Bad idea. How will you get your loot if it fell to it’s death? If it falls out of range and regens HP, also bad.
Never had a problem with it- just don’t fight mobs that have knockbacks etc next to an edge that you can fall off of.
I love being able to knock players off ledges etc, it’s a great part of wvw play.
Remove trebs and bring in mobile cannons that can’t be taken into or build inside keeps, towers etc, problem solved,
Trebs are badly thought out and need either a reworking or removal/replacement.
In the meantime, bronze seems as adequate reward for pressing 2 from the safety of whatever safe spot the treb was built in with little to no chance of you damaging your armor.
Best moment from last night- running with AoA into the back of IRON attacking hills and wiping them with half their numbers (the siege on walls helped us too, to be fair).
Worst moment- watching a commander focus everyone on failing to take Bay and losing every camp on the map in the meantime (30 points ticked down). In tight match ups that 60 point swing could make a difference.
I’m hoping the bigger guilds step up to the plate and start assigning their own camp capping/dolyak hunting teams instead of assuming randoms will do it all the time- it’s far easier to assign 3-4 people from a larger guild to do this than it is for ‘pugs’ to try and find a team and keep it together.
I am enjoying this match up overall, had some epic fights on mesmer as well as some great zerg support moments. There is nothing quite as joyous to watch as a whole pile of pink circles appearing all over numerous enemies as they kill themselves whilst crawling through feedback and losing all their boons to null field:-)
Remove JP’s from wvw, make them all into one separate instance, problem solved, you can all go play with yourselves in there to your hearts content whilst wvw is left to those that want to do that and score points for their server.
It’s not really that important in terms of siege equipment or indeed attacking over the wall, and you need to spec specifically for it in order to use it, and the cool downs will make it pretty worthless in a siege. The range of guard is fairly short so getting within range and getting it to work could leave you dead.
Anyone who is awake will spot anything on the wall and kill it- be it clones, pets or whatever.
It takes forever for one pet to break one piece of siege – an ele is FAR more effective at killing the siege and the person using it than a pet will ever be.
I don’t really see this as much of a problem, it’s more of a gimmick, and there are far more important issues to deal with in wvw than this.
Remove them from wvw and make a separate instance containing all four wvw JP’s then make badges only drop from players in there, no siege weapon drops, and you can play inside the JP for as long as you like- you could even have a ranking system based on which side kills more players from the opposition inside the JP area.
There, now everyone is happy- if you want badges of honour, you will have to work for them in wvw, if you want to chest camp and prevent others from getting to the top in the JP then you can do that.
If I want dungeon drops I have to go complete a dungeon to get them, wvw should be the same, you should actually have to participate to get badges.
That kind of close range reveal wouldn’t work – as if you reveal as you hit the player by the time culling sorts itself out there would be no practical difference than what we have now.
I’d much prefer a movement speed penalty whilst in stealth (you know, moving stealthily?) and for the environment to provide a few more visual clues to a thief’s whereabouts.
It’s crazy that a toon can run around so fast and be ‘stealthy’.
The problem is that the whole mechanic is broken at the moment and there is no easy way to fix it (even if they wanted to, which they don’t seem to) without breaking the class.
wvw – no points gained for holding JP, no advantage to holding it or camping it, and the more players are in it the less can actually join in the real fight and gain/retain points for your server.
JP in wvw is pointless as far as the real wvw is concerned, and is actually a really BAD feature that needs to be removed to it’s own map. Badges should NOT be rewarded for completing a JP it encourages pve’rs to take up spaces in a pvp environment where numbers matter.
There’s an idea- take all 4 JPs out of wvw, make it a separate instance, with a reward for whichever server controls all 4 at the same time- say 1 badge per hour for everyone in the JP.
Problem solved, Jump Puzzle 2 (a hand held platform game) can be played to your heart’s content.
Remove JP’s from wvw. If you really have to have them then see my previous suggestions on restricting access and timers so real wvw’rs can get on with wvw without being handicapped by 20-30 sitting in JP getting their jollies killing one enemy player.
I see Qwizz getting this week’s excuses ready for coming..second? or will it be 3rd?
VS had piles of players in all borderlands late last night- I had the outmanned buff on for quite a while and all I usually see of VS is a blob of stealthed players 40-50+ appearing amongst the battle (if it’s in open play then the next thing I usually see is 40-50 dead french if there was more than 20 of us).
SFR has piles of PVE’rs, who also come into wvw and clog up the JP stopping real wvw’rs from getting in, which can be frustrating at peak times.
VS have one guild that can field 40 players in wvw at a time- I saw them all running past last night, so to say VS is mainly pve is rubbish.
VS have good all day coverage like every tier 1 server, if VS were mainly pve like you state then they would never last in wvw as they wouldn’t be able to field full servers for so much of the day.
I’d like a rare pet- one that doesn’t stand and take 3 seconds to cast one skill that won’t start to cast at all if I am moving.
I tend to run LB/SB in wvw, s/h and sb (or LB) in pve.
Traited LB in wvw is awesome, but switching between bows and knowing how to play and what skills to use when is crucial.
I had to level another ranger to 80 just as I wanted the charr racial skill for the 6 seconds and stuff to combine with qz and throw out a barrage- it’s quite effective:-)
As I have said before, it really depends on your play style and where you are, but I usually don’t have much problems 1v1 against most classes in wvw. If a thief gets the jump on me then there is sod all you can do anyway when he hits 6-8k steal and 8k cnd and you can’t see him so I don’t bother building for them, even though I spend a lot of time soloing camps, etc as for some reason we lack thiefs who realise they can be useful in killing dolyaks and taking camps.
Against d/d thiefs if u can see them , hit LB 3 followed by 2, skill 2 will track them and still hit them in stealth and if they are glass cannon they are forced to use their stealth bubble, whack that barrage on it st8 away and when stealth ends you’ll see a downed thief:-)
Main problem with ranger attacks is ’block’’obstructed’’evaded’’missed’ happens way too often in wvw- even your own pet can obstruct your damage! Which is a reason for going melee…
Can you please remove the mechanic that makes MY pet obstruct my own arrows?
This seems to have become a real problem since the last update.
Combined with slow firing speed and pets that can’t actually hit anything that moves if you use a ranged pet (and why are they 900 range, I have 1500!) it really feels like a broken class.
Probably why I play it so much.
Why does the LB 2 skill take 5 seconds (or whatever) to complete whilst every other classes bow/rifle/other ranged attacks complete almost instantly?
Combined with ‘miss’ ‘obstructed’ ‘blocked’ ‘out of range’ this skill really needs to be shortened on cooldown.
I still LOL every time I read this:
We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. (apart from the fact they have no armor, don’t get any benefit from your full exotics, and die in milliseconds in any group fight…and then you are short 30-40% of your damage).
allows them to combine their pets in ways that most impact the current fight (yeah…3 seconds of stationary cast on an F2 skill, might help for the next fight, this one is done by the time the pet ‘impacts’ anything)
and this:
They can be very fragile if you counter their stealth with area of effects or large stacks of conditions (yeah right, we all have loads of aoe and nothing better to do than spam it around us while the thief stands back laughing his head off, waits for us to be on cooldown and kills and finishes another one without even rendering out of stealth..)
Having played at least one of every profession to 80 I can tell you that that skill point is doable by every class – just don’t do it at the level of the area, 5-6 levels above and with scaling you will have a much better time of it. At level it is very tough due to fast respawn, but that can be overcome by good positioning so most of the respawns don’t get you, as well as knowing what their skills do.
Classes are nowhere near balanced, and in wvw the ‘thoughts’ behind each class become meaningless or broken.
They need to do what they did in gw1, and have different skills and effects for pvp/wvw and pve
Enough of the jump puzzles already, this game isn’t called ‘Jump Puzzle 2’ yet, although any more of them and it will qualify as a platform game on a PS2.
I don’t really care what the system is, as long as I don’t have to go into Fractals to get it.
I have noticed that there is a real disparity in the number of badges dropping on various classes and I’m hoping there is a new system based on achievements in wvw so that you are rewarded for not only kills but also escort duties (even if the dolyak isn’t attacked, if you escort it from the camp all the way to the keep you should get something), camp caps, DEFENDING (even if you don’t get a kill, as long as you are active – to stop afk’rs getting rewards), etc so that you can build up towards ascended gears in a variety of ways.
A whole new set of wvw related titles would also be great- there should be at least 10 to 15 different titles for the number of kills you have in total in wvw, starting with ‘butter wouldn’t melt’ for 100 kills and leading up to ‘run now, I’m close by’. Well ok, maybe more conventional titles would suit, even ranks, but the current 250k kills to get one title is just stupid.
As I suggested ages ago, remove trebs and have portable cannons instead that move slowly (can only be ‘carried’ by a squad?), say half normal speed, can’t be speed boosted, and cannot be built or placed in any structure.
Trebs are annoying as hell, can be built where you will never reach them, do too much damage for the supply cost. If you are going to keep them then make them cost supply per shot or supplies to maintain (taken from wherever they are placed) so they don’t have a maintenance cost if placed outside of towers/keeps – and they can be reached.
Mobile cannons would be much more fun and a way better dynamic, needing better tactics both for offense and defence.
Loving some of the fights, especially against IRON, sadly we didn’t win any of the match ups with our 7 against 20+, hopefully we can bring some more in as the week progresses and our guys get tighter in the formation we are trying to run.
VoTF having a guild meeting in Hills for hours last night, not doing anything useful (except holding bay, so not entirely useless I guess)..from an outsiders perspective that showed a lot of disrespect to the rest of the server as well as an attitude that you think you are ‘leet’. Maybe you just didn’t think about it (or didn’t care), but you lost a lot of respect pulling that stunt. May as well join the jump puzzle campers. Not impressed. The rest of us got on with things, fighting off bigger numbers and holding stuff despite your ‘guild meeting’. You become an OOR (Object of Ridicule) on our vent for last night, grats!
Hmm that sounds harsher than it should, sorry I know you guys are capable of doing a good job. Please continue the good fight.
VS very good at understanding supplies are the key, took over an hour to get through to our commanders the reason enemies could build endless trebs destroying Bay walls was because they had three camps supplying them and no one taking out dolyaks. My thanks to the guy that joined me in capping camps.
SFR commanders do tend to get over focused on something and don’t delegate from within their guild a cap team/raid team – as they tend to be from the bigger guilds this would be a great help!
Sooo many enemy thieves this week, but SFR don’t seem to have any capable of taking out dolyaks. I even jumped on mine for a bit but after 3 instakills went back to a decent class (I don’t like the thief mechanic)..
Great to have Desolation to fight against this week, enjoyed my fight against a d/d ele near camp, guy was brilliant, regen to full hp in under 4 seconds (I hope they nerf you a bit), and fight was only decided when some more from each side came along (I was on my ranger, dodging, knockback, and dancing around for all i was worth and keeping you crippled/chilled/etc as much as possible!).
Feels like a real T1 battle this week, I expect VS will flood the maps later this week and will finish strongly.
(edited by Victory.2879)
Don’t know if anyone else noticed, but since last patch I’ve gone back to missing a lot more on any moving target. Considering our damage isn’t great as it is, being so easily evaded/blocked/missed isn’t helping any- and pets seem incapable of catching most people, never mind actually hitting them with a THREE SECOND cast skill (which it stops moving to cast LOL).
That person is running away, quick hit it with the F2 freeze/stun/cripple skills…you might as well throw a blade of grass at them for all the chance you have of your pet hitting them with their major skill….
Personally never use it – tried it, didn’t work for me as standing in one spot going ‘oh look I can heal’ wasn’t my play style in wvw. I can see certain uses for it and it will get used more as guild zergs learn to turtle, but personally I find moving around and having an instant heal much more beneficial than being forced to stand and be trampled by having healing spring equipped.
each to their own:-)
Broken F2 skills. Take waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyyyyyyyyyyy too long to cast – just forget about trying to hit anything that moves AT ALL with any of the f2 skills- by the time it has finished casting your enemy will have gone off, made coffee, had a break and will still come back in time to move 3 inches to the left to evade the attack.
Considering pets are supposed to be a major part of our damage (according to ANet) this lack of functionality sucks.
Take off all cast times on F2 skills would be a good start, and would enable people to use ranger pet skills in battles BEFORE they are all over.
Got to say this is turning into a very good matchup, let’s hope VS ‘s usual nighttime zerg doesn’t ruin the scores too much.
Have very much enjoyed the fights against Desolation, who will attack with similar or lesser numbers and show good skills. I would say the same about VS but all I ever see from them is 20/30/40/50 man zergs which run away whenever more than ten face them in open play (they are very good at building defence siege though).
From last night, I’d like to praise the deso necro that held a camp against 2 of us and then 3 of us for so long, showed some great skill there. I’d also like to thank the two VS thiefs and their necro sidekick for repeatedly trying to get near a camp I was holding and dropping so many badges to my ranger (NB: Heartseeker is NOT your only attack, l2p) without even involving the NPCs.
Keep up the good work guys and if you see any funny business screen or fraps it and report it and let ANet deal with it.
Yes, let’s make GW2 renamed to JUMP PUZZLE 2….please, no more jump puzzles- and remove them from wvw soon please.
Congratulations on winning. Weak Wednesday is what did us in on SFr this week- no map was full, no queue on SFR side and even when there was a queue there seemed to be 20-30 SFR organised and fighting 30 ER and 50+ VS zergs on every map.
Was a very strange week from the numbers side – SFR seems to have gained a lot of new randoms that ignored commanders, as well as pile of monthly completion Jump puzzle campers, it was frustating running into culled VS zergs outnumbered 2 and 3 to 1 – made it hard to beat them.
Hopefully next week we’ll get back to being organised and give VS a fight.
Medium server is not an advantage if you can’t fill your borderlands and even get ‘outmanned’ buff at one point last night.
Every other class needs to drag and drop weapons out of combat to switch between sets as well, I don’t really see it as much of a problem for eles- for example, switching between longbow and sword/horn, GS/axes/
A buff when both your pets are dead and on cooldown would be nice, or even a buff or set of buffs when your pet dies, to compensate for the fact that 30% of your damage output is effectively useless for so much of wvw. It could even be only applicable in wvw, which should’t be so hard to code in.
Question for the OP – are you playing a thief?
There is nothing wrong with the current mechanic, it allows people to catch each other whilst still being able to get away in certain circumstances. It also allows certain tactics like slowing a zerg with traps, snares, etc which wouldn’t work if you disabled the ‘in combat’.
I don’t see how with a little skill applied you cannot avoid getting ‘in-combat’ unless you are attacked by another player- and in pve it really doesn’t matter as you either learn to avoid the mobs or kill any that get in the way.
Nope, don’t know any. They are invisible even while stomping, so I don’t get to know them, couldn’t even tell you what they are wearing.
Most of them just wander around looking for easy kills without even bothering to find bessies to kill or something useful.
There might be a few good ones out there but how do you tell? A complete noob can jump on one, get lucky and 3 shot kill a player in under a second- does that make them good?
I’ve met a few decent ones but with stealth and culling such a problem I can’t classify anyone who plays that type of thief as good. Having said that I know there are a few group players playing thief that can actually play their class well and contribute meaningfully group vs group.
Close list and ask for classes that don’t basically exploit culling and a bad game mechanic.
I don’t build to fight 1v1 in wvw and found condition builds a bit lacking, but they might be to your taste.
It’s fun to come up with your own build that suits your play style and try different armors and runes etc until you get a balance that suits your play style. this way you learnt to play your class well, as you will learn it’s strengths and weaknesses.
Can be useful but not having it move along with you (unless you waste traits to enable it) and the fact it seems to have about 2 HP make them a bad option in wvw most of the time (except when you park it inside the keep).
I wouldn’t say SFR is in decline- just that last night was a bit of a shambles due to a seeming huge influx of newer players and a lack of numbers where it mattered.
Hopefully normal service will be resumed today, although we will struggle to make up the points lost now in time for another win this week.
Excellent video, shows what a good mixed team (professions wise) can do against disorganised oppositions. I’m a great fan of sword 2 axe 5 warriors myself, but I run hammer as secondary for the f1/knock downs, etc as the groups I run with tend to leave a few alive after the past pass…, although watching this i might try this combo next time I’m on the warrior.
More warriors should run these builds in wvw (be warned, it’s not as easy as it looks to get it right!), it really is great fun and the bag drops are crazy!
Bit of a mess on the SFR side last night which has given VS a lead that might not be caught.
Saw a pile of new commanders, new guilds and the advent of the lemming SM door bashers that don’t listen to any commanders. When you have 20 or so running around acting like lemmings and 10-15 in the JP taking up fighting places it’s small wonder we struggled to hold anything in EB against concerted attacks from both other servers.
Seems like we got invaded by a bunch of server hoppers or a pile of new players.
Coupled with the lack of bessie killing thiefs (where did all the thiefs go? Do something useful other than roaming for easy mode 1v1 kills please!) and complete lack of any raiding parties meant both servers could throw everyone at us all the time as they had no worries about us taking any of their camps or towers, which means sooner or later we lose everything.
It was a bit sad to see commanders calling for people and being completely ignored, and no raiding parties being called for, or joined when I did several times ask for 2-3 players to help form a raid party.
SFR felt like a low tier server last night- we even had the outmanned buff several times!
VoTF’s tactic of running back and forth and waypointing to lose ‘randoms’ is not really helping newer players or those from smaller guilds as from their point of view they think ‘ah sod it I’ll go off and run around solo/go do the JP/join some other headless chickens, no point in trying to follow commanders’. If you really want to run around in a guild only group then turn your commander icon OFF and use TS to position your team. It’s becoming counter productive as I have heard several comments from newer players that they won’t bother to listen to a commander as the last one they followed (VoTF) didn’t want them so what’s the point? People see what you are doing as ‘elitism’ and it’s backfiring on the general wvw population. If you don’t want randoms following your guild around , TURN OFF THE BADGE. Don’t get me wrong, you guys are well organised and do make an impact and I have a lot of respect for you guys, but remember how your actions are viewed from outside as well.
It was so bad last night I ended up getting back on one of my mains rather than the alt I’m currently levelling to help stem the tide of endless VS zergs everywhere!
Let’s encourage those on our maps to get organised and on TS- if you see a new random wondering around rather than ignore them, get someone to whisper them and get them with the program/in a guild. It’s everyone’s job to get the teamwork going, don’t assume it’s someone else’s job and run past. You were a new player once too, it helps if you remember that from time to time.
OP, try anything except easy mode thief and people might respect you a bit more. I play ranger, at the moment levelling one up, not because it is easy to play in wvw but because it is more of a challenge.
It’s annoying that even mediocre to bad players can roll thief and still have a very good chance of beating most classes 1v1 when they get the jump on you, and a P/D thief doesn’t even need that element of surprise if they are half decent. It’s sad that thiefs can throw projectiles faster than a ranger and that do 3-4 times as much damage per shot whilst disappearing into stealth or abusing culling and for some reason ANet thinks this is ‘balanced’.
Here’s what currently happens at dragon spawn points:
Park appropriate level 80 alt at each spawn point.
Check dragon spawn timer.
Log into alt at stated dragon spawn time (there is a site that has the spawn times on it).
Watch 100 people do the same, not even bothering with helping with pre event.
100 people kill dragon in 3-4 minutes, collect loot, log off to next alt.
What really needs to be done is to make every dragon in the world all respawn at the same time by removing the pre event and making the respawn time random (between one and eight hours) so that people get a world message ‘the dragons have appeared- please help us!’ marked on your world map by big red dots and then you can go and kill whatever one you want to.
That would give it a lot more flavour as a dynamic event than the current ‘it will respawn in X hours every time and you can farm every dragon on every map, set your clock’ method.
Would also be great if they and veteran mobs dropped random dungeon or fractals materials too as an alternative to having to do dungeons in squads and FoTM, which a lot of people cannot do due to RL time constraints, etc.
No. Just no.
It won’t force anyone out into the low level zones-levelling up by crafting in the low levels is not cost effective anyway.
If you’re trying to restrict the number of crafters, this method wouldn’t work at all, as people who level in this fashion generally level ALTS this way (otherwise it costs too much gold). Having lots of crafted items on the market is good from a buyers point of view.
A better idea might be to delevel the OP, strip him of all crafting levels and gold and materials and then see what he thinks of his own idea.
I found the OP’s remarks that the bigger zerg usually wins quite amusing- maybe it does in noobsville, but in higher tiers it’s much more about communication and people’s playing abilities, styles and having the right sort of builds to both survive and contribute to the group. Been in many battles where our far smaller ‘zerg’ has wiped far larger ones- it’s about having the right mix of team and solo players and builds and people willing to commit to the fight.
It’s truely great when you realise you have been standing in the enemy aoe for quite a while and because other players on your side know how to play and what to throw around you’re still alive. Contrast that with a bunch of solo selfish builds that can’t adapt quickly to circumstances and bring no group skills to the party and believe their role is to run backwards at the first sign of even odds and i know which side I’m on.
GW2 is great because the more you look at the professions the more you realise they are there to be tweaked and adapted to suit your style of play and can be adapted for different roles in different places without having to pigeon hole, the more you play one class the more you realise you can do with it and the more you realise how important the right weap, armor, stats, traits, foods, etc all combine to help you realise that build that works best for you.
GW2 rewards synergy between builds- better built squads will always find things easier than a random throw -together. But the real beauty of GW2 is that even pug squads can work in most instances, only failing if the players themselves are not up to scratch and totally failed to think about their build, traits etc:’ I’m fine I’m a solo build I can 1v1 ’ might not be quite so good in a dungeon:-)
I for one am very happy that they didn’t fall into the usual MMO trap of ‘healer/tank/dps roles’. I know it’s difficult for WoW players to get this concept but GW2 system gives you way more flexibility for your profession than the old way of MMO’s.
Try some non-cookie cutter builds on your professions and see what plays well for you. For instance, a mesmer running 30/10/10/10/10, two glamours, gs with scepter (X)/temporal curtain will no doubt attract some derision from a lot of solo mesmers but I run it in wvw for group play for devastating effect and can hold my own against soloists of most classes- most don’t seem to realise what a powerful skill temporal curtain is- try pulling people with it and see!
GW2 is great in it’s variety for each class- sure some stuff is broken, in the wrong trees, etc but they will work on balance issues (check out gw1, endlessly changing skills) and it can only get better.
Solo’d the entire map on an engineer, pve isn’t that hard even with the crazy respawns in orr- the trick is to kill and move, preferably dragging the mob away from where it will respawn. And using level 60 rare gears in Orr (not fun- they hit hard, don’t try tanking too many).
Rangers are fun in wvw if they suit your playstyle.
In pve for levelling my alt ranger I take sword/horn and sb. Get a bear or two for multiple mob tanking, otherwise use whatever suits you best.
In wvw I run LB/SB most of the time as I find I am most useful with these without ending up dead in the midst of all that aoe, but also carry sword/horn/gs for moving about the map- and those birdies are quite fun when you run into some other soloist. Horn 5, charr racial skill horn 4, qz on sb, your choice of elite and they tend to be running away almost dead and bleeding out their ears. Or blast them from range with LB 3,2 , switch to sb 2,4,5 switch back to LB when 3 and 2 cooled down running might stacking stuff and you might enjoy it, together with appropriate pet of your choice.
Aegis, i don’t tend to use it for one simple reason- longer cool down and aoe that you need to stand in to be effective. I like kiting around/through/behind enemy zergs and during fights and throwing a spring down where I won’t even be for the first tick just doesn’t work for me in wvw. Three seconds later the whole battle could have moved out of range by then!
Most of my heals are on the run and unguent or spring just aren’t going to cut it for me- unguent I’ll be dead long before it finishes ticking and spring will be somewhere back in the distance or in the wrong place. Also the cooldown (ie the time between when you can actually heal up again) is too long for me.
Necros have some of the best healing type skills in the game if used well, eles can also throw around some decent heals, guardians can be great healers.
Spring can have it’s uses, but like almost everything about rangers you need to adapt to situations very fast to be good (well, in wvw, mediocre, as zergs and pets don’t mix).
How’s the score at the moment? RL preventing me from logging on until later- did we overturn that 30k lead VS had after the first day or so?
Quote from VS above:
But for now , you really are our worst opponents (i mean your server ) and we hope desolation will come for kicking you out of there.
We had hope elona will help us to do that
Says it all, hope we can manage to beat you again this week, would that be 3 weeks on the trot being beaten by your ‘worst opponents’- which begs the question, if we are your worst opponents and you’re losing to us, what does that make you?
To those that enjoy the action without the drama, keep up the good work and win or lose we will know we had fun doing it!
I’d much rather they brought in scaled down solo able versions of the dungeons and FoTM and made all dungeon and fotm rewards TRADEABLE.
Then those of us who either detest dungeons or fotm or whose RL won’t allow them to do those runs could get the gears too, and the fotm addicts would have an outlet for their wares.
I really don’t see what the problem is- for most t7/t8 servers having more players on could only be a boost. Encouraging more people to try out or return to wvw and hence lifting them out of t7/t8 seems like win/win to me. Server population isn’t really the problem- it’s the apathy that builds up on those servers causing less and less of the population to log into wvw together with a lack of co ordination between guilds and a lack of a server wide TS. People look at the wvw score or enter a map and see their side isn’t winning, and go do something else rather than trying to encourage more people to attend and getting something started.
Personally I loved it when we got a few guildies together and went raiding on the opposition’s BL, taking camps and the occasional tower and forcing them to bring several times our number and helping the score along too- which others then see and are encouraged to join wvw, and the circle begins.
Outnumbered is a challenge not a reason to give up, but it seems for this generation if it’s not handed to them on a plate they will walk away.
Oh yay a respawn hub, great idea if you’re trying to encourage BOTS…they wouldn’t even have to move to endlessly farm mobs. Immune mobs just wouldn’t work- can’t think of anything that would be more frustrating then trying to kill things that ignore you until they reach a set point.
Nowhere is impossible to get to, and you will find most guilds are more than happy to do a ‘tour’ of the higher level areas to get you all the areas of a map.
Slowing down the respawn rate is a terrible idea, especially for hearts that require a certain number of kills, etc.
I can just imagine the possibilities for griefing by those lovely thief players camping somewhere and not allowing anyone near a mob before they kill it.
I’d love having ‘hard mode’ maps as instances to clear (without champs and events popping up) but would imagine the coding for this would be too much of a challenge at this stage in the game. And no doubt they would make new areas have jump puzzles, squad based, and be as annoying as fractals is.
It’s major problem on the wvw field is that it is in a fixed position, so it’s great if your defending a keep or tower and are one of those servers that thinks standing on the walls watching the gate or wall disappear is a good tactic, but for open field play bunching up in a small area so you can heal and losing mobility isn’t so great.
Even in smaller fights, you can usually spot the ranger using spring and either move out of range or if his party stay in range of it they probably aren’t hitting you, run around a bit then murder them when the 15 seconds is up or aoe the ranger.
It is quite useful if you are attacking a keep and people are bunching up under the door- but then that isn’t the best of tactics from them as it leaves you wide open to a portal, rush, or any number of bad things that happen to bunches of people in wvw.
I run mostly LB/SB in wvw with a variety of pets depending on situation- sometimes regen buff is good, sometimes 6 stacks of might, sometimes fear etc, but apart from right at the start of any zerg encounter your pets are probably going to be dead or on cooldown from death or crippled and not reaching any meaningful targets, so 30% or so of your damage is gone most of the time.
Was running a bit more of a tanky build but have lost a bit of toughness now for a bit more damage as when I die it tends to be to mass damage that an extra 500 toughness or a bit of extra healing wasn’t going to help anyway.
The key is switching your weapons while skills are on cooldown and running your QZ, etc at the right times, but really it’s more a question of finding the style that suits you and go for it. If you find melee suits you better then roll a warrior- they do a pile more damage have better armor and can use rifles as well as bows.
One way to kill them: be hit for 8k steal/mug, 6k, 6k , your down in about one second, wait for stealthed finish, then hope that they die laughing.
If they are just your average thief you can kill them if they miss their opener and you know they are there and culling doesn’t render them invisible so much, but it takes timing and skill whereas they can be completely useless and get a couple lucky crits in and you’re downed.
If it’s a decent pistol thief, then if you are on your own sit down as it’s pretty much over- they do WAY more ranged damage than you do, can stealth and heal way better than you and healing spring (if you happen to use it-personally I don’t as you have to stand in it to benefit from it), and can run you down and backstab you if you try to get away. You can beat them in wvw 1v1 but it’s usually not worth the time and effort- just die, res, and get back to whatever mission you were on before.