Contacts/LFG tab is now A LOT bigger than it was before, and you can’t resize it.
This was already posted and locked, fyi.
Also, the nerf to Blinding Powder is actually a buff, giving it a blast finisher is great.
And where are we gonna use it, anyway?
With stacking blindness throw down a blinding powder in the middle of a shadow refuge to stack 2 stacks of blindness. If you are traited for causing blindness when going into stealth that’s 3 stacks of blind right there. Not to mention how great it would be in water fields if you are nearby someone who can cast one/steal from an ele.
or use it in the shortbow 4 skill for aoe weakness.
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It sounds annoying, but it doesn’t rise to the level of griefing in the sense that we could or would take action. We try not to get involved without rock solid proof of someone doing we feel is worthy of a ban or suspension. Not only would this likely never quite attain that level, it would be incredibly difficult to prove the intent behind any action like this. We would rather err on the side of caution in these instances.
I think what he is asking for is better ways of dealing with stuff like this. Where say your guild can claim a keep but others can claim it from you after X amount of time multiplied by how beneficial your claim is to the keep. So with our current options that would just be a flat out Time * #of Buffs thing, or something of that sort.
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Now don’t get me wrong here, I really do like the current utility infusions I just think they could be added upon. What I am thinking of is a more combat utility thing with stuff like Cool Down Reduction/Resource regen, projectile speed (maybe), increased finisher effects, -+ Condi/CC/Boon duration (only as long as they dont make some builds OP), etc.
Let’s be honest, unless Anet decides to add some cool new stuff when they increase it to 10 ranks, no one is ever going to purposely put points into this line without regretting it. I could potentially see people putting points into it if it gave some other stat buff like applied fortitude but otherwise it’s pretty meh. Some commanders on my server even consider taking the dredge/hyleks pointless and they call it PvE because it doesn’t really do much.
So what I am understanding from your post is that you have not experienced coordinated team play seeing as you say it doesn’t exist and how you fail to bring up points showing how the game rewards mindless fighting. However, you have to realize just because you have not experienced high quality coordination does not mean it doesn’t exist. GW2 offers quite a bit in the way of coordination. From CC timing to positioning to healing timing to combo fields to veil coordination, you can do quite a bit in the game. However, if the player base fails to use it for team coordination that’s a different story and there is no problem with the game.
Anyways if you think that the combat mechanics are interesting enough you shouldn’t just try to downplay zerg fighting and saying “oh this is boring i don’t like it let’s get rid of it” and instead look on how it can be improved. Suggestions on what kinds of mechanics would make fighting more interesting is a much better way to make the game better and was the real purpose of this thread.
Starting from the bold is where I disagree.
I think it IS a problem with the game, because the game fails to promote this type of gameplay.
So back more towards the OP; ppl want Anet to discourage “zerging” in its truest sense, because what the majority of actual game play becomes is mind numbing. People want to experience that high level of team coordination, but until it is promoted by the game they will not get to. This is a result of most people latching onto the actual (whether intended or not) promoted style of play which is zerging, server blobs, etc.
One major issue is definitely the skill lag. Coordinated groups had to get bigger to counter the server blobs, most shoot for around 25-30 range and it is proven that this amount is sufficient to take out the “blob.” The problem is when the blob becomes so big that it causes server lag. Once again, the blob is benefiting from the game and not the coordinated group. Because server lag renders any coordination useless except for point and shoot with the ‘1’ key, which will always result in the group with higher numbers winning.
Gw2, the only game where people go “I hate skill lag so lets get rid of zerging” instead of “I hate skill lag so lets get rid of skill lag”
As long as people can use their skills, there is no problem with large scale fights.
This man has it right on.
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Personally, I LOVE large battle “Zerg” fights because of the focus of team coordination and team effort.
Team coordination, where? Unless you think stacking and blasting is something to be excited about, I fail to see what you are talking about.
Zergs are important in any open world pvp game because they provide an entry point for new or casual players and they provide the raw numbers sometimes needed for large objective battles.
In GW2 however zergs are not just this entry point, they have become the only point. The game caters to zerg play in every aspect and as such there is nothing encouraging the zerg to play better, to get better, for meta to evolve at a slower then snail pace.
We are a year into the game and the current pinnacle of achievement is the GvG crowd that thinks running in a big PVT hammer train smashing the biggest clump of red names is coordination. I think GvG’s have done a lot to progress the quality of fighting in the game, but seriously that is pretty weak progression for a year since release.
So to answer your question, the problem with zergs in GW2 is that they play poorly, create a boring WvW environment, greatly reduce the overall skill cap, and are rewarded for it.
So what I am understanding from your post is that you have not experienced coordinated team play seeing as you say it doesn’t exist and how you fail to bring up points showing how the game rewards mindless fighting. However, you have to realize just because you have not experienced high quality coordination does not mean it doesn’t exist. GW2 offers quite a bit in the way of coordination. From CC timing to positioning to healing timing to combo fields to veil coordination, you can do quite a bit in the game. However, if the player base fails to use it for team coordination that’s a different story and there is no problem with the game.
I never said it doesn’t exist, your topic is talking about the ‘zerg’ in general. Not a specific zerg, a specific guild or a specific group and thus my response was about the zerg in general.
The fact that it can exist doesn’t make it the norm, and the reason it will not be the norm is because the game systems do not encourage people to take that next step in being that organized. The solution to every problem in GW2 is more people and the game rewards them for it.
The vast majority of the zergs in the game are closer to what I described then what you described, and that is the problem with zergs.
Ah I see what you mean. However, you have to take into account that winning an open field fight wont make your server win. It CAN make your server do better if it is say an open field fight in a keep but there Arrow Carts and such can be a great numbers equalizer.
What I see the problem is, is that sticking in a ball will provide superior individual loot for players and wont really hurt the server because PPT is quite meaningless. I think an appropriate response to this would be to increase rewards for having superior PPT since a mass of people at one spot can only contest one position and thus provide inferior PPT control.
Personally, I LOVE large battle “Zerg” fights because of the focus of team coordination and team effort.
Team coordination, where? Unless you think stacking and blasting is something to be excited about, I fail to see what you are talking about.
Zergs are important in any open world pvp game because they provide an entry point for new or casual players and they provide the raw numbers sometimes needed for large objective battles.
In GW2 however zergs are not just this entry point, they have become the only point. The game caters to zerg play in every aspect and as such there is nothing encouraging the zerg to play better, to get better, for meta to evolve at a slower then snail pace.
We are a year into the game and the current pinnacle of achievement is the GvG crowd that thinks running in a big PVT hammer train smashing the biggest clump of red names is coordination. I think GvG’s have done a lot to progress the quality of fighting in the game, but seriously that is pretty weak progression for a year since release.
So to answer your question, the problem with zergs in GW2 is that they play poorly, create a boring WvW environment, greatly reduce the overall skill cap, and are rewarded for it.
So what I am understanding from your post is that you have not experienced coordinated team play seeing as you say it doesn’t exist and how you fail to bring up points showing how the game rewards mindless fighting. However, you have to realize just because you have not experienced high quality coordination does not mean it doesn’t exist. GW2 offers quite a bit in the way of coordination. From CC timing to positioning to healing timing to combo fields to veil coordination, you can do quite a bit in the game. However, if the player base fails to use it for team coordination that’s a different story and there is no problem with the game.
Anyways if you think that the combat mechanics are interesting enough you shouldn’t just try to downplay zerg fighting and saying “oh this is boring i don’t like it let’s get rid of it” and instead look on how it can be improved. Suggestions on what kinds of mechanics would make fighting more interesting is a much better way to make the game better and was the real purpose of this thread.
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Zergs have been looked down on in many games not just GW2. The problem isn’t zergs, its the fact that they are heavily favored by Anet. Also what is a zerg ? Is it 15+, 20+, 30+ ? I would say usually when you hit the 30+ mark skill does tend to go out the window, its now just a blob of people steam rolling and mashing 1. There’s nothing wrong with it, it allows casuals to jump in stick on a dorito and off they go. The fact that a poorly played zerg can just steam roll smaller numbers that vastly out skill them is a problem. In most cases even if a group of 10-15 play like gods and use every advantage possible (choke points, Terrain, Fields) the blob will still mash 1 and win, which shouldn’t happen, this is where Devon is confused when he thinks there is Skill involved in WvW.
I don’t think you understand. There is literally NOTHING about adding more people to a fight that decreases skill required. Instead it shifts individual skill over to group skill. A group of 50 mashing the 1 button will not beat a group of 50 who positions carefully, and uses CC healing and buffs carefully. However, I do agree that there are less tools in open field combat to let smaller groups out play larger groups.
Because fighting the same 2 servers for months on end was making everyone bored of WvW. I personally love this change, sure you don’t always have an even match up but it’s a lot more interesting than fighting the same boring servers every week.
Personally, I LOVE large battle “Zerg” fights because of the focus of team coordination and team effort. However that isn’t to say I don’t like small group combat.
One of the weirdest things I have found in this game is that people tend to look down on Zerg fighting and saying that zerg fighters don’t have any skill. I see many threads where people go “Oh hey guys lets introduce X to the game to discourage zergs” which is not the correct approach to improve the game.
First off, let’s take a look at “Zergs” and what that means. A zerg fight is just a large group of people fighting another large group of players. There is nothing inherently less skillful about fighting MORE players. However, individual skill is less necessary in Zerg fights compared to a let’s say 5v5 fight. Instead group coordination and group positioning is far more important. Let’s say you have a 50 man zerg against another 50 man zerg. There may be some players who have effectively “mastered” their class and are very efficient with it in combat but they can quite easily lose the fight because the opposing zerg out maneuvered their zerg and worked better as a team.
Next, let’s take a look at what people don’t like about zergs. One of the main issues people have with zergs is that the whole notion of “Simply have more players and you win the fight” which can be a valid frustration for many WvW players like myself who have servers that are quite capable of being top tier due to great coordination but simply do not have the numbers to keep up with say T1 servers. However, larger numbers do have their downfalls. In an objective based game mode like WvW having a large mass of people on one position means that every other position potentially has fewer numbers making them susceptible to attacks. Here, where I believe the problem is, is that people don’t really have all that much of a reason to say take a tower for better PPT because they aren’t really rewarded anything through having superior PPT and what really should be encouraged is server decision making and deciding whether or not they should really all go to the same place to make a ball of players who will have the upper hand in fights due to sheer numbers or should they split their players to better capture an array of objectives. Here, things such as server rewards that we will be seeing in Season 1 would fix this problem.
Next, let’s look at another common complaint. Due to lag most zerg fights just dissolve into players spamming their auto-attack button and not pulling off well coordinated combos. However, the appropriate response shouldn’t be to simply say “let’s discourage zerg fights” and instead should be more along the lines of “let’s fix our server performance”
I don’t think you understand. There is literally NOTHING about adding more people to a fight that decreases skill required. Instead it shifts individual skill over to group skill. A group of 50 mashing the 1 button will not beat a group of 50 who positions carefully, and uses CC healing and buffs carefully. However, I do agree that there are less tools in open field combat to let smaller groups out play larger groups.
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God no, don’t change my Signet of Malice. You get sooooooooooooo fricken tanky using it in Zergs/big group play in WvW. It is also incredibly good when dueling 1v1 with death blossom.
God when coupled with the remove a condi when in stealth your new Signet of Shadows would make thieves SOOO OP.
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I use a primary Zerker gear with about 500 or so healing power (including 300 from traits) because it works really well in zergs but since it’s my only build I use it for solo play as well. I find that when running solo with signet of malice death blossom can make you REALLY hard to kill so I use it in my combos to dodge big attacks and to heal up when im low. I find it a very effective skill.
I’m not quite sure the WvW dev team is the same as the UI dev team though. Just a thought.
Retal isn’t that bad. There are very few professions who can use it and the ones who can don’t stack it for very long. The Light Field + Blast finisher is probably the most common source of retal but it only lasts 3 seconds and is better used on fire fields for might anyways.
As someone who plays a VERY aoe heavy thief I find retalitaion damage to be quite ignorable. But that may just be because my Signet of Malice out heals it. Not sure.
How to counter the % of your health lost due to conditions featuring: Vitality
I personally love how the counter to condi is in your spells not your armor. I am all for building “tankyness” up to a certain point but really you should be able to come out of a fight alive not because you simply had good armor but because you used well time spells and such.
Active > Static defenses.
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meh, its a pure time based achievement
if it was 2.5k solo kills it would maybe mean something. as it is, it just means he spends a lot more time being another body in zergs than others…gratz? nah
All Ghandi did was spend a lot of time fasting…gratz? nah
I have to spend 200+ gold just to get to level 500 according to http://gw2crafts.net/huntsman_400.html
LOL
It costs 6 initiative which is half of someones total initiative. if they trait for an extra 3 initiative they can use it more but are sacrificing power/defensive trait stats. It takes about 7 seconds to normally regen 6 ini. The combo field lasts 4. If this is THE ONLY skill they are using then out of a period of 14 seconds they will have 8 seconds of the skill being active and that is ONLY if you chose to fight in it.
I don’t think it’s supposed to change nor do I think it does and I think what I got was a fluke. Before rank 100 1 rare, from 100-120 5 rares, 120-170 no rares. Kind of weird but I guess that’s RNG for you.
Thing is, even though we can do it now, there is little incentive to do so. Now that there is rewards there is an actual point to winning, so there will be a lot more incentive to do it. =p
A finisher? :P
and some other undecided/announced stuff. I kind of doubt the only thing the top server will get is a finisher. Then again, Anet likes to slap their playerbase like that.
Player is in server in second place. If player leaves server he will get the rewards for the server that he was originally in. Player transfer from second place to first place server and does all kinds of sabotage. Second place server beats first place server. Player reaps the full benefits.
@DevonCarter for this https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-news-at-the-GW2-Anniversary-Bash-Panel/first#post2728316
Do you have a time when you will be having this WvW announcement or what panel event it is before or after? I plan to watch the whole panel but some may only have time to just catch your announcement.
inb4 their “huge announcement” is simply the new map revamp that everyone already knows about.
or that they decided to make team colors even more Neon so that looking at the map for longer than 2 minutes causes permanent brain damage.
Honestly go thief. With a good build thieves are easily the tankiest class in group play cause of all the self heals they have. They also have the best AoE damage output with dagger storm and shortbow. I personally run 0/10/30/30/0 and have 2 healing power accessories, 2 p/t/crit 1 pvt accessories and the rest is zerker. With signet of malice you never die in group play cause of cluster bomb and dagger storm.
Thief has low skill floor high skill ceiling.
We HAVE been seeing increased rewards in WvW which is great even if they aren’t on par with PvE yet. However, I feel like once they make Magic Find account bound rather than a choice in armor, dedicated WvW players will be a bit more on par with PvE.
ArenaNet, I have a question for you: why don’t you reset WvW ability points whenever you implement a new line of ability?
Because it’s more difficult than not resetting them.
Yeah and making a video game is more difficult than not making one.
Talking is more difficult than not talking.
Running is more difficult than not running.So let’s see you come up with your own reason why we don’t get resets. Or why you think we shouldn’t.
I can’t, because there isn’t any other reason other than Anet saying “Well we don’t feel like it” which is a bull kitten horrible reason.
Hhmm … I think maybe I misinterpreted your earlier comment. Sorry about that. Sounds like we have the same impression.
Yeah my bad I just thought your comment was stating the obvious. All good.
I have to say if there is one thing I HATE and absolutely can’t stand about Anet is that they like to have tooltips that are completely ambiguous and don’t give you numbers at all.
e.g. “Increase Treb skill damage”
e.g. “Have a chance of recovering supply”
I mean these are all great but really we have no idea what the hell they do. Does your treb do 1 more damage? Does it do 50% damage? Does it do 5000 more damage? No on knows.
Even if you can’t put it into the tooltip for size reasons can you at least make the information available somewhere? This goes for other parts of the game too where they say stuff like “Summon a golem” on the superior rune of the golemancer, it would be nice to have stats on that golem.
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ArenaNet, I have a question for you: why don’t you reset WvW ability points whenever you implement a new line of ability?
Because it’s more difficult than not resetting them.
Yeah and making a video game is more difficult than not making one.
Talking is more difficult than not talking.
Running is more difficult than not running.So let’s see you come up with your own reason why we don’t get resets. Or why you think we shouldn’t.
I can’t, because there isn’t any other reason other than Anet saying “Well we don’t feel like it” which is a bull kitten horrible reason.
ArenaNet, I have a question for you: why don’t you reset WvW ability points whenever you implement a new line of ability?
Because it’s more difficult than not resetting them.
Yeah and making a video game is more difficult than not making one.
Talking is more difficult than not talking.
Running is more difficult than not running.
And to cut it off now, we are not making WvW rank account bound.
Can we at least be able to reset our points?
It is more efficient to simply zerg up the pirate events and farm champs there than actually completing the event. Stahp making events where failure doesn’t matter.
No, I don’t want more of this mindless just play the game X hours farming and you get better stats so you can win fights. If you want to win fights and progress you should be improving your skill with your class not it’s stats.
You heard it here first folks
You did have a few nice ideas in there, but a lot of your ideas are just plain stupid or don’t fix the problems you have. Like the one that targets zerging and the one that targets camp flippers, just NO. Those two ideas are HORRIBLE, people should not be punished for having a preferred playstyle because you don’t like it. People should be encourage to do every sort of playstyle that they want, not discouraged to do them all.
Will we at least be able to reallocate our points? Even if it is just once a week with a cost of bages it would really be nice to have, especially with all the new trait lines coming out, I personally would have allocated my points differently if I had all the lines available to me when I was planning my points.
You can already see numbers on your screen if you hit a stealthed character, as well as bleed / poison / burning ticks.
Since you can already see these kinds of numbers it wouldn’t defeat the purpose of it at all, it would just give you confirmation that you are actually hurting him whereas now if you hit him you don’t know if you just did 1 or 50% of his max hp and would make it feel less frustrating like you aren’t actually doing something.
Thieves are made out of paper, if you put a big HERE I AM! sign ontop of them wile stealthed they will get wrekt by any competent player that actually has a brain (uses AoE/non target abilities were the HP bar is)
Maybe Give thieves the same base HP as Necros or Mesmers? lol
I think people don’t know which bar I am talking about. I mean the one you have at the very top of your screen that shows the hp of your intended target.
That would defeat the purpose as well. Imagine laying a poison combo field, then seeing that a thief has poison on him. He is not invisible anymore, and with some experience, every player will know where every thief is, all the time, would just become a dead mechanic.
That’s the point. You can use aoes to search for a thief like say with a poison field but you wont get an exact location and you wont be able to target anyone. The thief really shouldn’t get hit with more than 1-2 spells unless he is just standing there.
You can already see numbers on your screen if you hit a stealthed character, as well as bleed / poison / burning ticks.
Since you can already see these kinds of numbers it wouldn’t defeat the purpose of it at all, it would just give you confirmation that you are actually hurting him whereas now if you hit him you don’t know if you just did 1 or 50% of his max hp and would make it feel less frustrating like you aren’t actually doing something.
Thieves are made out of paper, if you put a big HERE I AM! sign ontop of them wile stealthed they will get wrekt by any competent player that actually has a brain (uses AoE/non target abilities were the HP bar is)
Maybe Give thieves the same base HP as Necros or Mesmers? lol
I think people don’t know which bar I am talking about. I mean the one you have at the very top of your screen that shows the hp of your intended target.
You can already see numbers on your screen if you hit a stealthed character, as well as bleed / poison / burning ticks.
Since you can already see these kinds of numbers it wouldn’t defeat the purpose of it at all, it would just give you confirmation that you are actually hurting him whereas now if you hit him you don’t know if you just did 1 or 50% of his max hp and would make it feel less frustrating like you aren’t actually doing something.
As someone who feels like Stealth is not an overpowered mechanic but more of a semi frustrating one to fight against. The reason that stealth is frustrating is due to the fact that people under the effects of stealth can go into it where you can make good guesses and kill them or for all you know they could be halfway across the map.
I think a simple fix to this that would get rid of the frustrating part a bit without completely nerfing the class would be to simply let people continue to see the health bar of what they had targeted. I personally think this would add some good counterplay to the mechanic without nerfing it too hard.
To be clear, I do not want people to keep target of the target while in stealth. I ONLY want them to see the health bar, I am aware that this might not work with the way the program is currently written.
I think people don’t know which bar I am talking about. I mean the one you have at the very top of your screen that shows the hp of your intended target.
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I really hate the whole idea of “Okay so you want to play a different profession, just make an alt and start from scratch.” I mean leveling to 80 once was fun, but now that I have seen the entire world, done all the hearts, etc. leveling another one to 80 is just plain boring unless i spend the 30+ gold to craft it to 80.
How to be a tanky beast in WvW fights due to insane regen and excellent condition removal as well as dealing out decent damage. All you have to do is press dagger storm and once it ends you spam cluster bomb. I guarantee you will not die and you will tag a lot of people. Don’t forget that your last pistol skill is an aoe blind so use it as well.
Don’t kid yourself, we aren’t pigeon holed into the lame backstab combo.
I like how when you open up your inventory you have the nice little plus button which you hover over to see your currencies and they feel like currencies. However, when you are in the achievement panel UI each currency takes up a MASSIVE amount of space and to be honest they don’t feel like a “currency” if each one is the size of a house. I think the wallet UI needs a more sleek look to it.
Why does this boss spawn so many spiders????
This path is not doable.
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Why do these both give +6% condi duration? Seems a bit redundant/a bug
I just flat out can’t kill her -.-
As someone who has 11.5k kills in WvW despite a 3 month hiatus from the game (I also don’t do GvG), all earned on my thief I sorely disagree with your notion that thiefs aren’t good for zergs. Cluster bomb is one of the best spells in the game, thieves are the only class with a spammable blast finisher, if that isn’t great utility I don’t know what is. On top of this we have access to several AoE blinds which are very effective (don’t forget shadow refuge is a dark combo field). Not to mention how tank a thief can be if he is running a decent amount (I run 570 after food) of Healing Power and signet of malice as well as beeing traited for defense 0/10/30/30/0 and regeneration. In the midst of large zerg fights thieves can spam cluster bomb (make sure you explode it) and dagger storm to gain massive amounts of health from signet of malice.
To put it in perspective for you in zerg fights I simply don’t die while dagger storm is up if I am in the fray of everything because of all the healing,
Also, each cluster bomb gives me a total healing of around 2k and I can cast 4 of them in short succession, not to mention the regen boon I probably have.
If I ever get tons of condi’s stacked on me I simply pop into stealth with blinding powder/shadow refuge because I am traited to remove condis in stealth as well as heal in stealth so pretty much as soon as I pop out of even a blinding powder I am full health again.
He could have also been using the thief trait that removes a condi every 3 seconds in stealth. It probably instantly removed the root (all stealths immediately remove a condi and then another 3 seconds later) and then ran away while stealthed.