Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Uh, thanks guys, didn’t expect so many builds to beeing thrown at me. I like it.
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Talking about repetition: Many players I find in WvW fights have their skill rotation. If you fight one and the same guy several times, you will learn that rotation. You can learn that in one fight already, if that fight takes some time. So you will be able to predict his actions and adapt accordingly, making it as easy as PvE to deal with quite many of the average roamers.
@Coldtart.4785:
Wut? I know you try to apply some fancy logic her, but your general statement is somewhat not correct. Just because smth has a predesigned weakpoint, doesn’t mean, that it does not require skill to exploit that weakpoint. It is allways a matter of how difficult it is to exploit.
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you can’t really level via pvp
You can by earning glory for the tome of knowledge^^ Don’t wanna do stupid PvE stuff.
The valkyrie was just for the toughness and power. The condition dmg was actually not that bad for such a low CondDmg build (I am used to necro CondDmg, so I know it’s nothing compared to that). But the bleeds from eruption and the burning from flame burst and burning retreat worked actually not that bad. But I will try to go more zerker dmg as you gyus suggested. My setup was indeed supoptimal (to use nice terms^^).
@P Fun Daddy.1208:
That was a misclick, I actually have the trait for bigger Staff attacks^^
Thanks for your quick replies. I’ll try that out.
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So, I had this one Ele on my account sitting arround lvl 51 for months now. I thought I’ll get him to 80. And I wanted to do that via PvP to get familiar with the profession for his future WvW operations^^
However, I don’t envy Eles in PvP. I found the common D/D or S/D boring and wanted to use a Staff. That was propably the biggest mistake ever. I can not get my Ele running in a satisfying way in PvP with staff. Granted I still need to adept my play with all the attunment switching.
The most sucessfull build in hot joint matches was the following:
Click me
That is propably not the most efective setup, but it kinda worked best for me.
But besides some satisfying fights, where I actually managed to down several players with my Ele or push them over the edge, I got mostly smashed into the dirt.
So, is fighting with staff in PvP viable? Or should I get on the D/D or S/D train? And how is it in WvW in roaming.
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It’s funny how one side tries to prove to the other, how much more challenging their favorite game mode is. Keep on going, it is quite entertaining. I’m waiting for the video, where one WvWer solos an entire enemy zerg naked
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I ran PU mes in wvw for a while and did not enjoy it, mainly because of the lack of mobility after being used to travelers runes for soo long. Stealth DOES get broken if u cast a phantasm within stealth and if u cast your Phantasmal Mage in stealth u will get the revealed debuff.
I did not try the phantasmal mage, but as u can see here: I cast 2 phantasms and remain stealthed.
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I would like to see a boss AI, that follows an adaptive tactics principple.
The boss will at first use random tactics or a set of pre scripted tactics, but the AI will evaluate how well the boss did. How many players he downed, how many were killed and if the group succeeded in killing him. Then he pics the most effective stragety. When it becomes less effective, because the players adapted, he starts to alternate it again, with different skills and different timings and the circle starts anew.
If that could be porgrammed, you would have a boss that would use at the beginning standart strategies, will but adept after some time to the players and then they need to adapt again and so forth.
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lol? that’s ridiculous. So many games/everything get delayed. consider it a good thing that they are actually making sure that the game will be great from the start and not a horrible release with tons of bugs. Completely blowing off the whole game over a release date seems a bit far but to each his own. I’m excited, although I don’t think I’ll ever get enough of GW2 either.
I mean, would you rather have started playing and been introduced to so many bugs that it would push you away from liking the game?
GW2 was released too early. There were still too many bugs. And I believe NCsoft has made ANet speed up on the development resulting in many many broken pormisses (like dynamic events and choices that would actually matter. Look at the manifesto video and then look where the game actually is).
About the delayed release date. I too find it good, when u try to perfect things. But they have made such a big promise at this convention. Like many others had made many promisses before. If you aren’t shure that u can deliver, don’t hype it up that much. But that’s the marketing these days. Everything seems way bigger and more revolutionarry. And when u see the actual content, you get a punch in the face. But that’s my own fault, for believing I guess. However, we get way off topic here. We will see if Everquest Next can deliver on the pormise of an actual AI or more dynamic world. But I doubt it.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
@DivineBeing.2086:
You might have missunderstood my comment as an insult. That was not intended. No matter if pug or guild zergling, if you meet a zergling allone, he/she is screwed. Basicly what Coldtart.4785 said.
@Cush.4063:
Evercuest Next sounds amazing. They made so many promises. However, breaking their first that Everquest Landmark would be released end of 2013 was already a joke. If you announce a release in some month that I assume the product is finished and in it’s final testing phase. However, now the alpha or beta is running and Landmark will hit in March (as far as I know). That made them already unbelievable for me and a companie as any other. I expect Everquest Next to be as disapointing as the GW2 “dynamic event” system or “personalized story”.
@Phantom.8130:
AI: There is actually much research going on in the matter of AI. However, the term AI is misleading. Because it is a simulated or “virtual” Intelligence (VI). This kind of “intelligence” is strongly scripted and can never keep up with a player. But the research of neuronal networks, that can learn via “microevolution” is very interesting, but far far away from being implemented in a game.
MMOs & Companies: Yeah, what have we seen in GW2? Big promises of dynamic events and the player’s actions in those events to matter. But they never delivered. I blame NCsoft. I think they have pushed the GW2 development way too soon and the qualaty of the game has suffered so much, that it is basilcy like any other MMO. If it wasn’t for the WvW, I would have left that game already.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Most players in WvW are zerglings. If you meet them allone, they are no challange. Zerglings only become a danger in numbers.
If you compare 5v1 (what is common in dungeons, one boss 5 players^^), then of course it is no challange
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I think the power creep has made WvW based PvP too extreme. There are insane dmg numbers from some builds. It can be pushed so far, that it is hard or near impossible for an average player to react. Ascended was a big mistake imho to introduce in a PvP environment. Certain WvW abilities have pushed the power creep even further.
So I would agree on a general downtuning.
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@Lily.1935
I really like your idea. There are already mobs like some destroyers, I think, that are immune to burning. Now introduzing skills, as u suggested is a very nice idea. I like funny names for skills like “Hot feet”, where you get quickness, the next time you suffer from burning (just make sure you aren’t confused at this time^^).
You know, the counter doesn’t have to be a direct counter to the conditions, but may give you boons to compensate. I like it.
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Everyone knows this.
But show me one example of ArenaNet reverting a change that proved to be kittened.
Even if Anet agrees, they won’t change it. They have too much pride to ever admit to a mistake.
Character bound WXP… at least the change is announced.
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I’d weclome preset option to say for example “gg” or “that was not very nice”, if you disaprove of your opponents action^^ Or a “wanna duel me?” button. The point of this would be to make cross server communication a bit easier, without the possibility to insult the other one or reveal “intel” (what can be done anyway, but this way it wouldn’t be done by accident). But it’s just a gimmic idea, not really neccessery.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
+1
Changing the value to smth arround +/-10% condition duration would be nice imho.
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I do agree that certain rune sets and food buffs make conditions way stronger. A 40% duration buff is a stronger boost to condition builds, than anything a power build can be boosted. And the condition masking is strong, I agree. However, while that sounds very strong on paper, I don’t see the actual problem in the game. When I run my condition necro, I win most of the times. When I fight conditions builds on my Mesmer, I also win most of the times. That is nowhere near a proper statistic, but it makes it hard for me to understand the problem other ppl have. The only problem I had was with perplexety Engeneers before the nerf for the perplexety runes. But even then I started getting the hang of how to fight them.
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As a Mesmer, I allways laugh about thieves, I wait till they come out of stealth (not that hard to predict) and let my phantasm kill them
Basicly a thief on the offensive can be evaded, dodged and kited until his stealth wears of. And I don’t even need to retarget him, for my clones are better than me in dealing dmg. I just wait with my GS until they pop shadow refuge and they are done… most of the times.
Then you’re one the few good ones out there. Most people just kitten around and don’t know what to do. The worst thing Evers is wasting a backstab on a clone because the Mesmer evades just when he’s suppose to >_< Allthough I usually just keep stealthing on your phantasms until I get myself positioned for a good combo
Hehe, I wouldn’t say I am one of the good ones, for I sucked after 1 month break over christmas and new year^^. I think I am the average and I meet mostly average thieves. Yesterday one thief tried to suprise me. But I heared him dodge, to get some speed I suppose, before he attacked. So he then backstabbed my clone from decoy. He then had trouble dealing with my duelist and zerker. His luck was, that I opened with the wrong weapon and had my weapon switch not ready when he used shadow refuge and he was able to run away. I have not seen him again^^
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This is how the necromancer suddenly became viable, they got access to spammable burning and that allows them to get through cleanses and do damage, probably way too much damage. Combine that with torment sigil and perplexity runes and suddenly they are dropping every damaging condition on you constantly. It’s a sad state of affairs when the condition specs need to “burst” people down.
The Necromancer did not become sudenly viable. It became just suddenly easy to make them viable. I ran a necromancer before the big ballance patch (the one that boosted necros so much). I ran it with a rabid condition dmg build and I regularly defeated mutliple opponents at the same time while roaming in WvW. People weren’t used to a threatening condition Necromancer.
Now that Condition Dmg became famous, every1 is using it (So it became boring to me^^). But it is not overpowered per se. Ppl simply panic. Not every condition is worth a condition cleanse. If one could counter every condition, then a condition build wouldn’t deal any dmg. And you still can dodge, evade and invul attacks. Learn how those professions work and learn, which skill you should try to avoid/counter. From what I read in this thread, it seems that many don’t know how condition builds work and then it is natural, that they seem overpowered.
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If Conditions weren’t so overpowered then maybe not every class would have to dedicate a third of their traits and a third of their utilities just to cleanse them.
I am not doing that.
However, you have to dedicate a certain ammount of skills and traits to medigate any ammount of dmg anyway. You can also dedicate stats, like Vitatlity, to give you a better fighting chance against Conditions, while toughness gives you a better fighting chance against direct dmg. But, you have to think about a defens against both of them. Or you don’t care about that and go for full glass cannon. That does work well on some professions, other’s are rather easy to pick, if they are glass.
To go without a condition cleanse and without a stun breaker is a huge mistake in any form of PvP. And so I have condi remove on heal (traited) and 2 stun breakers (as mesmer it is easy to pick vialble stun breakers). And it works well for me. I even have a utility slot to play arround with, because I don’t really need it. And I have to fight the same condition builds as you have to.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
(edited by TyPin.9860)
As a Mesmer, I allways laugh about thieves, I wait till they come out of stealth (not that hard to predict) and let my phantasm kill them
Basicly a thief on the offensive can be evaded, dodged and kited until his stealth wears of. And I don’t even need to retarget him, for my clones are better than me in dealing dmg. I just wait with my GS until they pop shadow refuge and they are done… most of the times.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
@mango.9267
I like your style
One would have to agree, that mesmer stlealth fills a special role. All other professions with stealth have a streight forward use of it. On my first condition Mesmer build, which involved PU, my Clones (from Staff) where one of my main dmg sources, while I myself could hide in stealth. The build had other issues, like ability to chase, ability to dmg siege and such, ability to quickly deal with a foe, which it could not. That’s why I left this direction and started to not like PU builds. They push ur survivability greatly, but they take 30 trait points, that one could have used to push dmg output.
As a player who plays Mesmer like 80% of the time, I could live without PU. What I could not live without is Decoay, which is the best stealth skill ever IMO. 1st it’s a stun breaker, 2nd it stealth you, 3rd it leaves a clone behind and 4th it ignores the revealed debuff. This can be used in so so many ways, offensively and defensively.
This is why the move of Illusionist’s Clerity to master tier might have been a mistake (I still welcomed it, because it boosts my current build perfectly). Not only lowers it the CD of Decoy, but of all other illsuion summons, like Phantams, too.
All in all, I like the way Mesmer stlealth works. One might still think about an addaption. The ability to deal dmg in stealth is strong, but it becomes insane, when u think what a thief and a mesmer togehter could achieve: Hide in Shadow refuge and still bombard ur target. This is why an addeption of the current stealth mechanics for Mesmer might be adequate. One should but be carefull, not to overdo it.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
After my 1 month break returning to WvW I must say that I see no issue with conditions. I am biased though, because I play Mesmer and I can just jump all over the place in stealth, so those necros and engies simply don’t hit me
But I must also say that I was so preoccupied sometimes before to inlcude strong condi removal in my build, that I hurt the effectivity of my build badly. After I came back I didn’t think much about it. Went full glass cannon and slaughter the hack out of condy builds… most of the time :P
Condition is very strong and can be executed on some professions very easily. However, Conditions show their strengths in smal scale battle and that is not what WvW is designed arround. WvW is about Zerg clashin Zerg and stuff, where DmgConditions just get removed too quickly, and only CC conditions (who mostly stay anyway just a short time on your target) have still some effect.
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@Eloquence.5207
No, I play mostly Mesmer, sometimes Necor or Ranger, thinking about finally leveling my Ele to 80.
I was yesterday running with my guild again. Was okayish. After our guild event was done, I was roaming with two of my guildies and I realized how much I sucked after having a break for only 4 weeks^^
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Rampager in sPvP sux. In WvW you can be way more offensive with rampager. In my early mesmer days I used to run a rampager build.
But to deal a good ammount of condition dmg you really need to stack CondDmg, CondDuration and Precission (for the exctra condition stacks). That is at least my experience. Those condition bunkers cut down their dmg by a huge ammount making fights awfully long.
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Worth time. And yes I feed trolls.
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I think the problem comes down to all the power grind with ascended armor and the ability to spec on insane amounts of dmg (no matter if condition or direct dmg). With this, a mesmer, same as thieves, doesn’t need defensive stats, because with good access to stealth for thieves and mesmers and clones of any kind for mesmers, they have already a very good defensive mechanic and can focus on the offensive. That doesn’t help much in Zerg fights, but is the stronger, the less players are involved showing it’s maximum usefullness in 1v1 fights.
It is partly a l2p issue, but not entirely. A mesmer that knows it’s profession very well can allways outmanouver an opponent, that want’s to fight and does not have that ammount of stealth.
But let’s look at other professions. I have seen Zerker warriors striking just a few hits with insane ammount of dmg, leaping far away and bloking until those skills are out of cooldown and try again. The only difference here is, that this behaviour is not only predictable but it is visually forseeable.
What I want to say is, that many professions have some kind of annoying and supposedly unbalanced mechanics. But you also have to see, that WvW is not build arround the roamer and the smal scale fights. Anet won’t focus on complaints from roamers, nor will they focus on smale scale fight ballance in WvW, when WvW is about the big fights, the Zerks and the blobs, the epic experience of huge battle (not delivering from my point of view in that area either, but that is another topic).
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Thanks for the reply… I think I’ll just give it a try. We’ll see where it goes
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Some1 spoke about armies… Armies, especially in this kind of fantasy setting, move slowly, need supply to maintian themselves. But what do the GW2 armies do? They run the fastest.
As a scout, or roamer, you should be able to outmaneuver an enemy army. If there was a speed pnealty, the more ppl are close to each other, and a supply drain, for overcomming this speed penalty, then I would agree to the mehtaphor of Armies vs Single players.
However, while I was used to solo roam in my days, I have gained less and less satisfaction by doing it. The camp I took will be overrund by one of the enemie Zergs anyway. And being chased by a Pug Zerg over half of the map until I run into either a friendly or another enemy Zerg is not really enjoyable. Yes I have deverted that Zerg for some time, allowing my own ppl to take objectives… but it is neither recognised nore do I get any reward out of that.
With ascended armor hitting the game, I stoped solo roaming, for I needed money and resourses. So Zerging was the better way… that was no fun. And the alternative of PvE grinding just is a pain too. But that’s just a side note.
Let events simply scale negative by the number of players taking part in it. Or you can take a player difference of defenders vs attackers in the occasion, to take player participation of both sides into consideration. Then boost the basic reward level. That is the solution I would prefer…
But, as mentioned by some, that won’t happen. If the majority of players is satisfied with Zerging, then Anet won’t listen to the fewer wanna be roamers. It just sells better, pleasing the majority.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
From my experience Mesmer stealth is not that much, but it is strong when combined with PU. You don’t need to spam stealth to be annyoing. Just popping it the right time and you live for the next stealth.
And if you run a condition build with mesmer, than your illusions do actually deal a nice ammount of dmg, that shold not be udnerestimated. With the right condition duraiton bonuses 3 mesmer clones can almost contiuesly maintain burning and in addition a nice stack of bleedings, while he/she can summon a duelsit during stealth for more bleed stacks and some direct dmg.
Even a ZerkerMesmer, with duelist and Bersker, can cause a great deal of dmg, while in stealth. I once killed a guy with my Mesmer while I was in long stealth from a friendly thieve’s shadow refuge, that I prolonged a bit with MI and decoy. The dude didn’t know what was happening. Of course that fight went unusually lucky for me. I only managed to do that once^^
But over all my experience was that many ppl learned how to deal with Mesmer illusions and stealth. And I can confirm, how raging it can be to a mesmer, when your foe just simply runs away. Many players didn’t even fight me any more, when I still was playing, and I had allways a hard time chasing them, especially on my condition build^^
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I have stoped playing GW2 some weeks ago, when they introduced ascended armor. I tried, as a almost pure WvW player, to PvE grind to get the required resources and crafting lvl, but I got bored and any time I wanted to start GW2 again, I stoped myself because of the horrid grinding I need to do.
Did smth change? Has the armor such a big impact anyway? I need some diversion from my RL in the evenings and was on the lookout for some, but wasn’t really satisfied. So I am thinking of giving GW2 WvW (roamer and zergling in guild zerg) another try. But I don’t know, if it’s worth it.
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My suggestion:
downed players can be rezzed any time, but rezzing is interrupted uppon receiveing dmg.
—> rezzing traits can be changed, so that you can trait to be a medic/rezzer who is not interrupted by dmg.
defeated players can be rezzed only out of combat.
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Being used to necro conditions I am trying for some time now to get mesmer conditions effective… What I see though, is, that ppl are just simply not very intelligent fighting my condy mesmer. I can stack up to 12 confusions on a target with a cooldown on that combo for arround 25 sec (without perplexity runes, I wanna run fast^^). But it stays for only 5-6 sec… so I wasn’t expecting it to be effective… however, ppl die from that even…
Ppl panic when they see a huge variety of conditions on them. But realizing that they stay for some secs only is what many don’t see. A condition cleanse, after the short duration condies are gone, is way more effective…
And really, I had never problems fighting condi necros (with either of my professions). They are so predictable and only a few really good ones (who then deserve to win the fight) I consider dangerous. Interestingly those are the ones, with more defensive utilities^^
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I see these days only a few perplexety rune users. And the ones I see give me the impression that they actually know how to play. As far as my experience goes, there are way less of the bandwagon exploiters arround, for it requires now a half brain cell to use the set to be efficient. Te no brain cell beings are apperently gone… or at least less…
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Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.
THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.
Then any class with access to much stability will be immune to it and several builds, who rely on an immobilice for even just 1 or 2 secs are extremely nerved (like shatter mesmer stunlock and shatter burst with sword). Also, my mesmer, who has access to a huge variety of in combat mobility and stun breakers would be practicly immune to immnobilice if you’d cleanse it on stun breaking….
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Meta Achievment: …Should exlude non WvW specific objectives like jumping puzzles and such.
Reward: … Should give stuff, that PvElers get easily, like ascended items, but pure WvWers, and especially Roamers, have problems to get.
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Erm, while I understand the stacked server issue and so what. But it is rather unfair to assume that every1 on that server is there because he is bandwagoning. Some where there from the start, u know…
To blame for all those loot hunters isn’t fair. The “natives” could move to another server too, that is correct, but is that a fair solution?
@Anet: Create insentives for being on a not stacked server, and people will try to go there soon realizing that stacking on those servers kills that rewards and thereby balancing the whole thing out…
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Erm, while I understand the stacked server issue and so what. But it is rather unfair to assume that every1 on that server is there because he is bandwagoning. Some where there from the start, u know…
To blame them for all those loot hunters isn’t fair. The “natives” could move to another server too, that is correct, but is that a fair solution?
@Anet: Create insentives for being on a not stacked server, and people will try to go there soon realizing that stacking on those servers kills that rewards and thereby balancing the whole thing out…
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We’ll see what happens with 8sec cooldown. I like that they put an internal Cooldown there. The numbers might need tweaking, but at least it is easier now to fight perplexity rune users. After the initial interrupt I just need to cleanse and know that I can hack away as I please for 8s now. We’ll see how that goes.
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Okay, so I can go with a character without any agony resistance, without proper gear, hell he doesn’t even have to be lvl 80 into the same level fractals as with a character that has full agony resistance and I actually know how to play.
For WvW-ranks, I have to spend all day farming WXP to get to the vitality/power/conddmg-buff with each of my characters indiviually… I play WvW since release. First on FoW now on FSP. I am not a hardcore player. I like to roam, I use a play mesmer, so my tagging of targets is not the best. Ergo: I have not made on my main all the neccessery ranks to get all the power/vitality/conddmg buffs.
WvW rank should represent skill and character progression, but it only feels like a pain. And still, I am defeating bronce legends, who have full buffs+food with my newest rank 7 character without using any food buffs… I am lost…
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
How end of reason should be rewarded? Is that really a typo?
However, I agree that rewarding based on server placement is plainly unfair. It also rewards those, who just transferred for rewards to stacked servers and made the queues for those players originating there even longer. That kind of selfish player rewards is not a good direction to go. Of course on the top servers there might also be really dedicated and good players, who would deserve such a reward, but it just can not be measured by the implemented game mechanics.
Make it some cosmetic rewards, some unique skins or smth. But no Money, no WXP, no Karma. That would just add insult to injury (figuratively speaking) and would only give a sign to all the others: come stack on the top ranking servers.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
SOLUTION:
The only approach that would make WvW a tactical structure would, in my opinion, be if they deleted the concept of servers, and made it Everyone vs. Everyone, with the exception of guilds. Guilds should be able to make alliances and those should make it possible to make bigger tactical wholes.There would of course still be need of other things: make towers/keeps claimable by an alliance (or a single guild) and allow “contracts for hire” to players who don’t have a WvW guild so they fight in service of that guild. This would tie towers to one specific alliance/guild and they would do everything to keep their towers/keeps out of the hands of enemy guilds. However they could also make non-attack treaties with guilds who have a structure in the neighbourhood. There would be a deal more sieging, upgrading and a great deal more defending.
Lastly it should of course give an advantage to these guilds or alliances of guilds who have claimed and defend their towers/keeps/camps/sentries: a gold bonus every 15 minutes for every player of the guild/alliance who defends his/her keep and loans for the mercenaries (pugs). On top of that, add a tax on all loot that will allow the guild/alliance to build new fortifications at certain places (walls, possibly camps).
Of course to stop from making this a farm, there would need to be actual fights: events will keep a measure of how hard battle has been for that specific keep/tower, through timers and calculators of how many people were in a radius of the fortification.
Make it so!
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Which is the strongest 1vs1 class,you can see easily in 1vs1 arena.
At the moment is the strongest : S/D-thief, Hambow-Warrior and Terror dhuumfire necromancer or offguard with scepter and greatsword. Then phantasm mesmer with prisamtic understanding and spirit ranger.You can take a look in the solo leaderboard and the 1vs1 tournements that especially S/D thiefs, off gudards and hambow warriors are on the top.
Uh, I have to disagree strongly here. I was getting the last weeks into sPvP more. I leveled also a 2nd Mesmer (cuz mesmer is awesome). I was for the 1st time using a Mesmer condition build in sPvP. I built it after my experiences in WvW and was smashed into the ground. After I adepted my build to the conditions of sPvP I was mroe successfull. Took that build into WvW and got crushed there. Now I use 2 completely different builds for sPvP and WvW, with each being successfull, but it told me that the conditions in sPvP are just too different to be compared to WvW.
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I have proposed smth in that direction:
Entropy
Detailed description:
Entropy is a condition, that stays for 3 seconds on the target. During this time it does not do anything. After this 3 seconds it will be removed and cause 2 effects:
- it spreads to 5 other players (range: 130)
- it deals 2000 dmg
And then it does it’s work on those 5 players the same way and will spread from each of them to 5 more players (so it is now 25 times active). It is important to note, that the spreading range is only 130. That means, it will only spread to players who are in mellee range and therefore punishs the stacking Zerg. If the Zerg keeps stacking, the effect of Entropy will soon amplify exponentially and you don’t want to have 25 stacks of that on you. A condition cleanse only causes it’s effect to happen earlier than those 3 seconds, so in order to stop it from spreading, you need to seperate from your mates (the numbers might need some tweaking).
It is only a way to make the blob players stand appart of each other. Where a defending AoE heavy player could finally hit with their skills and it doesn’t devide the dmg between 40 player, but only a few, making the indiviual actions more important. Maybe that would be a step in the right direction. Also a defending smaller Zerg, granted the attackers don’t apply Entropy too, can now easier defend against the attackers for they can still stack. That would force you to use smart siege placement to first destroy your targets walls/doors, before you run in. Mellee damaging the gate, if some defenders are inside, wouldn’t be so easilly possible any more.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
hm… traditionally I would say Mesmer. However, much relies on your personal skill level and parctice. I have met Eles, who just took me appart (normally it’s the other way). Most warriors, Eles and Thieves I meet are just hit and run mashines, hitting you a bit, healing up and coming again.
Although my personal greates challange in WvW 1v1 are perplexety rune using condition engeneers on my mesmer. On my necro they are no problem at all. On the other hand, I take most necros I see (no matter if power or condtion) appart, no matter on which profession I am. It’s really hard to say…
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Well, I kinda have to agree with capmasterflash. It is allways funny to see a thread explode, where the OP stated: “Stealth needs nerf” in a 2 sentence post. While there are many great suggesitons and analyses out there that get no recognission. Threads with constructive feedback die in 1 or 2 days, while the latest anti-stealth thread, the latest anti-warrior thread and such get replies after replies after replies. And most of those replies are not better than the original statement.
Don’t get me wrong, you can complain about stuff all u want. I just hope that the ANet Forum Guardians can pick out the jewels of the posts and threads in all that chaos of complaints and deconstructive forum behaviour. Tough job, I don’t envy them.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Really no feedback on that?
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
We have PvE in a PvP area. Most players, at least that is my impression and includes me, don’t want that. But the idea, of merging the living world with WvW sounds still intriguing to me.
But why not let players decide, if they want to be part of an evil Scarlet invasion in WvW or not. If players (especiall on very strong servers, who own their whole borderlands for example) have the chance to be part of an evil onslaught on their own people in order to establish the rulership of Scarlet in the mists, then it could be much fun.
I am not sure how to exactly implement this, but I though I get the idea out. I would join Scarlet, if that means, that I can duel my guildies in a WvW environment and beat their kitten… just saying…
And who knows? One day we might have have a matchup with a Scarlet ruled Server (all NPCs are nightmare court and use respecting abilities, objectives look evelish and poisonous) vs the same old Charr dominated middle age themed server.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Okay, I have thought about that for quite a while. My main issue with WvW zerg fights is the stack. Everyone running in one big stack, or blob, or whatever you want to call it. It is not only counterintuitive but also breaks the game down to who stacks better wins.
Now I know there is a limit to the AoE dmg. This is due to server capacity. But it leads to the stacking. I thought of a condition, that might change that, without giving the server too much of a problem.
Entropy
Hit up to 5 players with Entropy. Entropy will spread to adjacent players in a chain reaction and causes damage.
Duration: 3 seconds
Range: 130
Stacks in intensity
Detailed description:
Entropy is a condition, that stays for 3 seconds on the target. During this time it does not do anything. After this 3 seconds it will be removed and cause 2 effects:
- it spreads to 5 other players (range: 130)
- it deals 2000 dmg
And then it does it’s work on those 5 players the same way and will spread from each of them to 5 more players (so it is now 25 times active). It is important to note, that the spreading range is only 130. That means, it will only spread to players who are in mellee range and therefore punishs the stacking Zerg. If the Zerg keeps stacking, the effect of Entropy will soon amplify exponentially and you don’t want to have 25 stacks of that on you. A condition cleanse only causes it’s effect to happen earlier than those 3 seconds, so in order to stop it from spreading, you need to seperate from your mates (the numbers might need some tweaking).
The aim of Entropy:
… is to increase the entropy (roughly translated: chaos). It would force people to stand apart from each other (but they can be still in range of support skills). How it is applied is not clear to me yet. I thought of siege weopon upgrades, so the traditional GvG, with no siege involved, would not be effected by that. Or it could be an environmental effect in specific areas of the map (so it affects all servers). But forcing people to stand appart from each other might bring a nice change to the meta and bring a whole new variety of tactics and skills to the table.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
I’d also remove golems. Golem rushed make upgrading keeps pointless. Or you can keep golems, but many golems next to each other dmg each other (kinda radioctive power sorce?^^) so that golems in small numbers are still viable but golem rushes with like 40 golems simply not possible any more, because they die due to dmging each other.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!