That doesn’t really change the way things are. Since the release of HoT majority of the rewards is behind raids compared to other game modes, and yet some claim here they don’t understand how some feel raids are in the spotlight.
We did see an armor set during LS 2 , arguably one of the most fun to get. It’s not a crazy theory we didn’t get one with LS 3 because of raids
No, the majority of rewards YOU want are behind the raids. And specific gameplay modes should have exclusive rewards. There are rewards I would love but they are behind gameplay modes I’m not willing to invest the time in. Raids are no different.
Interestingly, there’s hardly anything that is exclusive to WvW.
We do get tumbleweeds from the office of Mr O’brien, though. Lucky us.
[edit]Title changed from “5 mins Revealed After Keep Capture…”
This seems to long. Hiding in keeps was really fun and an important part of the Keep game in WvW.
Please could Arenanet consider shortening or removing the Revealed condition on defenders after Keep capture?
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Thief is designed to be a solo roaming class – if you go one on one with a good thief in WvW you should expect to die. Especially if you’re a squishy build that can’t cope with 10k damage.
You are partially correct. Thief is designed around solo roaming but it is just a mediocre dueling class. Its primary fighting style is catching weak or injured players and cutting off zerglings. Its primary advantage is to escape or reset.
Problem is most non-thieves get mad when two thieves blow them up in a couple seconds, hit them when they are running to a zerg or just get frustrated when one won’t stay still long enough for their slow big damage build to beat it. I sympathize with those that gripe about limited counter play (or none at all against a Ghost). The others are just salty.
Well that’s clearly not fitting your description of the design of the class.
If it’s designed to be solo, then it would be ineffective when working with another thief. It isn’t, therefore it doesn’t do what it’s designed to.
Not to mention that your description of thief only being good at hitting already injured targets – what a lot of twaddle! Thief downs full health tanks with just one reset.
Clearly, the Thief class either needs redesigning or nerfing.
Not to look at GW2 with rose-tinted spectacles, but I think Heart of Thorns was the “difficult second album”.
Vanilla was great – simple but brilliant – like a good debut album.
Having become virtuosos at their jobs, the developers made the follow-up an overcomplicated mess.
its probably coming out with expansion #2
I think that got cancelled years ago.
Anet has spent considerable time and resources creating a bunch of new maps that are leading the story to face off against Jormag and Primordius. You KNOW this setup is to sell more boxes of the next expansion: GW2 Of Fire and Ice or something.
That’s what people expect, but I’m not betting on it.
I know nothing. They’ve said nothing. Expect to get… NOTHING. Unless information to the contrary comes forth, I expect an eternity of small content patches until the game folds.
This was recently added….
“Being killed while outnumbered no longer grants any war score to the enemy team.”
How much do you think kills on an outnumbered enemy contributed to the score? I don’t think it’s very much.
Or delete WvW and tell players to go to PvP.
Karl McLain thinks it’s kittening hilarious. He’s laughing at YOU!
World Linking has resulted in a lot of players having no interest in the score because they know that it’s almost impossible to change tiers now (“good fights” is the reason the links are made, not “a chance at first place on the ladder”).
This means that WvW has become a zerg vs zerg game where the dominant server attacks keeps until they get a fight then they recycle the fight (wait for enemy zerg to respawn and fight in the same place over and over) until the other side hasn’t got enough players to put up any resistance, then they continue to attack keeps again.
Throughout all of this, they continually gain more points through PPK than their opponents can muster in PPT.
This is why PPK is bad. It makes dominant servers more dominant.
I beg Arenanet to make it policy to implement systems which do not make dominant servers more dominant. These are bad systems. Here are examples of what NOT TO DO:
- shield generators make powerful sides more powerful – an enormous zerg can carry a LOT of supply for these extra pieces of siege
- being unable to banner Lords has made powerful sides more powerful
- being unable to use waypoints into keeps in between ticks made powerful sides more powerful
Arenanet has CONSISTENTLY made powerful sides more powerful despite logic and FUN demonstrating that this is NOT good for any kind of game.
Issue with GW2 is CC’s last a split second, but can be cast one after the other in a split second too.
So, with your resistance thing, you won’t be victim of… what ? 1/3 of CC’s cast at you ? That leaves you vulnerable for the rest of time.So, I join my voice to Solstace’s : CC should be strategic, and not spammable. CC should disrupt the fight pace, and not forbid the fight.
I agree with your overall sentiment, but even if one only resists 1/3 of CCs, that’s far better than what we have now (i.e. a CC dump then a huge damage spike while you can’t dodge).
TLDR; What makes GW2 different than any other generic MMO right now?
How would you convince a WoW player for example to come and play GW2 today?
WvW. GW2’s saving grace for 4½ years.
It doesn’t even have to be a special event.
Here’s a suggestion:
The side which is losing at the Daily reset time should get a special Citadel drop or tactivator which exists until the following Daily reset.
Every [pick_a_time_period] the team could pull the tactivator for additional poison effects from guards or a single bomb that can be escorted to a door (like an Orb /cough and blow it open instantly) or something else that Aury suggests above.
Sadly, this is all fluff. The real base game is broken until transfers are banned.
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Hello. Do you mean map capacity?
Devon Carver said this:
Without giving out specifics, there is the same number of slots available to each team of a match, per map.
Source: http://www.guildwars2guru.com/arenanet-tracker/topic/258410-wvw-player-limits/
Or do you mean Queue capacity, which is probably thousands?
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In my opinion, GW2’s Dodge mechanic is the best thing to hit combat in MMOs thus far.
Having said that, from an overall (PvE and WvW) perspective and in my opinion, the rest of the combat system doesn’t feel satisfying. Overall damage numbers felt too high at release, but after all the power-creep, the game-play is a frustrating disappointment.
Combat feels panicky and random. Too often, huge spikes mean a mashing of self-heals way too early in the battle. From then on it’s a case of sustain (self-blasting waters, stealth-resets), which some classes are capable of and others are not.
That’s my experience of combat in GW2.
@10k backstabs being big, it’s really not. Spec HM and Bound and you already bring similar damage to what CS offers, which can pretty readily get over 10k on most builds.
… and yet in terms of health pools, 10k is an enormous chunk.
its probably coming out with expansion #2
I think that got cancelled years ago.
I assumed the OP was building up to making a plea for mounts!
We all know it would have been the better design decision.
I have 2 stacks of them and i have no interest in making any legendaries. Should i just sell them earning about 500 gold or keep them for some other crafting?
Here are the questions I’d ask in your shoes:
- Do I have an immediate use for the mystic coins?
- Do I have an immediate use for the gold I would earn?
And I’d act accordingly:
- No+No: Hold; I can afford two inventory slots to save something worth 80s-1.1g per unit.
If it were me, I’d think about what I expected to happen in the future. If you;
- expect the price of Mystic Coins to increase OR,
- the effective value of gold to decrease (mudflation) as we have seen since HoT,
Then you should keep the Mystic Coins.
BUT if you expect Arenanet to respond to the forum feedback (lawl!) you should short them (sell them now and buy them back when the price goes down – if you want them in order to craft a thing addressed by others above).
If I were to make something secure, I’d probably go with a passworded bank section.
You’re welcome.
Arenanet will never ever nerf thief. Karl McLain won’t allow it.
Number One: Removing Edge of the Mists and moving it into the Borderlands Category
Right now, EOTM serves one role, as a distraction, and a slower, but easier alternative to farming wvw chests, its not very productive and it isnt doing the community any favors that it just splits pvp groups even more.
For this reason, I propose it be moved to the MAIN borderlands category and become a MAIN borderland like the rest have so far.
EotM map is not suited to WvW play. It was meant as an overflow/experimental map and proved to be a disaster in those respects. Instead, it became a farm map and it’s own gamemode.
Sadly, I fear that it would take such considerable changes to make the map viable that it would be simpler to generate an entirely new map.
Number Two: We dont need Three Borderlands
Ironically as stated above, theres already enough clutter and aside from over-filled servers which have fluxed server activity between mostl raiding and fractals, those that do pvp are fewer in number by the day. As such, I propose that instead of having three borderlands, we reduce the number to just “one” with an overflow server if theres too many people in it.
At prime/reset time on Fridays, all maps in T1 have queues.
Some kind of dynamic system could be implemented, with objectives that change (somehow) according to populations, but I think it’s so much work that the gamemode would be more or less rebuilt from the ground up. :/
Thirdly: Change Obsidian Sanctum into an actual WvW Map
If Obsidian Sanctum still needs to exist, it needs a better role than just a glorified puzzle dungeon with pvp on the side. My proposal, is to have certain parts of it be changed into contestable encampments, allowing players multiple ways to the top. Various smaller camps could be littered at the bottom with supplies allowing you to siege the Sanctum itself, now having gates required to destroy so that a team can conquer it.
The team that successfully holds it will gain a huge benefit to their team for one whole hour giving huge stat boosts in Eternal Battlegrounds and The Borderland.
I like the idea of new ways to get to the top and I like the concept of small camps in the OS. There are already some traps in the OS (as you already know, ofc)- these could be enhanced somehow to make it a king-of-the-hill style map.
I’m not so keen on this stat boost idea. As you may imagine, there can be a problem with stat boosts from other maps which can’t be accessed because of queues.
Sigil of Paralyzation
+30% Stun duration
Deal 3% more damage versus disabled foes.30% more stun?! This seems rather powerful to me.
Will there be any nerf to stunlock in the patch, or can we just expect nerf to damage?I ask because if there is no new mechanic to put a cap on stun, I suspect that even though damage is nerfed, people will still be dead before they can do anything. Which isn’t fun.
If you think it’s OP, then you should go use it because it’s on live right now, but without the damage increase
Will do! Thanks for the tip.
From That_Shaman.
This idea would make the game a more enjoyable experience.
Because CC is all-powerful, you can’t even read which ability got you killed in the combat log. How are you supposed to improve as a player?
Sigil of Paralyzation
+30% Stun duration
Deal 3% more damage versus disabled foes.
30% more stun?! This seems rather powerful to me.
Will there be any nerf to stunlock in the patch, or can we just expect nerf to damage?
I ask because if there is no new mechanic to put a cap on stun, I suspect that even though damage is nerfed, people will still be dead before they can do anything. Which isn’t fun.
Thanks for trying, anyway.
Why is Mobility ignored in “balancing”?
I wondered this myself, so I asked Arenanet in the feedback thread, here is the reply:
Are Arenanet unwilling/unable to totally rework abilities or just in number tweaking mode?
Does it take the resources of an expansion budget to totally rework an ability?We’re able, but it is a question of time tradeoffs.
- Tweaking something requires quite a bit of testing to see that it will not have dangerous consequences.
- Re-working something entirely requires even more testing for those dangerous consequences as well as functionality and potential bugs.
If it is needed and we have the time resource then we’ll do a re-work, but we’ll use tweaks when they’re deemed sufficient.
I propose a next attack after weapon swap causes “Revealed” for 30 seconds Sigil.
Still loving DBL. Obliterating all those clowns who don’t know the terrain.
Mesmer and Thief are the evergreen darlings of GW2. Pick one, play it forever and never fear the nerfbat again!
In the PvP section, Anet are asking for suggestions. Here is the thread:
https://forum-en.gw2archive.eu/forum/game/pvp/Sigil-Update-1
The tower cant siege bay
The camp can. It’s undefendable. Nobody seems to know or care.
But anyway, I get your point, it sounds reasonable.
Thanks for this, we’re now trebbing FSP bay as I type.
Fact is, most of the Guardian (light field specialist) self-combos are garbage. It’s sad that only a few very twitchy classes use combos (and only because they are self-combos).
I think it’d be a great boon to the game to add more finishers and fields on the less-twitchy classes like Guardian and Necro.
Answer me my question. Why is it ok for thieves to be the only class in the game who is allowed to deal damage in stealth without breaking stealth? Why is it that thieves get to ignore this game mechanic, which exists solely for the purpose of balance? Why is it that thieves get to ignore balancing mechanics completely?
Because Karl McLain likes to take it easy.
I think the OP would have better luck convincing ANet to change things by appealing to issue of balance, rather than comparisons to real life. Is the game going to be more balanced and/or more fun if blinded foes lose their target?
I don’t think it’s fair to apply real-life logic™ to in-game mechanics. While ‘stealth’ and ‘blind’ have plenty of similarities to the plain-English reading of those words, they are always going to be approximations of our world.
If that’s the case, why don’t we get rid of stealth but have the icon pop up saying “Invisible to enemies”? That would be consistent with Blind (i.e. not what it says it is).
I think it just needs Superior Siege BPs. The current single vanilla siege reward is exceptionally lame.
Here is what I asked in the feedback thread :
Are Arenanet unwilling/unable to totally rework abilities or just in number tweaking mode?
Does it take the resources of an expansion budget to totally rework an ability?We’re able, but it is a question of time tradeoffs.
- Tweaking something requires quite a bit of testing to see that it will not have dangerous consequences.
- Re-working something entirely requires even more testing for those dangerous consequences as well as functionality and potential bugs.
If it is needed and we have the time resource then we’ll do a re-work, but we’ll use tweaks when they’re deemed sufficient.
Can you imagine them reworking stealth?! They’re obviously terrified of making this shikittenstorm even worse.
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The spellcasters doesn’t got problems cause all there hits are auto lock they don’t need to aim most of times to land hits an also they don’t need to stop to keep hitting like warrior is doing with the thousand blades Arenanet must fix the target system is pathetic.
Sorry, while I agree with you, you derailed my thread. I simply wanted to make the point that characters which are blinded are still able to see, whereas characters which are stealthed are unable to be seen.
This is inconsistency. I would like to see it addressed. That’s why I’m typing.
It certainly needs an update in terms of the reward chest. This is should be about five minutes of work and thus obviously worthwhile for repeatable content.
It’s not worth doing the jp unless for fun at the moment.
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Its also incredibly effective, even in the hands of people who have never played thief before. I know some thief playes n the forums here will die before admitting that this build is broken,
It’s not just thief players! Judging by the recent “Balance” patch, it’s the clearly thief mainer, balance developer Karl McLain, who doesn’t think it’s broken either.
Nothing to see here, a developer favours the class. Don’t expect fixes to broken mechanics.
It’s always been one of the many aspects of the combat system that makes is terrible.
What’s the deal with the Stunlock? That’s not fun.
McLain and Chronacher, I am looking at you. We just had a balance patch – why is this Stunlock a thing?
There is a lot of ideas on the forums for changes wvw needs (and some that it doesn’t need) and I think we should get a bit more constructive if we want to be heard.
Many, me included, don’t believe Anet will ever hear the wvw players, but we can at least try and see for ourselves. So, let’s do this.
Everyone feel free to add some points you think are necessary to make wvw a better game mode
General changes:
- the algorithm Anet uses to determine which server is full and what servers get links
- a transfer lock after recent transfers
- loyalty bonus for staying on serversChanges on the mechanics:
- lower siege cap
- lines of sightQuality of Life changes:
- templates to load for switching gear and buildsBalancing for wvw:
- stealth rework in wvw or reworked revealed buff
- deathly chill internal cd?
- condition apply from mesmer rework
- defender runes, perplexity runes reworkAny other ideas? Feel free to post them, I’ll add everything to the list and feel free to discuss it – in a friendly manner
IMO:
- transfer windows -you can only transfer server in the second half of a link-period -this prevents the gaming of the link system, where bandwagoners move to the low-ranking partners to play in top tier after links are announced, ruining the good intentions of the matchup system
- rework/removal of Immobilise - this condition should be removed or replaced. It is the total opposite of fun
- reduction in all damage numbers across the board;
- People are dying far, far, far, far, too quickly (when not immune). Combat is a case of frantic button mashing, and simply isn’t as prolonged or as fun as it should be.
- People aren’t dying fast enough! Some classes (hello Berserker) have too many immunities. These should be normalised.
- deletion of The Thief. You know it’s necessary, don’t even try to defend this perversion!
- Towering towers. A spiral staircase upgrade for towers that has a platform on top. This can then have siege built upon it (nice for ACing from high up or trebbing hills -or the keeps on Desert Borderland map (I know I keep suggesting this, but it still seems like a cool idea to me. Make towers great again!
- Golem Garage. Customise golems with various weapons, flamethrower, chainsaw etc -give it custom paint job, a name – recover scraps of destroyed golem to rebuild it using crafting. Can be quite an expensive exercise because customising is FUN.
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How about nicking CU’s solution of making stealthers see other stealthers when in stealth?
http://dulfy.net/2017/02/22/gw2-feb-22-current-events-guide/
Note the bit at the bottom where Dulfy says you can switch it between all five for 1000 Magic Something per time.
Necro’s not bad, it’s just limited by it’s design.
The theory behind the design make the necromancer outstanding in the game with an unlimited amount of survivability through life siphon and life force generation and powerfull support via “curses” (soft conditions). Theoretically the necromancer rip off the strenght and life out of it’s enemy for a tyrannic and unyelding gameplay. The necromancer doesn’t need to dodge, he is the core of the battlefield, gaining strenght from the suffering of the surrounding allies and foes.
In game it’s not quite right but the design is everything so it seem that we have to deal with it.
So what you’re saying is they made the necro trash by design?
I’ll say it. Necro is trash by design. Done. Think I’ll dust off my Guardian.
Fricking seriously?
Post gets moved to the graveyard within hours of being posted, despite explicitly pointing out that this is a graveyard.
I lawled. >< The past few days of Moderation seem somewhat … inferior different. I wonder if Gaile is unwell