Please can we have an equally beautiful Trading Post?
i.e. better filters, smarter searches
some of our commanders sing every now and then…
I hope they’re singing this:
http://www.youtube.com/watch?v=G1dlaikCaa4
@Arenanet: Could you kindly offer some examples of unlocks for dyes, please?
Yes. 15 characters.
My question is:
“What are the unlocks for dyes going to be?”
The market awaits this answer. If the unlocks are going to be difficult, dye prices will rise, if not, they will probably fall.
They are making it so you should just pick one set. The Rune of the Monk will have a maximum of +15% Boon Duration, as you can see here:
http://www.twitch.tv/guildwars2/c/3928027?t=35m14s
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It sounds like all Amulets will be nerfed and other gear is being boosted to compensate.
Ahh crap, that’s all other game types. Sorry.
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Light* fields wouldn’t blow so hard if the blast finisher was condition cleanse like the other finishers. It still would be inferior to water but at least it would be closer than this brief retaliation garbage. Like we don’t have access to retaliation or something…
*Thanks for catching that
Light fields wouldn’t be so bad if blast, whirl, leap and projectile finishers had decent effects.
Here is the situation
Blast = Area Retaliation
Leap = Retaliation
Projectile = Remove Condition
Whirl = Cleansing Bolts
Why I consider these to be rubbish
- Blast Finisher is clearly worth using on our light fields, to give allies retaliation. Guardians have access to two blast finishers (I think) – Hammer 2 and Focus 5 (weird one that might not blast) (I’m excluding the Trident one and ridiculous Tome of Wrath one). Usually there are more important things to do than give allies retaliation.
- Leaping is usually an attacking maneuver – why waste time dropping a light field in order to leap at an enemy in order to create a boon that relies on them attacking you?
- Projectile - Guardians have no projectile finishers.
- Whirl. Whilst I can see some use for this in my mind, I can’t actually remember a single instance of triggering this combination specifically to clear conditions. It’s just weird and circumstantial. It depends too much on a lot of time standing in a small area – not something I do when fighting enemy players.
What Should be Done?
The effects of the finishers should be improved. It’s not my role to second guess what Arenanet think would be balanced, but I would suggest perhaps some effects that aren’t strictly defensive.
I also believe we should have more finishers. i.e. Put finishers on more of our weapon skills.
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Vor in itself is just a very very weak heal.
Would it be viable, with the +300 Vitality from the new Grandmaster trait, to put enough points into the Healing Power stat to make Vor decent?
300 Vitality is great for PvP and WvW.
This gives us scope to put more DPS into our builds.
I disagree entirely and won’t even contribute to this thread because it will simply bump the topic. >< Doh!
I do disagree tho.
There are some rules I follow for this.
1. Always carry at least 4 blue salvage kits and at least 1 master salvage kit. You’ll need them for the next part.
2. Salvage everything. I do mean everything. Use the blue kits for Green or lower quality gear. Use the master kits for yellow or higher quality gear. Materials from salvaging even now more than ever sell better than if you sold the gear to the merchant. One salvaged piece covers the cost of the salvage kit usually.
3. One exception to number 2 is you should check prices and runes on Exotic gear you acquire. Most gear will be more profitable to salvage than to sell upright, but check anyway.
4. Open all Loot Bags. You will easily do at least 30 heavy loot bags per night. Open them. They’ll have T6 mats in them.
5. Open all Champion loot bags. In addition to a ridiculous supply of bloodstone dust you’ll get green or higher items.
6. Tag everything. This requires your wvw build to put out as much AOE as you possibly can (and why rangers aren’t so popular in wvw). The more you tag during a fight the more bags you get. You can tag the most targets on a necromancer or an engineer.
7. Ride the karma zerg and don’t be afraid to push into the fights with them. If they win the fight you get the bagz.
8. Let the commander drop siege. Don’t buy siege yourself. If you get siege drops sell them (unless you plan to command at some point, then save them). Dropping your siege frequently is a waste of money unless you’re the cmdr.
9. Don’t upgrade anything. You won’t see a return for your investment especially on higher tier servers.
10. Figure out a build for yourself and lock into it. Don’t change your build for a long time unless a balance patch hits. This is your biggest expense. Test a build in spvp. Builds there frequently work for WvW (not all the time though)
11. Don’t buy the 30 silver or 10 silver food. The lvl 60 food will do just fine and you can sustain it longer. If your commander drops food that works for your build use it instead.12. After a WvW session return to your bank and SELL all the materials you picked up while salvaging.
You’ll net at least 15 gold per week if not more just from killing enemy zergs.
Great post!
In order of importance;
- Don’t Upgrade Anything Ever.
- Karma Train Whenever A PUG Commander is On Any Map. Stick to Commander like glue, even if you know you will die.
- Sell All Loot, (Never keep Anything above green). Never sell to highest bidder. At the very least Match Lowest Seller.
- Buy Gear Using Non-Gold – i.e. Karma Vended PVT from Orr Temples, Laurels, Badges of Honour.
Patch notes states “North America and Europe have been split into three leagues each: gold, silver, and bronze.” Please let us know if the servers for each league have already been decided upon before people start spending their gems on transfers.
The initial round of the tournament will match the worlds in each league according to their world rating.
Why do we still lose our sigil stacks if we dont lose the guards strength/fortitude stacks on downed..
Runes are being worked on at the moment – I guess Sigils will be altered, too.
Servers have been tanking in anticipation of the announcement of leagues. It’s ridiculous – servers are competing to tank the most.
The sooner the tournament is over, the better.
Hammer stun > everything. Spam it.
If I had a hammer…
I see your hammer and raise you a Divine Hammer…
http://www.youtube.com/watch?v=tUiP5eyx3NM
You can’t blame people for taking advantage of a bad system.
Coverage = victory in WvW. You either have it or you don’t.
They created a bad system and it’s not our fault that people choose to use it as well as we can. It’s not fun to lose to a group 3 times your size or to log in every day and find all the work you put in last night to be undone because your server has no coverage during certain periods when the opponents have good coverage.
This much I agree with.
Eventually people won’t stand for it anymore and will move to tiers where they don’t have to deal with population blackouts or lopsided match-ups.
I disagree with this. The vast majority of people will remain loyal to their servers. The big guilds will server-hop and leave when <insert_current_server_name> goes anywhere near gold league.
I hit them with my hammer, they hit me back with their hammer, everyone is a heavy wailing away with a hammer. Every time I die it is six guys with hammers and maybe a meteor shower. It has been weeks since I got hit with a mind wrack or even a backstab. I see a blurred frenzy or hip shot on my log and I get all nostalgic.
I am playing a shout heals hammer warrior because you are either on the hammer train or under it.
We await the changes promised months ago. On paper they didn’t seem, to me, to be enough to change the meta away from World of Hammertrains, though. Goodness knows how long it will take Arenanet to do, but by current trends we should break out the sleeping bags and iron rations.
Announced: November 27
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Today: March 12
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Implemented: ???
Ye, I am quite dismayed at the length of time it’s taking to implement such a simple-looking change. It leaves me wondering if there will ever be fixes to a lot of WvW’s major problems.
My optimistic(!) guess is that we will have to wait for Guild Wars 3 to get the improvements to WvW-style gameplay that we all want to see.
I think this is a valid necro, so mods, please don’t lock this thread. The concerns addressed herein have not yet been addressed!
I would like to supplement the suggestions:
Suggestion: GOLEM REWORK
- Existing golem blueprints can be traded for one of the new ones, or multiple of the new ones if you have superiors.
- The new blueprint is a basic golem frame.
- You can get simple golem tools like basic fists and normal power cells etc, from citadel (perhaps even at no cost).
- Alternatively, you can walk your golem-with-no-upgrades (no waypointing) to a keep (only keeps are allowed this upgrade) which has a NEW Golem Workshop upgrade.
- In the golem workshop you can and get superior golem parts –
(Optional: the parts available could depend on the type of golem workshop (there could be several different types, e.g. offensive, defensive etc) or even be dependent on the specific keep. - The golem workshop should allow golem repairs (perhaps at a cost, including supply of course)
The main reason to implement this is to get rid of the Omega golem blueprints which some people bought in their thousands when the exploit happened and which continue to blight WvW with 10+ Omega Golem rushes to this day.
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Stealth and CC are still terrible mechanics, twelve years after I thought they were terrible in Dark Age of Camelot.
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It also sucked all of the fun out of the game for my opponent (who essentially couldn’t play) and for me (because the strategy would play out pretty much the same way every time).
The lessons I learned? Just because it works doesn’t mean it’s fun and strategies based on denying a player the opportunity to play aren’t a lot of fun.
Thank you, Berk.8561, for the BEST FORUM POST since the game was launched.
TL;DR:
Frustrating things
- Stealth – Playing against stealth is frustrating because there are not enough tools to counter-play.
- CC – Helplessly watching character frozen in place or punted around for long durations is frustrating.
- NPC Immunities are frustrating.
I’ll add that a long-time slogan I’ve been bandying around (this relates to the third point) is, “why give players powers if the bosses are going to be immune to them?”.
7. Fix perma stuck for no reason… (not imobilized, just stuck, for no reason)
I don’t know why it’s not being fixed – but I think we can all hazard a guess
Why the heck are rewards that relevant? They are nothing special.
Countless months of forum whinging has seen to it that it will (supposedly) be worthwhile switching to the top server for the duration of the tournament.
I do not see any drawbacks to this suggestion.
Try guardian, then you will see drawbacks galore.
Seriously? Nobody can offer an explanation of the trait system?
Once you start going down the condition rabbit hole you’ll quickly find that it is extremely deep. It will take a long time to fix and given that ArenaNet is an incredibly slow developer it might never get done right. I suspect all we will see is bandaid fixes that either make conditions OP or useless because it never addresses the real issues.
+1 for you, Sir. I agree with everything in your post.
I think it would help the community to understand, in order to provide the community with a better understanding, what the logic behind the trait lines is. This will give us the ability to provide much more useful feedback in the Collaborative Development Initiative.
It appears, from my non-developer perspective, that the traits for all classes are randomly distributed around the lines, without rhyme nor reason.
Could someone please illustrate a train of thought behind some of these lines, as in most cases they don’t seem to synergise in any way whatsoever?
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The key to fractal content seems to be to make the same content seem new and more difficult on repeated completions.
With this in mind, perhaps Arenanet should be aiming to create more variable, randomised sections of each fractal, which can swap around. e.g. (if a fractal had a maze in it) multiple varieties of maze. Either by randomising sections of said maze or by randomising between several pre-made mazes.
That is what initially springs to my mind, anyway… but then I’m not a fractal player – I find them a bit of a repetitive chore because they lack said variety
@OP:
Protip: dodge. I rarely ever die to a hammer train.
You can only dodge so much and it’s not always possible to see what’s going on when the enemies are in a graphical blob.
Tyler, please put the “dying from walking down a slope” bug at the top of your list. Cuz that one’s just rediculous. That should not be happening in a game mode like wvw.
^^ This please.
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Oops, this should be in suggestions, could a mod please move it there?
Re: Powerful Potion of Slaying Scarlet’s Armies
Why is there a level requirement on this potion?
- It has a very nice 15% exp bonus, which is very desirable to lower level people but not so much to level 80s.
The Trebuchet was intended to be an offensive weapon to defeat otherwise impregnable defenses. Too often they’re used defensively from within towers. The counter to a treb should be having to leave the safety of a tower to take the treb out, either with a strike team or a whole raid.
No.
- You can’t tell the devs what their intent was.
- Defensive trebs are necessary when defenders are outmanned – when rushing the siege isn’t a viable option because of zerg-play.
The delicate balance is;
- keeping siege viable for small numbers of defenders,
at the same time as, - preventing siege from being more effective when zergs are involved.
What types of rewards would you like to see? — Gems, gold, skins only available to pvp for the top winners,
I disagree with this on a fundamental level and was delighted when the rewards from season one weren’t crazily skewed towards the winning servers.
Incentivising people to move to already powerful servers is the great danger that I think Arenanet are aware of.
I would therefore propose an alternative of smaller rewards for the higher up a ladder or league one ends at. At the same time, like Trigr suggests, an in-game wall of champions would be a superb way of celebrating achievement without rewarding the powerful with more power.
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What anet needs to do is remove the cap on AOEs
snip
Can’t happen – next suggestion please!
[Same old stuff that Anet have already said they can’t or won’t do.]
No.
I was talking to a guildmate, they said they have experienced the same bug as me.
The player is simply walking (default speed) along and they might be walking down a slight incline such as steps or any slope. They lose HPs.
I don’t know any more than this, except that I have lost a lot of HPs doing this – it’s really odd and you can get repeated ticks of HP loss at the same time.
I request more HPs/toughness on structures at all levels please.
- Because we just don’t get time to come and defend most of the time, especially against big surprise attacks with full-map-blob and 6+ Omegas (common now because of a bug).
Can I have your stuff?
- Temporary block on transfers
- Double points scored against whichever server is leading at any one time
- Waypoints disabled when you are leading the scoring
- Split up blobs – two “capture” circles instead of just one in larger objectives i.e. keeps
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Arenanet have said this won’t be done for technical/performance reasons.
Why are you even continuing with “CDI” threats that pertain to WvW? I’m honestly curious because the other two accomplished NOTHING. We will say we like and dislike blah blah blah and the team will answer with more Blah blah blah and then the thread will be promptly ignored as usual.
Still waiting on transfer costs based on server ranks not over all populations.
Still waiting on anyone of the suggestion made for commander tag to be used.Sorry Chris but maybe you guys should follow through with at least something from the previous discussions before starting another.
I’m sure you will fool more people into thinking our opinion concerns your team with this thread though.
THIS
this feign interest from a-net makes me sick
Well, if you look at their tournament announcement they do address most concerns from season one, though they are still incentivising blobs, coverage and transfers.
WvW: What aspects of Edge of The Mists do you think could carry over to the rest of WvW and how? – Owner- Devon Carver
Destructible bridges.
Double oil.
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No.
Because rewarding map blobbing, coverage and transfers is wrong.
I think the vision/intent for WvW was somewhat different.
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Somebody thought it would be clever to change the Bolt of Silk recipe.
- Thief and
- Thief again.
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
I have 2852 armour but still got hit by backstab for 4,965.
Thief is simply broken and needs the mother of all nerfs a complete reworking from concept up.