Not even close to being the same thing.
It’s exactly the same thing.
With one character I do PVE activity X enough times to get Y xp and that character goes up a level.
now replace PVE for WvW and level for rank
With one character I do sPVP activity X enough times to get Y glory and that character goes up a rank.
now replace sPVP for WvW and rank for rank
It’s exactly the same thing.
Why are the WvW kill tokens account bound then?
bugged – Yak’s Bend
I’m just confused how the developers believe these changes will positively affect pvp team composition (i.e. 2-3 elementalists per team).
Good catch on the protection bug!
Sounds familiar
The Flame & Frost story…well, so far it’s quite underwhelming.
What ArenaNet should have done is to take a note from Rift and made Fail & Frost an epic quest line. Those were awesome.
Here’s the rub:
– s/tPvP – class balance is arguably worse today than at launch
– WvW – gameplay in WvW is definitely worse today than at launch
– world PvE – marginally better than at launch as many of the broken events have been fixed
– dungeons – gameplay is marginally better, dungeon class balance remains unchanged. Fractals exacerbate the imbalance, making the overall problem worse.
That’s the reality. 7 months out and overall the game has more content, but is in worse shape, than at launch.
If it were a pay-to-play model and this reflected the current state of the game, I most certainly would have canceled a few months ago. That being said, if it were pay-to-play we would probably have had more things fixed by now.
That being said, I fear this was the month where ArenaNet needed to fish or cut bait; it looks like they will need a knife sharpener.
OMG! I can be attacked for 5 whole seconds before I vanish, make many attacks impossible to be used against me, gain regeneration and remove conditions. What will I do?
This is how they should have fixed it:
WvW only: revealed debuff is 10 seconds long and applies to all stealth abilities
Shadow’s Embrace: Remove 1 condition upon exiting stealth.
All healing is reduced 50% while in stealth.
How disappointing. I don’t really see a reason why heals shouldn’t work in death shroud.
Because we would become incredibly difficult to kill. It would basically be you can’t hurt my health, I am recouping my health, and you are being hurt in the process. If you traited for the 5 percent CD on DS, you would essentially have invulnerability with regen while dealing damage every 5 seconds. Considering Life blast can hurt and you could use fear and Life Transfer to heal. You would be next to impossible to ever kill 1v1.
Sounds like a thief, but without the condition removal.
Videos are not outdated. Fights were small numbers. No culling.
What I’m getting from ANet is:
If you want to tPvP, roll an elementalist, or maybe a mesmer.
If you want to hotjoin or do WvW, roll a thief.
If you want to do dungeons, roll a warrior.
You could always immobilize your target before you cast so you give aoe immobilize.
You can still block and dodge from immobilize.
Don’t forget that, outside of a 100b warrior or another thief, there really isn’t any class that could kill a thief that quickly.
A Mesmer can range burst down an unwary glass cannon thief in a couple of seconds (GS 4, 2, 3, F1 should just about do it)
That combo won’t come close to killing even a glass cannon thief. And in WvW, everyone is rocking PVT gear.
These videos are outdated.
Post videos that are published after March 26th.
Videos are not outdated. Those videos are nearly entirely of small-group play, or 1v2 play. There is no culling in those situations. QED.
It is an additional one second plus the culling fix. How about we actually see how these two changes combined actually play out before complaining it is not enough?
The culling fix is completely overblown and it’s a common argument used by people playing thieves.
You don’t need to ‘see how it plays out’ to realize that it’s still hopelessly broken. This change does nothing to fix things. As it stands, any person playing a thief in wvw should never die. Adding 1 more second to ‘revealed’ will do nothing to fix this.nothing.
You already tried? And culling was the major issue of players vs thieves. Ah, you know everything, and you already played this patch for 20 hours, and YOU KNOW it will change nothing? Please…
And you know culling was the major issue of players vs thieves? Ah, you know everything…
Explain how culling will suddenly allow players to kill thieves who can restealth within 4 seconds and run away.
Oh, and don’t forget all haste has been dropped by 50%, so if you could drop a thief in 3 seconds using haste, you’ll probably need at least 6 now. Meanwhile, back in game, you get this stuff:
That math is wrong.
If 100% increase in damage nets you 3 seconds to kill a thief, then 6 seconds was your original time to kill with no haste.
The 50% increase would actually only put you 1 second behind the 100% increase at 4 seconds.
So your time would go from 3 to 4 seconds, not 3 to 6+.
(correct me if i’m wrong)
That’s correct. Figuring in the thief will be more likely to react and evade your attacks, it may take even longer than 6 seconds.
Don’t forget that, outside of a 100b warrior or another thief, there really isn’t any class that could kill a thief that quickly.
It is an additional one second plus the culling fix. How about we actually see how these two changes combined actually play out before complaining it is not enough?
The culling fix is completely overblown and it’s a common argument used by people playing thieves.
You don’t need to ‘see how it plays out’ to realize that it’s still hopelessly broken. This change does nothing to fix things. As it stands, any person playing a thief in wvw should never die. Adding 1 more second to ‘revealed’ will do nothing to fix this.
nothing.
As we played with the stealth changed mentioned in the SotG, we recognized that in conjunction with the change to culling this was an unpredictable change to make. We also felt that it was too big of a hit to these stealth professions, so we ended up pulling that change in favor of just increasing revealed duration by 1 second.
Are you serious, Clark?
Is this something where you are just afraid to make a larger change (for the benefit of every other profession), or have longer term plans? Is there some idea on when the WvW thief problem will actually be addressed? Q4 2013?
This is the message you are effectively sending the player base: go play a thief in WvW.
Do you realize this?
Changing the revealed buff from 3 seconds to 4 seconds is going to do nothing to fix the extensive thief problem in WvW. Now players have 4 seconds to drop a thief from 100% —> 0% instead of 3.
Oh, and don’t forget all haste has been dropped by 50%, so if you could drop a thief in 3 seconds using haste, you’ll probably need at least 6 now. Meanwhile, back in game, you get this stuff:
- http://www.youtube.com/watch?v=ciQDkXeE_UY
- http://www.youtube.com/watch?v=X8S60VHTxAA
- http://www.youtube.com/watch?v=YPYzItX8mmA
- http://www.youtube.com/watch?v=XubClqLgJnY
- http://www.youtube.com/watch?v=ciQDkXeE_UY
I’d challenge any ArenaNet developer come to this forum, watch these videos and explain exactly how this kind of gameplay is fun for anyone other than the thief.
It’s bad gameplay and there is no excuse for letting it persist as long as it has.
Changing the revealed buff from 3 seconds to 4 seconds is going to do nothing to fix the extensive thief problem in WvW. Now players have 4 seconds to drop a thief from 100% —> 0% instead of 3.
Oh, and don’t forget all haste has been dropped by 50%, so if you could drop a thief in 3 seconds using haste, you’ll probably need at least 6 now. Meanwhile, back in game, you get this stuff:
I’d challenge any ArenaNet developer come to this forum, watch these videos and explain exactly how this kind of gameplay is fun for anyone other than the thief.
It’s bad gameplay and there is no excuse for letting it persist as long as it has.
Changing the revealed buff from 3 seconds to 4 seconds is going to do nothing to fix the extensive thief problem in WvW. Now players have 4 seconds to drop a thief from 100% —> 0% instead of 3.
Oh, and don’t forget all haste has been dropped by 50%, so if you could drop a thief in 3 seconds using haste, you’ll probably need at least 6 now. Meanwhile, back in game, you get this stuff:
I’d challenge any ArenaNet developer come to this forum, watch these videos and explain exactly how this kind of gameplay is fun for anyone other than the thief.
It’s bad gameplay and there is no excuse for letting it persist as long as it has.
In SOTG, the developers agreed that when you see 2 or more of a profession in a group composition, it’s a sign the class is OP. Fast forward almost, what, 3 weeks now, and I see nothing but buffs to elementalists.
So…
1) Do the developers now believe elementalists are ok where there are now?
2) Do they still believe elementalists need adjustments but don’t know how to fix them?
3) Is their development process so far gone they cannot fix one OP class in under a month?
So what’s the beef here?
I use this build for running dungeons: http://tinyurl.com/bo5w4xb
(10/30/20/10)
It’s a high damage build (not highest) that allows me to swap between adding more reflects or providing additional healing through mantras. I’ll typically run with 2 mantras (dmg and condi-cleanse or stability, depending on fight), for an additional 8% damage boost. If I have a dodge&spank fight, I’ll swap out for all 4 mantras to give an additional 16% damage boost.
Additionally I can swap between clone-on-dodge and pistol cd/range, again depending on the fight.
What’s nice is you can launch your phantasms and if you find your allies are getting beat down, can start spamming your mantras to give some healing.
I’ve found this to be the most flexible build for dungeon running.
One an aside: one thing I’ve seen in a lot of mesmer dungeon videos is a lack of people swapping abilities/weapons on the fly. This is not an optimal use of a mesmer.
For example, just in CoF path 1, I’ll use: pistol, focus, torch, decoy, feedback, null field, portal, defender, illusion of life, blink, mantra of pain and mantra of resolve in addition to greatsword + sword.
(edited by Thedenofsin.7340)
When last I checked, there appears to be some kind of glut of various wood and silk scraps on the TP. This morning I put up a couple of wood pieces (don’t recall the name offhand), but there were something like 2×10^6 pieces up on the AH at the current low price.
Is this normal? Can’t something be done to fix this situation?
Does running 30/20/0/20/0 provide more damage than 20/30/0/20/0? I’ve been running the latter for some time in dungeons, as it provides the additional +4% damage per readied mantra, while still being able to swap to reflect focus if needed.
I can’t tell if you are trolling or not. If you feel build discussions are so insignificant, then don’t reply to a post that mentions it.
I think the reason that Necro has so many builds that people are willing to run is. We dont have 1 built that completely outshines all the others, to a massive massive degree.
Most (if not all) other classes have 1 spec that is just miles better than all the others. This is why there are lots of diverse specs used by the Necromancer Community. It isnt due to awsome balance, its due to not excelling at anything.
My example would be ; If you compare an ele to a necro, there are lots of specs out there for elementalists, where they could achieve similar results to a necro of similar spec. The reason they dont is , they have 1 awsome spec.
But that’s not a necro issue, that’s an every other class is broken issue. I have said this before and will continue saying it. We are the only current class that regardless of which damage build we go with whether it be Condition, Hybrid, Power, or Minion we will be close in terms of damage and utility. Every other class doesn’t have this type of balance.
You are complaining that we don’t have an awesome build, but that’s not true we have an awesome class. The rest are stuck with doing only one build to be competitive. Each of those single buidls are beatable by a necro. The fact that all of our builds can hold their own against those build is why they said we want other classes to be as diverse as a Necro.
TLDR: Having multiple builds is better than having one great niche build
You are assuming these other professions have only one good spec. It had been my experience that is not usually the case. Mesmers have several very good specs and one OP one. The same is true for elementalists.
I’d rather have necros be like that: several good specs and one awesome one.
I guess that’s all we need to know. Thanks.
Tell necros that vigor doesn’t matter.
I’m still not sold on ‘boon hate’. What I do know is that too many professions have access to cheap condition removal, and some professions have cheap access to boon production. This makes conditions somewhat weak, and boons extremely strong.
I like the idea of ‘boon hate’ only if its implemented in a fashion similar to the Necromancer focus 5 ability, where the base damage is low, but increases sharply based upon the number of boons.
There was a new build pushed out today. Are there patch notes associated with it?
I think the developers did the very good job with the state of the game. For mesmers, I’d strongly suggest the try the multi target approach with the scepter.
Regarding thieves, I’d strongly suggest experimenting with segregating the revealed debuff between pvp and wvw.
Id rather see the multiple target hit buff on mesmer scepter than GS
Can you ask them why so little resources are being put into PvP when this is a sequel to the best PvP mmo in which 50% of the players if not more were dedicated PvP players?
World of Warcraft. That’s why. It was a game of brinksmanship that was played, and WoW won…again.
ArenaNet announced a ship date very late in the development cycle so that WoW could not drop their expansion on top of it and negatively impact sales. Unfortunately they had to ship before it was really ready. As it was, Blizzard was able to kick it into high gear and ship MoP 1 month after GW2.
The problem there is that GW2 only makes money off of game sales and the gem store. Game sales will continue to grow only if the internet opinion is that people should buy it. This means it was paramount for GW2 to ship fully featured and polished. However, it was not, and they were a good 3 months behind where they needed to be when they actually shipped. Retention suffered and the game’s reputation suffered. This meant lower-than-predicted income and, subsequently, fewer-than-desired developers allocated to enhancements and bug fixes.
As a player you may wonder why it seems no one can make an MMO as good or as successful as WoW. Blizzard is very good at strategically timing their development cycle to negatively interfere with competitor’s products. Additionally, they are very good at establishing subversive, negative internet campaigns to mailgn competitor’s products. They’ll hire people to play their competition’s games, pose as regular players, and bash the games online. And they can do this because they have a lot of money from that ~10^6 subscription base they can throw around.
In part, WoW players themselves are one of the reasons why the MMO competition has never really panned out so well.
I still have hopes for this game, but I think the developer team needs to have a ‘Coming to Jesus’ meeting and realize they need to change things, immediately.
First thing: they need to realize they need more money for developers to get tPvP fully featured, and get it done in about 90 days.
Second thing: they need to realize that a LOT of their playerbase is doing WvW, and right now they probably outnumber their tPvP playerbase: perhaps greatly.
So, plan out something that will leverage the WvW playerbase into a revenue stream to pay for additional developer time to get tPvP where it needs to be. I can think of lots of little things that would quickly generate the revenue ArenaNet would need to justify the extra developer funding.
Spvp is random but yes alot of thieves. Gw2 is very flavor of the month. atm its thieves. Used to be thieves. B4 that thieves. Just play dungeons and enjoy.
Fixed that for you. Couple of type-o’s in there I think could have given people the wrong impression.
I’ve noticed recently in hotjoins an overall increase in ‘teamplay’ among the players. Nothing to the point of structured node/point play, but more players acting in a somewhat cooperative manner.
I’ve seen an uptick in things like group healing, down state rezzing, and protective measures (i.e. putting up barriers, reflect shields on and around teammates). These kinds of things I haven’t seen in hotjoin since shortly after release. Yet now I am seeing a resurgence.
Has anyone else been seeing this or am I the only one? If the prior, could this be due to free tournaments? Are people playing “better” because of this?
Bravo – I challenged the developers to show this could be done. I stand corrected, I guess this is tuned properly.
It was harder than hell the last time I did it.
Though a guildie did tell me that the ghost eater was actually bugged. Has this been fixed?
They are bugs though. An issue which only affects certain professions Because of the class mechanics needs to be corrected. It’s not designed as a mechanic to prevent the use of summons, same as the ring of fire around the Arah p1 boss. It’s merely an issue that has yet to have gotten a viable solution.
They are not bugs. They are examples of terrible game design. We all like to beat up on WoW, but I cannot think of one time when this happened in WoW. And if it did, it certainly never lasted 6 months.
The counter to thieves in wvw is to go run dungeons. There is no counter
If you are targeting a thief and he goes into stealth, all his conditions should be removed and you should immediately go out of combat and start regenerating health.
Or just remove the mechanic in wvw
Thieves have access to most of those already. And teleport with no cooldown.
The bottom line is that no one enjoys playing against thieves in Eve and that is because of stealth. That needs to be fixed.
(edited by Thedenofsin.7340)
It would work fine. Thieves would need to learn to adapt and use their other abilities to avoid dying, just like the other classes. In exchange, they’ll get increased damage reduction.
And they wouldn’t get nothing in return, they’d still have all their abilities, but instead of stealth, they would just receive less damage.
If they straight up removed stealth in WvW, the thief would need a lot more than a %2 damage reduction as a buff.
I don’t disagree that stealth in WvW has issues, but if it’s removed completely, there would need to be a heck of a buff given in exchange.
I disagree. 2% is more than sufficient. Why would they require a substantial buff?
Stealth is not remotely balanced in WvW. Any changes to the stealth mechanic would adversely impact dungeon PVE and/or sPvP.
Therefore, I recommend Arenanet remove stealth from WvW. In WvW thieves should instead get a passive 2% passive damage reduction any time they would have otherwise entered stealth.
High production value. Lots of flash and style with no plot ~ just like a Jerry Bruckheimer movie. A+!
It’s World of Roguecraft all over again: http://www.youtube.com/watch?v=u55vHURPQSw&t=0s
The technomancer/techromancer
Necrotech