Peetee, yeah thats what I am saying, they keep saying they have fixed it, but is it? I suggested in the suggestion forums that they just make stealth permanent and give crafters the ability to craft see invisibility potions/food to counter it, because if they can’t obviously fix such a trivial core part of a class, then it is broken.
Azure Power, no one cares about Pistol Whip anymore, that was 3 weeks ago.
Could you please consider this?
If the rendering issue of Thiefs can not be fixed correctly, then just make thier stealth permanent and do the following:
Make stealth break upon ANY action they make in game wether it be attacking or interacting.
Thiefs being able to one shot people in less then 1-2 seconds from out of stealth – Needs addressing.
Thiefs being able to stop the capping of contested points from somehow, perma stealthing – Needs addressing.
Thiefs being able to Finish Them! while in stealth – Needs addressing.
Thiefs being able to revive people while in stealth – Needs addressing.
Thiefs being able to smash down the buff NPC’s in sPvP from getting a 30k+ crit on a opening skill and stealing the buff for thier team – Needs addressing.
The NPC buff in sPvP needs to be applied to the team who did the most damage overall, not last hit.
I am not one to usually complain or whine, but after 20 people trying to find 1 Thief while on Titanspaw spawn just awhile ago and not being able to take it for over 30 mins, just rediculous.
They stated they fixed it Peetee.
Without time stamps, screen shots mean nothing…
See invis potions/food, k go.
rofl Arcadius, serveral people are now in here and a large percentage of the communtiy have rerolled to a Thief, wonder why?
Shadowstalker I was there with you and greyblue, thats why I made this post, it is totally unacceptable that one class can have all this to harrass in PvP.
With or without stealth, Thiefs are dangerous.
I reckon Anet should make see invis potions for Crafters to make, Cooks maybe?
Arcadius I am going to assume you ethier play a Thief or your main is one and you are defending them here and in my post about this same topic. I was with you greyblue at that point, total bs.
Secondly, Anet needs to respond on the current way Thiefs are, because if they even remotely hint that they are balanced, I am rerolling one.
Also there is a major difference between tactics and indeffiently holding a point with no way of gaining it.
See invis items would be the go.
Hyperhypo just hit the nail on the head, yet he doesn’t even know he did…….
Arcadius, feel free to look around the forums for the links you ask for, they have been linked enough.
Whats going on with edit option?
Anyways, none of those stats/gear applies in sPvP or FFA PvP areana Webley.
Webley, feel free to let us know and of course one would think they are a great player being countered by great players. Why would anyone think negative of ones self?
I could be just bad, as could you be.
Sigh, can’t edit.
No, we didn’t get kittenon, 30+ people couldn’t cap 1 single point in WvW just now due to one Thief running around in the area, in stealthing constantly one shotting people from stealthing and disappearing then running around harrasing with throw dagger while in stealth.
So unless there is a new hack/exploit out, then none of the above should be possible, according to the people above me.
Thiefs are really squishy? I am sick of hearing that bs when they can potentially kill a heavy class wearer in 2 seconds, which by the time they have reacted, dead.
If they can make 35k+ hp go away in 2 seconds, EVERY class essentially becomes squishy.
If you nerf stealth, youll destroy the thief as a class… stealth is the very essence of the class. also doing large amounts of damage in a couple shots is also in the spirit of the class.
ill take your issues one at a time:
1. covered that already, it fits the class that they should be able to do that damage if they spec for it.
2+3. I dont see why this is much of a problem, thieves are still vulnerable to aoe and most ppl aoe corpses as a rule. not something that needs addressing really.
4. I don’t play sPvP so I wont speak on this.The thieve is not more powerful then any other class. they just happen to have annoying skills. and you’re only complaining mainly because you can’t see them. You could make a ‘case’ that any class needs ‘addressing’
You must be joking right?
1. No other class has the ability to smash someone in 2 seconds.
2. No one stands in a AoE while stealthed OR stands still while in stealth, the likely hood of hitting said playing in stealth is zero and I have used knock back frontal cone AoE on stealthed Thiefs and they don;t knock them back when using Finish Them! on a downed player, the played, gets killed.
Besides, this is not nerfing stealth, it is simply, balancing it. I expect this kind of response from every thief currently using these tactics to win.
Thiefs are just as dangerous out of stealth as any other class, put them in stealth and they become more then any other class could hope to be.
I bet you play a Thief Houds, anyways, good to see you and I think you would agree, that the class needs some slight adjusting.
Is Aimey playing?
Thiefs being able to one shot people in less then 2 seconds from out of stealth – Needs addressing.
Thiefs being able to stop the capping of contested points from somehow, perma stealthing – Needs addressing.
Thiefs being able to Finish Them! while in stealth – Needs addressing.
Thiefs being able to revive people while in stealth – Needs addressing.
Thiefs being able to smash down the buff NPC’s in sPvP from getting a 30k+ crit on a opening skill and stealing the buff for thier team – Needs addressing.
Stealth should be broken by ANY action they participate in and the NPC buff in sPvP needs to be applied to the team who did the most damage overall, not last hit.
If Anet intends Thiefs to be this way, then say something, so we can all reroll Thiefs please.
The real question is, how do you know people really did pay 50 bux and got nothing? They could be just generating a bandwagon effect for others to jump onto to increase the chances of the items before opeing the 100+ chests they have from PvEing….
Screaming that the house is on fire enough will eventually bring people running to the rescue…
Another question is, why do you feel entitled to a skin for free? Even having an event should be reward enough……
(edited by Taemek.1602)
I guess it’s easier for majority of the player base to whine rather then participate in a civil and constructive manner in todays generation of gamers…..
Also, I can’t seem to edit my last post, but as I pointed out in the other thread, Loyalty based bonuses only work with subscription based games. I could buy this game, play for 1 day, then quit for 1 year, come back and have all the bonuses that other guy has who actually put the time in to play for the whole year.
It just simply wouldn’t be fair and again is the reason why, if any rewards go forward, they would have to only be fluff and thats unfortunately, not enough to get people to stay.
In all honesty, the amount of XP, karma, items and money rewarded to you in WvW is and should be incentive enough to want to do it.
The issue is not that people are not loyal, it is the way Arenanet handled the orginal implementation of the opening of server transfers which has literally blown up in thier face and loyalty bonuses take time to apply due to the nature of having to, well, spend time playing. Also, loyalty bonuses generally only work with subscription based games. This is a cash shop game where, I can buy the game, play for 1 day, go afk for a year and come back and have a 1 year bonus, how is that fair to someone who actually stay and played for the year?
The loyalty systems generally only work is thier is progression within ones character wether it be via itemization or statistical progression like levels or skills etc.
GW2 at end game has no progressions except a means of control your enemy via owning everything in WvW. So the loyalty rewards would have to be based around that as I said in a previous post to you Lion, what happens to people who start the game on a Guest pass or just fresh to the game? Theives are already putting out crazy damage as it is, 35k burst damage for example. In 12 months time with a 10% bonus, crazy……
The loyalty rewards would have to be unfortuntaley, only fluff. Which competetive players who play only for PvP simply do not care about. PvE players on the other hand would be all over it.
Maybe have Gems as a reward, 12 months on 1 server = 800 gems or whatever and some fluff items like boosters, repair canisters, rare dyes etc.
Taemek, your suggestions would make a lot more sense if WVW was isolated from the rest of the game. It isn’t.
for #1, so you would say to those people who have friends on multiple servers that they can’t play with some of them because of WVW, even if they have never touched it themselves?
Makes no sense but I will try and make sense out of it.
For starters WvW is isolated from the rest of the game…….90% of the game is not WvW, only 5% of it is with the other 5% being sPvP.
How does locking server transfers to fix the unblanaced issue have anything to do with people not being able to play with thier friends because they don’t WvW? I don’t think you are reading it correctly or you are misunderstanding the terminology behind it all.
for #3, what about servers with high PVE and low WVW activity? should people be crowded out because they don’t put a good enough show in WVW?
What about it? Thats why we have a tier based system based on total points, which we have right now. What I am asking here infact helps servers faster and more accurately fall into place then the current system we have. So, we reset all servers back to zero and Arenanet balance servers out by merges and population. They then, using thier abundance of statistical data they would of gathered by now to determine what servers fall into what line ups for a 2 week WvW rotation. At the end of that rotation, your server is placed into a tier that more suits where it should be.
This however will only work if they lock character transfers, because again, let me spell it out, if it doesn’t get locked, guilds will just server hop from server to server and make sure they always remain in a lower tier to avoid a heavy, heated and exhausting 2 week battle rotation to maintain a tier 1 status with another Zerg. They will continue to do this until the games popualtions morale has been destroyed and people start quitting, which has already begun, if you haven’t noticed the amout of threads about it in the WvW section.
So what I suggest, pulls us all into line in 2 weeks, rather then wait for the best part of 2 months for some servers to balance out because of our grousely inflated points thanks to these guilds being allowed to simply, run a muck.
Not to be harsh or anything, show me a game in the past 4 years that hasn’t had server locks based of population? You should be glad here in GW2 that the servers are only locked during certain times of the day and not based of total accounts like some in the past, so if your friend truely wants to get on that server, you tell them what time of the day to log in and transfer and walla, they get in. Populations pan out after 6 months anyways and if you try to use the excuse but what if he/she wants to join in 6 months time, np, most servers have room by then anyways.
All in all, you can’t please everyone and sometimes, people miss out if they don’t start at the beginning. Our guild has had alot of people miss out in the past because they choose to start a game late with us because they were busy playing another game and didn’t want to relocate to the game we were playing, that unfortunately is just how the cookie crumbles, but we always end up getting them into the server, might just take an extra week or 2.
The short answer is, PvE heavy servers will not be effected by this other then being placed where they should be quicker in terms of total points. It’s not about population ingame or how many you have in the instances, it is about total points aquired, so if your PvE heavy servers gets low points, they simply go up against other likewise PvE heavy servers with low points. Again, this is how the current system is actually set up.
(edited by Taemek.1602)
Taemek it’s only a suggestion… ok what if you were a 12month loyal server member and you could buy a special buff for 10g that unleashed a dragon or titans upon your enemies strongholds… all fun and ideas but don’t say it would achieve nothing unless you are one of the ones who like server hoping.
Don’t go that far, that essiantially makes the richest guild the winning one. Ignore Taemek, currently he’s only discrouraging creativity and suggestions, a bonus is a bonus and if you’re lvl 80 Im pretty sure Anet could do something to make it worth while, like special armor and wep skin unlocks etc.., just a suggestion.
Discouraging creativity with facts.
The fact is, if you can’t buy a bonus in the cash shop that people want badly, even those who are maxed out and only play to decimate or control the opposing team, then you can’t award them something that is game breaking for being a loyal gameplayer.
Think about it logically, how do you feel being strung up and beat to death with no way of turning the tide in the current state your server is on being outnumbered 10 to 1? think about how new players new to the game would feel if they came along and got rick rolled by a guy who had been playing for 12+ months, then asking the question “How do I get one of those awesome Golem Dragon?” Only to be met with the answer, “Play for 12 months…..”. You think he will hang around, especially if he is playing on Guest pass?
Anyways, as I said, this games progression promotes control over your enemy and again, a loyalty reward would have to be nothing more then fluff based, as are most rewards based on time spent playing these days to keep it balanced.
As I posted in my own thread which can be found in the suggestions section, Orbs should be directly applied to the team that is outnumbered, scales in intesity based on the ratio that they are outnumbered by.
Servers should be locked for transfers. Low populated servers merged to balance out population. Arenanet should then carefully determine which servers will be lined up again which servers in the following rotation of WvW. The outcome of this will be a more true indication of where the servers should be, if a server scores high = Tier 1, if Average – Tier 2 or 3 and if Low = tier 4. Simple and easy to implement.
Server transfers should then only apply to servers that start to die off or alternatively, just keep merging servers to keep all servers brimming with population.
However, this is just the tip of the ice berg imho, if they successfully pull this off, they need have some serious issues with character balance in WvW and adjusting classes based of one section of a game that caters to 3 types of players: WvW, sPvP and PvE is extremelly hard and dangerous, you are going to loose players somewhere along the line with people being unhappy with change. Change one aspect of a class based around one style of gameplay, it has ethier negative/positive results in another part.
At this point, I think I agree with alot of other people here on the forums and that is that GW2 is not exactally cracking out to what everyone hoped it would be. Whats worse is, no one knows whats going to change or how it will be implemented, sounds like GW2 have no clue themselves and everyday they drag this out, which has been going on now for the best part of 3 weeks with no change in sight for at least another 2+ weeks, more and more people are quitting the game, leaving server merges one of the only possible options to balance servers.
No one likes servers merges, it indicates a failed product or a dying product. However, every game released lately in the past 4-5 years has resulted in server merges within the frist 6 months anyways, so seems like it is becoming a industry standard.
@Lionheart,
Loyalty bonsus for people who are already max gear/level means what? Nothing.
Majority of the people who WvW do so for ego’s/being in control, nothing more. Especially with a system with no progression other then being in control.
None of those suggestions deal with out of control snowballing scores in any way.
While I agree with (some of) them, they are not something the topic of this thread is exploring.
Resetting the points tally per server and balancing server population via carefully and well designed thought out merges is not controlling snowballing scores? Ok…..so lets reinvent the wheel then and just confuse the hell out of everyone.
Why do I get the feeling here of the same thing that struck down Warhammer Onlines RvR is about to happen here? Lets rework the system 3 or 4 times…….and everyone gets sick of it and quits…..
It will just increase the prices of the chests astronomically.
Nothing is stopping these guilds from doing this again and its completely wrecked the point system they use to determine what servers fall into what ranks. Take HoD for example, because our points are so far inflated now, we won’t fall into a balanced line up based of our current active WvW population for another month, people are simply not going to put up with a 10 to 1 ratio in WvW for a month to maybe become balanced.
If nothing is done, these guilds will simply repeat the process again at the end of this rotation and make sure they don’t land in Tier 1 versing guilds of the same nature. They will make sure they are always roflstomping servers with little to no effort based solely upon numbers.
If they don’t merge the servers and reset the point system, nothing will save WvW for this game. They can redesign it all they like, at the end of the day, someone will feel shafted. Merges at this point to balance servers out + locking server transfers is enivetiable. Most of us who have been playing RvR based MMORPG’s for the past 10+ years have seen the repurcusions of these issues, and it generally ends up in a what could of been a great game, destroyed by poor decision making.
You have to also take into consideration, that most of these guilds WvW simply to control the other side, that is thier incentive. You can’t offer them anything to move to another server. Xp, items, higher drop rates etc etc all mean moot when they already have the best gear anyways, so what will be the incentive to get these zerg guilds to put a flat spot in a wheel that already works to filter back out to balance servers? Nothing at the end of the day, merges will fix that and server transfer locks will stop them. Arenanet can then simply reset the points, based of population on said servers, line up a set of new WvW servers and go at it.
There is no need to simply reinvent the wheel imho and ask anyone who is in the position of not being on a zerg side and they will most likely agree 100% with all the above.
It doesnt need to be rocket science.
https://forum-en.gw2archive.eu/forum/game/suggestions/Some-suggestions-to-fix-WvW/first#post503310
Needs some feedback. Simple and easy to implement and they could as easily do it, next down day.
Oh I forgot one, put Finish Them! on a cool down, being able to spam it is just rediculous.
He is most certainly a Thief, which is due to be nerfed, yet again and we all know it, even they do.
1) Switch off free transfers, regardless of where you are at with the refer a friend system.
2) A full reset of all servers total points tally as they are completely skewed due to the massive amount of bandwagon server hopping that is going on.
3) Merge lower populated servers at this point and pit servers together based off population. After this has been done, we can get a clearer picture of where servers will fall based of tiers at the end of the first fortnight point tally, those who score high, go directly to tier 1, those who score low go directly to Tier 4. We should then recieve a clearer picture of balance.
4) Remove the Orb buff in its current state and reapply it as a bonus to under-populated teams within WvW instances. Use the stacking ability of the Orb buff, level 1, 2, 3 etc to determine the power of the buff based on the difference of the population within the instance, not the servers total population. This doesn’t mean, not fix the fly hack to orb buff.
5) Only allow transfers to lowly populated servers as they die out. When that server reaches a cap point, stop transfers to that server. Alternatively, just merge servers as they die off to keep populations brimming on other servers as we go.
There are clearly more issues that compound these, class balance in WvW which is going to be very hard to balance due to those same skills being effected in sPvP and PvE.
Finish Them! moves should not be allowed while stealthed, who ever thought this up needs to be bashed with a stick. Also, needs to be on a cool down, spamming it is rediculous.
And the list could go on, but these issues are mainly draining the life from WvW and sPvP.
f2p game + free xfers + pvp centric game, does no one see the potential for catastrophic failure here?
Please discuss rationally.
(edited by Taemek.1602)