(edited by Svarty.8019)
Well i wouldnt call it awesome. It is decent but not good enough to carry deathmagic on its own. The healing part has really good healingpower scaling but terrible base healing, which makes it kinda lackluster in builds without healingpower. And healing power on necromancers is arguably the worst stat. Honestly due its scaling and bad base values it would probably better off in the bloodmagic traitline.
Thanks for this, but I’m not using it for the healing. I am using in zerg vs zerg as “oh —--” automatic switch to save my life. The massive damage spikes can instantly wipe me, but this trait allows me to survive much of the time (except in instances mentioned in my original post).
The trait isn’t carrying DM, imo.
DM also has Armored Shroud, which synergises nicely in the times I need Shroud, as does Shrouded Removal, Soul Comprehension, Beyond the Veil. The only thing preventing Reaper’s Protection from being awesome (synergising with Shivers of Dread in Reaper) is that huge 60s cooldown, so I toy with Deadly Strength instead.
I wonder if moving the trigger from 10% to 20% might help a little?
(edited by Svarty.8019)
This trait is awesome, but sometimes gets me killed because I manually try to enter Shroud and the trait triggers, meaning I instantly leave Shroud and because my health is low in order for the trait to trigger, I am entirely exposed.
This seems to be a very real problem with this trait.
What are your opinions on this?
Thieves. Just outright hate them, especially those who gank in front of keeps or the spawn point.
Since Thief WvW build is the same as Thief PvP build. It’s easy for them to make the transition between game-types.
The good tips from Spell above are a good, but I just don’t think they’ll stop anybody dying. The fact is that people can’t switch from 1v1 build to zerg v zerg build quickly enough – and the thief doesn’t have to.
In short: Repair hammers seem like a great addition to defense. But should only be useable out of combat.
I thought this sounded reasonable, but then I realised that the main reason to have them is to repair in combat – Other than that you may as well be dropping new siege.
It certainly seems to be an item that could make golem rushes even more powerful, if the attackers can coordinate well enough and repair while under fire. Otherwise, they can be used to repair any golems that escape a failed attempt.
So they could make attacking sides more powerful, which I’m not entirely convinced is such a great idea.
Dislike Playing: Tanky wet noodle builds.
Like Playing: Greatsword, Sword/Axe; Greatsword,Rifle; Greatsword,Sword/Warhorn Warrior.Like Fighting: Everything.
Dislike Generally: complaining about builds being both tanky and damaging when tankiness is just a way of dealing with damage like stealth, evading attacks, attacking from range, etc. Griping about warrior builds doing damage while being tanky is like complaining that elementalists can do damage from range or that thieves can do damage and stealth. It is nonsensical.
Is it? I’m not convinced. Perhaps all classes should have access to all forms of stealth/self-water+blast/blinks/range/clones/portal/etc, but via class-unique mechanics.
PvP specs. The class doesn’t matter. I get melted by PvP players who come to WvW.
The nearer a WvW build is to a PvP build, the less I can cope with it.
(edited by Svarty.8019)
I personally don’t really mind point-blank catapults but if they are an issue it’s a better way to solve the problem. It doesn’t kill pb catapult, you can still do it, there’s just better incentive to planting it at distance.
I am proposing this change because I think we can all see that catapults were never intended to be used point-blank. I think it’s not really a problem in the game, but the standard siege locations are a bit boring and in many cases (e.g. the bottom of Mendon’s cliff) cheesy. Having said this, my ideas above may not be sufficient to improve things.
The issue I see is you can still do 100% charge right against the wall.
But there’d be no point to doing 100% charge while pointblanking.
The problem with catapults, as it stands, is that because of the recharge time on the shot you get better DPS by shooting from melee. That’s all that needs to be fixed.
One of my propositions above is that no damage is done unless the catapult is outside of a certain distance from the thing it hits. I believe this would address your concern BUT it would lead to a weird non-intuitive behaviour where you could shoot a catapult at a wall from close up and nothing would happen.
A golem repair 20% for 10 supply … isn’t that like half the rate it takes to build? Basically 100% for 50 supply? I wonder if they have a flat rate across all siege or it’s unique to each type?
Okay, I take it back, that’s not nonsense. I’ve often seen golems on ~1% hps standing at spawn. This will bring them back to life! But at a cost of… eh 25s per full repair, it might be a bit expensive for some players.
What would happen if they moved the blast finisher from staff 4 to warhorn (perhaps replacing the annoying damage on the horn #5)? It seems near useless in it’s current place.
(edited by Svarty.8019)
You still get loads for doing the Obsidian Sanctum jumping puzzle.
We been saying walls are death traps and favor more the attackers than the defenders for a while now, but they remain silent about it.
I think they are terrified of killing WvW, understandably, so they offer nonsense like “repair hammers” and call it progress.
Adding friendly fire to all siege would prolly be healthy.
All siege? I can’t stop laughing imagining an enemy Zerg being rained on by ACs then your Zerg + CMD shows up into the fray all the while being pelt on by friendly fire ACs.
Don’t think it would be very fun.
Dont worry, full friendly fire solve this issue.
The zerg wont even arrive because they are laying dead near spawn where they tried to symbol stack speed.
I think we’ve gone off-topic. Let’s get back to sensible suggestions about how the catapults can be forced away from point-blank positioning.
(edited by Svarty.8019)
- Most camps have zero tactivators all of the time.
- This is an indicator of whether or not it is worthwhile to make/use these guild upgrades. Evidently it is not.
- This is because there’s not enough reward for the cost and risk.
- Something needs to change and I suggest that it be the crafting cost.
Honestly, there is no excuse for the game having such mechanics. It’s a disgrace.
What makes the BBC great is that it makes a lot of content that ISN’T just about getting ratings.
I might be missing something but doesn’t Ranger, Engie, Ele, Thief with steal have water blast and mes/nec/engie/thief have stealth leaving Rev/War/Guard as your subpar classes?
In which case you would be right as Guard is kinda supportive to other classes by means of boons while the Warrior and Rev has it’s DPS builds.
I’m interested in this necro stealth. Tell me more.
I think (perhaps even heard somewhere) its something you get after you’ve master death shroud.
You missed the joke.
I did, but now I’m laughing all the way to respawn.
I might be missing something but doesn’t Ranger, Engie, Ele, Thief with steal have water blast and mes/nec/engie/thief have stealth leaving Rev/War/Guard as your subpar classes?
In which case you would be right as Guard is kinda supportive to other classes by means of boons while the Warrior and Rev has it’s DPS builds.
I’m interested in this necro stealth. Tell me more.
I think (perhaps even heard somewhere) its something you get after you’ve master death shroud.
I have 169. If I could, I would send you one.
I might be missing something but doesn’t Ranger, Engie, Ele, Thief with steal have water blast and mes/nec/engie/thief have stealth leaving Rev/War/Guard as your subpar classes?
In which case you would be right as Guard is kinda supportive to other classes by means of boons while the Warrior and Rev has it’s DPS builds.
I’m interested in this necro stealth. Tell me more.
Is 41g a reasonable price for an upgrade on an objective that one person can capture in under 30 seconds?
https://wiki.guildwars2.com/index.php?title=Special:RunQuery/Base_guild_materials_query&Base_guild_materials%5B1%5D=Scribing%3A%20Speedy%20Dolyaks&wpRunQuery=true
The scribing costs for guild upgrades are insane. Obviously Arenanet have neglected to reprice WvW items.
Upgrades for keeps seem more reasonable, but only because it’s more difficult to capture these objectives.
On the other hand, let’s consider that dominated teams are likely to lose expensive upgrades.
Yet another factor is to bear in mind that some servers are weak only at night time, they will lose their upgrades every day.
I suggest this solution:
- Using the metric of which server is in 1st, 2nd and 3rd place on a daily basis,
- The sides are allocated free upgrades on a daily basis. The server must spend the upgrade on that day or it is wasted.
- The free upgrades are allocated as follows:
Leader gets no free upgrades
2nd Place gets 2 of each free upgrade per day
3rd Place gets 10 of each free upgrade per day
(numbers are arbitrary and obviously subject to the discretion of Anet)
Please offer your opinions and counter-suggestions below.
(edited by Svarty.8019)
From my experience the Apex classes in GW2 seem to be ones with;
- self water+blast finisher combo OR
- lots of stealth (to escape and heal/recover)
The other classes seem to have to depend upon one another for support.
My questions are
- Am I missing something?
- Shouldn’t all classes have access to the above Apex abilities?
(edited by Svarty.8019)
It’s hardly as though mortars can be moved very quickly and they are mostly easy to destroy (along with the operator).
I like the change, it gives defenders a bit more hope, and they need all the hope they can get!
From what I’ve seen, people who master Ele are the true rulers of GW2. I should really give it more time.
There are two abilities which stand out in GW2:
- Healing oneself with waters/blast combo
- Stealthing away to heal up (choosing your battles)
Classes with these abilities are dreaded in WvW and with good reason. Self-sustain and/or invisibility are incredibly powerful.
Unless I’m mistaken the Necro has neither of these things, making it simply a bag of HPs to these apex classes.
Ranger is good to pewpew enemy commanders and especially ping the odd thief down to 25% hps before he vanishes and comes to kill you with a 3 second perma-stun combo. Your side will also hate you for pewing commanders.
Druid I don’t understand, it’s a completely different class. I found it horrible and uncomfortable to use, so I went back to vanilla.
How do you fare against an engi/mesmer/ele or thief?
I always found these classes difficult to fight, and ran from them in WvW, but these days I often can’t even run away anymore.
Obviously, some people will not agree with this post. If that’s you, please think about saving both of us time and don’t reply at all.
We all know that WvW needs a shake up. I think standard positioning of siege and counter siege is established and could do with some change.
- The worst offenders are the (thankfully) relatively rare massive Omega golem rush
and - Piles of point blank Superior catapults
SO, here is one suggestion:
What would happen if catapults had a minimum range?
This could be handled in a number of ways, here are some suggestions:
- They instantly killed
anybody nearbythe user if set up next to a wall (if you jump off it before it ends firing, you would still die), OR - They do no damage until fired to the minimum range
(edited by Svarty.8019)
Thief: [..]Thief is designed to get in and out of a fight quickly…high risk, high reward…. only now there is no reward. If you’re getting taken out by a thief in WvW, and you’re not playing a thief, something is wrong with your build. (I’m saying this as someone who mains thief).
I would have to disagree with this. Many (if not most) players in WvW are specced for zerg combat – PvP specced thieves destroy most of these builds in seconds.
The irony is that a PvP built thief is no-risk, high reward. It’s ideally suited to taking out soft WvW specced soloers. If you aren’t wiping WvW builds with your PvP thief, you’re doing something wrong.
As I’ve mentioned once or twice previously, Stealth is a minefield to begin with, but Arenanet impressively reached previously unconquered heights of incompetence with their interpretation invisibility.
Mesmer: Condi-shatter Mesmer is the winner of this latest patch. With the possible exception of the aura elementalist, an average player can melt just about anything, oftentimes with only their clones being visible. They’ve also got the toughness now, so if you’re playing this class you’re likely a happy camper after latest patch.
I think the mesmer mechanics need a full rework – I’ve played this game since release, but if I get in a 1v1 with a mesmer, I just run. It’s just a swarm of exploding clones and confusion.
They are another of the most wrong classes I’ve ever had the misfortune to experience in any game. Incredibly frustrating and with bizarre and unfathomable mechanics for all but the most observant and expert PvPers, they are at home soloing vulnerable WvW builds with ease.
Bump/Necroing this because it’s an ongoing question which was raised on my server multiple times today.
Without giving out specifics, there is the same number of slots available to each team of a match, per map.
- Is this still the case?
- I never believed it to be true even when the above statement was made, are Arenanet absolutely certain that this is the case and there aren’t bugs or basic mathematics problems with regard to this?
- Why can Arenanet not give out specifics of how many slots there are per side per map?
Simple solution…. You can only transfer once every 3 months.
This is probably the best we can hope for. I give this idea all of the plusses.
Please dont lock them behind a tournament like the mistforged hero’s wepons..
Don’t worry, there won’t be any tournaments anytime soon because tournaments apparently drive people away from WvW.
I believe the quote was something along the line of:
People burn themselves out during the tournament and don’t return to WvW.
Even tier 1 servers don’t have 24/7 all-maps-full coverage and commander presence.
Since coverage and commander presence are so important, it seems that these need to be factored into Arenanet’s changes for WvW. Thus far they have been extremely reluctant to touch these factors and I think we can all understand why. How do you think they should do this?
- Players are moving around because their server isn’t progressing.
- Much of this is down to the ratings/ladder/scoring system.
- BUT not every server CAN progress.
So… what is acceptable failure for guilds that doesn’t make them want to move to a higher tier for a better experience? Does that depend on individual taste?
(edited by Svarty.8019)
Well, if a player is jumped by anyone without stealth, they really should be punished. It’s up to the player to be aware of their surroundings.
While I concur with you that there should and IS some disadvantage for being jumped, I believe it should NOT be the main determinant in the outcome of the combat. That would (and IS) boring and benefits stealth classes enormously.
Why are there so many traits to help defeat players who are already low on health? i.e. extra damage when health is below a % threshold.
This makes fights very quick and exacerbates the huge frontloading problem that GW2 has always had.
I suggest that in order to allow people to recover from being jumped (since this nearly always is the beginning of the end), Anet reverse these traits so that they increase damage to enemies, BUT they do so when health is ABOVE a threshold instead. This means that the same damage is output, but gives the opponent an opportunity to react.
i think it would be ok if applying conditions to an enemy reveals you
but if you then want to stealth again and the enemy has just 1 stack of bleeding that does 1 more tick while you are in stealthed and you would get revealed from that?
that would be nonsenseThis would break the skill caltrops and uncatchable. Thief drops caltrops . Thief then Stealths . Enemy runs into caltrops field to reveal thief. If I am fighting a stealth thief and see those little red circles from uncatchable, I am running into them. I will take the bleed in return for a reveal.
In essence you eliminate traps caltrops and uncatchable from stealth thief builds as they become akin to the old last refuge and get thieves killed.
If I was a thief wanting to use stealth I would never select those skills .
Except that you are actively choosing to engage by placing down caltrops/traps. Uncatchable(trait) needs a rework period.
You should be forced to chose the relative safety of stealth, or the attack of opportunity provide from leaving stealth, not both at the same time as that leaves 0 room for counter-play outside of nuke at my feet and cleanse.
As hinted at earlier the problem is how stealth is implemented in the game. It’s silly and far too long lasting in most cases.
Same can be said about all the invulns being thrown around while still being able to damage players.
Nobody can be perma invulnrerable like a thief or mesmer can be perma stealthed. You comparission is silly.
And perma stealth acquired by the thief has nothing to do with caltrops or or uncatchable. The solution is a poor one and ill thought out for a class so relaint on stealth to survive.
Ah, so a thief in perma stealth killing me with traps and condi through steal who doesnt reveal ONE TIME isnt a problem? The stomp in stealth, I havent even seen the thief ONE TIME. Has it nothing to do with it? Seriously?
It’s nearly as bad as the mesmer who portals away at the start of a stomp and comes back at the end of it, so you can’t interrupt him/her.
It’s pretty obvious that a lot of deaths occur directly as a result of CC. It would be nice if players could quantify this.
Stealth is always way too powerful. In every game. Ever.
It shouldn’t be a thing.
I mean, I’m with Jeknar in that I’m pretty much ok with whatever at this point.
Deleting the bottom servers is one way to go, but so is deleting the top and enforcing hard caps on server pop when it comes to transfers.
I’ve not once heard anyone from the top suggest deleting their servers…
This is a good idea! Since most of the people on the top servers went there from elsewhere anyway, and thus have little-to-no server loyalty (a bit of a stretch, but I’ll go with it), why not just delete these servers and give the players free transfers to servers with faithful stalwarts on them?
I believe it would require a commitment that MO isn’t prepared to make for the following reasons;
- He gave the WvW players an overflow map, regular WvWers hated it.
- He gave the WvW players a new map, many regular WvWers hated it.
- The WvW players can’t agree on what WvW “should be” anyway.
Why would he put effort into a new project when he can’t even guarantee that it will be popular? At least the living story players seem to enjoy their new content.
(edited by Svarty.8019)
why dont we just remove the gates too?
Only the attackers ever use them anyway. Replace them with another wall.
I find that the thing that’s missing is fights, not objectives.
It often seems that if your side can cap one keep without a fight, the map will turn your colour.
So the NUMBER of objectives is fine, in my opinion, but we need a way to make mismatched battles more viable encounters for smaller sides.
- At the moment small groups either avoid big battles or wipe.
- All-too-often we see a server’s small groups unable to participate in the game at all.
- Defending an objective with a small group is a fool’s errand and with the abundance of superior siege, almost impossible.
Well, I ended up railroading your thread, but it’s a related topic. Sorry.
This will ruin suicide defences. One of the few only times that small groups can thwart larger ones will be no more.
This seems like poor design because yet again the larger side has an advantage.
Can’t ANYBODY think of anything that benefits the smaller groups?
… why make it a consumable item when you can just add another blip for the repair mastery in WvW ranks?
If it’s a consumable, they can offer an everlasting version for 1000gems. That’s why.
(edited by Svarty.8019)
I suggest (and I’m not the first),
Invulnerability windows. -nothing new in PvP type games such as the most hardcore of hardcore PvP games: Eve.
ON ONLY [the server with the lowest score at any one time] (a metric I’ve been harping on about for what seems like forever with and to no avail):
Guilds that claim KEEPS (not towers or camps) can state when that their objective will be invulnerable.
Duration of invulnerability window can be varied depending on whatever you like, guild upgrade, player level, wvw item, supply..
Now I think about it – supply would be the best thing, since then you will have put the effort into the game-mode itself, but during your play session. SO, the more you supply stuff into it, the longer the invulnerability window can be (scale it so 10000 supply is 4 hours – but that’s the maximum).
Obviously, all and any of this is subject to interpretation and modification.
(edited by Svarty.8019)
- Mixed Borderlands – Do you want a mix of Alpine/Desert Borderlands maps?
- World Linking Schedule – How often should we relink worlds?
- Deployable Mortars – Do you want to be able to buy and deploy Mortars?
- Deployable Cannons – Do you want to be able to buy and deploy Cannons?
- Repair Hammer – Do you want to be able to spend supply to repair siege?
Special Mention
- WvW Priorities – What do you want the WvW team to prioritize next?
- We’ll run this poll after completing major milestones with whatever feature last won the Prioritization vote. So in this case: Scoring Improvements.
Pfff. I’m done here.
I think people would appreciate a method of acquiring the tokens for the pretty WvW weapons. Whether this is tournaments or not doesn’t appear to be as important (from what I can tell).
Damage is way too high across the board, fights are over way too quickly.
It’s boring. Anet know about it. Don’t expect a fix.
Originally, camps were balanced so that it was very difficult to solo and impossible to solo when upgraded. I guess that’s power creep for you…
ANyway, I think you’re right that camps should be more difficult to take, but I disagree slightly with the method.
I think camp upgrades should be very cheap (because they get flipped very easily), but not free. Make players have to remember to do something in order to get the buff (e.g. craft the upgrade in their guild hole). Players complained about auto-upgrades, saying it took away things that had to be done.