221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
CC systems…
CC and Counter CC skills… https://paragonwiki.com/wiki/Category:Status_Effects
https://paragonwiki.com/wiki/Status_Effect
https://paragonwiki.com/wiki/Player_vs_Player
“Status Effect Protection
In PvP zones, effects that normally provide Protection against status effects provide Resistance instead. It is not possible to prevent effects like Holds and Immobilization in PvP – only shorten them. (Knockdown, Knockback, and Knockup are not included in this. Protection against these can still be found.)
Status Effect & Knockback Suppression
Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent. It should be noted that Confuse effects, while technically mezzes, are on a separate 15-second timer than the other mezzes listed above."
“Controls
The strengths and durations of status effect-causing powers follow different, simpler, and more consistent rules in PvP.
Most status effects have a consistent base duration of 4 seconds for Controller and Dominator powers, and 2 seconds for all other ATs and for pool and temporary powers. These durations do not increase with level. The relevant status effects are Disorient, Sleep, Hold, Immobilize, Fear, and Confuse.
Untouchable and Intangible (i.e. “cage”) powers have a fixed duration of 8 seconds for Controller and Dominator powers and 4 seconds for all other ATs. These durations do not increase with level.
The Dominator’s Domination mode gives no bonus duration to status effects. Instead, it causes the them to apply for their full duration regardless of resistances.
Taunting powers have a consistent base duration of 6 seconds for Tanker sets, and 4 seconds for Scrapper, Brute, and pool sets. These durations do not increase with level.
Placating powers have a consistent base duration of 10 seconds for Stalker sets and 4 seconds for Soldiers of Arachnos sets. These durations do not increase with level."
(edited by Swagger.1459)
How many years, and how many threads, does it take for the team to work on poorly thought out systems and balancing for player against player modes?
Since launch, players have continuously brought up issues and solutions for stealth and cc mechanics and counter mechanics (and a range of other issues)… to help make a healthier competitive mode… so why are factual issues ignored?
Other games work on their skills and systems with more regularity, so what’s the issue here?
Played city of heroes for ages and, with the exception of a couple issues, the team really sat down to provide a great system of “checks and balances” to their game. But here, with a larger team and more resources, nothing happens…. I can go to the CU boards or watch videos where the devs talk about creating quality designs for their game, but not here… I can turn to a number of games where major class overhauls have occurred to improve the quality of their game, but here, nothing except silence and out of touch patch notes.
I could pull a well written thread…
https://forum-en.gw2archive.eu/forum/archive/balance/PvX-Balance-Iteration-Wrongdoing/first
from 3 years ago that talks about development and balance issues… and the exact same problems are still here… Why?
I’m not trying to be rude, but why are y’all ignoring and under-developing the most important aspects (profession, skills and combat systems) of this game?
Are you working on some mystery game and pouring most resources to it?
Y’all just don’t care enough to reevaluate the most vital and central area of the game?
I don’t understand what the failure is here to provide even an average amount of development to these areas. For a AAA game company y’all really know how to let players down.
… Y’all really need to blow up professions and combat systems, take the good stuff out and rebuild from it… With the level of talent and amount of staff at anet, I don’t see why y’all can’t make this happen if y’all really gave a kitten about the game and game modes y’all created.
GW2 stealth and counter stealth mechanics…
https://wiki.guildwars2.com/wiki/Stealth
https://wiki.guildwars2.com/wiki/Revealed
Let’s compare the above to a team who put a lot of thought into their classes and combat….
Stealth mechanics…
https://paragonwiki.com/wiki/Stealth_and_Perception
https://paragonwiki.com/wiki/Concealment#Invisibility
https://paragonwiki.com/wiki/Stalker
“Hiding
Despite the rather misleading name, the Hidden status only means that the Stalker is poised to deliver stronger or more reliable critical hits. Hidden mode and Stealth aren’t directly linked, although they often occur together. A Stalker can be Hidden even if an enemy has enough Perception to see him. Stalkers have two ways to become Hidden. The Hide power continually grants Hidden status, though that status suppresses for eight seconds each time the Stalker uses an attack power (except for missed Assassin’s Strikes), suffers damage from an enemy (falling doesn’t count), or clicks a mission object. Using the Placate power on any target also puts the Stalker in Hidden mode, no matter who he attacks, for a fixed period of ten seconds."
(edited by Swagger.1459)
The servers cannot handle it.
/thread
That too.
It would still be impossible, I don’t understand why you can’t grasp that notion. Just because you let meteor shower hit all of the people in a zerg doesn’t mean you can kill the zerg before they kill you. 5 people against a zerg means that you now have to deal with 5+ people each coming down on you. The advantage still lies entirely with the larger group.
Sure it does. Approach from stealth, drop damage+boonstrip+reflects+cc and no matter the size it will drop. Portal out or just book it outta there. Its entirely possible, if people were inclined to figure it out.
You don’t understand… there are “blanket rules” in this game.
5-10 people doing mass aoes < zerg aoes… you will get chewed up by a 50+ zerg built for your new “unlimited” aoe spam…
Use arrow carts to defend structures… 50 target limit…
Edit- 5v5 structured pvp is available if you can’t handle realm vs realm vs realm gameplay.
For 5v50, see above.
Siege should be supplementary, not a replacement.
Funny, I would say the same to you, but that’s not what I’m about. I want you to know why this is a good idea. If it turns out I’m wrong, then I’m wrong. No harm done.I think zergs would start stacking retal and you’d instakill yourself after the 2nd meteor dropped.
Good point, retal! The ugly boon. Its up to the necro (maybe null field if it prioritized retal?
to strip. Boon strip. We don’t need no pasty necros showing skin!
I am also assuming the thread means to only uncap offensive skills, uncapping buffing/healing/cleansing/whatever would be a horrible change.
Its hard to tell. If you can melt a zerg in seconds, then it makes sense that they should be able to heal back up, assuming the zerg lives long enough. If they do survive and are able to heal, then that would be punishment to the smaller force for failing to get all of them. At the very least, uncap water fields. Organization and cooperation should always be encouraged. I mean sometimes (maybe more) its a chore just to get the zerg in one place, make sure they don’t drop a symbol of swiftness or other such nonsense, and actually blast the field lol.
You obviously do not understand the major flaws in your thinking at all…
This will never get implemented for multiple rational reasons. GL
Dear Community,
I read a lot of complaints about zergs and stacking and such… so I wanted to tell you why it happens and why it will never go away until Anet really cares about providing quality support roles.
Anet designed most support skills to be point blank aoe effective skills. There are not any meaningful ranged support skills. There is no targeting players from range to support them in any way, and minus the few ranged ground target skills (that are awful to use on moving targets), that’s it…
The entire support system forces players to “turtle up” to gain the maximum benefits and be more effective. And the more that players gather up, the more benefits they get.
Until Anet modernizes support roles and improves support skills and skill designs… zerging and stacking will never change and will always remain the most beneficial way to play as a team.
Thank you for reading!
(edited by Swagger.1459)
Ok, so, remove the aoe cap so a few people (on a few professions who have decent aoe skills) can aoe a zerg comprised of many players who will aoe nuke you in seconds… seems pretty well thought out type of gameplay…
I would be for giving all classes decent aoe options. It would force the zerg to break up to avoid being nuked or face the consequences. I think it could be too late to implement into this game, people are set in their ways and will probably refuse to adapt. As for small teams who wanted the challenge of taking on bigger groups, it would be an insane mountain to tackle, but the possibility of taking them all down is the motivation to try and succeed. Right now its entirely impossible. I think quite a few want to play something that is entirely skill based, not this zerg v zerg thing we have (although it can be fun).
You don’t understand… there are “blanket rules” in this game.
5-10 people doing mass aoes < zerg aoes… you will get chewed up by a 50+ zerg built for your new “unlimited” aoe spam…
Use arrow carts to defend structures… 50 target limit…
Edit- 5v5 structured pvp is available if you can’t handle realm vs realm vs realm gameplay.
(edited by Swagger.1459)
Ok, so, remove the aoe cap so a few people (on a few professions who have decent aoe skills) can aoe a zerg comprised of many players who will aoe nuke you in seconds… seems pretty well thought out type of gameplay…
Y’all are making this thread a pain to read. If I were a dev I wouldn’t try to filter through each comment to find whatever issues are being reported.
XTD, if you want this thread taken seriously then remake it with a posting format and posting rules so we don’t waste our busy devs time filtering through a mess.
Use this as your guideline…
(edited by Swagger.1459)
Silly idea… op you should think combat scenarios though a bit more and you’ll see what a bad idea this is.
why can you perm merge servers ?
having to work with different server every other week its a Pain
our server are mainly USA time , so 12 AM , hardly anyone on , but other server are Ero Time
so when we go offline , they come on , when we come online , most of them are offline
main is can Anet give Perm Merge server so we dont have to work with different people every other week
Dear Keviin Snow,
Please change your title so the devs and plays have an idea of what the contents are before deciding to click.
Thank you!
Swagger
I would like to make a suggestion to help the devs notice things easier and not have to waste time filtering unnecessary comments and clutter…
- Only post the issue(s), don’t quote someone and comment unless you have something specific to add to the issue(s).
-Give your issue(s) a title and bold it, so it’s easier to identify, then provide a brief description.
-Screen shot the issue(s) and send it to the appropriate peeps when you report, don’t post it here.
Edit… XTD, you should come up with an easy to read posting format for everyone to use.
perhaps…
WvW issue:
Description:
Date and Time:
Report sent in-game?
… whatever else necessary
(edited by Swagger.1459)
Y’all are not getting another poll on this subject… A developer clearly stated that participation has increased since linking and reward tracks were introduced. Time to get over it and move on.
Well I proved the damage thing wrong,
lol, the maul build proves nothing wrong. Ranger strengths either come from healing or survivability. Our damage is subpar at best in both pvp and pve builds. It drops off significantly in group fights (10+) because virtually all of it is single target and can’t reach significant levels without giving up a lot of sustain. Go ask GvG guilds how many of them bring a ranger as part of their normal team comp. At best you might find a couple that bring the druid as a healbot, but that’s going to be it.
That maul build has been in the game for years and has always been a gimmick that doesn’t work against good players 1v1 and doesn’t work in group fights at all.
When certain people bring up omg Signet Thief is so stronk shouldn’t do 22k in 3 attacks. Yet that certain persons class can achieve higher damage with one hit. And Maul isn’t the only build that can do good damage, but the certain person doesn’t build for damage and builds for support but wants good damage at the same time.
So I will keep bringing up the maul to prove a point.
You can’t have your cake and eat it to, either spec for damage or not you don’t get both.
And you feel to realize Druid Excels in Small Group like I stated and in Roaming, they don’t also need to excel in Large group as well, every class has things that they don’t excel at, why should Ranger/Druid be a special snowflake and be different and excel in even more?
Bolded… I know you’re not talking about me. I have not mentioned anything about 22k in 3 shots with signet thief, and you are welcome to search my post history to find that quote… That gear comment too… Seriously, keep your assumptions out of this thread and stay on topic.
Your maul has nothing to do with this discussion either.
You don’t seem to understand so reread my previous response. Thanks!
Ranger and Druid damage is pretty low, and pets hardly contribute because they struggle to hit moving targets or are dead… so how do we fix this?
If a player doesn’t want low damage on Druid then that player shouldn’t run full clerics gear. Oh I wonder who runs full Clerics Druid? Just saying.
Also I have seen upwards of 20k+ Mauls in WvW, Rangers can build for Damage.
Is that your assumption about my gear?
Lol you keep using the silly maul reference…
The maul reference is true though, it’s from a build similar to Signet Thief, you have to build for the damage, I’m sorry if you can’t figure out how. And how I have seen you talk about you trying to Do support role in zergs and complain and want Druids to be Healing gods in WvW it’s not hard to assume you either run clerics or nomads.
I don’t care about maul… I care about overall average damage numbers that factor in pets (1/3 of the damage calculations), which struggle to hit moving targets and are dead most of the time in wvw…
I own 9 sets of medium gear… none of which happen to be nomads or minstrel, and I only run a few pieces of cleric gear in a couple builds I may rotate in.
I’m looking at and talking about the big picture, not here to discuss your maul and assumptions…
Ranger and Druid damage is pretty low, and pets hardly contribute because they struggle to hit moving targets or are dead… so how do we fix this?
If a player doesn’t want low damage on Druid then that player shouldn’t run full clerics gear. Oh I wonder who runs full Clerics Druid? Just saying.
Also I have seen upwards of 20k+ Mauls in WvW, Rangers can build for Damage.
Is that your assumption about my gear?
Lol you keep using the silly maul reference…
Ranger and Druid damage is pretty low, and pets hardly contribute because they struggle to hit moving targets or are dead… so how do we fix this?
Here is what we know…
Tyler Bearce.3427:
“The Tier 1 Weapons will be made available in an upcoming Reward Track, much like the armor already is.
We haven’t fully decided how to distribute the T2 Weapons and Armor yet. Though, we are currently leaning towards players purchasing them with a currency that they’d earn as a match reward. We may also set rank requirements for the various pieces, so you’d need to be a relatively high rank(1-2k) to purchase a full set."
I’ve been checking out some comments in this thread and will have some replies soon, but I just wanted to make some players aware that the reason wvw and spvp have been such a mess since launch is because… (and I will paraphrase a developer here)… “balancing for all the game modes will add a lot of overhead to balance patches”…
So, all the funky and silly stuff we see happening in competitive games modes is not because that’s what the devs intended, it’s because the top is not giving the devs a green light to properly work on professions and combat for pvp modes…
Some of y’all might just keep defending away after reading this, but realize you are defending game designs that have been intentionally ignored and neglected.
Edit- and to be fair… only after 4 years have the devs started to make separate skill balances for spvp only, not wvw.
This was posted by Gaile 1 month ago… only 1 month ago. GW2 was released August 28th 2012 btw…
A message from the PvP Team:
Hey all,
We have a number of skill splits (and some global changes) that will be accompanying the launch of Season 5 next week. Read on to see what’s in store for December 13.
Over the past few releases the PvP team has been working closely with the Skills team to implement some PvP-only skill splits. Moving forward the PvP team will have more opportunity to make these skill splits as we see fit. It’s important to understand that skill splits should not change the core functionality of a skill. Players should be able to use a skill in PvE and have it do relatively the same thing in PvP, though it may be more or less effective depending on the game mode. This means that when we are looking to split out a skill, the changes are limited to the following areas:
- Recharge
- Damage multipliers
- Healing multipliers
- Number of conditions/boons applied
- Duration of conditions/boons applied
- Skill cost (energy and initiative)
A lot can be done with these knobs, but there still will be cases where we identify a problem skill or trait that we feel cannot be addressed without a functional change. In these cases, we are continuing to work closely with the Skills team to find a solution that makes the most sense as a global change.
Now on to the changes! Note that all changes listed are global changes except for those that are designated as “PvP only.”
Spvp only, but not a care about wvw…
(edited by Swagger.1459)
I do not like to @devs in titles, but the burst damage output, by some individual builds, is way off the charts… I’m not sure if, or how much, y’all have fingers on the pulse with regard to this, but it requires some serious attention.
I have a thread in the works about balance for the game, and included will have a couple video highlights on this subject, but I wanted to briefly talk about this subject now…
Ok, so, we have some 1 skill hits that are 10k… 13k single skill hits… 16k multi-skill hits in seconds, from stealth… 17k single skill hits… … but now I’ve seen the largest opening multi-skill burst in the matter of 2 seconds… 2.
22,829k multi-skill opening burst. 2 seconds.
All of the above numbers, by any individual profession build, are not acceptable to let linger in competitive game modes.
Imagine if you will some random necro put out 22k worth of damage in 2 seconds… I highly doubt there would be silence on the subject.
Imagine if a ranger were to pop out of stealth and burst open with 22k worth of damage in 2 seconds… I can’t even imagine the forum meltdown lol
I am a casual player because I stopped caring about being a truly competitive player long ago, but this stuff is just awful. Whenever I personally encounter a mess like this I can laugh it off to a degree, but I truly feel bad for any new players trying to experience pvp modes in this game due to lack of profession and combat development.
10k+ 1 skill hits and multi-skill bursts in seconds have zero place in wvw or spvp period. And 22,829k multi-skill burst openers in 2 seconds is off the scale stupidity for any experience level of player to face.
I will provide a screen shot to this later, but this needs to be discussed, looked at and fixed.
Thanks.
Edit- It’s bad enough that players are forced to manage around the “less than stellar” condi and stealth play and counter play designs, but this 22,829k is beyond any sensible level of gameplay.
(edited by Swagger.1459)
Because an ele rotating through attunements on a second weapon set would be so balanced……..
Something tells me you didn’t read the suggestion…
Elemantalists have 20 weapon skills where other professions only have 10 (minus Engineer who only have 5).
Engineers can trade 1 Utility slot for 5 other skills to use (A weapon swap with no cooldown).
Honestly, I don’t see the issue in here.
This has nothing to do with the amount of skills… It’s the types of skills and the limitations these 2 professions face compared to all the other professions with access to 2 core weapons sets.
And I don’t see any issues with providing an additional core weapon to these professions as suggested.
(edited by Swagger.1459)
Oh I see, you are forced into using slot skills to maintain a level of competitiveness for both ranged and melee combat…
As I said, there are a lot of mechanics in this game that are accomplished in different ways across the different classes. You are not here saying that Warriors are not competitive because they are forced to have a smaller number of total skills than an Engi or Ele (because they don’t have kits or attunements). Engi and Ele rank very high in the total number of skills available on their bars at any one time and adding weapon swap would increase that even higher.
I’m aware there are lots of mechanics, thanks!
You don’t understand the core of what I’m bringing up, and also avoided the ele question, so I’ll pass on discussing this in greater detail and overcomplicating the simple suggestion.
A hammer engi can be competitive vs ranged opponents?
I don’t know what you’re running, but the Mortar kit elite has a range that rivals that of Ranger longbow while Elixir gun auto provides for general pew pew to keep someone in combat. Then there is toolkit for pulling in a ranged opponent with multiple other skills that can then lock them down and you might be running the Bulwark Gyro to block projectiles.
Honestly I feel like you just aren’t all that familiar with these classes and are looking at them from a single weapon-based paradigm. There are a ton of mechanics in this game that are accomplished in different ways across different classes.
Oh I see, you are forced into using slot skills to maintain a level of competitiveness for both ranged and melee combat…
How about that staff ele forced into melee combat?
I’m fully familiar with what each profession can do. There are some obvious balance issues, that stem from profession designs, that need to be addressed.
I haven’t ever considered Engi or Ele not competitive enough. Hrm….
All professions should have both melee and ranged capabilities, not limited to one choice by design.
I think you should replace the word “capabilities” with “weapon skills” because these classes always had both melee and ranged capabilities.
I think my wording is more than acceptable.
So a staff ele is balanced for melee combat scenarios?
A hammer engi can be competitive vs ranged opponents?
I haven’t ever considered Engi or Ele not competitive enough. Hrm….
All professions should have both melee and ranged capabilities, not limited to one choice by design.
Both the ele and engi are not competitive enough due to the lack of a secondary weapon. Here is how to fix this glaring flaw…
Ele…
1 weapon equipped- Same as now.
2 weapons equipped- Player assigns 2 attunements per weapon. Can change attunements out of combat.
Engi…
1 weapon equipped- Same as now.
2 weapons equipped- Cannot use weapon kits.
Thank you for reading this amazing suggestion!
(edited by Swagger.1459)
Please change all skills to mobile skills. It’s frustrating to have any skill that roots players when the game was designed for movement based combat. While I do appreciate that most skills do not lock the player in place, the skills that do make for really clunky combat.
Thank you for reading this really great suggestion that will not melt the servers if implemented!
Have a great morning, afternoon or evening!
(edited by Swagger.1459)
mega battles in megaserver with megalag and megazergs. no thank you.
Lol that was funny
I, on the other hand, think that would be awesome
So factions? That’s been suggested before and shot down for good reasons. Pity these forums do not have a search that works.
BTW megaservers is a curse word for WvW players.
Introducing task specific squads is a fresh idea. I do not want to micromanage my play session hopping between squads according to the task at hand (scout/roam/fight/zerg). Not even if there were few extra green items as rewards.
For example: I am roaming and see a fight nearby. I leave my current squad to join the guild squad fighting before I kill off enemy stragglers. Then I leave the guild squad to join my earlier roaming squad before going to capture nearby supply camp. The camp capture gets interrupted by an enemy zerg coming for resupply. I have to leave my roaming squad to join a scouting squad before I type in the details to map chat.
And it’s obvious the overall wvw populations can’t support a healthy individual server model, hence linking lol
And when CU launches with factions, and wvw dies more, you’ll beg anet to do factions or they will do it out of need.
What does your roaming woes have to do with this? Seems a silly personal issue.
I thought holding a lady by her supple waist was something mens typically enjoyed doing.
Here is the new datamined legendary “manly” bow…
Uh taking things out of context is always fun. But let’s play the game, they probably run very glassy and have every single damage modifier under the sun now that is not to say the skill does not hit hard but To achieve big numbers with Thieves they have to slot all the damage modifier traits/runes/sigils and utilities. Also fun fact his 3 vaults in a row used up every ounce of Initiative the Thief had
And you can interrupt the pre cast of Vault it’s a small window but able to be interrupted, and they have a baked in punish frame on the second half of the skill.
I find it funny that you stayed under him on the most Telegraphed Skill Thief has to take three vaults to the face, when you have more than enough mobility and skills to kite the Thief.
Nobody is taking anything out of context, there is a clear picture of the damage.
If you want to play the “it’s ok” card, then how about we give comparable damage and attack output to rangers and see how much you qq even harder on your thief…
Players like you are not competitive minded, and that’s very clear by your rude dismissal of the facts provided. You may choose to defend the amount of single player damage output, but that doesn’t make you right. The only reason certain stupid things, like this, even exist in the game is because the devs neglect profession development, won’t devote the resources to making healthy competitive game modes and most probably do not have a strong background in player vs player gameplay… But, ya know, this game is really balanced and well maintained for pvp combat so it must be all good…
Again read my first reply or is reading comprehension something you lack? I stated the damage is a little much, and yes context was needed hence the later admission of 240+ ping, and it’s still a random screenshot no info on his gear besides the claim of full clerics and no info on the Thieves Setup see how no context(see below of more non Context screenshot of more Ermergherd OP damage) kind of pathetic why don’t you qq more then and every class can do stupid amounts of damage like 18k Mauls from Ranger. Also interesting a skill that has 1200 range and can hit over 20k all in the matter of seconds.
And never have Is said this game is balanced, go ahead look through all my posts never have I stated such, this game is a complete mess on all fronts in regards to competitive gameplay.
Are you not aware of what you post? What I quoted was your 1st reply in this thread.
My points still stand.
So a thief is OP because one caught you with everything on cooldown and you were on a high latency connection? With those circumstances pretty much any burst build will kill you with big numbers super fast.
Single shot skills like Kill Shot, Gunflame, Eviscerate, Churning Earth, Grave Digger, etc can hit harder. Channeled skills like Rapid Fire, Whirling Wrath, Hundred Blades, Volley, etc can hit harder (much in some cases).
I can go over the condi burst like Skull Grinder or Burn Guardians that can drop 10+ stacks of fire on you which will kill you in about 2 steps.
Basically in that scenario just about any class has the ability to drop you in a couple seconds.
Yes, there are issues with some burst skills and combos, but I have pulled off 3 10k vaults… you let me know what other profession can blast 30k damage in a matter of seconds? And if you think that’s ok, we should probably give those capabilities to all professions in the name of “balance” right?
I personally feel there is an over abundance of Empyreal Fragments, Bloodstone Dust and Dragonite Ore dropping now, so I’d like to suggest another sink for these items.
Thank you for reading this great suggestion!
Do that on ele or engi and you’ll find players will be more impressed…
Rangers need a strong boost in melee damage and pets need to reliably hit and stay on target to put pressure. Doing these two things would resolve some major issues this profession faces in wvw and spvp.
Uh taking things out of context is always fun. But let’s play the game, they probably run very glassy and have every single damage modifier under the sun now that is not to say the skill does not hit hard but To achieve big numbers with Thieves they have to slot all the damage modifier traits/runes/sigils and utilities. Also fun fact his 3 vaults in a row used up every ounce of Initiative the Thief had
And you can interrupt the pre cast of Vault it’s a small window but able to be interrupted, and they have a baked in punish frame on the second half of the skill.
I find it funny that you stayed under him on the most Telegraphed Skill Thief has to take three vaults to the face, when you have more than enough mobility and skills to kite the Thief.
Nobody is taking anything out of context, there is a clear picture of the damage.
If you want to play the “it’s ok” card, then how about we give comparable damage and attack output to rangers and see how much you qq even harder on your thief…
Players like you are not competitive minded, and that’s very clear by your rude dismissal of the facts provided. You may choose to defend the amount of single player damage output, but that doesn’t make you right. The only reason certain stupid things, like this, even exist in the game is because the devs neglect profession development, won’t devote the resources to making healthy competitive game modes and most probably do not have a strong background in player vs player gameplay… But, ya know, this game is really balanced and well maintained for pvp combat so it must be all good…
(edited by Swagger.1459)
your lag is horrible, how did you get so laggy?
Can you change the title to reflect your post so players know what they are clicking?
Lag is well documented and apparently fixes are in the works.
I realize I’m 1 outta probably 400 players that still runs minion master in roaming, but why in the hell can a mesmer click one skill and turn me into a moa while blowing up my minions?
Lame to allow this in a mode like wvw so agreeing with the OP
Didn’t know that. Perhaps that’s a bug? Maybe we should report that in the bug section and see what they say?
I don’t know, moa seems fine atm.
So hypothetically, would you be fine with Entangle being changed to a 6s unbreakable immobilize, with a chance to proc for 12s, that can’t be cleansed?
Yeah I’d love a 6 sec unbreakable immobilize aoe 600 radius 5 targets on a 48 second CD with a trait that can proc them every 10sec.
Totally comparable right?
But you totally have access to all your skills right? It’s not like you would lose access to every one of skills on the skill bar…
I don’t know, moa seems fine atm.
So hypothetically, would you be fine with Entangle being changed to a 6s unbreakable immobilize, with a chance to proc for 12s, that can’t be cleansed?
You can still move around, dodge, and use Flee and Kick to get away. But I’m assuming that you’re fighting condi chronos and don’t have access to condition clearing when moa’d, right? That’s more of a problem with conditions needing balance than a problem with Signet of Humility.
Ok, to lock a player out of their ENTIRE skill set in competitive game modes is bad. It doesn’t matter if the other form allows for other skills…
Condi clear has nothing to do with this topic, because you can’t clear Moa due to skill effect design and you lose all slot skills anyway while morphed. The two are not related.
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To lock a player out of their entire skill set via Moa, without the ability to break via stun break, is very bad game design… To then allow that same unbreakable Moa skill to be used TWICE, is even worse game design.
6 seconds of an unbreakable form does not have a place in wvw and spvp settings.
12 seconds of an unbreakable form does not have a place in wvw and spvp settings.
I’m honestly and sincerely not trying to be rude here, but I personally feel y’all (devs) should really get together and start looking at profession and skill designs from a players vs other players perspective more.
Up to this point y’all have done far less to improve professions, skills and combat than what your capabilities are, and have really let down the competitive community on many fronts. Time to pay attention and put changes into action.
Thanks
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I think they will come back in 2017.
Thanks for this! It wouldn’t be a proper gw2 wvw new year without a little qq about bg!
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People are leaving WvW is because anet ignore this game mode. There is nothing wrong with the WvW tournament. It brings lots of players into WvW during the tournament. The big population decline after WvW tournament is an excuse by anet. It’s too naive to shirk the faults to the players.
A years after the HOT expansion and the WvW overhaul is just a joke. We find out that anet will only focus on PVE, FOTM, raid, living story, pvp and the next expansion.
The PPK/KDR in december shown that lots of the players left WvW and will never come back. You shut down the WvW tournament as the impact to the WvW population. On the other hand, what had you done when thousand of players left WvW due to lack of WvW update and the same boring content over 4 years.
WvW need a tournament to bring the old players back. There is no reason playing WvW now as winning is meaningless.
The devs still have a lot of work to do before tournaments are a consideration. Also, we lost players after each tournament, so the format and rewards needs to be changed.
I’m waiting for a download so I thought I’d bring this up. Diku inspired me cause he’s been pushing the globe system for 2 years now. He’s felt the need to start pushing it hard again. So I though I’d dust off one of my ideas.
Make matches 54 hours long instead of a week.
Now, there’s a lot of folks out there who’ve asked for matches to be 24 hours, but that’s not good because they’d always start and stop at the same time. That’s unfair to certain time zones. With 54 hours, ( 2 days plus 6), the start and stop time will always land in a different time zone. Also, the starts and stops will always be on different days of the week. This way, everyone gets a chance for reset and finish.
Want something more frequent, then do 30 hours. Longer? 78 hours.
Discuss. Download is done.
That would be a pointless change.
Get over these “get rid of dbl” complaints and unofficial polls… This map was voted in and it’s not going away. Voting in dbl also meant there is a possibility of another unique bl map being added.
Move on peeps.
At the end of each skirmish, to make wvw great again, add a random item for a reward.
Like a skin, weapon, siege, anythingTHEN at the end of the week whoever wins give them something slightly better as a reward. Like idk some gems, or a bl key, something.
Also try to add more armor, weapon, outfit skins, dyes to the game.
From the last poll…
The poll has ended! The final results are:
60.1% WvW Scoring Improvements Phase 2
39.9% WvW Matchmaking Improvements
This means that the WvW team’s next big priority will be adding rewards to Skirmishes and improving the Skirmish UI. Thanks to everyone who voted!
An alternative idea would be to have a hard reset of everyone, and sell server slots in the Gem Store.
You obviously didn’t think this all through…
Look beyond “making loot” and you’ll find how poor this idea, and the original idea, are.
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