if the fight turns south, you can disengage at any time and escape.

Typically looks like this:

450 range – GS whirlwind attack
1200 range – GS rush
900 range – bulls charge (utility)
600 range – Sword savage leap

3150 range covered by these four abilities, in a little over 4 seconds.

Then just keep cycling through the fast CD skills. Traited GS reduces Rush to a 16 second cooldown, and whirlwind attack to 8 seconds. Sword savage leap is also on a 8 second cooldown.

*Bonus points if you trait for Dogged March ~ -33% duration for movement impeding conditions, Mobile Strikes ~ movement skills break immobilize, and Warrior’s Sprint ~ 25% movement speed increase when wielding melee weapons.

**Extra comedy if you use warhorn offhand. Use “Charge” as needed which gives you swiftness for 10 seconds, and cures chilled/crippled/immobilize—all on a 15 second cooldown.

(edited by Sunreva.8714)

WvW Season One Rewards Are Unacceptable

in WvW

Posted by: Sunreva.8714

Sunreva.8714

whats funny is that before the rewards were given, my friends and I always joked about how bad we expected the rewards to be, we would joke like “watch it be some greens to go with the mini”, and sure enough, it was some greens to go with the mini.

Obviously we weren’t expecting a mountain of gold or exotics, but at very very minimal some sort of unique cosmetic account bound item.

(edited by Sunreva.8714)

Ok downed state in pvp seriously

in WvW

Posted by: Sunreva.8714

Sunreva.8714

Downed state is meh, bigger issue IMO is the ability to hard res in combat.

Nothing more hilarious than having your group of 3 people wipe the floor with a bad zerg of 10 players, only to see the battle become pointless when the zerglings eventually figure out that they can win the fight by simply dogpiling their stomped ally corpses and continuously hard revive them right in your face.

Really stupid mechanic that merely favors who has more numbers.

Report System - Why has it taken so long?

in WvW

Posted by: Sunreva.8714

Sunreva.8714

I literally made a post about this approximately 1 year ago:

https://forum-en.gw2archive.eu/forum/game/suggestions/Add-a-new-player-infraction-report-option-CHEATING/

Its frustrating that there still remains no clear report option for people who are cheating.

Even then, at this stage of the game, I sincerely doubt a fixed report option would do the trick. My friends and I still run across the same speedcheaters in WvW that we did 1 year ago. The dozens upon dozens of times that we’ve reported certain cheaters evidently does nothing, as we always run across them a few weeks later when our servers are up against each other again.

So fixed option or not, the cheaters apparently aren’t going anywhere. Just take note of who they are, and avoid them whenever possible.

Food Consumption Made Easy!

in Suggestions

Posted by: Sunreva.8714

Sunreva.8714

So..I don’t know how many other WvWers find this irritating, but it gets to be a hassle when you have to keep an eye on your nourishment bonuses For instance, I use a food that lasts only 20 minutes, and an oil/stone that lasts 30 minutes. I have another food (that I use on occasion) that lasts 60 minutes.

But it sucks always having to micromanage my nourishment bonuses to make sure they’re always active:

Food A – Time Left: 10 m, kitten
Item B – Time Left: 3 m, 6 s

Guh…need to remember to use Food A in 10 minutes…and Item B in about 3 minutes…:

20 minutes later:

Food A – Time Left 10 m, 33 s (consumed 10 minutes earlier…)
Item B – Time Left: 10 m, 53 s (consumed 20 minutes earlier)

Guh, need to remember to consume both at same time in about 10 minutes…:

Food A – Time Left 19 m, 51 sec
Item B – Time Left 29 m, 45 sec

……

Can’t we break this cycle? Isn’t there an easier way to do this?

Could we perhaps..add one more option in there that basically loops the consumption when the said food/item timer reaches zero?

This simple option would bring so much joy to the WvW community!

Please give bifrost footfalls =)

in Suggestions

Posted by: Sunreva.8714

Sunreva.8714

Are you kidding me? Bifrost just got an update to it’s foosteps. You need to raise your graphics level or something, cause they’re pretty bright.

You’re simply parroting what the patch notes said, but those of us with the Bifrost can see that the footfalls have not changed.

As for mentioning that I need to raise my graphics levels, since you evidently did not read the first post, here’s a screenshot just for you:

Attachments:

Please give bifrost footfalls =)

in Suggestions

Posted by: Sunreva.8714

Sunreva.8714

Another pic for comparison, this is my Bifrost compared to a guy running with The Dreamer

He has the Bifrost splashes + lucky horseshoe rainbow pattern + mini rainbow. Clear and vibrant.

Attachments:

Please give bifrost footfalls =)

in Suggestions

Posted by: Sunreva.8714

Sunreva.8714

It’s a 2 handed weapon obviously, and could use some footfalls. Check out my pic for comparison of my Bifrost alongside Frostfang (these are taken with maxed graphics/settings, yesterday evening). OK OK, I’m being a little facetious. Obviously Bifrost does have footfalls, but they’re very very light and generally difficult to see (hence my uploaded pic for comparison).

I noticed with the new patch that The Dreamer received a footfall that is actually 3 different footfalls wrapped into one: The regular Bifrost footfall + rainbow lucky horseshoe prints + clear mini rainbows. The result is a brilliantly colored footfall that pops into vision immediately, and is quite stunning.

The bifrost’s footfall is in need of an overhaul.

Attachments:

Please do not use Amulet PvP to balance WvW

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

Please do not use Amulet PvP to balance WvW or PvE.

By amulet pvp, I of course mean spvp. I won’t refer to it as ‘structured’ pvp, because whether or not opponents are really competing on ‘equal footing’ is really just a game of semantics. While their attributes may be identical due to their amulets, their trait point combination/playstyle/strategy ect, certainly may not be. Opponents in WvW are generally not prevented from having similar/same stats from one another (assuming you’re not running around underleveled with greens). Even if one opponent is decked out in exotics and the other has exotics + ascended, the attribute difference is by and large, negligible. At the end of the day in a 1v1, 3v3, or 8v8 in WvW OR amulet pvp, the more skilled/strategized group will win.

However, the problem with using amulet pvp to balance PvE or WvW is that the goals of these are vastly different. Everyone knows how PvE works, so I won’t get into that. WvW on the other hand, is a grab bag of diversity. You can choose to run around solo, fight in a small havok group, or zerg it up with 20+ randoms. It ranges from capturing simple supply camps by yourself, to capturing large keeps with organized groups utilizing siege, or simply just bursting down the tail/straggler end of zergs on the move. Some of these are done with condition builds, others with pure dps burst builds, and others yet with heal/support builds. My point is that playstyle for success in WvW comes from a variety of channels and attribute combinations.

On the otherhand, amulet pvp lacks all of this. The goal in amulet pvp is to park yourself on a capture point, and make sure that the enemy doesn’t take it. Now, to successfully park yourself and be victorious, this means that you need to ensure two things: (1) Do enough damage that isn’t negated by high heal/toughness/vitality opponents AND (2) ensure that you have high enough heal/toughness/vitality to survive your opponents damage. Well, #1 is accomplished by the use of conditions. Which ignore toughness and given enough stacks, will ignore high vitality. #2 is accomplished by wearing a lot of toughness/heal/vitality armor. The result is bunker/condition builds everywhere. Necromancers, warriors, elementists, thieves, rangers, engineers, bunker bunker bunker. Whoever can out bunker/out condition the opponent, wins. Some classes obviously do this better than others. But the point is that the goal is simply to park your bunker/condition character on a capture point, and either survive long enough until reinforcements arrive—-or out condition damage your opponent.

Herein lies the problem: Amulet pvp resolves around bunker condition builds, and its much easier for anyone to stumble into an amulet pvp match and change things on the fly than in WvW. So a lot of tears are being shed in light of condition / bunker builds thanks to amulet pvp. Perhaps conditions do need to be toned down in WvW, and perhaps heal/bunker builds need to be addressed. But please do not use amulet pvp as the basis for this decision. Case in point: Confusion. Confusion obviously needed an adjustment when it did 100% damage in WvW, but amulet pvp’s 50% mark should not have been the goal to meet. This resulted in confusion builds becoming worthless in WvW for a long time up until perplexity runes came along. I would hate to a see a similar thing happen with other builds, thanks to amulet pvp.

tldr: Please don’t balance PvE or WvW around amulet pvp.

(edited by Sunreva.8714)

Bifrost footfalls not changed?

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

The circling coloration that goes around the Bifrost is larger and more vibrant, the projectile is awesome!

Footfalls appear the be the same though. Now, The Dreamer’s footfalls are very nice, its basically the Bifrost footfall + a very clear lucky charm emblem in the center. Perhaps it evens out though, since we have the “glow”, I don’t think The Dreamer gives the user a “glow”.

Rune of Perplexity makes the game fun

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

18 stacks of confusion.
Instantly removed.
Another 12-18 stacks of confusion……
Removed promptly…..
One second later ANOTHER 12-18 stacks of confusion……………..
Removed and thinking “how this is allowed to happen?”………………………..
One second later.. ANOTHER .. 12-18 stacks of confusion…………

Yeah sorry, this didn’t happen with the runes alone.

The runes apply confusion in two ways: Either you are interrupted which applies 5 stacks, or you are hit through regular attacks (20% chance on hit) to apply 3 stacks, but this is on a 15 second cooldown.

Let’s go line by line with what took place:

18 stacks of confusion. —> This equals 3 interrupts + the 20% proc (15 sec cooldown)
Another 12-18 stacks of confusion --> (This equals at least 2-3 more interrupts)
One second later ANOTHER 12-18 stacks of confusion —> (This equals at least 2-3 interrupts)
One second later.. ANOTHER .. 12-18 stacks of confusion -->This equals at least 2-3 interrupts + 20% proc (15 sec cooldown).

At the very least, according to the limited information you provided and assuming this is by the runes alone, you were interrupted between NINE to TWELVE times. Yeah, that didn’t happen. Unless of course, you sat in 3 overlapping chaos storms by 3 different mesmers.

Of course, this also leaves out the possibility that you are incapable of discerning how the confusion is being applied to you, which in case you were not aware, it can be applied through other means besides just the runes.

It just really irks me when people make up stuff that obviously didn’t occur in the manner it is being described.

Superior Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

Its DEVESTATING in WvW, far, far, far worse then Mesmer confusion ever was and that was nerfed…

Warriors are getting 25 stacks of confusion and maintaining it no problem…

Will 100% certain get nerfed…

I would hope that they do not simply nerf the runes, as the runes are not the problem. As you mentioned, warriors are getting 25 stacks and maintaining it no problem, this is because of a trait they can pick which does 4 stacks of confusion on interrupt. The problem is that their trait and the runes combined, equals 9 stacks of confusion PER interrupt.

The warrior trait needs to be fixed.

Superior Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

The problem with warriors is unique to them. They can trait to do 4 stacks of confusion on interrupt, combine that with the rune and 1 interrupt puts 9 stacks of confusion on the enemy.

A warrior who lands 2 interrupts on you (if they are traited and have the runes) applies 18 stacks of confusion. Whereas, any other class that lands 2 interrupts (with the runes) will only apply 10 stacks.

The issue is with that warrior trait (distracting strikes) and not the rune set.

Superior Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

Has anyone actually faced someone with these runes yet? I have a feeling people are really blowing things out of proportion. Just because an attack is a CC, does NOT mean it is an interrupt. By the time someone has 10 stacks of confusion from 2 interrupts, they’re likely going to stop attacking because that’s what procs confusion damage. And when they stop attacking, you cannot interrupt. Plus most CC heavy weaponsets don’t have any fodder conditions to stop one cleanse from eliminating all those confusion stacks and killing all your damage because CC heavy weaponsets tend to be power oriented.

At best for non-mesmers, I see these runes being used by hammer warriors with the trait that gives another 4 stacks on interrupt, and p/p bomb kit/toolkit engis. Every other class just doesn’t have the inherent confusion to make the runes worth taking over another just to make CCs inflict confusion.

I’ve been using the runes, and I have 3 different interrupts on my mesmer (with 100% confusion duration) with the spec/weapons I use. They’re good, but landing confusion stacks with just interrupt is no where as easy as the OP is pretending it is. Between shatters (frustration) and the rune procs, I can average anywhere from 8-15 stacks throughout a fight with an enemy, and occasionally spike it up to 25 stacks (but this isn’t easy and they don’t last that long).

Superior Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

a glamesmer has thoughness of around 1.6k and our power was 900, and condition dmg was 1.7k. thats what we gave up for being able to stack confusion. mesmers really dont have other conditions to viably stack. now every other class that has interrupts gets free 25 stacks next to being able to deal decent dps dmg! i mean wtf!

Using gross exaggerations will not bolster this claim that you are making.

Getting 25 stacks purely on interrupts means landing interrupts on your opponent FIVE times in a short enough time period (all occurring in say, within 10-15 seconds) so that the first confusion stacks do not dissipate in time. This is very difficult, if not impossible to pull off based on interrupts alone.

Aside from using these runes, mesmers still have shatters and other abilities where they can reliably and easily stack confusion. These runes are simply the icing on the cake. Other classes will now be able to stack confusion, but it won’t happen nearly as often or as effectively as the mesmer can do

Superior Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

My main is a mesmer, but I have as alts (thief, warrior, ranger).

Mesmers have multiple AOE interrupts: diversion (can spec to hit up to 5 targets), chaos storm, focus pull, illusionary wave, ect. Other classes can use these runes, but the mesmer appears to have the most potential in terms of speccing and landing multiple AOE interrupts, which is the way it should be.

Not sure what the fuss is about, these runes take nothing away from the mesmer. And the relative “luck” factor in landing interrupts in the heat of battle (unless the enemy is using a real obvious/slow ability) means that these runes should NOT have a cooldown on the #6 ability.

Bug: Rune Of Perplexity

in Bugs: Game, Forum, Website

Posted by: Sunreva.8714

Sunreva.8714

Bump. This is an urgent bug that needs to be fixed ASAP!

These runes are utterly worthless until this is corrected

7/19 Maguuma/Crystal Desert/Yak's Bend

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

I am a horrible

…ok

7/19 Maguuma/Crystal Desert/Yak's Bend

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Poor FKVA likes to troll because their bad thieves couldn’t take down a squishy staff ele after multiple tries :’(

your attempt to make up an encounter that didn’t occur is interesting, have you tried dropping your FKVA imitation tags yet? you might yield better results that way

yummy, delicious troll tears!

7/19 Maguuma/Crystal Desert/Yak's Bend

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Hey, [FKVA]. You guys have a fan apparently.

That is awesome. FKVA fan club!

The fans are pouring in now, this guy took off the tag as soon as he noticed I was watching him. Ironically, this guy ran from me every time I approached him and waved for a 1v1.

haha this is awesome!

Attachments:

7/19 Maguuma/Crystal Desert/Yak's Bend

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Hey, [FKVA]. You guys have a fan apparently.

!!!

I wonder if that FKVA copycat fan is the same maguuma player (same pic!) who joined our group a few days ago saying that he wanted to transfer to CD and was begging to join our guild. I guess after being turned down, he thought that he’d resort to petty imitation out of sheer rage?

EDIT: Wait..does his mag guild know that he wanted to ditch them for us? HA!

(edited by Sunreva.8714)

7/5 CD - SoS - SBI

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

You can take some solace that you’ve obviously killed me on a few occasions, otherwise I wouldn’t even know who you are.

TKVA here, we run across many Fang members, which one are you?

An Ele Venting On Perma-StealthThieves

in Thief

Posted by: Sunreva.8714

Sunreva.8714

Here’s the video.

http://youtu.be/JSKAL_97424

Excellent video and it showcases the clearly broken chain-stealth mechanics that D/P possess.

This is certainly is a L2P issue, but not for the opponents of D/P thieves. Instead, the people who need to L2P are the D/P thieves who are apparently so bad that they are incapable of playing the game without abusing chain-stealth.

IMO it’s a crutch, for bad thieves.

6/14 CD / TC / SoS

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Funny, I saw your little group myself. You were eager to fight the 3 of us up there while you had 5 down there. Rather than letting anyone close enough to actually make it an even fight, you and your fellows would just bum rush them.

Is that your opinion of a good fight?

Edit: I would be glad to do a 1v1, no reason to worry when we don’t have a Zerg right?

I’ve never seen an even numbered TC group voluntarily engage our group of roamers.

From my experience, when our roaming group encounters and equally matched TC group, the Tower Campers (TC) group BLOWS every cool down they have to RUN away from us, and hide in the nearest tower or keep.

I wasn’t involved in the incident that Sardine is talking about, but his screenshots clearly show his group has only 4 people (look at the squad + minimap), and your tower has at least that amount (possibly more that aren’t visible due to the walls). And yet, TC is hiding behind walls. Sigh.

Our engagements have consistently shown that most TC doesn’t appear to be interested in fair fights, and they’ll simply hide in safe zones until they get at least 3x more people.

6/14 CD / TC / SoS

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

I like how a select few are bragging about killing TC fair weather players. Not really brag worthy IMO.

Maybe you should challenge an actual guild group and earn some bragging rights.

Not much credibility coming from a member of TC’s premier zerg guild =/

not sure if you’re him..but there’s a certain CERN char warrior that always abandons his group and runs in an even numbered fight

6/14 CD / TC / SoS

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

I hope CD and SoS are taking this week to learn from TC so they can improve, not just sitting back and letting the score run out.

No thanks.

The other night we ran across a 15 or so TC group near the north camp but we only had 5 people in our group so we moved south a bit towards the skritt caves. Instead of chasing us, they took the high route so now they are overlooking us from the top of the cliff. Our mesmer pulls down their commander and all but two of them follow him like lemmings to his death.

That was hands down the best thing I’ve seen in months.

wait..was this at the woodhaven tower? I was nearby that location yesterday on my thief and saw literally at least 10 TC running off the cliff to their deaths..I didn’t understand what I was seeing

(edited by Sunreva.8714)

6/14 CD / TC / SoS

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

I hope CD and SoS are taking this week to learn from TC so they can improve, not just sitting back and letting the score run out.
From what I saw while commanding on TCbl last night:
Wear more bunker-type gear. If you’re dying, add more pvt.
You stack well, CD, but then you don’t move! Mean, I appreciate you standing in all my AoEs, and your retal stacking kinda hurts, but it doesn’t win you fights.

A higher numerical world score does not mean TC is better, it simply means they have the bodies available to field larger groups on a 10 to 1 ratio for capturing points.

Despite that, nothing quite more bizarre than seeing a group of 15-20 TC struggle in capturing a supply camp (in which the guards still down several of them!). This is something I’ve never seen, usually the ‘higher’ tier servers like Maguuma or Yaks Bend are good not simply because they can only field zergs, but because the players were high quality and strong opponents. Whereas TC doesn’t appear to fight well in any situation, and victory only comes due to overwhelming the enemy with sheer numbers. When they’re not in a capture zone outnumbering their opponents 10 to 1, roaming / groups of TC are bag farming opportunities.

Not a good strategy to be known for, and certainly not something CD or SoS want to glean from TC. You can keep it.

(edited by Sunreva.8714)

How do you feel about current Confusion

in Guild Wars 2 Discussion

Posted by: Sunreva.8714

Sunreva.8714

The decision to reduce it to the amulet-pvp (spvp) level of 50% was probably not thought out. At the same time, leaving it at 100% would of been problematic.

The goal should have been not simply to reduce the damage, but to reduce the damage in a way that made the condition still problematic for the bad-players who simply fight through it and ignore the stacks. Right now, it simply does too little damage at 50% to be effective. Players simply ignore it when its on them because it does so little damage.

Reducing it to 75% damage (instead of 50%) probably would have been a better balance in significantly lowing the damage (the goal) while still ensuring that it remains useful and formidable to players who ignore/fight through it.

This should of been an easy tweak, but it was horribly botched. Essentially, a meat cleaver was used to chop off the arm when the problem was simply a hangnail.

Eliminating Zergs and imbalances.

in WvW

Posted by: Sunreva.8714

Sunreva.8714

Goat the large scale fighting blob isn’t going anywhere because on every server those 20+ mans aren’t EVER developing personal player vs player skill. 3v3s are easy buddy. WOW didn’t have this right either… Arenas are stupid because they are limited battles… 30-40% of the people that bought gw2 originally spent the 50 bucks for the TRI -FACTION OPEN WORLD pvp….. Not to just play a new Zerg vs Zerg game like WAR which failed due to the same form of player vs player…

You’ll never see it, but I would LOVE to see of that 30-40% how many have left the game. Bet you it’s astronomical.

While its difficult to assign a statistical value to this kind of stuff, I can say that I’ve come across many players who are only playing this game for the WvW (I myself being one of them). If another game were to come out tomorrow that offered more a more fluid and “better” pvp experience, open world, open pvp, or full looting, ect, I’d jump ship in a heartbeat, and probably many others would as well.

The biggest problem with GW2 pvp IMO is that it deliberately incorporates mechanics in WvW that are designed to actually promote zerging behavior. That’s something I’ve never seen in a game before, not UO (old days), Asherons Call, Anarchy Online, Darkfall, WoW (old days), Rift, ect. I mean, large groups did exist in some fashion in some of these games, but players quickly learned to avoid relying on it because it could get you slaughtered. The pvp mechanics didn’t seem to be purposely slanted in favor of brainless zerg tactics.

If 3 elementists are able to wipe out a brainless zerg of 30 players in a chokepoint, that is a not an example of unbalance or elementists being OP. Instead, it’s an example that players in the zerg should be aware of their surroundings (don’t stand in the red circles, derp) and need to use better strategy/tactics other than being herded into a chokepoint and slaughtered like sheep. Bad players deserve to get wiped.

Strategy and tactics should always be preferred/stronger over numbers, but this game still uses pvp mechanics that strongly favor the latter, unfortunately.

(edited by Sunreva.8714)

Eliminating Zergs and imbalances.

in WvW

Posted by: Sunreva.8714

Sunreva.8714

A) One fix for zerging is to eliminate the 5 person limit AOE cap. The only concern here would be for the bad players who are incapable of avoiding red circles at their feet.

If 3 elementists are able to successfully wipe out a zerg of 30 players at a chokepoint, this would not be an example of unbalance, but rather an example of ineffective mindless playing on behalf of the zerg. But heaven forbid AOE caps are removed, then that means zergs can’t operate in mindless fashion anymore, and players within them can no longer ignore AOE dropping on their heads.

B) Also, another tweak that would help to eliminate bads roaming in huge groups, would be to make it so that capture points (camps, towers, keeps) only issue a fixed value of XP/world XP which get distributed to players in the capture radius. For example, a supply camp could be worth 5000 points (arbitrary number):
1 person captures this camp, they get 5000 points.
5 people capturing this camp get 1000 points each.
20 people capturing this camp get 250 points each.
50 people capturing this camp get 100 points each.

This concept comes down to risk versus reward. 1 player or 5 players are assuming significantly more risk in trying to take a point over the group of 20 or 50. And likewise, the smaller groups should be compensated more for doing so.

I would assume this would be easier to implement over the removal of an AOE cap as well, simply divide the fixed number of issued XP to the number of players in the capture radius. This wouldn’t completely eliminate the zerging, but would certainly diminish the REWARDS of it.

(edited by Sunreva.8714)

T4 NA SoS-CD-SBI 5/24

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Thank you for supporting my stream and noticing that I infact have not been streaming loyal fan! Your patronage is always appreciated!

Woah there, I know you’re desperate for approval of your stream, but if you carefully reread what I posted, you will find that did not occur. Unless of course, you think of the criticism pointing out the nonsensical stream commentary and your multiple incidents of rage quitting as “patronage”? If that’s the case, that’s a low bar you’ve set for yourself.

Hope that cleared up your confusion.

T4: SoS/CD/SBI (5/17/13)

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Good. At least I now have a name on CD and WvW can stop being so sterile.

And “legit duel” while I was recovering from attempting to take a camp. Yup.

Bad CD players really need to step up their game lol. I really don’t mind if jakob tries to show off, and not show all the times HE gets destroyed, because honestly he plays decently. But scrubs and zerglings shouldn’t talk.

You have a name in the sense that you’re perceived as, no offense, a clown. If that was your goal, then congratulations, you were successful?

In any event, it’s bizarre that you continue to post videos which portray you in a bad light (throwing temper tantrums, using vulgar insults against opponents, rage quitting, ect).

Anyways..back on track. Good games either way with the other guilds, great matchups for sure!

T4: SoS/CD/SBI (5/17/13)

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Totally logged because ***snip

Please no more excuses, you rage quit because you got steamrolled in a fair fight, nothing more nothing less. The second video you posted which shows you hurling vulgar insults (again, after losing a fight) is another clue to the frustration these fights apparently bring you. Really, it is just a game, and there’s no reason whatsoever to throw mini temper tantrums every time you die. And you might want to reconsider recording these videos if you can’t control yourself in that aspect, just a thought…

Tier 4: SoS/CD/SBI (5/10/13)

in Match-ups

Posted by: Sunreva.8714

Sunreva.8714

Just thought I’d add some extra content to the thread.

A pretty typical SBI vs CD battle.
http://www.twitch.tv/ailesdelumiere/c/2286241

You can see more of this on my stream!

not really impressive, it’s just cherry picked footage that’s labeled with a false title (sorry, that’s not a 1v3)

anyways so while I was looking around, I happened across this video:
http://www.twitch.tv/ailesdelumiere/b/404214420. I skipped to random parts (not watching the whole thing, sorry) in an attempt to gather a better picture of what a “typical battle” with CD looks like, and I came across the moment 14:00 where you rage quit (logged out and back in, LOL) after getting downed in a 1vs1 fight vs a CD opponent.

I didn’t realize people still rage quit in fights they lost, do you do that often?

Did phantasmal zerker get fixed this patch?

in Mesmer

Posted by: Sunreva.8714

Sunreva.8714

The 4 hits do not always happen if the IZerker is far away from the target it might only get 1 strike in because the animation generates 4 attacks. Saying it only hit a static target 3 times doesn’t really tell the whole story. Hundred blades or whirrlwind on great sword are similar. Each attack has a size and facing and timing and those things determine if a hit occurs.

But on a stationary non-evading target, shouldn’t the results be the same across multiple passes with the whirling attack?

Instead, we appear to be seeing hit/miss ratios that are almost occur in random fashion:

For example:
1 hit
3 hits
1 hit
2 hits
4 hits
1 hit

Something is wrong here. The range of damage should not be this random, because then it severely limits the usefulness of the weapon in combat (especially pvp) because you can’t rely on this as a primary source of attack to work when needed.

I mentioned it in my thread in the bugs forum, but wouldn’t a simple fix for this be to simply make the whirling action count as one single numerical attack? In other words, there’s still a whirling action (but if the target isn’t within this path, then its doesn’t get it) and the ability can still be avoided via blinds/evades. But when it does hit, there isn’t a worry of random & inconsistent damage.

What's going on here? (IZerker) *screens*

in Bugs: Game, Forum, Website

Posted by: Sunreva.8714

Sunreva.8714

you missed his point completely

Please stop missing the point and please stop derailing this thread. I don’t want to start reporting posts to the mods.

Thank you guys.

Let’s try to stay on topic and see if the ANET will respond regarding this. I believe someone in another thread (in the mesmer forum) posted a video which also demonstrates the missing whirling attack on izerker.

What's going on here? (IZerker) *screens*

in Bugs: Game, Forum, Website

Posted by: Sunreva.8714

Sunreva.8714

i would make up a fake chart like you did Sunreva but i think that would be ignorant.

[…]

there i did it anyway. ignorant just like i expected.

Not only did you completely miss my point, but you’ve already expressed your your real sentiments earlier in this thread:

ehh. only reason im playing is because gw2 is free […] bad game is bad.

Seriously, this thread is not for you to stumble into in an attempt to spread false information or hijack the topic. Do me and everyone else in this thread a favor, and stop posting in this thread if you are only here to troll and have nothing to contribute, as the above quote of yours indicates.

Many of us still play this game and enjoy it immensely, and we want to be able to freely intelligently discuss bugs or issues so that they can hopefully be acknowledged and eventually resolved, which was the whole reason why I created this thread.

We would like the ability to do this without having to worry about community trolls who have dubious motivations and are only interesting in interrupting/disturbing this process.

Thanks.

(edited by Sunreva.8714)

What's going on here? (IZerker) *screens*

in Bugs: Game, Forum, Website

Posted by: Sunreva.8714

Sunreva.8714

the izerker issue isnt that it is missing. it had a flat damage reduction on top of any missing problem.

if you keep spouting off about “i think the problem is that he is just missing” you are just spreading misinformation and are not helping .

No, what doesn’t help is to come into these types of threads where we are discussing a known issue (that the Izerker is clearly, unarguably missing) and claim otherwise. That is what is misinformation and muddling the issue.

The fact that the zerker misses in its whirl attack on a non-evasive stationary target is hands down a larger and more urgent problem than whatever top-off damage reduction it may also be suffering from:

I’d rather it look like this:

Izerker whirl #1:
1500 (hit 1) (doesn’t miss, but lower damage)
1500 (hit 2) (doesn’t miss, but lower damage)
1500 (hit 3) (doesn’t miss, but lower damage)
1500 (hit 4) (doesn’t miss, but lower damage)
6000 TOTAL

than this:

Izerker whirl #2
2000 (hit 1) fixed damage, yay!
2000 (hit 2) fixed damage, yay!
MISS (hit 3)
MISS (hit 4)
4000 TOTAL

Right now, the focus should be on getting the missing problem solved, as this is clearly the easier issue to identify and theoretically, resolve. I mentioned earlier that the way it calculates damage should be changed, it should be made to function like the illusionary swordsman, where there is just one attack. If it misses (via evasion, blind, ect) then it misses—and if it connects with the target—then all damage is done in ONE hit.

What's going on here? (IZerker) *screens*

in Bugs: Game, Forum, Website

Posted by: Sunreva.8714

Sunreva.8714

From my experience, no other phantasms suffer from the damage range gap that the izerker has:

With my setup:
The swordsman consistently crits for 3.9 – 4.2k (range is only about 300)
The warlock consistently crits (with no conditions) for 3.9 – 4k. (range is about 100)
The duelist consistently crits for 4.3 – 4.8k. (range is about 500)

The izerker (on the FIRST whirl) hits anywhere from 1.4k – 3k. (With the top end damage being uncommon, and most passes being around 2.5k, which is low).

The izerker (on the SECOND whirl, if it survives this long) appears to do normal damage and hits anywhere from 3.5 – 4.5k.

The problem here appears to be that in the izerker’s first whirling pass, it typically “misses” the target several times (thus resulting in an unusually low damage number)

If I am initiating combat against a stationary non-aggroed mob, as my screenshots demonstrate, there is no reason why it should be CRITTING for a measly 1.4k.

I believe the problem is that because the Izerker isn’t tracking its target when it attacks (unlike the duelist), then its more likely to “miss” its target in those four potential hits during a whirling attack, which makes it more likely to give bizarrely low numbers.

A simple solution would be to make the Izerker function like the swordsman, where instead of making the whirling action a “check” of four separate hits, it simply becomes one hit with one whirling attack.

Either way, something needs to be done.

Did phantasmal zerker get fixed this patch?

in Mesmer

Posted by: Sunreva.8714

Sunreva.8714

What's going on here? (IZerker) *screens*

in Bugs: Game, Forum, Website

Posted by: Sunreva.8714

Sunreva.8714

The following 3 screens illustrate the problem that has been occurring with Illusionary Berserker, where it has been hitting very inconsistently.

These are critical hits (my crit chance is…41% + 20% Fury Trait = 61% crit chance), with 3,327 attack, and 88% crit damage.

1803.
1971.
1455.

The hardest this manages to hit for now is 3,000, with most of the whirls between 2000-2500. And many times, it’s below 2000.

Why is Illusionary Berserker still broken?

Whats going on here?

Attachments:

CD/SBI/SOS and pvp bots

in WvW

Posted by: Sunreva.8714

Sunreva.8714

We partied with an SBI guy, who passed on some of the character/account names that the bots were using, they’re all using variations of the name “worldwide”, I added some of the names to my block list and confirmed it (see screenshot).

I would hope this gets addressed ASAP, as it can quickly get out of hand if players figure out that they can get away with this kind of stuff

Attachments:

CD/SBI/SOS and pvp bots

in WvW

Posted by: Sunreva.8714

Sunreva.8714

So on the Sea of Sorrows Borderland, myself and some buddies were running around and we happened across a group of approximately 20 bots from a Stormbluff Isles guild called PREP which were running around in semi-coordinated blob. They are all ranger char/norns, and when we ran across them we managed to split them up because they seem to pick different targets, and we ran in different directions.

About a half a dozen of them ran in a straight line chasing us and got stuck on an embankment near the Hero’s Lodge camp (they were just running into the wall, as if they were AFK, but mind you they still shoot at you), so we proceeded to fight them there, where soon the other scattered bots made their way back towards the ones that were continuously running into the embankment. Anyways, we ended up using arrow carts (they continued running in place against the wall, shooting randomy) to kill them all.

But seriously, pvp bots already in wvw? We managed to report as many as possible, but this is still very silly.

About the upcoming patch!!

in Mesmer

Posted by: Sunreva.8714

Sunreva.8714

Confusion needed to be toned down. I’ve been playing a mesmer as my main since launch, and it was getting tiresome to see all the bad FOTM mesmers stumbling over to the class in recent months solely to play broken confusion builds.

Yet Even Moaarrrrrr CD/Mag/SBI 3/29

in WvW

Posted by: Sunreva.8714

Sunreva.8714

I got tired of killing CD bads over and over so I decided to solo guild groups from SBI. Here’s one of me killing most of the [EA] guild in one go. It was probably just a lucky battle though since I don’t actually have any skill and just save the wins instead of losses. Ignore the 25 stacks and outmanned buff please, I swear I got those from farming coyotes instead of SBI for the hour before.

Turn that frown upside down! You’ll get better with time, and when that happens then you won’t feel compelled to record+post every lucky victory that you stumble into, as you’ll be more confident in your abilities.

Now, the next step is to figure out how to be victorious in battle without being cripplingly dependent on an easy-mode confusion build. Check the mesmer forums, they have some builds there for you to try out. Alternatively, you could also consult with some other mesmers in your guild. Let us know how that goes.

Yet Even Moaarrrrrr CD/Mag/SBI 3/29

in WvW

Posted by: Sunreva.8714

Sunreva.8714

Pics and unedited video or it didn’t happen. Because it didn’t.

I don’t record all my encounters on the off chance that they’ll be used to quell the petty demands of DURP bads.

Again though, it is amusing to see your guildmates trash talking using some cherry-picked recorded video in an bad attempt to look good. But hey, like I said, if winning doesn’t come often for you guys then it’s expected that you’ll record+display the few measly morsels of victory when they do happen to come along.

How do you know they called 10 people to the camp? How do you know those 10 people weren’t just passing by on their way to pick daisies?

Oh yes, it’s all coincidence that when 10 durp bads fail at taking a supply camp being defended by 2 players, they return with a significantly larger force.

I’ll tell you whats even funnier, getting the attention of a zerg of durp bads who outnumber you 3 to 1, luring them into the non-EB puzzle, and then killing them all.

Oh the comedy

Yet Even Moaarrrrrr CD/Mag/SBI 3/29

in WvW

Posted by: Sunreva.8714

Sunreva.8714

Oh now I see why CD runs from 1v1s, they lose 1v3s when they actually fight

Not sure what CD you’ve been seeing, but the DURP (rofl) nametag from what I’ve seen almost always translates into free kills. I’ve lost count the number of times when I’ve been in a small group that steamrolls a DURP-bad zerg that outnumbers us 2 or 3 to one. The DURP zerg of course responds with more numbers. 10 DURP bads aren’t enough to take a supply camp being defended by 2 CD? Then bring on over another 10! rofl

Interesting video of the cherry picked fights though, but doesn’t mean a whole lot. After all, I’m sure many of us here have been victorious when we soloed 2 or 3 enemies. Only thing is, not all of us record those encounters and post them on the forums in a bad attempt to look good. But hey I understand what you’re trying to do. After all, if winning doesn’t come often for you, then you must record+show the few measly morsels whenever you do get lucky.

(edited by Sunreva.8714)