IMO just do a 4 month roll back, and start over.
Wow, I know you want your chests, and I agree – if you qualified, you should get them. But please keep the posts positive and stop the aggressive attacks. I shouldn’t have to flag posts for flaming and attacks five minutes after I’ve given a few detailed responses. Let’s keep it helpful, contributing, and friendly!
What more can I say to those who post in all caps, post flames, or demand an immediate answer? There is no immediate answer, because the issue is still being investigated.
Are we saying you’re wrong? Definitely not!
Are we doing our best to investigate and find out what happened? Yes!
Will every single one of you who posts get a chest? I don’t know yet, but if you participated and if you earned it, you should get it, and we acknowledge that fact.Please allow us the time to investigate this issue.
I LOVE YOU GAILE!
I’m just wondering, the people that DIDN’T receive a chest in the mail, did you fill out the survey that they supposedly send everyone just after the event ended?
This thread is pointless. No one plays the game anyway, so few if any will read this thread. Maybe if you posted this back in September back before the game sucked it might have got noticed. Unfortunately all the classes were broke once they decided to cater to casuals. All hard core players have since moved on to play Hello Kitty Online. Excuse me while I go post these views on every other forums I know of.
/signed and +1 for posting this awsome form
Anet says to send in support tickets if you still havent recieved a chest.
https://forum-en.gw2archive.eu/forum/support/account/Ancient-Karka-Box/first#post939642
it says to send in a support ticket if you don’t have it by tomorrow, please don’t flood their support too early… (I’m still waiting btw, so I’m in your boat)
Because this really needs more threads.
Why are people who participated in the events getting more bags, yet those that DCed during the event still haven’t gotten anything? And please tell me not all the mail has gone out yet.
Edit, just read you last post…hopefully it arrives….but if it doesn’t, is their anything I can do? Or am I just screwed?
1.Adjust the time you are in stealth with the downed state #3. It is something like, one second. Completely useless in any situation, PVE or PVP.
I thought so, too, but then I realized you can use it to disrupt stomps. Just gotta start it when their wind-up starts.
It’s not great, but it’s better than nothing.
The underwater version is pretty pointless. You can’t be stomped underwater anyway, so what does it actually do?
The underwater stealth can be used in PvE to deaggro mobs, since you can move while downed (start moving away, stealth and continue to swim away, this is usually enough that the mob will turn away and let you self rez). I agree the water stealth is useless in PvP.
Hm, nor happy about this. You can get your PvE daily with only a short hop to PvE if you lack the 15 creature types. But you’d force ALL PvE/WvW casual players into WvW to get their rewards (PvE types are notoriously greedy for things like that) – adding to overall queues without actually adding to WvW play.
It might be a good idea to get more PvE into WvW, yes – but the downside will be many more people in the queues … on low tier servers I’d say like 10 – 20% are WvW regulars and the rest ist PvE …
Why would a PVE player come to WvW to do a WvW-only daily that rewards only badges and blueprints?
Those not wanting to contribute to the fight won’t have any use for the blueprints, and the ones going for the 500 badges legendary gift are already in there to do the JP’s anyways.
So I don’t think it would really attract notably more PVE players to take up queue slots.
PvE players are crazy, and will blindly do any daily if it helps with getting free gear (badges grant power/vit/toughness gear if you didn’t know not to mention the free karma!). Plus the fact that people will complain that WvW players are completing 2 dailies at the same time (you can easily get your daily done if you stop and sniff and kill the roses).
I PvE a lot, so I know we are crazy.
Now if the rewards were something only useful to WvW then it would work imo (free 1-2 random blueprints). But some of these suggestions are a little out there…I do like the notion of promoting taking supplies from camps and not towers/keeps, but I also think we would see a bunch of battering rams being built at random camps…at least more then we currently see.
(edited by Topher.1684)
Tulisin was right about what i was trying to say, but this thread has one fact wrong thus rendering the whole ecuation irrelevant, my Unloads are not worth 3,000 dmg, at least on fractals 10+ bosses im dealing 8,000+
so yeah, im dealing more dps than a d/d thief (ON BOSSES)
Those numbers were just an example. I D/D most fractal 10+ bosses and hit for 6k minimum on my BS, and that’s not including the auto attacks that hit for about 1k each, nor the CnD that hits for 2-3k minimum (so in your <2sec unload I’ve hit for 9-10k or more, and that’s not as GC gear/spec). Please don’t make grandiose statements like “I’m dealing more dps than a d/d thief”. From what I’ve noticed (and many many others on these forums) P/P damage is sub par. I’m not saying you shouldn’t use it, if that’s what you want to play with, all the more power to ya. But don’t delude yourself by saying P/P does more damage then D/D (on most fights…I recognize not all fights can be done in melee for thieves, and for those fight I prefer the combo finishing SB).
Ele don’t get anything for focus either, but I agree, as a main hand weapon, this is kind of annoying and hopefully an oversight.
(Necros and Thieves also don’t have anything for spears, Necros and Ele don’t have anything for tridents.)
dear A-net
Even if we asked many times before, i am going to ask this again.
Buff the thief underwater !!!!
no deception skill underwater
no stealth
No elites underwater
Mediocre burst compared to other classes, even low
what you espect from thief to do underwater
Hit number 5 on the spear repeatedly and pray the thing your fighting is stupid enough to stay put.
just to clear something out, dps means damage over time, so chaining unload all day long from safety does more dps than a hit n’ run burst build (against bosses)
been using p/p since beta and im usually the group’s biggest dps
I love it when people use abbreviations without knowing what they mean:
DPS = Damage per Second (used when describing your damage during an event or during a part of an event)
DoT = Damage over Time (used to describe bleed like affects typically)He’s right, you’re just referring to different things.
DPS = Damage Per Second (Damage/Seconds) = Damage Over a Timeframe. It is a metric that specifically details damage over a timeframe (1 second), or more likely an average over a large number of seconds, as opposed to total per-fight damage or something like Damage Per Minute. It is a comparative damage metric that has nothing to do with attack type, Conditions do DPS, power-based damage does DPS, etc.
DoT = Damage Over Time = Refers to abilities that deal a set amount of damage over a timeframe, usually without additional action after being applied. This is an attack type, not a metric. In GW2, this most specifically refers to conditions. You don’t say “I did 1,000 DOT” you say “My DOT does 100 DPS over 10 seconds”
The definition of the former is extremely important because people often just use DPS as a catch-all term for damage output, which it is not. To make a reasonable damage comparison, you have to first establish a timeframe within which DPS is being measured. For a one-second timeframe, for instance, you may be able to do 20,000 DPS, but that isn’t very useful for comparison.
So Bassman was attempting to make the assertion that P/P has better DPS over an actual real-life timeframe (a couple-minute boss fight) due to higher uptime. He was (correctly) challenging the idea of DPS as a catch-all term for offensive power, implying that backstab builds, for instance, were not good DPS compared to the high-uptime DPS of P/P. He is wrong about this specific instance, P/P has bad DPS as well as poor relative burst capability, but he’s right about how DPS works.
Actually, he was wrong in his comparison. If a backstab hits for 9 000, and I can only do this every 9 seconds (BS being the only damage I do, the other 8 seconds I’m running around doing no damage), and an unload does 3 000 damage every 3 seconds, they both (burst and sustained) do the same dps over the course of a fight. Bassman inplied that to do burst damage was worse then sustained, when this simply isn’t the case all the time.
DPS doesn’t mean you have to have close to 100% uptime on a boss. If you choose to hit the boss once for 20 000, then go afk, your DPS on the boss for a minute long fight would be 333DPS. I agree many people would probably argue that your dps was 20 000, and if that’s what you thought I was saying I’m sorry for not clearing things up. Yes, you would never say “I did 1000 DOT”, but then I never mention how much my DoT abilities do. I would say I have 3 DoTs or something like that, since you can’t guarantee (in this game expecially) that your DoT will go it’s full duration…but this is getting off topic.
just to clear something out, dps means damage over time, so chaining unload all day long from safety does more dps than a hit n’ run burst build (against bosses)
I’m assuming you are refering to D/D BS burst. I’ve never seen unload come anywhere close to doing the damage D/D does, be it burst or sustained. Simple matter is, atm, BS burst is so high that if you were competing vs a P/P thief, you could BS then sit down for a few then BS then sit down for a few and still beat unload spam. I love the way P/P looks, but as it stands right now it’s inferior to pretty much every other weapon combination we have (SB is better IMO if only for the fact that you can burst combo finish every few seconds).
To the OP, if you don’t like seeing P/P thieves in your group, leave when you see one. This game has no way of knowing how much damage each person is going. For all you know, every other person in your group could be critting for 200 damage because they are set up as a tank. No way of you knowing that they have put all their points/gear towards healing power, toughness, vitality. The one aspect where I think P/P can shine atm is its use of projectile finishers (if you have 1 or more mesmers in your group, your group can stack confusion up to 25 almost constantly if they know what they are doing).
Sorry for long post…I’ll retreat back to my cave now.
just to clear something out, dps means damage over time, so chaining unload all day long from safety does more dps than a hit n’ run burst build (against bosses)
been using p/p since beta and im usually the group’s biggest dps
I love it when people use abbreviations without knowing what they mean:
DPS = Damage per Second (used when describing your damage during an event or during a part of an event)
DoT = Damage over Time (used to describe bleed like affects typically)
and not that’s it’s relevant but “LFG looking for group for xyz” and “LFG need 1 more for xyz” is redundant (sorry, but that irks me to no end).
It’s not about skill anymore at all when RGN is the only thing preventing you from moving forward in fotm. Don’t get rings, but have done 200 total runs? Dailies for over a week now. Why is this even a thing? You should limit RGN to certain confirmed number where you actually get it no matter what, because this isn’t fun, skill-based, nor rewarding anymore. Bad game design is what it is.
Can we get a response as to why they think luck is the right way to go about it? I’m very interested. I don’t mind RNG most of the time all that much, but this is on a whole new level.
I agree, RNG on these rings needs to be removed and some other method should be introduced (or leave in the RNG, and offer us another method). Been doing dailies since it was released, most of those days doing lv 10. Every other person I run with has a minimum of 4-5 rings, some have 8+. I’m still waiting on my first ring (over 798 hours played and still waiting on my first exotic drop too….). I’m not asking to be given free rings, but at this point, even if they offered them at 2-3k fractal relics per ring, I could buy the first and have a hefty start on my second….
Just finished this fractal.
-First attempt he bugged after his first stun (no adds spawned, steal took 0 damage as it should so we couldn’t AoE it down during this attempt).
-Second attempt boss started at 75%, we got the seal down to 0 (it had no visible health left, we had hit it 4 times), then about 15+ adds spawned, the bosses AoE started to hit the area even though he was still stunned, the hammer wouldn’t charge skill 4, even after killing multiple enemies before we all died. Just to clear that up a little bit, after the 4th stun/seal hit, THEN the 15+ adds spawned (on top of the few adds that were still up from the 4th stun). The seal took 0 damage from AoE attacks (as it should) during this attempt.
-Third attempt the boss started at 25%, we stunned him once, and the seal took AoE damage and let us complete the encounter with only the one boss stun (via AoE damage to the seal, no one touched the hammer).
This was on lv 10 btw (not that it probably matters).
Could you possibly let us see our character (or npcs) with their current helm options (hide or show). A recent patch removed certain (maybe all?) NPC helms, and I can’t help but laugh every time I see bald Zojja. Bring back her helm! Maybe even add an option to show/hide helm in dialogues.
Sorry if this was already posted, a quick search didn’t find anything for me (but oddly “character npc dialogue” did bring up posts about permanent bans?? Not sure how that was relevant to my query).
Thanks
Why does every thread that suggests changes/new ideas always result in “nerf thieves”.
To the OP, it would be an interesting idea, but I think it would make BS GS thieves a little too powerful, as given them a root will only result in more CnD hits vs targets that actually know how to avoid this attack (IS to target, if they don’t dodge right away CnD→BS, if they do dodge away, IS back and try again). Personally, I would prefer to see the thief get a sword offhand which offers a dual attack that does a good chunk of damage over replacing its movement skill with one that adds damage.
im playing a theif and i feel they do way too much damage for the amount of damage they can avoid. eles cant hide and dont have extra dodge skills. theifs arent perfect the way they are accept it. i regularly run into groups and spam death blossom and usually make it out without taking a hit granted i dont usually kill anything but i do heavily damage them and leave them with bleeding damage. their spike is unforgiving and needs to either lower their life so that they can be killed just as fast by the other player or not be able to kill a warrior in 4 seconds.
These thieves that kill warriors in 4 seconds have about 12k hp. How much less health do you want them to have?
i regularly run into groups and spam death blossom and usually make it out without taking a hit granted i dont usually kill anything but i do heavily damage them and leave them with bleeding damage.
So you do damage, don’t kill anything, and run. How does this make the thief overpowered in any way? You could play a class with 1200 range (well use your warrior that just died in 4 secs), stay at max range and do the same thing, with less risk to yourself. I don’t know why you added this part to your post…
On a side note, please stop saying that eles have the smallest HP in the game. That honor is shared with thieves and guardians.
(edited by Topher.1684)
Stealth isn’t an immune to damage button…
Oh, pshaw. You and your facts… best get on board with the “zomg I gotz gib’d… nerf Thiefz naonaonao!” crowd in this thread.
Wait, isn’t this the thread where constructive thoughts on thieves are?
When a thief attacks to lose stealth there is a timer… It’s a buff called reveal that makes all stealth attempts fail until it reduces. Play a thief and you’ll realize that.
In WvW the culling is a problem, in Spvp/tpvpTo clarify. A timer that won’t let you restealth until a certain amount of time has happened after the last time you hit someone…or was hit by someone else.
Stealthing multiple times in the middle of a fight is the problem most people have issues with….culling aside, which I know is a problem.There IS a timer on it. When a Thief uses an attack skill while in stealth, and the attack connects and deals damage, the Thief is removed from stealth and given a 3 second “revealed” debuff, where any skill that grants stealth that is used in that time period will fail.
Comprende?Oh I comprende.
If a Thief is in combat, delivering damage and/or receiving damage, he shouldn’t be able to stealth. The timer to restealth should begin after he both stops attacking and stops taking damage.
Your idea of a timer(and Anet) is the Thief unstealths to wack someone. For 3 seconds he is hitting someone and likely being hit by others. During those 3 seconds he cant stealth. Timer is up, he can now restealth smack dab in the middle of a bunch of people hitting him. Correct ?
As it has been stated many many times before, if you want to remove restealthing in combat, you need to give thieves more survivability skills. Many of our utility skills revolve around stealthing. Many of our traits revolve around stealthing. Our most damaging skills revolve around stealthing. Your changes would REQUIRE all thieves to go d/d, as every other weapon (except short bow) has no damaging abilities outside auto attack. Then we would all be here complaining about heartseeker thieves. In the other game you were using as a comparison that we shall not name, the stealth class is built around an opener, with a lot of skills focused on ccing the target while you damage him. Give thieves a stun-like ability that they can use after a combo and I can GUARANTEE it will become an even bigger problem in your eyes then the current state of stealth (also, those other games grant perma-stealth inherently…which is something many others think is broken/borderline game-breaking/exploiting).
The Thief PP/PD build needs to be majorly toned down. They never spend more than 50% of the time out of stealth and every time they enter stealth they remove conditions and heal.
That seems…unlikely, considering that P/P doesn’t have organic stealth.
Ok … so I made a quick movie to prove exactly how wrong you are …
Wish all arguments were as easy to win.
You quoted him saying P/P doesn’t have organic stealth, you show a video of 2 P/D thieves trying to kill each other and failing, and claim you have won your argument. I too wish winning an argument was as easy as showing an irreverent video.
Claiming his other weapon set was P/P doesn’t win you the argument, as in the video where you are proving how wrong he is, P/P never appears. Also, those other players in the video (except the 2 thieves still alive at the end) deserved to die. Not moving in PvP is one of the worse things you can do.
I really want to know if there is a issue effecting certain players. They surely couldn’t want us to spend half a month on ONE thing.
Hope this is the case. coming up on hour 758, still waiting for my first exotic (non-map completion/crabby event chest) drop
Can someone please delete or merge all these similar posts?
You might want to change the name of this thread too. I think you are looking for Tutorial, not Tuition.
You should not need more then 45 character to title your thread imo. If you need more, then you probably need to sum up your thread topic. What looks better:
“Forum thread titles need more then 45 characters in order to properly sum up my threads.”
-or-
“Forum title length issues”
Hi guys, could someone explain to me how some of my replies get deleted/removed (not the whole thread just a few posts). I realize the mods sometimes clean up threads, but why would they do that with replies that aren’t vulgar or inflammatory (or why would they remove only some of those replies, but not all)? And it would be nice to get an automated message that said message was deleted or something. It’s kind of annoying to go read a thread that says I’ve replied to, but am unable to find my post (and sometimes no longer remember what I said in such thread if I want to reply again). I’m sorry if this isn’t a bug (as it might be one of the overzealous mods that seem to lurk in these forums).
Thanks for reading.
Yes I know many threads have been said about this and for that I am sorry with starting another one, however with that said the problems still haven’t been fixed and its about that time the issue needs to be readdressed again.
Current Problems:
1. This is a relatively new problem which is linked with the downed state. As soon as people get downed they are logging off. This needs to be addressed. Many ideas on how to fix this have already been mentioned.
2. Downed people still have way too much health. If you can’t get the channel to kill them they roughly take about 6-10 hits to kill off this is way to much considering you have already downed them. Health needs to be reduced drastically so about 3-5 hits finishes off an opponent.
3. Channel takes too long. When are you downing someone it takes about 2-3 seconds to channel a spell that is often interrupted or you are focused fired during the process. Which means you will have to do this again which makes it about 3-6 seconds you are stationary channeling a skill trying to finish an opponent who is already downed. It is way to long. I would say reduce the channeling time to about 1 second and make it so quickness buffs have no affect.
4. Certain classes defensive abilities are too strong. Every class should only have 1 interrupt on them max. So if you have two downed players channeling you, you are going to die which is fair enough. Right now Mesmers, Thieves and Elementalists are able to stop any amount of people trying to down them once and in some cases twice. Example- You could have 20 people (if the game allowed it) channeling a downed state and a simple use of one skill could stop them all. This is very bad game mechanics and needs to be addressed. I will fix this by getting rid of any stealth or movement (invulnerable abilities) while downed and just make it so you only get one interrupt per profession.
5. People are revived way too fast. If you are doing a 3v1 and down one if the other 2 focus on healing the guy who is downed it is literally impossible for you to down/out damage them. I would suggest that the healing done needs to be reduce by a drastic amount perhaps 50% and make it so it doesn’t scale that much with extra people perhaps 5% extra per person.
EDIT:
6. Rallying off npcs also needs to be addressed as this shouldn’t be the case in WvW.Anyways these are the major issues that the downed state is having right now. Thank you for reading and I hope ANET write back an official response on how they see it and if they expect to make any changes in the future.
1. I don’t understand why this is such a big problem for some people. But as you’ve stated, it’s already been discussed, I’ve already added my 2c.
2. If it only took 2-3 hits to kill a downed player, what would be the point in a downed state. This is just a horrible suggestion.
3. If you are going up against a downed target that has an interrupt ability (not all classes have this), then you should be prepared for that (stability, blinds, invulnerability…). If you are going up against a target that has a movement ability, then you should also be prepared for that. The people that start a channel, then don’t stop it after the target has moved away don’t deserve the kill in the first place. Also, a 1 sec channel is too short, and would defeat the purpose of the downed state.
4. This is just really stupid to complain about. I know you said 20 people was just an example, so lets reduce that down to 4. 4 people channeling an ability to down 1 person is just moronic. UNLESS this is the only person left alive, leave 1 at most 2 people to do this. Anymore is redundant. IF you have that many people (4, 10, 20….) you would kill the player SO much faster by simple dpsing his downed body. The stealths only last a few seconds, so it’s not like it’s an instant rez. Multiple interrupts on a character has been discussed…just bring something like stability, invulnerability, a stealth of your own, etc…
5. If you are going up against more people then you, then they should be able to get up their teammates more easily then you. I don’t see the problem. Also, I’ve never had a problem stabbing someone with 2 of their teammates trying to rez them. The channel is much faster then both of their healing unless they have both stacked healing power (and this was without quickness). Now most of the time of of them rezes, while the other tries to keep me busy, and this works sometimes, but it should be like that.
6. If you can’t rally off NPCs in WvW, then remove them completely. Personally I think they should remain in WvW.
Overall, I feel like I just wasted my time replying to this post. Most of the suggestions were not well thought out, and it seems like you just want to remove the downed state completely (in which case next time you make a post like this, and I don’t doubt you will, make it shorter please).
The best solution is to think of new things to add, instead of taking away depth that’s already in the game. Removing interesting mechanics to homogenize gameplay is not a good design decision.
Also, portal is not limited to 5 targets because it doesnt do damage. People still dont understand that damage aoes were limited to five targets so two people couldnt gtaoe down 100. It’s really easy to comprehend imo.
I disagree with the shadow refuge change but I can sort of see why. 15 second invisibility on unlimited players might be more annoying and potentially abusive than transferring unlimited players from point a to point b. Just a guess on why they may have done it. I still think it shouldnt have been changed and would consider it a unique aspect of play.
If they insist on capping targets on non damaging abilities, it should be 15. 15 is a good number, not too large, not too small. 5 is way too little for any ally based buff, period. It requires an over abundance of a particular class to get that effect on enough people, and destroys the unique class interactivity from all these different ways to layer class skills or combo.
I completely agree with the cap on Shadow Refuge (just wish I was always one of the 5 targets…). I also agree with adding stuff to portal if they were to cap it to 5 people (like other aoe abilities). 15 might still be a little powerful, but if it affected all non-damage aoe I could see it working out.
Yes it would. It would make the utility skill worthless. What happens if you aren’t in a 5-player party? What if you are with a couple other people that are not in your party? Would it transport them? If so, what happens if you drop a portal and there are 20 people there? How do you control which people get to use the portal and which do not?
I would only agree to a 5 player limit if there was no cooldown on Portal, meaning that I could drop one again as soon as the first one disappears.
Oh by the way, how are mesmers “constantly scaling the walls”?
Portal should have a limit, just like EVERY other aoe ability in game. How will you control who gets to use it? You don’t, just like EVERY other aoe ability. Hell, I can shadow refuge on my thief, and NOT go into stealth if I place it badly and it hits 5 other players. I play a Mesmer in WvW, and agree with putting a cap on this ability (and bring the cd down to like 45 or 60 sec).
It’s funny how many of the players considering permastealth a non gamebreaking issue are thieves. But who face a permastealth thief in wvwvw knows perfectly it is a gamebreaking issue instead. 10 people running around in circle on a supply camp to find a SINGLE thief who prevents them from cap. Well if this is not an issue…
L2Read please. You, along with many others since page 2, failed to see anet post that they are working on a fix for this. You probably just saw “thieves” and decided everyone needed to hear your view on it (a view that has been repeated ad nauseam).
Or a permastealth thief destroying all siege weapons one after the other beyond enemy lines during a stonemist siege. sarcasm mode on Sure that’s not a problem sarcasm mode off
I can understand perfectly that many “kids” will lose their little toy and cry if thief will be fixed by anet so im not surprised about what many ppl wrote here.
A thief (or any stealthed class) can’t permastealth WHILE destroying anything. If you don’t defend your siege, then you deserve to have it taken away from you. If your siege was inside a base, and the thief stayed in stealth after you capped it, that’s on your team not sweeping properly (see Mesmer portals complaint threads).
It is a bad game mechanic in gw2 that almost every single other mmo I have played got right… if you are in combat you cannot log out… No clue why they couldn’t code that in gw2.
And those other mmos might have “got it right”, but those other games also sometimes prevents you from logging into the game after a dc because your character is still hanging around. Neither system is perfect.
Actually you are wrong. Perfect World for instance had a force log feature that prevented that.
Well that one example doesn’t make me wrong. My previous games have all been like I described. I did read your post wrong initially, thinking you said “most mmos” and not most mmos that you have played. For that I’m sorry. But in order to adopt those other game features, they would still need to fix the “in combat” bug that seems to appear every now and then.
It is a bad game mechanic in gw2 that almost every single other mmo I have played got right… if you are in combat you cannot log out… No clue why they couldn’t code that in gw2.
Personally I love the fact that you can do that. My main is a thief and I don’t know how many times the game has said “not while in combat” when I try to do something, but have no enemies near me/chasing me/looking to kill me (and I’m referring to PvE, not PvP here). It’s a known bug with stealth. I’m not trying to defend what people are doing in PvP, although I don’t think it should matter all that much.
And those other mmos might have “got it right”, but those other games also sometimes prevents you from logging into the game after a dc because your character is still hanging around. Neither system is perfect.
Something this game could add is a countdown if trying to log out in combat, say 5-10 seconds…ie you hit log out, game things you are in combat, you get a countdown of a few seconds before the game returns you to the login screen. The above mentioned 30 secs is way too long imo, 10 secs max should be enough. That way you still get your kill and 0-2 badge(s), and we don’t have to read about it here!
Hi,
This is beginning to take the fun out of WvW, and if this is considered “normal” behaviour, then I guess WvW will be soon empty, since no one gets any rewards from besting opposing players.
So long,
Curu…
I love all these posts about such minors things and claim that it’s going to kill the game. I (and most the the poeple I WvW with) don’t play to stab flags into players. There are normally plenty of people willing to circle the poor fellow and impale the downed player, so we just move on. As for rewards, 1 person out of every 10-20 (maybe it’s just me, but I rarely notice people logging out when downed) isn’t going to kill your rewards. If I’m wrong, and whole zergs log out when they are beat, tell me, but I think you are trying to make this sound like a much worst problem then it actually is.
Almost 2 weeks and no fix…this is just stupid.
Adding to the mess, 2 members (myself and one other) just DCed on the Collosus(?) map , 3rd instance for the daily. Now the remaining 3 members need to finish that and hopefully be able to do Jade Maw. This is happening on what seems a regular basis. I can understand you wanting to be warry to kicking players and inviting friends to the bonus boss maps, but we just want to be able to reconnect to out own maps…
Hiho!
Small video showing “how to”: https://vimeo.com/52977465
No exploiting, just using combo-fields, traits and slot-skills.
Btw, I for myself find it pretty silly. ^^
Cheers, Silva
and is this kiTTEN is acceptable?
I mean come on ANET. what the hell is this.Okay stealth wow so cool.
But give an option to counter it!For example in other mmos there is a skill which reveals stealth player when you cast it near them and they cannot stealth again until they are near to this skill.
But simply just not giving a counter to it is just game breaking.
LOL, game breaking…nice post. Other mmos also grant stealth classes “perma stealth” without having to work for it. Other mmos also grant stealth classes some kind of stun prior to leaving stealth (or some form incapacitate while in stealth). Please don’t bring examples of what “other mmos” do, and tell us GW2 should do it too.
ANET, please for the love of god prevent stealth from holding up a cap in WvWvW just like you did for sPvP so we can get rid of these people that create 10+ new posts about this daily.
Honestly, I never understood the people that complain about the players in the Jumping Puzzles, telling them they are hampering wvw…but never mention the other people that are “wasting space”. Why don’t you complain about the people that go afk at the entrance portals, or the people that seem to just sit in front of the TP? Why don’t you complain about the non 80s running around…surely they should be replaced by an 80.
Hell, just report me, I’ve been sitting in EB while typing this message…
/sarcasm
Screenshot speaks for itself.
Sorry no, the screenshot doesn’t speak for itself. It’s a picture of you dead with some numbers, with only your word that you were built as a bunker el at the time (and from what you’ve provided, 16k HP isn’t much of a bunker build at all).
Elementalist = are known in ALL games to deal damage or be support.
Just because in game A elementalists are known as damage dealers doesn’t mean that elementalists in game B should be damage dealers as well.
And no, I should not have to run in a group in order to not die. I have no problems taking on 1v1, 1v2, 1v3, and even 1v4 at times. But yet this thief comes along and pretty much 1 shots me? I say one shot because 4 shots don’t even matter since it was less than a second which means I have NO time to respond.
So let me get this strait. You think it’s fine that you can 1v2 1v3 and even 1v4 people, but when someone 1v1s YOU, thats OP. And if you were on your own, you kind of deserve it. I don’t care what class/build you are playing. WvWvW is meant to be a group event. Anyone wandering around on their own deserves anything that happens to them. If you do need to travel on your own, ALWAYS make sure you have a finger on your escape/stun break ability. If you computer really is as powerful as you claim it to be, you should have no problem reacting to the first sign of damage you take (again, to the DAMAGE you take. Don’t wait to see the [insert class] before you react. Until they fix rendering, waiting to see something before reacting is just asking to be killed.).
Also I havn’t seen anyone claiming he got two precursors from a single Chest.
I know a few people who did get 2 from the one and only time they looted the chest (1 of them was in the same run I was), but one of them always seemed to be “Legend” the staff precursor. That weapon seemed the most common drop (at least the most common that was linked for me).
If they intended for the chest to be looted only once, they should have made it a one time per account thing, not one time per character. We’ve already seen that they have the means to do such things with the Halloween event.
I know that most of the people I know who got multiple chests participated in a fair portion of the event each time, so it’s not like they were jumping onto different characters and getting free loot from chests that other people worked for.
What part of the Halloween event was once per account? To my knowledge they haven’t shown once the ability to make anything a once per account thing.
This isn’t to say I think this should have been a once per account event, but they are going to let you run an event more then once (on different characters), make sure you are able to let EVERYONE run it multiple times. Having many people dc and not be able to log back in, not being able to participate in an event with such huge rewards simply because it’s 3-4am on a workday…etc.
I also know a far number of players that were able to log into overflows and participate in the each event for 5mins and were able to open the chest. Are you saying participating in the same event for 5mins multiple times = work put in to receive such high rewards? I saw (and heard over vent) logging in, running to an event that’s almost over, hitting the boss for 1-2 mins (max) and looting a chest. That sounds like free loot to me.
Well, that player had the previous work to level 5 characters to the level range that gives lvl 80 rewards from the chest…
Considering the only exotics really worth anything are precursors, and those dropped regardless of player level:
ie lv 3 toon gets a low lv exotic and a lv 80 NAMED exotic. All exotics were lved (or deleveled) except the exotics that only have 1 lv attached to them (the named ones which include precursors can only be lv 80 as far as I know).
Well, that player had the previous work to level 5 characters to the level range that gives lvl 80 rewards from the chest…
I don’t think he needed 5 characters. Seems like he could have just used the same character and exploited the overflow servers.
The same character would have seen an already open chest when he got to the end of the event. Alt characters however could open the chest.
My biggest problem with this event are some of the people that were in overflows that finished the event first. Some (if not a lot, can’t tell how many) were able to log over to an alt and finish the event a second (or third time). Each alt can open the chest. 2 guildies managed to get 2+ precursors during this event. I’m all for lowering the cost of these weapons by flooding the market, but this should have been done more evenly. I got 4 non-max (76 and 78 exotics, 77 and 78 rares) pieces of garbage that would sold for a total of 4 gold, on an 80 toon. My overflow just happened to be one of the last events to get completed, and when I tried to get into another overflow, all of them were done already.
Anet, if you do any more of these kinds of events (1 time with a fairly large reward at the end), PLEASE make it happen at least twice (so everyone has a chance to partake in the event, and PLEASE make the rewards once per account. You already made the rewards either Bind on Equip or Bind on Account, so I think that was your goal, but, sadly, you missed your mark…again.
Thief here. I think Kill shot is currently OP, BUT ONLY due to the piercing bug that is present (being hit for 40+k after the bullet has gone through like 100 people is just not right).
Just like BS, I really don’t think either of these abilities should be touched until their relative bugs in game are fixed (rendering/mug not interrupting CnD…which I hope is not intended). And even after they fix these bugs, I still don’t think the game should be adjusted based off anything from WvWvW.
PvP should be based around sPvP, and I really hope they take a lesson from GW1, and have some behave differently in PvP (sPvP/WvWvW) then they do in PvE.
Just remember, if you are going to turn off auto attack, make sure you don’t have any abilities in the “queue” after mashing the auto attack button for a while when hitting steal. Reason why this happens, steal doesn’t cancel any ability currently in use (causing most of the current mug/cnd/bs qqs atm).
Stealth should break on being hit. It’s not stealth, it’s invisibility. Which is why it’s utterly powerful in this game.
I tihnk of it like this. If a guardian/warrior/thief is just swinging around and hits something they’ll feel it. If a ranger/ele/eng/mesmer is shoot off projectiles and one stops shorter then the rest then they’d notice, imagine shooting a bow then bam, one of your arrows is just stuck in the air. you’d notice that.
I never understood this argument. Just because you hit something, doesn’t mean you know where it is after swinging wildly (unless the thing is standing still). Turn off the lights (or blindfold yourself) with a friend and try to find them with a stick while they move around with night vision goggles on (your friend has the night goggles, not you).
As for the bow, I’d go with stealth covers the arrow when the thief gets hit :P
Next thing we know they are still going to accuse thieves for being able to hold rifles and shoot 20k damage from 1200 range, because they automatically assume it’s a thief thing rather than a warrior class.
Conclusion: Just blame the thief over and over, regardless of how powerful guardians are in tpvp, or mesmer in general, or how warriors shoot out 20 k damages, etc.
I fought an op thief last night that shattered it’s Guild Thieves on me, followed by a 20k shot. Never saw the actual thief though.
IMO have it so every 100 achievement points gives you a legendary.
Leave my nerd points alone please.
I’d have multiple digit legendaries by now if 100 gave you one. . .
(insert sarcasm)
The thing is though that the warrior forums aren’t being bombared with nerf requests. You barely see actual discussion of the thief in here, and when you do, its usually derailed by a comment like “reroll to a class that takes effort”, or “F1, 2, 2, 2”
Understood. Just for the record, the damage he is doing in that movie with killshot is far more gamebreaking than backstab build thieves. In fact, I think 11115 pistol/dagger thieves are far more of an issue than dagger/dagger thieves.
The reasons why there haven’t been a ton of calls for nerfs that that killshot damage is that a lot of people probably haven’t been hit with it. That will change, of course know that people know about it. A lot of people have been backstabbed, hence more complaints.
That will change when they nerf thief.
Hasn’t with the past 4 nerfs
Adding the “orb bonus” to the outmaned sides would be interesting…anything other then this:
The enemies greatly outnumber your forces, be careful out there!
+20% Magic find
+33% Experience
+33% Karma
Extra karma/experience is nice…but doesn’t really help us take a tower that is guarded by 10x the number of players. Not asking for a handout that says “here you now deal 2x dmg” but something to balance the scales a little bit.
alright so i got an idea just now and i wanted to write a little about it before i forget.
not detailed or anything just an idea,at the moment i’m trying to get money to become a commander for WvW, but the only thing a commander can do atm (that i know of, tell me if i’m wrong) is having a big sign above their head and can let people join their squad for squad chat, that’s not really alot you can do.
so what about things like this?:
a squad interface
so they can see who are following you and what their status is (maybe also a chat in that same interface, and maybe even a small world map where the commander can draw and point out the location for everyone in the squad to see on the small world map)
Already in game.
/squad = chat
Commander tools
/squadinfo will show the names of players in the squad and the amount of supply they are carrying. It will also show the total amount of supply held by nearby allies, including non-squad members.
ALT+Mouse1 opens a context menu for adding special order waypoints, to mark locations for attacks, defense, and rally points. These special waypoints are visible to squad members.
the option to turn the commander sign on and off
a commander doesnt really have a role at all in pve and when they are running around trough for example cursed shore there will still be people following him making small events impossible, so an option to turn the sign off would be great (maybe there is an option for that and i just didnt know that)
Already in game.
IMO have it so every 100 achievement points gives you a legendary.
Leave my nerd points alone please.
