221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
It seems like Druid’s staff autoattack timings have changed in the last patch. It’s now a long pause followed by 3 rapid ticks of damage, rather than the regularly spaced ticks of damage we had before.
This is particularly annoying at KC, as it feels a lot harder to push the orb reliably. There’s a small gap after the third channel which allows the projections to catch up.
Guessing it’s in response to the “15k lazor beam” complaints from pvp, as it should be easier to evade now.
Had to delete my last reply because it was inaccurate.
The second video shows you doing around 11k less damage in the same time frame… Wish I had my own videos to compare, but yeah, that’s not good.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
But there is zero purpose of doing that. US is US, EU is EU. The devs are not going to do unnecessary stuff like that.
Because it’s a 24/7 game, but the majority of it is heavily played in a couple time zones for each area. Most of the NA player participation comes from NA and OCX/Sea time, while most of EU player participation comes from EU time zones, if you combined them you could get a much more complete total score.
The reason why we don’t have any tournaments is because of how lopsided scores, population, coverage is. They have skirmish to help with runaway scores, you can get more balanced populations with the introduction of a new base of servers instead of just adding servers and waiting for blackgate to ever destack, then you fix a piece of the coverage puzzle by adding EU scores to NA scores to help offset the off hours scoring for each, you would be in a better place to run tournaments.
Seriously though it really wouldn’t take much effort to add NA1 and EU1 total scores together, everything is already in place and working right now. That’s like the least time consuming part of the proposal.
That’s never going to happen.
You want to run tournaments based off of teams that have nothing to do with each other besides a forced scoring system? Do you know how silly that sounds?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Interesting…local team can get International help to balance their score.
ANet manually creates the Match-Ups using World Linking.
Now you’re suggesting ANet take International Scores & combine them to Local Scores to basically make all scores more balanced across the 3 servers in a Tier?
How do you propose to make this truly competitive game mode, or is this just to trick WvW players into thinking the scores are soo close…that it is competitive?
That’s the deal buddy. WvW isn’t meant to be a truly competitive game mode because it cannot be balanced since it operate 24/7. It’s more like a open world with PvP where you fight for a team but gain/lose nothing in the end regardless of the result. I’d say WvW is more closer to a Hotjoin PvP mode if anything.
But there is zero purpose of doing that.
Why?
Because our servers are separated by the ocean, do not play together, do not communicate… and to force some type of scoring system dependent on teams that have nothing to do with each other is one of the worst suggestions I’ve read. Complete waste of time to even think about.
Y’all really have to start thinking these ideas through…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Anet is not linking US and EU.
You wouldn’t physically link the servers, just the scores, everything would still be separate as it is now. All you would need to do is combine the scores to make it a global score.
As a quick example:1. Dwayna – Blackgate/Jade Sea = 118k, skirmish = 53
2. Balthazar – Ft Aspenwood/Abaddon’s Mouth = 103k, skirmish = 40
3. Melandru – Maguuma/Vizunah Square = 101k, skirmish = 39
But there is zero purpose of doing that. US is US, EU is EU. The devs are not going to do unnecessary stuff like that.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I would like to add that the dungeons add story from anther perspective to the overall story Arc. They elaborate more on the main story and give a feeling of purpose on doing them, And it doesn’t have to come from tedious text grind, you actualy there when the thing happens (like Rytlock Logan “moment”).
And this is where raids took the handles on this one (which is good and bad, because dungeons were left in the dark).
While fractals are there in there instance that is secluded from the rest of the world and don’t really relate to anything.
Just an FYI, the devs are no longer working on or making dungeons anymore. Only fractals and raids now.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Someone mentioned before about using another layer of servers and I think it’s worth a look at if they’re going to introduce more servers, I even think it could go further and be a structure for a global tournament.
Instead of adding servers to try and spread the current population for links, create a new layer of servers to be the base population for wvw. Basically it would function something like eotm where you usually automatically filter all green servers into one pool of players, but in this case you would have green1 green2 green3 etc and have players sign up for whichever one for a month. So instead of trying to find players to move to new servers you will push all players to choose new servers to play for.
It’s really the only way to shake up players for more even balance, because players are stubborn and don’t want to move if they don’t have to.
- All wvw players would have one week before relinks to sign up for whatever new server they want to play on.
- Any active but unsigned players will be auto placed into worlds that needs more players at the end of that signup week.
- The duration the server alliance would be active is one month.
- All servers would have lower population caps of course.
- All old servers would still exist as the home for players and transfers.
- The only reason for signups and not automatic placement is to allow guilds and their alliances options to pick a world together.
- You could have it so that whatever world a guildleader signs up for, the entire guilds will be reserved for that server. (But what about alliances abusing this and joining 1 guild!) It’s fine with the lower population caps, plus random server pairing and rankings.
But Xen you mention relinks?
Here’s the second part.
- Optional: allow euro servers to follow the same rules, let the players choose unofficially what server they want for their language. If the euro players disagree with that, then just have language servers as it is now, no sweat just an option.
- Now since servers should be closer in populations, you can randomly match them up, and then link their scores.
- Create Alliances for a random pair of NA and EU worlds.
- Randomly place these alliance from rank 1-12.
- Scores generated for both would still be the same as the current process, you would just total them up for the alliance for a global score.
- You can implement 1 up 1 down format.
- This can even be used as a tournament format.
Now here’s an example.
ALLIANCE – NA – EU
1. Dwayna – NA1 – EU2
2. Balthazar – NA2 – EU7
3. Melandru – NA3 – EU104. Lyssa – NA12 – EU1
5. Grenth – NA8 – EU11
6. Kormir – NA6 – EU37. Primordus – NA7 – EU8
8. Jormag – NA5 – EU6
9. Zhaitan – NA9 – EU1210. Kralkatorrik – NA10 – EU9
11. Mordremoth – NA11 – EU4
12. Selbbub – NA4 – EU5So the Dwayna alliance of NA1 and EU2 would be together for 1 month. 4 weeks is enough time for an alliance to move from rank 10-12 up to rank 1 and be the top alliance. Because the NA/EU server pairing and rank placements are random to begin with, there is no guarantee for guilds bandwagoning to a specific server will be on top.
But all that would probably require a lot of work to create the additional layers, which wvw currently doesn’t have time for.
tldr version, just skip to the next post.
Anet is not linking US and EU.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
More servers will not work. Can’t even fill up the 51 we have now for wvw. It’s not logical in any universe.
3 factions, that are built from individual server links and individually moved as needed to balance, is the way to go. If not, expect your hardcore rvr base to jump ship to CU upon arrival and you’ll be stuck with all these empty servers.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
With the Rising Flames patch the Nevermore critical strike effect was changed into a big (!) spirit raven.
I love my Nevermore immensly but it became a real plague specifically in raids but also in other group content.
As it happens especially the tank complains all raid long (in particular at Xera) about the huge ravens blinding and irritating him. All the worse if there are more than one player using Nevermore! In addition the spirit ravens effect is scaling dependent on the boss, resulting in huge ravens at the Keep Construct.Nevermore was very beautiful and “impressive” enough as it was. So my plea is to at least reduce the special effect.
Hell no!
Swap weapons/transmute in raids if someone doesn’t like it.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I think this makes sense, the more worlds, the more granular control anet have to better balance matchups. I wouldn’t leave my current server unless all my guild left and the transfer was free.
This “add more servers and make it all equal” will never work. Ever. There is zero possible chance that both anet and players will be able to divide out all players evenly. The best they/we can hope for is 3 faction wvw, with more maps and comprised of current individual servers, with individual server relinking to balance as need be. Anything else is a fail.
I don’t think you get the point of this proposal. You don’t need all servers to be equal. Even if the new 3 or 6 servers only have 5-10%(or some statistics whatever) of total wvw population. it just needs to be more spread out so anet can better link servers more equally.
Nobody is going to spread out and play nice. We need to 1 up Camelot Unchained and beat it on all fronts or don’t bother. Anet has to reinvest in wvw, professions and combat systems for pvp… make factions… upgrade/fix engine fir mass combat… improve rewards… The devs need to market wvw and get more people playing, not micromanage the overall low wvw playerbase.
I agree with you on reinvesting and promoting WvW, which is kinda what they’re doing now? So they need to do both really – which includes balancing population. This is why I think server linking is a lot better than merging – more flexibility. And to make WvW fun again, they need to balance and micromanage the playerbase? There will always be some people who will transfer, they don’t need too much for this to work. Should probably give some incentive for people to do that? idk free gold? free badges? +50% on reward track? idk But I know that $rewards$ > everything to most players.
The devs are theorizing a mathematical fix, but that’s not going to happen. They should plan and prep stuff now so a big team effort can be made to bring us wvw 2.0 after the next xpac launches.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I think this makes sense, the more worlds, the more granular control anet have to better balance matchups. I wouldn’t leave my current server unless all my guild left and the transfer was free.
This “add more servers and make it all equal” will never work. Ever. There is zero possible chance that both anet and players will be able to divide out all players evenly. The best they/we can hope for is 3 faction wvw, with more maps and comprised of current individual servers, with individual server relinking to balance as need be. Anything else is a fail.
I don’t think you get the point of this proposal. You don’t need all servers to be equal. Even if the new 3 or 6 servers only have 5-10%(or some statistics whatever) of total wvw population. it just needs to be more spread out so anet can better link servers more equally.
Nobody is going to spread out and play nice. We need to 1 up Camelot Unchained and beat it on all fronts or don’t bother. Anet has to reinvest in wvw, improve professions, have better combat systems inside pvp modes, make factions, upgrade/fix engine for mass combat, offer kick kitten rewards, update wvw and spvp regularly… The devs need to market wvw and get more people playing, not micromanage the overall low wvw player base.
The devs need to put a mass effort toward a new wvw after they release the next xpac, and slowly plan and prepare “things” for it now with the current skeleton crew.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I think this makes sense, the more worlds, the more granular control anet have to better balance matchups. I wouldn’t leave my current server unless all my guild left and the transfer was free.
This “add more servers and make it all equal” will never work. Ever. There is zero possible chance that both anet and players will be able to divide out all players evenly. The best they/we can hope for is 3 faction wvw, with more maps and comprised of current individual servers, with individual server relinking to balance as need be. Anything else is a fail.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Since a lot of nameplate suggestions are coming up in this thread I figured I would let everyone know that the simple nameplate feature will be coming. Simple nameplates will be an option to replace either enemy or everyone’s names with a colored icon – red, green, or blue – and the only thing that will show besides the colored icon is the guild tag and commander tag. We want to reduce nameplate clutter in WvW and not add to it, which is why a nameplate suggestion was not one of the 3 proposed solutions. Also it should be noted that titles do not display in WvW (outside of a soon to be fixed bug where they display to squad members.) So displaying your world name through the title system would not be a good solution either.
Absolutely awesome!!! Tyvm!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
If players on the bigger worlds don’t transfer but other worlds do, we could still end up with better pieces to create more balanced matchups. For example say World 1 is 120% of our population goal and World 2 is 100% and our smallest world is 50%. If we were to link the smallest world with World 2, then World 2 would be at 150% and now is much bigger than World 1 creating a matchup that isn’t competitive. However, if the smallest world split their population creating a new small world that is 20% we would have a better world to link with World 2.
Tiers would still remain the same as they are currently. We wouldn’t be adding new tiers along with the new worlds.
I would suggest not doing any of these and working on a 3 faction wvw system, with enough unique maps to host it properly, after the next xpac is finished… Keep all servers as is, build a 3 faction system, use individual server linking to balance out the 3 sides. Move any individual servers to rebalance as necessary.
Y’all still have time to compete with Camelot Unchained, and that game is going to rock anything GW2 has to offer on the RvR/PvP front currently… Better game engine to handle mass battles, classes and skills designed specifically for pvp combat, better stealth mechanics, tons of sand box features… and the list goes on… Lots of players are waiting for the predecessor to DAoC, which inspired GW2 WvW, so please properly reinvest in WvW and professions.
Please have the team do some research on the above and have a serious talk with MO.
Think about this too… https://forum-en.gw2archive.eu/forum/game/wuv/Suggestion-Living-WvW-updated
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
My encompassing idea…
We have to clear up the excessive red name plates because it’s too messy and visually distracting, so I would like to suggest cutting out as much text as possible and going with something like this…
Enemy names… (Server Icon or Server Initials in a plain icon) Optional Guild Initials in the center (Color Coded WvW Rank Icon with Roman Numerals)
Will looks like this… ANET (XV) or (YB) ANET (XV) with guild tag up.
No guild displayed would be… (XV) or (YB) (XV)
Server icons would be unique to each server and match the name… So take Yak’s Bend and make the icon a Yak head. Sea of Sorrows would be a tear icon… and so on.
Ranks 1-120 Icons- Plain icon with Roman Numerals up to 15 for each rank milestone.
Ranks 150 – 570 Icons- Bronze icon with Roman Numerals up to 15 for each rank milestone.
… and so on following the rank chart
https://wiki.guildwars2.com/wiki/World_Experience
All pets, minions, illusions… are only given a server icon.
NPC names do not change.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
3 mobility skills does seem a bit much.
With Nightfall, I always thought it should be a mobile field (something they should utilize more in game). That would be even better than a teleport, considering a foe can just dodge and kite away from the field, once it spawns.
Bit much? No way! It will make us Necros not suck in melee fights!
Bet even Cal Cohen will love it and start using GS in spvp!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
you really expect Necromancer having a weapon with 3 mobility skills?
Yeah, it will be awesome!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
New GS description… Fast attacks, like Reaper Shroud skills, with moderate damage. Your Necromancer will no longer be crappy in melee because we have finally made useful skirmishing and position skills . Enemies will no longer laugh when they catch you running outside of your zerg because you will be able to fight back now. (Reaper specialization only)
GS 1- Speed up the attacks. Like for real. 1 second chill to balance out the increased attack speed.
GS 2- 600 leap attack. No, not a reticle aiming skill. Ty.
GS 3- Death Spiral… You become a kick kitten drill of dark energy with your blade and dash forward to drill the crap out of enemies. This drilling rends the armor of foes in front of you. 600 dash range.
GS 4- Nightfall… Teleport to your target and call down a growing column of shadows that damages and applies conditions on foes per pulse. 900 teleport range that uses a ground targeting reticle.
GS 5- All good
*Change the weapon to do moderate damage to balance out these cool new features.
Thank you for reading these amazing suggestions!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
It’s not like ANet is going to suddenly remove World Linking or immediately Merge Servers…
I don’t think it’s right to put others down & to tell people what to do…imho
I feel that people are welcome to create their own thread(s) or join in other threads that are focused on topics that they prefer to discuss.
I agree with the overall sentiment of this particular thread that World Linking & Merging are horrible solutions…
Still believe that ANet should consider an Alternative Solution that’s driven by a better Long Term Vision…imho
Read the facts…
McKenna Berdrow GW2 forum post….
“The poll has ended! After removing all votes for “Don’t Count My Vote”, the final results are:
82.7% – Yes
17.3% – No
This mean that World Linking is now officially a Guild Wars 2 Feature. Thank you to everyone who voted!"
AnetChrisB post on Reddit…
“We’ve also had a substantial increase in global WvW participation since reward tracks, world linking, and the return of the Alpine borderlands.”
Move along people, the devs will work on name plates so you can show your server, but nothing prevents any of you from forming groups with players on your server… Stop complaining about things that are in your hands.
Linking is not going anywhere. More players are playing in part because of linking. No, the devs are not making your “free for all” wvw with double-triple the amount of maps that can’t be covered…
The dev team is moving forward and more players are happy, time to think of ways to make this current system even better…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
AnetChrisB post on Reddit…
“We’ve also had a substantial increase in global WvW participation since reward tracks, world linking, and the return of the Alpine borderlands.”
“substantial increase”….
It’s time for some of you to give up your single server mentality and focus on moving wvw forward, not backwards.
And which way I may ask is forwards and which one is backwards ? Because among things you quoted is “return of the Alpine Borderlands”, clearly a step back, not a bad step though. You contradict yourself. Also this statement does not reflect how much did each of the individual changes, and if in any way, contribude to this “substantial increase”.
Then, numbers are one thing. Quality is another… I don’t think quality improved that much… opposite might be true in same cases. In others… I’d agree that there was progress… but this world linking… I’m not sure if it’s one of them. Not saying it’s terrible tho, but ambiguous at least.
To elaborate more, I’d actually propose more radical approach as this “lower server tossing”, as someone here named it has problematic effect on comunity. This change I’d “try” would be to permanently connect realms wow style.
Just because you personally don’t like alpine doesn’t mean I made any contradictory statements… alpine was voted in by the community btw.
Move forward, as in… Linking is not being removed. Time to get over it and talk about other wvw stuff…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I wholeheartedly agree with LionPride. I too have seen our server and other low population servers lose what community they had. Most people who stayed on a low pop server did so for a reason. Under the old system if we were dissatisfied we could have easily moved to a higher pop server. It may not be as much about server pride as it is play style, and a community of like minded players along with pride thrown in for good measure. Today I could move to a higher pop server if playing with blobs was what I want but I choose to stay with a low pop server.
That being said much of what I liked about the low pop servers and fighting in wvw has been destroyed by server linking. We are now at the mercy of the host server we are linked with. If the host server has a similar play style then its not too bad but if they are different then we are stuck with the straw we drew for two months of no fun for us.
I can’t say this any better than LionPride did so I will quote here
“All the smaller servers are just numbers and placed where ever Anet decides. We just fill a gap and we don’t matter. While host servers enjoy a rank , smaller server just get tossed around like a hot potato”.
I’m quite sure the high pop servers would see this a bit differently if they experience what we do with no choice in the matter and were forced to play in a different style for a server they do not belong to for the duration of the link. Then only to be thrown in with another server you do not belong to and have to fight for them.
Well said.
Since linking I have also been in every single tier but one thing has remained the same, our server contributes but gets no recognition. I really like my wvw buddies and miss all the ones who have drifted off to other games since the real impact of linking hit home.
I am not sure a new vote would yield a different result, but it might be time to take the temperature of the wvw community on linking again. It clearly has not worked as intended for many players.
AnetChrisB post on Reddit…
“We’ve also had a substantial increase in global WvW participation since reward tracks, world linking, and the return of the Alpine borderlands.”
“substantial increase”….
It’s time for some of you to give up your single server mentality and focus on moving wvw forward, not backwards.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
@Jayne
Since you missed the developer quotes… Anet is catering to the 82.7% who voted in linking, and that linking contributed to more participation… You can quibble all you want, about what you want, but dev facts are dev facts…
McKenna Berdrow GW2 forum post….
“The poll has ended! After removing all votes for “Don’t Count My Vote”, the final results are:
82.7% – Yes
17.3% – No
This mean that World Linking is now officially a Guild Wars 2 Feature. Thank you to everyone who voted!"
AnetChrisB post on Reddit…
“We’ve also had a substantial increase in global WvW participation since reward tracks, world linking, and the return of the Alpine borderlands.”
Move along people, the devs will work on name plates so you can show your server, but nothing prevents any of you from forming groups with players on your server… Stop complaining about things that are in your hands.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Do you know any mmos that have such restrictions on classes or gameplay? How do you feel this will change how necromancer work?
First question answer… I knew an mmo with a much more fleshed out cc and counter cc system, that also had different cc rulesets in pvp modes…
Second question answer… It’s pretty obvious that some profession balance changes would need to be made if the devs were to work on the cc system in pvp modes.
Do you know any other mmo where skills/spells/classes/builds do heavy raw damage plus heavy crit damage plus heavy damage over time damage plus heavy negative status effects wrapped into one?
Do you know of any mmo that does not provide players damage reduction options, in some form, to damage over time skills?
Are you aware that condition output vastly outweighs a players ability to manage those conditions?
Are you aware that more than just necros pump out conditions?
Do you know that the devs are just starting to make balance changes between pve, wvw and spvp?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
The idea of Luxons and Kurzick is probably a better example than NFL. As for me not understanding cross guild community’s on servers. I am in two guilds as indicated in my signature, and used to play during sea as a normal “pug” that followed SEA guilds. To put it bluntly, I don’t lack perspective in the long run. Even time-zones have their own communities (especially SEA since most did not speak english well).
All you need to do now is add more “Teams” & not limit it to only Luxons & Kurzicks.
- Give each “Team” a Home Playing Field (Each Server allocated 1-4 Maps). The number of Maps allocated varies in relation to population & battle area demand.
- Let players from all “Teams” be able to visit each other’s Home Playing Field.
Remember:
- GW1 All players could “Visit” & play on both EU & NA Servers in Factions.
- GW2 All players can “Guest Visit” & play on any Server…it’s just that they can’t use this mechanic to play WvW…it’s this mechanic that ANet should re-purpose & tailor it for WvW.
How’s that for a solution instead of World Linking or Merging?
That’s an extremely poor solution that doesn’t salvage “server pride” or make wvw better.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I am not saying your memories are invalid, but you should make the best of the limited time left in this game; all things end, so try to have fun with the game play before it does!
And this is why I say folks aren’t looking at things longterm. You’ve already buried the game and are picking at its carrion.
Meanwhile, there’s still people deeply invested in seeing it run a long time. Because of the community they’ve grown.
Your solution is short term. As is all the battlegroup and alliance junk.
What? My solution is based on what players actually do. As is proven so far, guilds have outlasted servers. One point people have been missing is that people stop playing this game. I suspect everyone’s hay-day was pre-Hot within the first 2-3 years of this game. 2 years is a typical point where games start to drastically decline in population…so it would make sense server populations to disappear too.
KILL was a community guild for JQ. FoW is a community guild for YB. cmd is a community guild for TC. I gave you this solution that you have actual control over. You do not need ANET’s intervention at all.
My actual concern is from fundementals. From GW1 to GW2 they did things backwards, and less innovative to match older MMOs. On topic, GW1 had no servers for people, and that focused it on Guilds. Eventually in the Canthan expansion they introduced Alliance Battles. That expansion gave large identity as Kurzick or Luxon. Both sides each had their players, guilds, and even art styles dedicated to them. But still no servers. Even a moving border indicated which alliance was “winning.” Regardless, you can come to the forums hoping ANET to bring back the old community, but they simply can’t force anyone to play again.
The idea of Luxons and Kurzick is probably a better example than NFL. As for me not understanding cross guild community’s on servers. I am in two guilds as indicated in my signature, and used to play during sea as a normal “pug” that followed SEA guilds. To put it bluntly, I don’t lack perspective in the long run. Even time-zones have their own communities (especially SEA since most did not speak english well).
I am telling you the “long term” solution for this: adapt. ANET cannot fix this aspect unless they magically overhaul the game play, and send out an aggressive ad campaign. Given their WvW team is about 2 people at a time; it is on you, the remnants of past glory, to push yourselves to play or not.
Because of the-lack-of-everything, the long term plan should be to make the game play more important. I can still go back and play GW1, because while people dislike henchmen/hero, they are a long term addition to GW1. I am willing to sacrifice those small servers for better gameplay (even SoR, since I was there when it was T1…).
This X 1,000! Well written and would read again! +1,000!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I am not saying your memories are invalid, but you should make the best of the limited time left in this game; all things end, so try to have fun with the game play before it does!
And this is why I say folks aren’t looking at things longterm. You’ve already buried the game and are picking at its carrion.
Meanwhile, there’s still people deeply invested in seeing it run a long time. Because of the community they’ve grown.
Your solution is short term. As is all the battlegroup and alliance junk.
Well, good thing this “alliance junk”, that was voted in by 82.7% majority, has contributed to the “substantial increase in global WvW participation”….
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
McKenna Berdrow GW2 forum post….
“The poll has ended! After removing all votes for “Don’t Count My Vote”, the final results are:
82.7% – Yes
17.3% – No
This mean that World Linking is now officially a Guild Wars 2 Feature. Thank you to everyone who voted!"
AnetChrisB post on Reddit…
“We’ve also had a substantial increase in global WvW participation since reward tracks, world linking, and the return of the Alpine borderlands.”
Move along people, the devs will work on name plates so you can show your server, but nothing prevents any of you from forming groups with players on your server… Stop complaining about things that are in your hands.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
It’s been a long time coming that something needs to be done about condition output and/or defense in pvp (wvw and spvp) modes. Y’all can’t leave this condition system as is much longer because it’s not healthy for competitive gameplay. Either tone down condition damage… or cap the number of different conditions a player can be affected by… or add immunity timers after cleansing… or tie in condition damage reduction/mitigation to stats… or combinations of these….
?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Hi everyone,
I had a few ideas for some… drastic changes that I feel could move WvW in a better direction and would like to see what everyone thinks.
1. Separate the PvE and WvW Servers : As we already utilize the “Mega Server” system lets just make it that, a new server called “Tyria” is the landing pad for anyone who joins the game. Current players who opt in to WvW retain their “WvW Server”and upon entering WvW its business as usual. New players or players that previously opted out of WvW are presented with an options screen when first trying to enter WvW. This will give them a list of servers they can join but there will be a population lock put on the servers so that you cannot join a server that has X more players than the lowest population server.
Pros:
- In theory this eliminates the need for linked servers once servers begin evening out.
- Servers are no longed tied to their “PvE Population” meaning that in theory match-ups should even out over time given the population restrictions.
- Lower Tier servers get the chance for an influx of players as they become the only choice until things even out.
- The game retains the ability to make money on transfers to “WvW Servers” (though the first transfer after this change would have to be credited).
Cons:
- Someone who left the game and came back at a later date might find themselves no longer on the “WvW Server” they left on and are unable to quickly get back on it due to a high population.
- Initially match-ups could stagnate a bit due to the fact that lower tier servers would be the only options available for transfers until things balanced out. In addition to this it might become necessary to reduce the number of servers to account for the reduced WvW population.
- Probably more things I haven’t thought of
2. Balance skills in WvW without affecting PvE : Nothing new here, many have asked for it but needs to be done for both ends of the spectrum because nothing is more frustrating as a player than to have something changed because a game mode you don’t even utilize is “unbalanced”.
3. Lower the overall populations of WvW Servers : I would rather suggest getting more powerful servers for WvW but that feels like an unrealistic ask. That being said, skill lag and general performance issues in WvW tied to large groups clashing over an objective is a poison that will slowly kill the game if not addressed.
End of the day I am just looking to strike up a conversation on the topic so feel free to provide constructive criticism.
1. Segregation doesn’t work here. Everything in this game is mega server except for wvw, and linking has worked to boost participation rates.
2. The devs already started making balance changes between wvw, spvp and pve.
3. No thank you. It’s unnecessary and puts unneeded stress on players to cover 4 big maps. The devs are working on the lag stuff.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
It has been a few months since server linking has started and I think that we have given it enough time to actually draw an conclusion about it. I have played in all for tiers of the new system. What I have noticed is that nowadays omniblobs is the way to go, roaming is a dying art, taking your 20 or so guildies into wvw is quiet hard due to queues and once they all get in just to get run over by map queue zerg. Lets face it wvw now is just who has the bigger zerg .
We can all feel it, this is so wrong. When this game started Anet Said you can choose the way you want to play. In the old system people had choice to stay on their server or move to a more appealing one that fit their playstyle. Many of us stayed on our server cause of Server Pride. We wanted to build it up, we enjoyed the friends we made, the community we built, giving all we got enough when we were outnumbered and what we did in wvw mattered.
New system- friends and people we know have stopped playing, communities are dying, there is no making your server better. All the smaller servers are just numbers and placed where ever Anet decides. We just fill a gap and we don’t matter. While host servers enjoy a rank , smaller server just get tossed around like a hot potato. This is why most people are leaving. At the end of the linking it does no matter how much we do or how much effort we put it… it means nothing.
With the Old System every one had the choice where they wanted to play, roamers, smaller guilds, skilled guild groups and the blob zergers unlike the new system where join the blob or die.Communities we have built over the past 4 years means nothing according to the new system which is disrespect to all the players who sweat blood and tears for their server.
We all know this but most servers start tanking 3 weeks before the new link in order to obtain a good pairing or avoid the dreaded no linking.
Well we all see what is wrong with linking… there is no consistency, communities are dying, players are leaving, and lets face it wvw is not as much fun anymore.I am asking all those who see this post if they would like their server back, solo server fighting against other solo server, do you want to regain your communities, do you want to be able to roam without getting blob,do you want to feel what you do in wvw matters, do you want to stop losing friend cause this game mode has become boring, do you want the choice back?
Post your comments about having your server back.
A dev stated that wvw population has increased since linking. Linking was voted in by 80% majority to be added as a permanent feature… The devs are not getting rid of linking so you’ll just have to accept it or not.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Of all things, someone complains about axe? Axe main hand is fine… Axe off hand sucks. Sword is all wacky and sucks still. Dagger off hand sucks. GS damage sucks… The main problem with ranger/druid is that our overall damage sucks because of our sucky pets. The only decent damage output builds now are with pve condi builds, the rest are junk by comparison.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I know we do not have a preview of the other Legendary Armors, but I have some concerns for the other weights judging by the medium and light Envoy Armor designs. I do not have any female characters, so this is from a male character perspective. The specifics…
Medium Envoy…
-The hood, on all male races except for Charr, is too big. It makes the character look like a bobble head kid with a big winter parka hood… Think Kenny from South Park. To compare, the Whisper’s Secret Hood is sized better and the under mask makes the entire piece look great.
-The shoulder pieces are too big and do not compliment each other. The dragon face is neat, but the other piece looks like a car tire unfortunately. I would suggest going with 2 equal sized dragon faces that are much smaller.
-The face on the back ruins the use of any back piece… I personally feel that face has to go unless you come up with a major kick butt look and combat transform to it.
-IMO, the Envoy chest, leg and boots look more fitting for low level blue and green gear. Bladed, Whisper, Falconer…. are just a few sets that look far better by comparison.
Light Envoy…
-I personally feel there has to be more for the face and shoulders than just the floaty gems.
-The butt cape looks way too big and out of place. Make it more of a “classy” looking form fitting design.
Final thoughts…
Both the heavy Envoy and Legendary armors look really good, and I like the “battle ready” designs, but the medium and light Envoy armors look extemely unappealing… This makes me worried that the Legendary designs will come out more on the gaudy “fashion show” side as opposed to looking sleek and “cool” in and out of combat.
This post is not designed to be negative. I’m just hoping that these armors, which require a ton of time and work and gold, can be made aestically worthy of the effort to obtain them.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Alright folks, here we go. I have said that we would look into the material storage system to determine if we could reduce the current restrictions on what is allowed to be deposited there. We have completed that investigation and are ready to talk about what all of you wish could be deposited into storage that currently cannot be. So, please, post your suggestions in our official forums—offered in English, French, German, and Spanish—or post in the inevitable Reddit thread that links back to this post. The Comms team and I will be monitoring those places for your suggestions and gathering your feedback. In about a week or so we will pool those suggestions in order to weigh their validity, and if there are any popular suggestions that are not desirable or possible, I will follow up to explain why. If I find that the number of valid suggestions exceeds the quantity we reasonably can add, we might have to talk about priorities. But for now, let’s pretend that the sky is the limit for the purposes of this discussion.
Here are some guidelines, to head off any paths that will not be fruitful for you:
• No Crafted Components. There are simply too many of them and I categorically refuse to add them all. I will not budge on this. There might be some one-offs I am willing to consider, but if your suggestion is that every single Boot Sole, Soup Stock, Jewelry Setting, and Weapon Haft should go in, you have become Sisyphus and that boulder is never making it to the top of the hill. Give up now.
• No Keys. I totally understand how much folks want this (my shared inventory slots are largely taken up by keys, so I get it!) but putting keys into material storage is not a viable way for you to get a key ring. Sorry.
• No pure Salvageables. I’m looking at you, Lumps of Raw Ambrite. If an item’s only use case is to salvage it into another item that can be put into material storage, then just salvage those items if you want them out of your inventory.And now, commence with the suggestions!
Maybe someone has said this in the 400 responses, but I feel that anything used as a crafting material should have a storage space. Any other non-crafting items can go into bank and guild bank spaces.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
With the release of GW Nightfal it was possible to save skill templates.
Even though we now have few skills which aren’’t bound to a weapon, I am really missing a confort feature which allows me to at least save different trait setups.
E.G: Every time I am changing between bow and staff on my guardian or Longbow to shortbow on my Ranger, I need to change complete trait lines and skills. It would be great if this could he done by simply choosing a saved trait template
Please change the title to reflect your post.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
We have temporarily disabled the ability to purchase or use the Ghostly Outfit. We will re-enable the outfit as soon as possible.
Topic of this bug was created a week ago, and only now you have seen it?
https://forum-en.gw2archive.eu/forum/support/bugs/Ghostly-Outfit-crash/first#post6378654
The item became available this morning. How would we have responded a week in the past?
item became available in the game client a week ago
early access to the codes of items a good solution to find possible bugs
Stop being unreasonable and giving Gaile a hard time.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Clearly opinions vary! In the game, I got resounding approval for Cecil, particularly since it eliminated the confusion with another beastie. I’m personally not a fan of using the name of someone I know, like Colin, or Steve. However your mileage may vary, and that’s ok.
The fact of the matter is, if I see someone 2 feet taller than me approaching with a roaring chainsaw, I’m likely to call him “Sir.” Or her “Ma’am.”
Sir Cecil, The Labyrinthine Horror maybe?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
https://youtu.be/Wb6g-Tv5Ttc this video was to let arena net see how was the heal OP and pet dmg OP as well how poor thief is
i am looking to see thief buffed soon
You spammed the same video months ago in the ranger, wvw and spvp section… all 3 were removed.
The devs can do a lot of things, but they can’t make you a better player. I suggest getting back to your “easy win” dueling thief main and improve yourself.
https://m.youtube.com/watch?v=LJXCf05vdzo
Published on Mar 28, 2016Hello guys , i made a build its funny one easy win its about two things Interrupt and STEAL LIFE , the build is this
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Druids did this to themselves. Until they change or nerf AFG that cooldown will probably stay regardless how much it will hurt a support druid built to support.
Actually, it’s players, like you, who don’t use counters in your build and come to the forum complaining…
ya that totally me. I don’t at all solo roam on druid and therefore do not know how to counter them.
I like the selective quoting…
I’m fully aware you play Druid, but your complaints show you are only 1 step up from players with 7-8k staff auto claims… I can pull a number of quotes to dissect them, but you clearly had issues against skilled players on Druid despite the fact you play one…
I used to think it was player skill being the problem but I fought one this weekend where there was no doubt he was full celestial and knew how to abuse celestial avatar. It was like fighting a bunker scrapper before they got nerfed. The bs needs to die or something cause it’s moronic.
Your recent posts on Druid clearly show your overall inexperience with competitive pvp play. I suggest learning the tools to counter things you have difficulty fighting, it will make you a better player.
Link me some of your leetness pvp play then. Not that I care about pvp but maybe I can see something I can use.
You’re clearly not addressing the key points.
Competitive player vs player… players against other players in competitive player vs player modes such as wvw/rvr/open world pvp/arena/gvg…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Druids did this to themselves. Until they change or nerf AFG that cooldown will probably stay regardless how much it will hurt a support druid built to support.
Actually, it’s players, like you, who don’t use counters in your build and come to the forum complaining…
ya that totally me. I don’t at all solo roam on druid and therefore do not know how to counter them.
I like the selective quoting…
I’m fully aware you play Druid, but your complaints show you are only 1 step up from players with 7-8k staff auto claims… I can pull a number of quotes to dissect them, but you clearly had issues against skilled players on Druid despite the fact you play one…
I used to think it was player skill being the problem but I fought one this weekend where there was no doubt he was full celestial and knew how to abuse celestial avatar. It was like fighting a bunker scrapper before they got nerfed. The bs needs to die or something cause it’s moronic.
Your recent posts on Druid clearly show your overall inexperience with competitive pvp play. I suggest learning the tools to counter things you have difficulty fighting, it will make you a better player.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
High tier play (ESL, top teams, etc) -> Druid is balanced in what it offers as a capable role in a PvP oriented team, it’s not broken, it’s not ridiculous, it was solid and also wasn’t braindeads like spirits. It still is like this despite the nerf to CA.
In any level of play below that -> You will have people crying that it’s broken beyond belief , that it is godlike.
This is primarily because people in that tier don’t know counters, positioning. They don’t like learning other classes and figuring out weaknesses. They don’t want to do that work, it’s easier to come to a forum and complain about it. Obviously, most of those people aren’t the people in the 1st group I mentioned above. They’re the people who lost in a Solo que or ranked match with a bad team comp or most commonly, lost in a 1v1 so they come here to complain – because the game is centered around 1v1s obviously.
Unfortunately, the balance team listens more to those people than actually studying metas and slightly adjusting things, which is sad.
This isn’t just the case for the druid class but many classes over the years have had builds with intricate playstyles (whether they were op or not is not the question here) nerfed into the ground. I personally don’t think Druid was completely gutted, but I’m making a point on balance by Anet in this game over the metas.
A lot of builds , that may have been op in the past across all classes have been completely gutted and destroyed because they make massive changes without any thought of power creep instead of making slight adjustments and seeing how metas shift. This has hurt them more than help them and hurt many builds in the same process.
Guild Wars 2 has some of the smoothest fighting combat gameplay I’ve played, and I have played a ton of MMOs in my time dating all the way back to EQ1. The balance? Some of the worst I’ve seen in an MMO.
It would have been great to invest in an actual test server both PvE and PvP with proper splits so users could copy a character over and test changes accordingly before massive balance patches were put in place but they opted out of this route, in doing that they make tons of a changes without consequence or thought of what might happen, mostly riddled with bugs that takes months to fix (hilt bash is just now getting fixed in the next balance patch , it took how long? many things still broken , this is the case for many classes, if not all) and end up with people just getting fed up and leaving entirely.
I’ll +1 this too.
Sadly there are too many low skill whiners and a dev team who, despite have a mostly great combat system, doesn’t devote the resources and time to improve the most important aspects of the game… and those are the professions we play.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Druids did this to themselves. Until they change or nerf AFG that cooldown will probably stay regardless how much it will hurt a support druid built to support.
Actually, it’s players, like you, who don’t use counters in your build and come to the forum complaining… meanwhile making videos highlighting how “cool” other professions are in combat.
You complained about “CA abuse with heals and stealth”, yet as rev, you have access to poison heal debuff, aoe skills, reveal… and the burst to back it up… let’s not forget about heavy armor, high hp, double heals, high damage, passive boons, teleport skills to apply melee pressure…
Won’t even talk about the low skill daredevils on the forums whining about Druid immobilize lol, while running continuous stealth use builds built for super crit or condi… or those in spvp complaining that their tank couldn’t kill a Druid, and vice versa, but Druid is obviously op…
I read the forums and see a plethora of noncompetive players who probably graduated from FPS shooter games and can’t handle pvp in an mmo. These same players want the devs to hold their hands instead of improving or changing themselves.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
It cannot be too perfect.
If legendary armor become the end-all armor, then fashion war loses one of its main drive to keep people playing.
Lol it better be perfect
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Heavy leg looks pretty awesome. Medium and light pre on males do not look appealing at all so I’m worried about those weights.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
It’s completely irrational to complain about a mode specifically designed to have many players duking it out on maps… If any of you can’t handle large groups running around then don’t enter these zones.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
It’s funny how years later nothing was changed
Had to change that for accuracy
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I’m going to get to the point. Honestly mindlessly zerg-balling should not be the be all and end all.(It’s just lazy low risk high reward playstyle.) It’s really gotten so bad to the point most of the WvW community will run away from you unless they have far superior numbers. (There is too much emphasis on mindless mob tactics, in this game mode.) We are to the point where servers are lobbying and paying for other people and guild to transfer to their servers, just because how overpowered the zerg tactic is in this game.
Roamers and Solo players gain little to no rewards compared to the zerg. Yet has to utilize the most skill and tactics to even be viable. (Super high risk – Super low reward playstyle.) I personally think that is a huge problem. More so then the match ups.
People are only bandwagoning to stack servers to gain a higher chance at wining or more rewards(bags and reward track progression) for less skillful play. If you nerf zerg play you can pretty much solve a lot of problems over night with, players manipulating your population counting system and such. Server stacking after every link would instantly be fixed. It’ll also promote people to spread out evenly throughout the servers instead of just stacking for easy bags via outnumbering their enemies.
Some ways that come to my mind on how to solve this.
A.)
Nerf rewards gain based off of numbers. The more players you show up to hit a structure or player. The less reward track and rewards you get.B.)
The less people you have the killing players or taking objectives. The more reward track progression, and rewards you get.C.) Way higher outnumbered buff.
The more severely outnumbered you are. The more stats you gain, to equal out for being outnumbered. No PPT change or Karma gain changes. Just pure stat gains.(The other servers who are outnumbering said server should see this and be forced to either decide, to continue their attack against a buffed outnumbered server. Or split up to prevent said server from getting the outnumbered buff.)D.) A little bit of all of the above mixed together.
Those are just my two cents. Yall are now free to flame me.
You can’t punish players playing in any way… If you can’t handle zergs then spvp is available.
Lol brilliant answer, so people should refrain from roaming and access to other utilities, foods, sigils, runes, siege weapons and keep capture aswell as camps and go spvp in a magical place where diversity has been long forgotten.
That’s exactly his answer. WvW is a game only for players who like to queue maps and roll on one tag, to troll and steam roll small groups. (He is advocating for more skill less F1 numbers over tactical play.) If you don’t like it then leave, he said.
And people wonder why I made this tread in the first place. Because people like subject one. Who probable just bandwagons to what ever server has the highest population in the tier just to steam roll and troll other servers who have no population. He is the exact example of why I said it’s got out of hand. And the zergling play style is just too overpowered to enjoy if you are on a server who are always outnumbered nearly 24/7. Because their is absolutely no counter play to zerglings just steamrolling you with spamming F1 when they outnumber you 3 or 4 to one. (While you can down their players. The rest just revive them.) It’s exactly like fighting 6 Billion Zombies with 100 super humans at best.
That is what I’m saying needs to change. People are not going to not cheese the system, if the system rewards people for cheesing it. I honesty think a big debuff needs to happen to the zergling play style. For good reasons too. It’s just too many people abusing the bandwagon/zergling play style. That the game mode is not fun at all if you find your self on a predominately 24/7 outnumbered server for 4 to 8 weeks. kitten’s really destroying mines and maybe others GW2’s WvW experience.
Just either nerfbat the zerglings or buff those who are severely outnumbered, or close down more severs and give us free server transfer, or just gave us a free transfer period. Or just get rid of the linking system. I’ve never had such a hard time in WvW till the server link became a thing and pretty much buffed the bandwagon play style to epic proportions.
No sPvP is not a substitute for WvW. sPvP is a place where you go if you just don’t want to face some unique builds because you can’t figure a way or put the time and effort to counter them.
WvW is a mode specifically designed for hundreds of players on the map to wage war… If you cant handle realm vs realm gameplay then don’t play it, but to ask the devs to punish players for playing is silly.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I’m going to get to the point. Honestly mindlessly zerg-balling should not be the be all and end all.(It’s just lazy low risk high reward playstyle.) It’s really gotten so bad to the point most of the WvW community will run away from you unless they have far superior numbers. (There is too much emphasis on mindless mob tactics, in this game mode.) We are to the point where servers are lobbying and paying for other people and guild to transfer to their servers, just because how overpowered the zerg tactic is in this game.
Roamers and Solo players gain little to no rewards compared to the zerg. Yet has to utilize the most skill and tactics to even be viable. (Super high risk – Super low reward playstyle.) I personally think that is a huge problem. More so then the match ups.
People are only bandwagoning to stack servers to gain a higher chance at wining or more rewards(bags and reward track progression) for less skillful play. If you nerf zerg play you can pretty much solve a lot of problems over night with, players manipulating your population counting system and such. Server stacking after every link would instantly be fixed. It’ll also promote people to spread out evenly throughout the servers instead of just stacking for easy bags via outnumbering their enemies.
Some ways that come to my mind on how to solve this.
A.)
Nerf rewards gain based off of numbers. The more players you show up to hit a structure or player. The less reward track and rewards you get.B.)
The less people you have the killing players or taking objectives. The more reward track progression, and rewards you get.C.) Way higher outnumbered buff.
The more severely outnumbered you are. The more stats you gain, to equal out for being outnumbered. No PPT change or Karma gain changes. Just pure stat gains.(The other servers who are outnumbering said server should see this and be forced to either decide, to continue their attack against a buffed outnumbered server. Or split up to prevent said server from getting the outnumbered buff.)D.) A little bit of all of the above mixed together.
Those are just my two cents. Yall are now free to flame me.
You can’t punish players playing in any way… If you can’t handle zergs then spvp is available.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Wouldn’t it be cool to have single days where anet staff members joined in the wvw in an event. Maybe as a giant boss on each side or as a commander or something.
PPT wouldnt matter just the fun of doing something special every once in a while.
Would be fun if the devs did stuff like that.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
…the crappy state ranger/druid is in.
I’m the one out of touch,
Ohhhhhkayyyyy…You think this is a good spec because it has a semi decent roaming build?
Druid is so good that’s why you main rev now…
They raid, they fractal, they spvp, they wvw. Not sure what is crappy about them, and certainly not sure what about them makes them only semi decent at roaming.
I still play druid. Just updated my staff from settlers to apothecary or more precisely toughness main stat to healing main stat. Notice how I change with the changes instead of flailing my arms saying “druid is crappy, nothing can fix it”.
Your op targets wvw roaming Druid and feeds into the QQ from players who refuse to get better.
Yes, let’s nerf CA gain because interrupts and hard cc are not enough to screw over Druid in CA form…
Yes, let’s make CA 1 1500 range with a 180 radius because that going to hit moving targets right?
Self daze on skill 3 with a port so we can get screwed over even more in our timed CA form…
Add regen to CA 4 that already heals….
Using CA 5 is a gamble to live or die because of the self root, but no, don’t suggest removing the self root…
CA skills are crap support for moving teammates, and 1 well timed CC or focus fire is enough to squash half of our Druid mechanics… Damage is mediocre. Pets, that struggle to hit moving targets, are dead most of the time in pvp modes so that means a 3rd of our mediocre damage is debuffed… Poison debuffs all heals by 33%… AoE kills stealth… All the CC floating around are a death sentence and smart players time their CC bombs right after we exit CA…
I’m sorry, but you are completely out of touch with what ranger needs and the suggestions do nothing except support low skilled player complaints on these forums.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
…the crappy state ranger/druid is in.
I’m the one out of touch,
Ohhhhhkayyyyy…
You think this is a good spec because it has a semi decent roaming build?
Druid is so good that’s why you main rev now…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.