If EoTM is the future of wvw, wvw has no future.
Personally if the new wvw map is multi level with lots of places to make people fall off cliffs, then people are going to start getting sick of being all the way across the map and feared off cliffs all the time.
Even I will main my necro (I do quite a lot anyway) and roll a fear build, at which point it will be fear wars 2.
This reminds me of those kids you see in Wayfarer’s throwing snowballs at each other, which you then have to hit to complete the heart.
Juvenile, shallow game play. Glad you like it. When I want to switch off my brain I might go do a round.
Got the same problem having sent too much to an alt account now can’t get it back..unless i slowly put it in to the guild bank at whatever rate it will let me.
These are way too long to be useful in many cases, as has been mentioned many times before.
Anyone else think Anet should cut most of them down to 1/4 or at most 1/2 second cast times?
Typically if you want to hit anything with most of them, you need to target someone who is afk to have any chance of hitting them. 1.5 seconds means the player you targetted is half way across the map from the rooted pet (or worse, right in your face whilst your pet is 1500 range away).
Thank you everyone for your feedback! I’ve been taking notes based on everyone’s perspectives on this particular subject, and will be releasing a revised version of the report.
I know this has been mentioned a few times in this thread, but how would you feel about a “trail run” of said changes? Such as removing the white swords in WvW. Which change would you like see implemented first? Why?Merging servers nor reducing pop map caps is not something that can be done temporarily. Really nothing that I can think of that would affect actual population can be attempted temporarily.
So these temp changes would need to be things that attempt to mitigate the imbalance. Or scoring type changes.
Some things I can think of:
- Give an incentive to attack the stronger/winning server. Could be more rewards or more score or a combination for taking the winning servers assets.
- Increase rewards/points for attacking the stronger/winning servers Home BL.
- Reduce the rewards/points for taking unupgraded structures. And/Or increase the rewards/points for taking upgraded structures.
- Give more rewards for player kills and less for taking a structure. (Could be combined with the previous suggestion).
- Turn off rezzing in combat.
- Turn off rally.
- Turn off downed state completely – oh yeah I said it.
‘make everyone play bunker guardian’? If you do the last three suggestions, wvw fights would become even more GWEN than they are now.
Probably find more people queuing if they brought this in- anything has to be better than standing around doing nothing.
The advantage is that with larger numbers comes better tactics, more options, more build diversity and less stale sameness.
Addressing the issue of population imbalance in isolation isn’t going to work, due to the large number of other factors at work.
First you need to address what attracts players to wvw, what keeps them there, why do they play it and what do they expect from it?
Secondly, you then need to examine how to retain and expand that population over the longer term.
Most of the current problems stem from the game mode being totally stale, inadequate rewards for playing, no new maps, no dev input, no clear Anet wvw lead, very little action taken against hackers, cheats, and precious little changes, totally ignoring the playerbase (or just mass deletion of threads), having CDI’s but then nothing happens, having employees play wvw then nothing, no change to the totally broken achievements for wvw leading to stagnation and a mass exodus from the game mode. Add in that there is no feeling of gaining something for the server by completing in wvw- there supposedly is a difference gained according to the wvw pages but ask any pve player if they know they gain boosts as a result of wvw scores and 99% will neither know nor care.
Fix those problems and you will fix a lot of the population imbalance, then address any remaining imbalances by a couple of merges or incentives for people to join the low population server.
So the plan seems to add Stronghold to a random list? Personally I’m not interested in a pve based pvp match up that requires a completely different build and/or class than the other maps.
If it draws Stronghold I can imagine mass drop outs before the match even starts.
It’s so different, it needs a separate queue. Especially if it supposed to be for guild rankngs.
It’s like a mini wvw where they have thrown in a pile of pve. wvw flatly rejected pve being added to it, so i guess this was their next bright idea.
There would be a lot more complaints about it if there were more of the classes left that feel it the most.
Playing as warrior, guardian, necro or ele (switch to water, job done) I can honestly say I have only ever noticed retal on the ele and that was only because I missed a blast on a water field that would cover the damage. As these are in the large majority for wvw (partly due to retal), there won’t be many complaints. That doesn’t mean the problem has gone away.
Personally I’d like to see a lot more build diversity in pvp along with the use of ascended stats and foods. Even being able to choose a mix of stats for my armor and runes would be better than the ’that’s it, go play’ restrictions that currently exist.
Confusion is fine, as you can see it on yourself and can cleanse it (or have it cleansed), or wait for it to drop, so it’s not really much of an issue in wvw.
Retaliation, on the other hand, is a stupid buff that is hard to spot in zerg fights, and if you’re piercing then you would have to check all the possible targets before firing to avoid the damage (so basically, don’t fire). Waiting for it to end isn’t possible, as it tends to be up 99% of the time on a decent team.
Retal isn’t noticed by the blob (read heal sig warriors, guards regen,) because their passives are outhealing any damage they are taking from it (plus blasts on fields, etc) and so they don’t even think it exists.
The simple solution as has been mentioned many times is to have a cap on the number of times it can proc per second (once per second at 340 a pop is a very nice aoe DoT), but as it’s not really much of an issue in spvp nothing will be done about it.
Here’s a nice easy topic for you to ‘report’ on Marmatt:
Explain why wvw achievements have never been amended in over 2 years despite everyone pointing these out repeatedly. Probably take someone a day to restructure them to something meaningful with some pretty titles, rewards, etc.
Ach points fall out like water in pvp, pve, events, etc but if you play wvw, you’ll get 10 AP in 20 years time after chasing your billionth dolyak.
Pretty much sums up why so many people have either given up posting or tend to be critical in their posts.
Then do let us have the response and timescale for change when you get it back from your contact.
Thanks.
I’m beginning to think this whole thing is as a result of wvw so firmly rejecting their attempts to add more pve elements in to wvw (like when they pushed LS into it), so instead they’ve decided to make pvp more like pve.
From the sounds of it so far, stability will be key to capping objects as well as having a good 1v1 build (5 players, spread across two paths and several objectives).
I wonder how long it will take for a team to work out the fastest way to charge straight down your attacking path and gank your lord whilst your building up supplies/split teaming, or all come down one path and prevent you getting anywhere along your attacking path.
Will be interesting to see the layout and mechanics.
Bashing, laughing, trolling, claiming his experience isn’t enough.
Before this I’ve seen many posts of the WvW players not getting any attention, now you’ve got attention by an “Forum Specialist” who will review what’s being said and give these things DIRECTLY to his/her corresponding Anet employee.
Stop treating this dude like a joke, enlighten him with all your experience and help him to give good feedback to his Anet contact!
Show the WvW community is better than this!
kitten .
I think you will find people just don’t believe it will do any good whatsoever and feel it is just another attempt to pacify the natives.
There is no indication that there is anyone senior to actually report to. Even if there is, how senior is that person (ie can they actually make anything happen about the points raised?). Does that person have a budget, a team to fix things, a plan to make things happen, or is this just going to go the way of previoud CDI’s, suggestions, etc and be shovelled in to the corner of the office marked ‘read when you want a laugh’.
Perhaps if the man in charge of all the design teams and programmers came on here and said that the forum specialists report directly to him and they have funding and resources in place to deal with issues raised then it would be a worthwhile exercise (as long as something actually was done instead of lip service).
As it is, he might as well be reporting to the janitor’s email address for all the changes we can expect as a result of having a ‘forum specialist’ reporting to some nameless soul.
Sorry if that is overly pessimistic, I would be delighted to be proved wrong. In fact, prove me wrong and I’ll donate an extra £100 to the RBL this year.
Welcome and congrats on your position. Since I am the few that realize that your position is to facilitate communications between us and the devs… is there anything in particular you would like us to do in the forum ourselves to make it easier/clearer for reporting? For example, I am assuming you will be doing highlights of our forum’s concerns with suggestions and accolades we have made regarding those concerns. Is there some sort of format you would like however to make it easier to address things?
Thank you!
I really enjoyed the CDI format in which many of you participated in, it made things clear and concise on what people wanted while allowing for general discussions.
. I will be going through every thread, and making a report for each major issue that has been presented.
So basically you want the same info in a CDI format? Buck up and read the 640 pages in this subforum. Just another tossed dry kitten
eport to who exactly? CDI proved to be a waste of time, apart from coloured commander tags which even then they screweed up and had to rapidly fix after the kittenstorm over the pricing, which showed them to be clueless about how little gold most wvw players ever make playing wvw.
Ok first of all. What makes you WvW specialist ?
Your rank, server you play in, kill count, if WvW guild, tottal played hrs.
After this info we might think your some WvW guru or just a joke.
He/she/it posted an application when ArenaNet opened applications for the forum specialists and they found that he/she/it was the best alternative of those that applied?
It most likely have a grand total of nothing at all about in-game stuff but rather the abilities shown when using the forums and such. The point of the forum specialists is after all to “tag” good ideas and such to make it easier for the devs to find them.
If he can find the ‘wvw dev’ to pass the ‘tag’ to, hopefully he let’s us know that he found him, because wherever the devs are at the moment it’s no where near these forums or wvw.
(waits for ’there’s a new map coming’..yeah, one in 2+ years, and no doubt full of holes as it’s unlikely that they run a beta test with real wvw players so we can expect glitches, people running through walls, etc which take years for them to acknowledge as problems never mind fix).
Maybe if we had a dev we wouldn’t need the ‘forum specialist’?
Apparently they said somewhere stonghold will be 5v5, so the only difference I guess will be it will be open to 5 man guild teams only in basically a pve/spvp hybrid map, and hence how they can call it ‘gvg’.
I predict a big spike to start with and then six months from now a relaunch when it’s basically a dustbowl.
I’m not even sure who it will appeal to. Purist pvp’rs won’t like the pve mechanics, wvw’rs won’t like the pve mechanics, guilds will mainly laugh at the thought of 5 people playing for a 500 man guild’s ‘honour’, current pvp teams might try it for a bit and then avoid it, and pve’rs and pve guild won’t be interested past the first few weeks unless the rewards are amazing.
Opportunity missed. What is missing from the game are what the game mechanics push towards, which is 10, 15, 20 man guild teams competing on a variety of maps where being a 20 man zerg is auto fail, as well as interesting battles like the kurzon/luxon battlegrounds.
Someone will always feel burned by designed choice, but we do know for a fact that guild wars 2 becomes unbearable to watch when the number of participates is greater than 10.
We don’t need another hotjoin.
How do we know it becomes unbearable to watch? That’s just your opinion, personally I don’t mind watching larger battles, although as with any pvp I’d much rather be doing than watching.
Edit:
Just read the description, sounds like a pve map with some players thrown on it. Way too many gimmicks detracting from the pvp elements. I laughed when I counted the number of ‘roles’ they described as it appears there are more roles than permitted players.
I’m really not sure who exactly this game mode will appeal to longer term (depends on the rewards of course, make them high enough pve’rs will flood it).
(edited by Victory.2879)
Apparently they said somewhere stonghold will be 5v5, so the only difference I guess will be it will be open to 5 man guild teams only in basically a pve/spvp hybrid map, and hence how they can call it ‘gvg’.
I predict a big spike to start with and then six months from now a relaunch when it’s basically a dustbowl.
I’m not even sure who it will appeal to. Purist pvp’rs won’t like the pve mechanics, wvw’rs won’t like the pve mechanics, guilds will mainly laugh at the thought of 5 people playing for a 500 man guild’s ‘honour’, current pvp teams might try it for a bit and then avoid it, and pve’rs and pve guild won’t be interested past the first few weeks unless the rewards are amazing.
Opportunity missed. What is missing from the game are what the game mechanics push towards, which is 10, 15, 20 man guild teams competing on a variety of maps where being a 20 man zerg is auto fail, as well as interesting battles like the kurzon/luxon battlegrounds.
Ok, i don’t care about PvE or sPvP, and i could care less for LW, i play only WvW.
WvW only gonna get one new map, added to the old 3 BLs + EBG, and the whole “HYPE GvG is finally coming” was one big misunderstanding, so we are screwed once again?
As usual we get less then any other GW2 game mode.
So, Anet, please explain to me why do i have to spend my money for your expansion, what i get from it as a WvW player?
Masteries….(lol)
So ‘gvg’ stronghold turns out to be pve type spvp with NPC’s and an objective, nothing at all to do with guilds (unless a team happens to come from the same guild).
wvw will get one new map that will feature lots of cliffs (aka eotm mark 2), and HoT will be one massive JP so you have to have twitch reflexes to fly between cliffs or die.
I’ll remain hopeful that one day someone at Anet will wake up and realise that wvw could really be great if they spend money on it…or just release the source code and we’ll crowd fund 20 new maps and a gvg mode :-)
If it’s against the ToS, then it seems someone is falling down on the job of shutting them down as there are many listed all the time….
Got to say during busy times it’s quite apparent that in unranked the ‘daily class x’ ruins match ups. I die a little before the start when I see a level 2 character, but even more when you get 3 thiefs on your team. It wouldn’t even be that bad if they knew how to play their class, or call a target, or cap, or move. Or terribad bomb engis…
But my favourite is coming up against LB rangers, who just NEVER weapon swap even when you are right in their face and panic when their godly RF misses or is interupted:-)
Maybe the tutorial should be included ‘how to call a target’ ‘how to prevent a stomp’‘how to res a downed and win the match’ and ‘it doesn’t take 3 to cap an undefended point’ before anyone is allowed out into any matches, might improve the quality a little.
Could someone give us a brief description of the typical ‘red wins mid only cap/decap’ rank farm maps?
Personally not something that really appeals to me (I prefer to earn my rank through competitive gameplay, but understand those that don’t), but might be useful to understand the basics in case I want to farm some loot.
Why does gold determine who a commander is.
Simply follow somebody and once there are X people following they get a tag while the follower count is large enough…
Make it percent based and allow 3 commanders per map.
Either you are new to wvw, or trolling, or usually play spvp, or play in a very low tier server.
It’s not uncommon on a BL on our server to have 6 or 8 tags showing in various colours ( we have a system for the colours), at least 2 or 3 of them don’t have followers but are scout locations.
In short, no thanks.
Adding more cheesy NPC mechanics won’t help population in the longer term.
WvW needs new maps, new mechanics and a new reward system designed from the ground up so that it attracts and keeps new and existing players and makes it worthwhile for people to keep playing it after the first 500 ranks.
Short explanation of why zerker is used: many boss encounters have one shot mechanics that if not dodged, insta down you, so there is zero point in going tanky as all that does is prolong the fight and make it more likely you miss a vital dodge.
It’s one of the problems of not having a trinity and leads to some real cheese.
As long as it doesn’t mean HoT is one big JP (which it sounds more and more like it is….)…
Well just finished a new level 80 by playing the game.
I have two traits unlocked, the rest are blank as i didn’t happen to run in to any of the specific content required to unlock the trait.
The toon has no money to buy any 11-13 traits.
Having gone through the entire process, it is blindingly obvious why new players have no clue about builds (I mean, you can’t even unlock mid tier traits until level 60, and you get most of your trait points from 70 upwards, so new players will ignore the whole trait thing).
When you hit 80, nothing tells you or reminds you to go get the trait skills, so you can go merrily on your way not noticing or remembering all those empty spaces in your trait lines.
When you do finally notice, you look up ‘cookie cutter build 101’ for that class and work on getting those specific traits unlocked. then go back to ignoring them, as wanting to change your build involves hours of running around doing stuff you don’t like to open a trait you might not actually use.
It’s a terrible system.
As for swapping or disabling skill point acquisition, skill points are used for lots of things past 80 so doing that won’t happen.
I find that awful bell music thing that some people play whilst waiting at a boss spawn to be far more annoying than someone clicking through a few books.
Sounds like they are taking away bandwidth from wvw to support other areas of the game servers like spvp ,….
If you ever wonder why the results are so poor, consider just how many bags he was collecting per hour- even assuming 8 hours farming every single one of those days in the six weeks, it’s over 41 bags per hour, or one every 1.5 MINUTES. If he averaged 4 hours every day, then you are up to one bag every 45 seconds.
When you can farm this many bags it’s no wonder the actual loot will be nerfed to hell.
Don’t blame Anet, blame the farmers for forcing ANet to nerf drop rates in order to preserve the economy. It’s a shame that rampant farmers so badly affect the more casual players, maybe they should look at ways to nerf drops just for the farmers or put a hard cap on the number of bags you can get per hour/day.
Anyone work out the total gold value of all the drops (including the X silver per bag?)..doesn’t seem such a bad return.
I always find it amusing that the so-called pvp’rs in this thread always ridicule the far superior build choice that is available in wvw as opposed to the restrictions forced on you by spvp. WvW allows you to fine tune your build much more than spvp ever will, leading to more varied encounters. Gear isn’t really all that much of an issue in wvw, there isn’t that much difference between exotic and ascended unless the players are perfectly balanced in every other aspect, which almost never happens in spvp, never mind wvw.
If it’s 5v5, then it is just another 5v5 map with bells and whistles and won’t appeal to guilds any more than any other 5v5 map does- even less so, if it contains more pve elements.
If yall havent already seen this:
http://www.pcgamer.com/guild-wars-2-heart-of-thorns-interview/#page-2they talk a fair amount about what they mean when they say they’re making defense more important.
I’ll quote the nugget that I found to be the most informative here:
" Towers are located at chokepoints in the new borderland map, and have walls around them that guard those chokepoints, so holding a tower actually helps you control movement in the map. It helps you prevent enemy armies from making quick assaults on your keeps. There are shrines that you can take, and the more shrines you hold, the more abilities that become available to your world around your keep, so defending your home becomes easier the more shrines that you hold. It becomes more important to hold each of those strategic locations. "
I think this isn’t the apocalypse that some people feel it will be – they’ve just done a better job of designing a map
I just hope they have designed the new map to actually reward capturing and holding a shrine and a tower (map wide rewards based on activity, so standing at spawn gets you nothing), otherwise after a while no one would bother standing in a tower for 4 hours every night making sure it isn’t flipped.
Of course, if they make it so that enemies appear on the map when they are near one of your structures then people would be able to enjoy wvw and still be able to defend.
I have several of everything, but do tend to jump on a warrior for dungeons and fractals, mainly because I either haven’t done the path before or haven’t done it in a long time. I can swap to a guard if required, or any other class, depending on what’s wanted in the party. But I like to run with what we get- makes it more fun, might be a lot slower than optimal but finishing first isn’t the name of the game.
Man, the RP is strong in this one.
Soooo, OP wants Anet to label the JP as a JP and the arena as a dueling/GvG zone and that’s it?
Seeing as how most people I encounter in the JP are PvE players and uplevels, I don’t know any decent duelist that would feel accomplishment killing them. I’ve seen quite a few OS JP videos of killing said PvE players and uplevels and they’re embarrassing and boring to watch.
The time wasted camping in OS looking to fight people not interested or even that great at this game’s combat system would make me stop playing. Luckily, solo roaming in the four maps and dueling/doing GvG’s in the arena area is active enough and challenging enough. Maybe one day I git gud. Any improvement I have in fighting is from tPvP, dueling in WvW/OS or solo roaming and DEF not from playing against PvE players and uplevels.
No need to breathe any life back into OS…it’s quite active in T2 and even T3. Hell, it can be poppin’ on Thursday nights in T4.
It sounds like you didn’t spend much time in OS before the GvG arena was added. The PvE players weren’t the only people being killed. There were roaming guilds dedicated to maintaining control of the top.
If you like solo/small man roaming, that’s exactly what the puzzle used to provide. The only difference was it had a king of the hill twist, less running around, and more fighting.
Bingo! I found ONE more that recalls how it used to be! Now it is this that I am speaking about – That time, that era, those battles, that king of the hill system, before the arena was added and so on – Now I do not expect Anet to REMOVE the arena but for:
DUELERS first of all to keep INSIDE the arena if anything.
And of course a desperate try to breathe life back into the Obsidian Sanctum.And to Calypso.2578: Yeah, I rarely “finished” my opponents, bring them down to show them whose boss – Then let them struggle to get back up for round two, three, five, ten. It didn’t stop and that was part of the magic.
I remember it as ‘get to the top and set up a couple AC, maybe a well placed bally’ then a couple mesmers or a ranger or two to push/pull off anyone who managed to survive..which interested me for all of five minutes. Some guilds seemed to enjoy sitting up there for hours killing the odd player trying to do the puzzle, but personally it’s not my idea of fun.
I also remember the calls for help from people doing the JP and the fact they used to count as population on maps, glad they fixed that problem- I even used to go in every now and then with a couple others and clear out gankers but knocking them off a ledge didn’t really feel that great (cheesy mechanic).
8v8 worked in gw1 due to map design and game mechanics, and was truely great fun- it’s what kept me playing gw1 for years (along with HoH and Ft Aspenwood for some laughs).
I’m not sure Stronghold will be pure enough GvG for the purist pvp’rs, but will wait to see what it’s like before deciding whether it’s something worth playing.
This:
World vs. World
Fixed an issue in Emerald Sanctum and Sapphire Sanctum that allowed the Enormous Mistwrought Chest to be opened without keys.
Fixed an issue with Garnet Sanctum’s Enormous Mistwrought Chest that prevented it from opening with a key after an attempt to open it without a key.
Added Empyreal Fragments to WvW jumping puzzle reward chests.
I lol’d, didn’t even realise the JP were still in wvw…
Yep, ESO just made the maps too big so it took too long to get anywhere, otherwise it would have been awesome.
The highlights of my week used to be PW 80v80 matches but they usually didn’t last long and max was 3 hours once or twice a week.
Set up engi and guard bunker on NPC and assume any heals affect the NPC. Ends up 5 v2 at your NPC and your 3 have a free go at their NPC.
Not quite so useless, in fact if it’s 5v5 it could become quite hard to kill the NPC at all.
In fact, two bunker turret engi’s could give the 5 man team quite a hard time in even living, never mind killing the NPC.
Just to reiterate my main point: 5v5 isn’t a new game mode, it’s just another spvp map with some gimmicks thrown on it.
5v5 is just more of the same, so it’s not going to pull any more players in to pvp. In fact, if it’s 5v5, it’s just another boring map with slightly different mechanics and not enough people to be doing things on the map.
GvG in GW2 needs at least 10 players to make viable splits and to overcome bunkers, and personally I’d prefer a larger map with 15 or 20 (but minimum 10) so that you can play various splits and have much more tactics involved, and designed so zerging as a full 15 fails every time.
Also, current pvp build variety is very restricted, which excludes a huge number of players and builds and leads to less interest from the player base. Restricting the maximum players to 5 further reduces tactics, playstyles and limits the game mode.
Another game has been running 80v80 battles for years which involve a lot more splitting, tactics and co ordination that anything seen in the twitch reaction fest that is GW2 5v5 combat.
5v5 isn’t guild v guild, it’s just spvp again dressed up. You can dress up a dog and call it a horse, but it’s still a dog.
That didn’t explain how, just how many hours you took. How did you actually do it?
You might also want to say how many skills and traits you had unlocked when you hit level 80:-)
Strictly, from a veteran player’s point of view, many aspects of the game are locked. Yes, the contents slowly unlock as you play. But compared to the old, everything seems painfully slow. Remember the good old days where you can enter PvP or WvW right from the get-go. Now, we have to level up a bit before being allowed entry. Limits and restrictions. Many areas of the game are locked behind countless barriers. Are new players so fragile that their minds would explode if given options? Many people like a fork in the road, so that they can choose their own paths.
I did read some good reviews, so I do try and keep an open mind. There are always two sides to a story. This post is my side.
Nope, you can enter PvP and WvW from level 2 if you want. Through the portals in Lion’s Arch.
Most new players and quite a few older ones won’t know that though. I must admit I didn’t know that until I saw a team member in eotm on my level 18 toon who was level 5 and asked him.
I’m not liking the NPE, all this level gating of stuff is very offputting. The number of times I had to explain in starter zones why people couldn’t see waypoints, nodes, vistas, etc on their map got tiring real quick, and when you explain it’s level locked the automatic response was ’that’s stupid’.
Let’s hear how you managed 0 to 80 in a day- was it dungeon paths with guildies doing them then you entering for the final boss?
Of course the sensible thing would be to not run solo as a zerk mesmer, unless you are a pretty decent mesmer, as facing thief open field isn’t fun.
Personally when I play mesmer I play in spvp where I meet a lot of thiefs, d/d eles and rangers (since to buff to rf, which I call the ‘kill yourself skill’). I run Gs/staff zerk but the utilities and fields are the key to running the build successfully.
Stealth is your friend.
True pvp to me is people who are ready for pvp, built for it, facing similar numbers across a battlefield (maybe with some objectives thrown in to stop it getting stale).
Ganking people who were just trying to get to a chest, attacking people from behind whilst they chat to their mates, etc isn’t pvp. It’s not wanting to face the fact ‘you’ might not actually be as good as your ego thinks you are so you avoid real fights in favour of ganking as it makes you feel good.
If you really want decent fights inside OS, then organise some with some guilds and fight on equal terms to your heart’s content.
Duelers duel to find out who is better, not who can run some cheese instgib build that relies on attacking totally unprepared players and pushing/fearing/pulling them off ledges. Beating someone in a duel is an achievement. Jumping on someone without warning isn’t.
Welcome to gw2 Anni. Some classes can land 6+ crit hits in the high thousands in the same time as a staff ele hits one skill for 600 damage whilst having rooted you with immob and then disappear and run away to reset if you happened to dodge at just the right moment or their combo failed.
Against average to poor players thief seems very OP- I’ve been playing it a bit recently, and if you meet good players you can die really fast whilst never downing anything.
As a mes you really shouldn’t have that many problems 1v1 against a thief, I’d suggest you play with your build a bit. OFC if you are upscaled then forget it, they will just eat you until you hit 80.
OS is just an empty space, do whatever you like there- the space isn’t big enough for proper fights, has no real terrain, and was only added as a sop to try and convince people they cared.
I just want to see a derv type skill where you build up your buffs then expend them, which wipes off the equivalent number of buffs from 5 targets aoe around you..bye bye brainless melee train (people who think will still be able to counter, but it would be pretty awesome in wvw.