PvP means Plaver vs. Player, that’s all. Making up or narrowing definitions is always an option, but doing so limits credibility as well.
This thread should read something more like “WvW is not the sort of PvP which I find enjoyable”.
An aside to all you ship-jumpers and bandwaggoners either not playing cause your team is losing or moving to a dominant server: you’re making your own beds. If you can have patience to get through a few weeks or real matchmaking (the one-day matches didn’t help much with ranking, as mostly everyone just capped and moved on to farm exp/karma because there was no point upgrading or defending for 24 hours and a reset) you might get more fun on the low-end servers since queues won’t be 563847562 hours long.
Yeah, what BobTheJanitor said also. I didn’t think of this as a related issue, but I forgot how it also causes the stuck in combat effect.
It’s especially “fun” to get 9/10ths of the way through fighting a veteran in some crazy cave alone and it leashes, goes back to full health and comes back to attack me again immediately while I’m stuck at half health and all my skills are on cooldown from already fighting the kitten (I just went ahead and typed “kitten” there to save your server the trouble of editing it ;p).
PS. This game is awesome, it’s really the best game I’ve played in years, and I am impressed with how proactive the development team is with fixing things. I may point out a lot of flaws, but that’s just to help it get even better.
These ain’t your grandma’s zombies! No brain-eating rotten infected masses of shambling flesh here, these are the footsoldiers of a power so ancient and terrible it can raise mountains from the sea with it’s mind.
Old-school zombies a-la Walking Dead make great stories, film, and single player RPGs. An MMO where the main group of enemies shuffle toward you in slo-mo while you pop each one in the head with your shotgun or baseball bat would get boring pretty fast though.
This seems to happen if you are in combat mode with a mob which does not die.
The easiest way to make it happen is attack something and use a skill that gives stealth, or retreat to a position where the mob can’t reach so it resets. When it resets without being killed you will get the stuck in combat mode effect until you hit a mob which does die.
It seems to happen at other times as well, but that is the most reliable way I’ve found to reproduce this effect. I reported it as a bug both in beta and at release, and haven’t heard anything official about it.
On my thief in both PvP and PvE I could often use my downed state abilities to rally.
On my elementalist I usually just give up, if I am in a position to die then it’s pretty likely my #2 skill won’t help at all and #3 will at best buy me a few seconds of false hope (or at least a better position to be rezzed at, I guess).
The best way I’ve found to rally on elementalist (only really works in PvE) is to make sure I stack something which is already low on health with as many bleeds or burns as I can when I see my hp dropping and nothing left to do. Often it’s better than wasting a heal cooldown, lol.
Elementalist downed state is very weak compared to other classes, and I have played most (from the first beta).
I like my elementalist a lot, it’s my “main” right now, but downed state could really use some reworking:
Namely a #2 skill comparable to other classes, instead of something that has one single situational use, in a situation that doesn’t even happen, unless you’re fighting one single melee enemy, and are dying of condition damage, and have the melee enemy nearly killed and knocked back or immobilized already when you go down.
I’ve been wondering about this as well, tried the precision/corruption combo and only corruption has any effect (with precision on scepter, which gets most of my kills, so corruption sigil seems to take precedence even in off hand and without landing killing blows with that weapon).
Also tried sigil of water and sigil of fire on scepter with corruption on offhand dagger, still only the corruption effect happens. Water and fire don’t have stacking boons, just a chance to cause an effect on cast, after several hundred attempts I didn’t see one activation of either effect, both work fine alone, however.
That’s the main reason there aren’t oceanic servers, I suppose. There would need to be at least six to support any sort of WvW rotation schedule, and from what I can see there aren’t that many oceanic players. It would have been nice had the oceanic population spread around the other servers a bit more, as it stands the few unofficial oceanic servers will suck for anyone interested in actually fighting much in WvW.
Sea of Sorrows (for example) will end up winning lots of points due to being the only ones awake at the time. That will place them in a higher competitive bracket. Their smaller NA prime time population will be fighting against the high ranking NA servers. I don’t think a perpetual cycle of taking and losing points which are basically undefended was what the developers had in mind.
I just don’t understand the kids these days. Wanting to be rewarded for playing a game… a good game is fun enough that you loose sight of any carrot being dangled in front of you. That model is for games that lack fun game-play. Games should be fun, the experience of playing them should be reward enough. If that’s not the case I feel bad for you. So far this game is a blast, and to be honest I think I got my 60 bucks worth within the first 3 days.
My thoughts exactly. This thread should really be titled “how the subscription based ‘MMORPG’ model changed games from being about fun to being about work”, but that might not get as many hits…..
Some people just don’t like fun, they are serious of demeanor and generally look for the goal or point in anything in order to finish or win. They may claim to have fun by succeeding at their goals, but fun is not really about pride or a sense of self-satisfaction. It’s all fine and good to claim that winning or beating games is fun, but it’s just as valid for me to claim that fun is not truly dependent on success or gain of power. I would try to point out what fun really is, and the differences between fun and pride but the people I am talking about wouldn’t understand anyway. That’s all fine, in fact there is nothing wrong with not liking things just for fun, no one ever said you had to. Talking about needing a reward to have fun though, what is really being said is “I need a reward to get the sense of pride and accomplishment which I desire”. To have fun, you just have to be open to the possibility of fun itself…… Okay, enough philosophy.
To be fun, a game needs to be fair and balanced. Carrot-stick uber-powered gear rewards are actually anti-fun. This is why such successful (read: having millions of lifelong players and fans over the course of decades/centuries) games as chess, basketball/football/etc. have balanced designs based on the enjoyment of the game itself rather than gaining rewards which give advantages against opponents. Okay, really enough philosophy now…..