Showing Posts For Treize.7026:
I want to get to a vista that’s located in an enemy keep, but I can’t because they keep killing me every time I try to beat down the doors and get inside. Griefers!
It’s a WvW zone for a reason, and you can’t “grief” someone who is an enemy in WvW outside of plain cheating. You’re an enemy, their goal is to kill you, it doesn’t matter where, it doesn’t matter if you’re afk, unarmed, not wearing any armor, you’re putting yourself in a position where you can be killed, and then getting upset when it happens.
If you don’t want to participate in getting slaughtered, go elsewhere until they get sick of it and leave. Going back and feeding them just prolongs the whole thing.
I’m surprised that people actually think it’s reasonable to apply completely arbitrary restrictions on where and when people can kill you in WvW without being considered “Griefing” (e.g. only when you’re doing the puzzle yourself).
I guess this rules out cutting off reinforcements to a keep, or trying to pen enemies in their starting keep, or killing supply just because it’s there. Should we only be permitted to move directly from objective to objective, disregarding strategy, diversionary tactics, or anything else for fear of “griefing” someone in an area where player vs player is to be expected?
Yeah it sucks what happened, but unless they’re actually cheating, complaining about it with the intent that “this needs changing” is just going to make you sound ridiculous.
End game? Is this why the first explorable dungeon is at 35? Sure it’s part of the end-game as well, but not everyone is at “end game” level when they’re doing these instances.
It’s easy enough to say “well, just do the right things and you won’t die!”, but that’s really not particularly helpful. There are too many instances where the slightest delay in response triggers instant death, or finding out your group is missing a certain ability turns a normally smooth dungeon run into a debacle.
Right now the dungeons are all over the place in difficulty from what I’ve experienced. CM for instance, we choose the butler path, which was easy enough for us to complete, but the second boss (Shotgun Sammy or whatever) was about 15x harder than the end boss, whom we simply just stood at range exchanging shots with for about 5 minutes without a death among us.
Not to mention the room with 6 billion bandits, which we ended up just bypassing with my mesmer’s stealth.
Aggro seems to be completely arbitrary. I hear people say that it isn’t, maybe I’ve just not figured it out, but it sure seems that way to me. In CM story, our first runthrough a group member got targetted by one of the snipers, and they just focused him down before he did anything. I got him back up, they put him down again, got him up again, they shot him again, rinse repeat until he is running back from the WP, when he gets there? Bang – killed again.
What is someone supposed to do in that situation? Stack toughness and vitality in the off chance that someone’s going to put a bounty on his head in some random dungeon we’re doing while he’s leveling?
If these were just endgame instances I’d agree with you to be honest, as people can focus on building decent sets of armor, will have access to all their traits, etc. Anything below 80, especially story mode? No.
Basically the way dungeons are in this game it’s the equivalent of playing Super Mario Brothers for 2 hours, going to a bonus level, and suddenly dudes pop up in your living room and start blasting you with paintball guns. It doesn’t play at all like the rest of the game, it’s jarringly more difficult and requires an entirely different skillset than what you’ve been building up while leveling from the start.
Honestly the dungeons just feel like running through a particularly aggro-heavy zone with the mob health and damage increased by like 200%. They definitely need to put more thought into these.
Honestly I think story mode should have a solo-able version which rewards you accordingly (i.e. not really any more rewarding than doing one of the personal story instances), while keeping the group story mode where it is for the big chunk of XP…
Maybe adding stuff like entrenchments and fixed defenses to the supply camps and such? Something that can be bypassed but where defenders are offered a bit of a defensive bonus.
I can see something like sentry towers with mounted weapons emplacements, barbed wire which snares people, minefields and such, all obviously would be upgrades, but at least upgrades that make it more difficult to take.
Edit: Hell, just add that to the siege merchant, and let them be placed anywhere, make people build their own defenses.
Apparently you’re unaware that WvW is about the skill and cohesion of the server, not the skill of the individual, what you’re looking for is sPvP I think. The down system works perfectly in this instance, it allows for larger fights, instead of 15 second engagements, and it rewards the side that focuses on working with their team, e.g. rallying teammates, finishing enemies, rather than the side that is in it to prove how great they are e.g. one person trying to take on a group of people.
I used to play DAoC and very often soloed (and I was a non-stealther), so I can understand that desire, but at the same time I was doing it for myself, not for the team. The difference between GW2 and DAoC is that DAoC rewarded that playstyle, this game really doesn’t. I can’t really say that’s a flaw, since it encourages people to band together rather than having 100 soloers just running amok.
both are pretty bad in WvWvW. fun,and quite effective, but you’ll not get many kill credits so your loot, exp and rewards will be low.
Mesmers – suffer from low burstdmg and lack of decent aoe (other than chaos storm), your ramp up time and ineffectiveness of shatters in keep warfare mean you wont get many kill credits.
But, in small scale skirmishes, caravans, supply camps etc, you are lethal and really really really hard to kill.Guardians – lack of ranged options makes guardians pretty useless in keep warfare, support is fine, but you dont get credit for it.
Once the door goes down however, you become lethal and hard to kill, so if you can stand the boredom of waiting for a seige to break in, then you wil be fine.
Honestly as a Mesmer, I’m not sure I entirely agree with your lack of AOE thing. Against stupid attackers/defenders, a Phantasmal warden is devastating, I usually pop one up on the wall, and right before it dies, shatter it to cause confuse on top of that, it does a good bit of damage to those around it, and then everyone starts killing themselves with confuse.
For less stupid attackers/defenders, phantasmal berserker is great against clusters, and is generally my primary damage dealing ability. I usually chuck one of those and an illusion at someone, then switch to staff, pop chaos storm and another illusion and shatter for confusion, as at that point the berserker is almost dead. massive hits with confuse at that point as I’m specced high in condition damage.
Yeah I’m not killing hordes of people outright, and I’m basically doing damage by proxy, but that’s the point of the class. I also don’t have to be in harm’s way while a lot of this is going on.
1v1 though you’re spot on, I definitely win more than lose 1v1… unless it’s a mesmer, then the fight goes on for friggin hours while we try to find each other.
Yeah it’s possible… I somehow managed to get it the other day, I was ~40 at the time, pretty much just did everything in the zone without teleporting (since I heard that may/may not reset it), and luckily without dying.
That last part is key :P Just avoid anything dangerous. Events are fine as long as there are sufficient people and you keep your distance. I’m pretty sure I was probably downed once or twice as well and that didn’t seem to affect it. Logging out, however, does… as I found out the day prior 12k to the goal.