I think the thing he is trying to say is if you are unsatisfied, find another product.
I’m going with
e) They do know what they are doing, they are simply fixing things one at a time, and adding problems that they cause with these fixes onto the list.
Keep in mind these are not actually skills, their effects are much closer to traits. Active abilities have been mentioned for a future patch.
Depending on your play style a poison on weapon swap sigil might be worth looking into.
Account wide like in GW1 would be nice.
We did get that eventually so. I totally am expecting it here.
Those titles did not give any mechanical bonus. They match the way the sPvP titles work.
Another thing I want to point out, is that this change in one way or another encourages karma trains. I was hoping they would increase the rank xp for defending, or give xp for upgrading. The hardcore wvw players who stay behind to defend and upgrade once again drew the short straw.
That’s actually an interesting idea, getting world xp for buying an upgrade. Hopefully Anet looks into this.
Northern Shiver Peaks. We are always looking for active WvW players to help crush our filthy enemies. :-D
Who are you calling filthy? HoD is one of the cleanest servers around! We have a fine community already built with ambition and everything! =P
This is, of course, assuming it actually takes 500 hours of in game grinding time to reach max rank on a single character. I myself am a casual player who has about 712 logged hours in game since launch. If this was out at launch and I didn’t play my alts I would have maxed my ranks by now. If you want to talk about an unnecessary amount of time look at the titles for defending keeps/tower/what not, these ranks are not supposed to be something you get as quickly as you reach level 80, it’s something to give people who spend a lot of time playing a reward for that time spent. And 20 game days (20.8) is how many days 500 hours fits into.
Things take longer in GW2, if you just want to grind things out you’re going to be sad. However if you play the game for a while you’ll eventually get it all.
You’re seriously arguing that 500 hours per character for those minimal rewards is practical? That goes against being alt-friendly in every other aspect of the game. Nothing else takes that long. Titles are earned across accounts, you could get a legendary with world completion on each character in less time.
What makes these rewards so much more valuable that they should disincentivize playing alternate characters? Beyond that, because of the time investment and like of respecing, you are making permanent choices that you have to live with this character through. If you really don’t change your playstyle and goals in that many hours, I’d be very impressed.
Permanent choices that, after roughly 20 days of grinding world xp are only permanent, no choice matters after you have everything. That’s 20 days of actual play time, using your time estimate. For the casual player it might take a year or two to max this on a character or two, but by the end of april there will be players who have maxed it on at least one character. I don’t know about you, but if you can get a legendary on each character in under 20 days of game time you should be able to max your WvW ranks on a couple of alts…
Things take longer in GW2, if you just want to grind things out you’re going to be sad. However if you play the game for a while you’ll eventually get it all.
You’re not losing them though, they are passive abilities that you earned for another character. It’s exactly like the GW1 PvE titles that gave passive abilities to help in PvE.
You are losing them unless you play that character. If the time investment was more reasonable, it wouldn’t be an issue, but the combination of the time investment and the lack of rewards between characters is significant to many people.
My GW1 example still stands, this is how it worked before, it’s no surprise that it works this way now. The amount of time it takes is reasonable in the long term, it’s a bonus to people who stay around and play the game, not to people who just want to grind out more abilities.
EDIT: 500 hours per character is a character and a third finished per month, hardly unreasonable.
That wasteful feeling is quite literally all that is preventing you from playing your other characters. These ranks do not give a large enough bonus to one player that, if in an even fight, one would win only because of their ranks. In fact it does not give any bonus that would help in such a fight, unless it’s a ballista vs ballista fight.
The fight advantage isn’t what matters. What matters is losing what you have earned. Passive abilities, rank, and especially the enemy title associated with the rank. These weren’t introduced as something that would give players a huge advantage over, but something to reward time spent in WvW, these rewards are lost when you switch characters. It’s disillusioning, especially you play on multiple alts.
You’re not losing them though, they are passive abilities that you earned for another character. It’s exactly like the GW1 PvE titles that gave passive abilities to help in PvE.
That wasteful feeling is quite literally all that is preventing you from playing your other characters. These ranks do not give a large enough bonus to one player that, if in an even fight, one would win only because of their ranks. In fact it does not give any bonus that would help in such a fight, unless it’s a ballista vs ballista fight.
If the bonus effects from the new WvW ranks are actively preventing you from playing other characters… You’ve got some other problems there. The siege weapon skills you get from ranks are about all you need in the long run, the rest is just shiny goodness that is not needed to play WvW effectively. Even the new siege skills are not required to win a fight, though if you’re on a ballista the difference could be noticeable.
In GW1 I had to level up my lightbringer title on each character to get the benefit for PvE, and since many of the WvW rank effects give a bonus against NPCs I don’t see why GW2 should be any different.
Now in GW1 the PvP titles were account bound, but the GW1 style of PvP is much closer to sPvP, which has titles that match the GW1 PvP title system perfectly. WvW is something else.
Exactly Daecollo, every class should be able to fill every role, although some obviously do certain roles better. I’d actually enjoy playing a bunker warrior, and have been trying to since launch, but I would never expect to be on par with a guardian.
Wasn’t it actually 4 seconds before, but with an incorrect tooltip?
There’s already a post about this… and it’s still on the first page of WvW topics…
Well, people can already choose if they want their title displayed with their name, and you can choose if you want everyone’s names to be shown at all times. Turning off names doesn’t actually change that much of the game.
Battle signs on both sides of HoD in EB…
Good thing GoM and NSP know who the threat is =)
Noobs is way too general of a term, used both as an insult and a measure of one’s skill. Maybe you should just clarify by asking for skilled players instead?
As for the OP, join a guild who doesn’t run cheese teams.
There’s a fine line between giving players an advantage over each other based on how long they’ve played, and making it so players new to WvW get destroyed before they can make a difference. Give it some time.
Superior NPCs are definitely not the way to go, only one person posted here with any sort of agreement to the OP. The main thing the NPCs gave us is now gone, giving them a new purpose is hardly adding “more PvE to WvW”.
The playerbase that wanted burnt cabbage didn’t wait around for it, and by the time it got here the people wanted pizza.
A lot of players early on were asking for both leaderboards and progression, and now a different crowd is out complaining about getting it. Fixing problems takes time, adding things that the player base wants takes time, and in the end it seems the most talkative people are the least willing to wait. Keep up the good work Anet, I might not be a fan of progression but at least I know the meaning of patience.
Some see it as adding PvE to WvW, but let’s be honest here, WvW is not pure PvP. If it was there would be no NPC guards, players would have to fill those positions. WvW is all about the players, not NPCs, and as such is very different from PvE. The guards are there as an active defense, the walls being a passive one, and yet only one of the two is effective and worth the money.
WvW should always be about the player, and in the end it always will be, but that doesn’t mean there is no room for NPCs to have a role. The role of typical guards used to be to show those orange swords on the map, which was already mentioned by Terrahero, but in it’s current state that no longer happens, and the guards are simply a weak obstruction to the offensive team. In camps in particular the only reason to upgrade the guards is to increase the amount of supply stored there.
So please, don’t jump on the “no more PvE in WvW” bandwagon unless you’re willing to stand at a camp for hours on end and defend it, those NPCs have a role, albeit a very weak one in their current state.
This is only the first step into WvW progression, have a little patience.
I’d prefer the guards be a bit more of a threat to a level 80 character, particularly the upgraded ones, but I don’t think this is the way to do it.
score update, very nice, cmon henge go for second!
Easier said than done, with you guys always trying to take our stuff. =P
We definitely need a new matchup, it’s getting too easy to notice who is good, who is bad, and who just likes to troll a lot (looking at you censored gom guild).
Guess people will just have to take a block/teleport/something to prepare themselves ahead of time.
I personally run a tanky sword sword/sword shield build that works pretty well, but let’s be honest here the off hand sword is for style points. About the only use I get out of it is impaling a foe I can’t quite catch to keep them in combat, and reflecting projectiles with riposte and the reflect trait (reflecting with that and the shield is quite a good combo).
In PvP it works pretty well if you’re around allies who have range, but really falls off if the enemy can out range you. PvE however it’s great, there are plenty of consumable weapons you can use in those situations where you just cannot fight in melee. I suggest either the Hylek Blowgun (which can be used in WvW) or something like Jezza’s Flamethrower (can’t confirm if that one works in WvW or not).
Different professions get different bonuses depending on build and siege weapon. Thieves can spread weakness with a treb, no other class can do that, yet no one will mention it as game breaking.
Three other classes get a trait that does increased damage to crippled foes (necromancer, guardian, and thief), three get a bonus duration to bleeding (warrior, elementalist, and necromancer), and all but ranger get bonus damage to bleeding targets, all of which appear to work the same way with arrow carts as the warrior immobilize. Every class has some sort of escape mechanism that can get them out of each one of these traits, including the immobilize. Other siege gets this effect too, the omega golem works off traits that effect burning and trebs work off poison traits. I don’t see anyone complaining that thieves can spread mass weakness to 50 people… Each class has it’s own benefits when using siege weapons, some are more generic but all can be countered.
This definitely isn’t a bug, the trait gives a 1 second immobilize when you use a skill to inflict a cripple, and using a siege weapon gives you a new set of skills. It’s just something that might not have been planned, can easily be dealt with if you are not caught off guard, and actually gives a defending team some help against basic PvDoor tactics.
The key word in your post hex is unexpectedly. If you expect it isn’t not a problem at all in most areas (sure there’s a few towers/keeps that have an unavoidable choke point, but there are ways around that too).
One argument I’d like to say something against is that two warriors can cover a large area. In order to keep the immobilize up constantly both warriors have to drop their aoe onto a single spot, increasing the damage for that area but greatly cutting down in the overall area they can cover. A simple shadowstep, blocking skill, teleport, or other ability that works through immobilize should be more than enough to get out of the area they are focusing on.
I dont see why this trait doesnt have an internal cooldown. I went over my traits as Engineer and i find stuff like “applies cripple for a few seconds when you immobilize your target. (5sec cd)” “applies 2sec burn on crit. (3sec cd)” “gain 5 seconds of retaliation when crit (25sec cd)” "cripple enemies struck that are below 25% health ( 15sec cd) etcetc
And this trait for Warrior has zero internal cooldown? Really? Giving it even a 1sec internal cooldown would solve this issue, as it would immediatly only proc for 1 player instead of a whole zerg.
It’s because it was designed to be used on weapon skills that apply cripple, which have far longer cooldowns than that of the arrow cart. Not a bad idea though, adding one.
Every class has access to some form of ability to get out of the arrow cart’s circles of death while immobilized, and everyone can use siege to take the majority of arrow carts out ahead of time. There’s nothing OP about this, it’s just people getting caught in a situation they are unprepared for. That’s not to say it shouldn’t be changed, as the immobilize is a player ability the it should at least match the 5 person aoe cap.
I’ve gotten immobilized by that before, and a single condition removal skill followed by a dodge roll is enough to get out of it. I’m not saying a fix shouldn’t go in, but I don’t see why it should be removed either. Maybe add the typical aoe cap to the trait? I do however think it actually is part of the point that it can be prevented ahead of time, by any class.
And just for arguments sake it’s just bad style to ask the opposing viewpoint to find a second situation with the exact same issues. Five people with any form of fast recharging aoe cc are trouble if they can out play a larger group, in this case there’s just less play and more red circle dodging.
I don’t see an issue with it, take a group of anything cc wise and it’s OP. Warriors don’t have a whole lot going for them in large sieges (besides this and jumping off walls over and over with the falling trait on) so all it currently means is you have to take out the arrow carts before getting in arrow cart range… something most people try to do anyway.
In my opinion the best commanders are made based on the people they keep closest to them. You need a group of people, likely a guild, who are capable of getting you reliable information when it’s needed and are capable of actually doing things on their own.
From my point of view in HoD, which is right in there with the GT guys, we don’t play for points. We simply decide “hey, let’s take so and so’s stuff today” and we make a massive push for it. Once the attack scales down there’s a lot of undefended stuff that whoever is fastest can grab. To us it’s not about who has the highest number of points at the end of the week, but how many epic battles we managed to pull off.
Forget last night, today both GoM and NSP tried and failed to take our last remaining keep, that is before we took our borderlands back and a small chunk of EB. Well played but it just wasn’t enough =P
Well, NSP and GoM are hammering us in HoD, and all I can say is you can take our points but you can never take our keep, or our spirit!
I’ve played around a bit with sigils of hydromancy and have seen the same thing, though there is a temporary fix. If you put the weapon swapping sigil you want on every weapon for a given set it will activate every time you swap to that set, with no bugs involved.
TL;DR: Amount of toughness is up too you, but use it in an offensive capacity, not defensive.
There’s honestly nothing negative about using it in a defensive way, so long as you still have something to contribute besides standing in the way of enemy fire. Warrior’s have a fair amount of CC skills they can use, most of which require being right next to your enemy, and a tanky character with as much CC as possible can still help out a team without dealing a heavy amount of damage. It’s really about what play style is the best fit, and what build you can base off said play style.
I was told 2600-2800 since warriors have a higher base health. That would put you at 30% dmg redux. Depends on build and play style too. I roll full zerker because I enjoy high risk for high reward game play.
Definitely depends on your play style. I personally enjoy standing on a flame ram in WvW under a massive pile of enemy aoe, or kiting around a particularly dangerous enemy in PvE, so I am a bit closer to 4k armor for 50% damage reduction, but if you’re looking for a good balance between dealing and taking damage Artemis got it right.
Some people actually enjoy the downed state, and if you play it the right way you actually can win 2v1 and 3v1s, so long as you have a way of stopping the other enemies from getting their downed team member back up. The problem is we on the forum have no real way of knowing how many players actually want it removed, and what it would do to the state of WvW. Anet can actually do that to some degree. If they haven’t done it by now, or stated that they are looking into it, maybe it’s just time to stop asking for this.
Not really a truce, it’s more of a mutual disliking of NSP.