Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
@Torqued, you are beyond clueless and clearly bitter. Lets see you were new, wanted people to play your way, got angry because the whole server didnt rally behind you, left the server, and now your an expert. You know nothing of BG, and throw up walls of text as if your on some kind of vendetta. Funny enough you dont say anything good about your new server.
If you want to go pvd and think this is what WvW is about, and what drives server activity, go nuts, nothing is stopping you.
The update, this month will include improvements to the Dbl. Alpine bl will be brought back eventually just no eta. And as soon as they can figure out how to make the tech work, there will be a rotation for the bl maps.
We will have both maps. The only issues right now are making improvements to the dbl and the tech behind making rotations work are proving harder then anticipated, because this was the original plan.
https://forum-en.gw2archive.eu/forum/game/gw2/Upcoming-changes-in-Spring-Quarterly-Update/first
http://dulfy.net/2016/03/05/gw2-reddit-developer-ama-summary/#WvW
The issue should be availability of the recipes. Which requires a lot of pve meta event grinding to acquire the map currency to purchase the recipes to craft the gear. The mats can be bought, traded, farmed therefore the actual gear doesnt necessarily have to be added. A way to buy the recipes with wvw currency like badges, proofs and gold would be very helpful.
-Please remove all wildlife like the wolves and moas by garrison and north towers, griffons by bay, bears by hills, etc. Luckily they no longer rally people, but can still screw up targeting, eat up aoes, and put you in combat. It is just unnecessary in my opinion.
As a D/D thief I’m always fond of wildlife.
C&D is so much more satisfying to use on players isnt it?
Seriously though they add nothing to the gamemode but rather can have more of a negative impact.
Oh yeah, if you can get through all the passive and active blocks that is – so leave me my wildlife
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I’m sorry that you sometimes slaughter a deer.
The blocks are to keep your filthy daggers off my shiny armor
. I dont care about slaughtering deers, I dont like when they come looking for trouble lol
I like the idea of changing creatures to ambients, maybe scatter them around the map. This way they can be useful for profession mechanics like fueling death shroud, and be useful for people who need to leap if they have auto attack on, and dont want to get that accidental backward leap :/. It would also be less meddlesome. And the immersion factor is important for some, so that could also still work.
@RodofDeath, what do you think of Sentries showing players only when there is a certain amount that get marked, for example if 10 players attack the sentry they will get shown on the map, but if 1 or 2 attack it, they wont be. This way it can keep sentries useful but wont constantly give away roamers.
Basically a scaling mechanic for the marked effect.
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I would love to fight EU guilds again, however the technical and timezone limitations of matching NA and EU servers would make this rather difficult. The better alternative is to have interested guilds from both EU and NA go into the same tier to fight each other, not quite as epic, but could still be fun.
@Puck, and Ocosh, I dont really have an issue with the gathering nodes personally. I think they are nice little freebie after you cap stuff, even though I always skip it.
Leave the old waypoint system in place. Whoever owns the keep can have a waypoint there once it’s fortified.
Get rid of the automatic Marked on invaders after flipping a keep.
My suggestion for waypoints would be:
Garrison/EB keep-Cannot be waypointed by enemies. Waypoint available with first upgrade for home server only.
BL Side Keeps-Can be waypointed by anyone when upgraded to tier 3
-Please remove all wildlife like the wolves and moas by garrison and north towers, griffons by bay, bears by hills, etc. Luckily they no longer rally people, but can still screw up targeting, eat up aoes, and put you in combat. It is just unnecessary in my opinion.
As a D/D thief I’m always fond of wildlife.
C&D is so much more satisfying to use on players isnt it?
Seriously though they add nothing to the gamemode but rather can have more of a negative impact.
I really, really do not like Sword 3 on warrior. It’s a stupidly situational skill, and, with the Sword 2 ALSO being situational, makes sword “2-1-1-1-F1-1-1-1-1” And the burst conflicts with the otherwise good mobility of sword because it’s a root (Something Zerker sword burst fixes).
See, and I like Final Thrust a lot. It may not be so useful in pve, but against other players it hits almost as hard as an eviscerate and it cleaves. The highest damage I’ve had with it against a player is about 12k or so, and then about 25k against an NPC (Tower Lord).
Deff not situational, pretty easy to know when a target is 50% or lower, either flurry or stun them for the guaranteed land, I’ve had it hit for 13k against 2 thieves and killed them both instantly, which was funny because it was after a HB, standing still, and I was about to go down and just threw it out as a hail mary. I’ll never be able to re-create that lol. Just wish the animation was faster.
By ‘situational’, I meant that the mechanical use of it is is almost purely ’Wait for opposing healthbar to reach 50% before using".
Thats one of the problems with mh sword, you really only want to use thrust when an opponent is below 50% for that extra damage, basically leaving you with 2 weak skills to damage them. If you have a power based build that bleed on auto attack is basically useless.
I think the focus on warrior should be on mobility and melee fighting, it bothers me to see rifle used so often, as a main weapon, when it used to be just a situational option.
After playing warrior since pretty much the start, I agree with you on the mobility and memes fighting , that’s one of the reasons I like the sword right now, it’s not really a weapon on its own, but it’s adding mobility, utility, and weapon swap sigil cool downs to your other set
Yea war used to be my main in all gamemodes for a long time, and now I just cant make a fun build anymore. I pretty much retired my war, hopefully just temporarily lol. War’s imo have the best traits out of all the professions, but they are just too scattered right now to make a balanced build, to much giving up something you need to supplement for something else you need. And the weapons are a mess to, when they need to buff weapon skill damage by 30-50% like in recent patches and its still not good, lol then there is definately a serious issue. Especially considering when other professions are seeing their skills/traits get changes in 5-10% ranges.
There are a few pre existing issues I hope will be addressed before Alpine map is brought back. This post is not about which map is better or when this or that will be released. I think it would be a good idea for people to post ideas of what can be fixed or improved before it is brought back.
-What will happen to the center of the map, will bloodlust come back or will it be removed/replaced?
-Please do not allow spawn siege to become an issue again, fix this once and for all.
-Will Towers be in the same position or moved in the same style as the DBL?
-What if anything will happen to the skritt/centaur/JP areas, will they be removed/replaced?
-Please remove all wildlife like the wolves and moas by garrison and north towers, griffons by bay, bears by hills, etc. Luckily they no longer rally people, but can still screw up targeting, eat up aoes, and put you in combat. It is just unnecessary in my opinion. Or make them all ambients.
Any other concerns, suggestions you have please add them. I would like this to be a constructive post, since many of us are looking forward to its return, lets help anet make some good changes, if they havent yet.
(edited by X T D.6458)
I like the idea in theory. However I also believe that borderlands need to be treated differently then EB. First there is the issue of lag and instability that resulted when we had the Oasis Event. Those technical problems need to be resolved first before anything is added, because otherwise it will just create more problems. Also I think making this a periodic event, that maybe for example awards extra points like x5 PPK while holding this structure, and extra PPT only for this structure. I dont think that borderlands like EB should have this as the focal point of the map, but rather add some flavor to the borderland that can spice things up when it gets a little to quiet.
So for example-
-Event to fight over the Castle starts every 2 or 3 hours. The Castle can only be held for an hour.
-There are no gates/walls to break down, its a simple cap-hold-defend, and all siege use inside is disabled.
-Holding the castle awards your server extra PPK
-The castle gives extra points towards PPT for your server, for example 50 points.You mean like king of the hill type stuff? Like every 3 hours the big castle in the middle of the map will go neutral and during that period every server gets like 3x ppk and whoever captures and holds the keep for the longest time gets bonus rewards and bonus ppt or something. What I am trying to say is that every 3 hours the big castle will go complete neutral for one hour and it’s a king of the hill round
Pretty much, the point of having it neutral for a time, is to keep borderlands seperate from EB in some aspects, but incorporate a popular design. I believe the borderlands are more important for servers because they are your home maps. Also having all 4 maps with the same functional design would not be beneficial in my opinion, although I can see why people would think it might because EB seems to be more popular then bl’s.
Also I think this idea, would promote more fights, less gimmicks and reliance on siege, keep borderlands different from EB while still having a popular aspect of it, and even give rewards to the server that puts in the most effort. This would also give a nice break for groups/players who like to fight.
I like the idea in theory. However I also believe that borderlands need to be treated differently then EB. First there is the issue of lag and instability that resulted when we had the Oasis Event. Those technical problems need to be resolved first before anything is added, because otherwise it will just create more problems. Also I think making this a periodic event, that maybe for example awards extra points like x5 PPK while holding this structure, and extra PPT only for this structure. I dont think that borderlands like EB should have this as the focal point of the map, but rather add some flavor to the borderland that can spice things up when it gets a little to quiet.
So for example-
-Event to fight over the Castle starts every 2 or 3 hours. The Castle can only be held for an hour.
-There are no gates/walls to break down, its a simple cap-hold-defend, and all siege use inside is disabled.
-Holding the castle awards your server extra PPK
-The castle gives extra points towards PPT for your server, for example 50 points.
I’m pretty sure the Heroics were always soul bound. Initially the chests were account bound so you could move them between toons. Then ANet made the chests soul bound.
Yep, that was the bug, each chest was intended to be soulbound. So now if you get a rankup chest on one toon, it cant be opened by another. Not sure if that will be changed as well.
You should wait anyways, if there are merges you might end up having paid to change servers for a week just to end up merging with the same server you left.
This was always the original intent, what you are referring to was a bug that was fixed a little while ago. But dont worry with the upcoming wvw patch, proofs will officially become account bound and should be put into the account wallet.
Just thought of something. Over a year ago I remember something switching out from SB to AB, can’t remember what it was exactly, but a few of them still left in my inventory stayed SB even after the change. I was forced to use them on the character I had them on instead of being able to give them to another.
Hope they don’t put that type of filter on the old vs the new ones.
It could be a number of things, there has been a shift towards more account binding rather then soulbinding, thankfully, because I have always hated soulbinding personally.
They wont publicly announce that kind of info, as it could cause a lot of instability before the actual update.
I reduced the number of guards to be consistent with EB and ABL.
EB & ABL camps start with 1 Supervisor, 2 Scouts and 1 Guard
DBL camps started with 1 Supervisor and 4 GuardsThanks for the replies.
I have some good news for you. Some of us saved your house in EB, but I think Hugh will need a roommate. Sorry Hugh.
Rofl
This was always the original intent, what you are referring to was a bug that was fixed a little while ago. But dont worry with the upcoming wvw patch, proofs will officially become account bound and should be put into the account wallet.
There still seems to be some miscommunication. Quantity of guards was NEVER a problem. DON’T FIX WHAT ISN’T BROKEN.
THE REAL PROBLEM OF “TOO MUCH PVE” STEMMED FROM HOT AND IT’S BULLkitten GIMMICKS.
I’ll try to make this as clear as possible. Leave quantity of guards at campus alone.
I really don’t see where yelling is gonna get you lol dude tyler and his team are literally putting in all their effort to make WVW better. The pve is mostly in DBL not in EB or ABL. Tyler so here’s a suggestion for DBL how about you guys turn DBL into a EB map I mean you guys have already removed oasis might as well put a big castle in the middle of the map switch the current EB map out DBL EB might just get more fun.
I get your point, but personally I would rather they fix the essential issues with the dbl before deciding what can possibly be added to the center of the map.
He did say they reworked stab and some other skills for wvw and are bringing back alpline bls. That itself should make community a lot happier. You are also right but they shoild focus more on fixing stuff but I am pretty sure they will bring back DBL after they remove it and fix it so might just start giving suggestions now
Fair enough, Id want to discuss this more, but I dont want to take this thread off topic, perhaps you can start a new one with this idea.
There still seems to be some miscommunication. Quantity of guards was NEVER a problem. DON’T FIX WHAT ISN’T BROKEN.
THE REAL PROBLEM OF “TOO MUCH PVE” STEMMED FROM HOT AND IT’S BULLkitten GIMMICKS.
I’ll try to make this as clear as possible. Leave quantity of guards at campus alone.
I really don’t see where yelling is gonna get you lol dude tyler and his team are literally putting in all their effort to make WVW better. The pve is mostly in DBL not in EB or ABL. Tyler so here’s a suggestion for DBL how about you guys turn DBL into a EB map I mean you guys have already removed oasis might as well put a big castle in the middle of the map switch the current EB map out DBL EB might just get more fun.
I get your point, but personally I would rather they fix the essential issues with the dbl before deciding what can possibly be added to the center of the map.
I really, really do not like Sword 3 on warrior. It’s a stupidly situational skill, and, with the Sword 2 ALSO being situational, makes sword “2-1-1-1-F1-1-1-1-1” And the burst conflicts with the otherwise good mobility of sword because it’s a root (Something Zerker sword burst fixes).
See, and I like Final Thrust a lot. It may not be so useful in pve, but against other players it hits almost as hard as an eviscerate and it cleaves. The highest damage I’ve had with it against a player is about 12k or so, and then about 25k against an NPC (Tower Lord).
Deff not situational, pretty easy to know when a target is 50% or lower, either flurry or stun them for the guaranteed land, I’ve had it hit for 13k against 2 thieves and killed them both instantly, which was funny because it was after a HB, standing still, and I was about to go down and just threw it out as a hail mary. I’ll never be able to re-create that lol. Just wish the animation was faster.
By ‘situational’, I meant that the mechanical use of it is is almost purely ’Wait for opposing healthbar to reach 50% before using".
Thats one of the problems with mh sword, you really only want to use thrust when an opponent is below 50% for that extra damage, basically leaving you with 2 weak skills to damage them. If you have a power based build that bleed on auto attack is basically useless.
I think the focus on warrior should be on mobility and melee fighting, it bothers me to see rifle used so often, as a main weapon, when it used to be just a situational option.
I’m almost curious….. O.O
Hehe, next time you see us on a map…make sure to ask about my reading of a book that shall not be named, in an accent ofc (otherwise its just silly)
, and Theo’s “illustrious” movie career lmao.
There still seems to be some miscommunication. Quantity of guards was NEVER a problem. DON’T FIX WHAT ISN’T BROKEN.
THE REAL PROBLEM OF “TOO MUCH PVE” STEMMED FROM HOT AND IT’S BULLkitten GIMMICKS.
I’ll try to make this as clear as possible. Leave quantity of guards at campus alone.
The topic of this thread is about the camp’s guard spawns, thats what Tyler was talking about, and what his change is about. There are numberous threads about the other pve aspects and hot additions you can comment on, or start your own, but yelling in caps at a dev is not going to get you anywhere.
It would be easy enough to move all the camp guards closer to the center, so you’d always have to fight all of them to flip a camp. But to be clear, you guys are arguing that you want to do ‘more PvE’, which seems to go against the forum’s current agenda of ‘less PvE.’
I’m sorry, are we violating your gamemode?
I don’t recall people ever complaining about too much PvE before the introduction of DBL. It obviously refers to the high density of unnecessary mobs and obstacles in DBL.
That makes you suggestion disingenuous at best.
Never heard of people complaining about too much PvE before DBL? Where have you been? It’s been a complaint since a week after launch. When peopole started random creatures to rally/use movement skills/stealth/etc. when in fights. And who didn’t love being randomly put into combat speed in open field when hitting one by accident.
Complaints about pve are rarely about NPC guards, especially since the desert BL launch. NPCs are clearly necessary, all players would agree with that. I just hope Tyler realises that.
This isn’t what he said though, he just said " PvE before the introduction of DBL" and also made a rather rude recall to the one Anet Dev who interupted a GvG about gamemode violation, they just seem salty, and they are spewing out nonsense to boot. The PvE comment still stands, noone would complain about guards, but PvE in general is overly high, and always has been.
Be offended by my call out all you want, but suggesting that the few complaints about rallying off npcs on the ABLs was anyway near the outcry over all the extra mobs on DBL is the actual nonsense.
It wasn’t just about rallying which thankfully they fixed, it was wildlife interfering with fights, putting you in combat etc. And irrelevant events and creatures that had nothing to do with wvw, skritt, centaurs, kraits, quaggans, mosquito event in EB lol
In all seriousness though, thanks for bringing this up. I’d been meaning to fix this for a while, but it fell off my radar in light of higher priority issues.
Good news: This is now fixed.
Bad news?: This is fixed in the build where we disable Desert BL and bring back Alpine BL
- DBL Camps: Reduced the number of base guards from 4 to 3.
- DBL Camps: Base guards are now a combination of both Scout and Guard NPCs.
- DBL Camps: Guards have been moved inside the capture circle.
Thanks for the update Tyler. This is’nt a giant issue, so it wont be a problem waiting.
Any eta on alpine bl coming back?
It would be easy enough to move all the camp guards closer to the center, so you’d always have to fight all of them to flip a camp. But to be clear, you guys are arguing that you want to do ‘more PvE’, which seems to go against the forum’s current agenda of ‘less PvE.’
I seriously laughed out loud at this reply. It was a fantastic post that was both comical while at the same time displayed a tiny glimpse into the frustrated developer’s eyes of “d****d if we do and d****d if we don’t.”
Heh same, I thought it was pretty funny. Lighten up folks, devs gotta be able to crack jokes to.
Blackgate is pretty stable and has a great community, but is less active usually for the second half of your playtime. So we could always use more small groups/roamers/havok at that time. If you roam solo, you will run into a lot of gank squads and zergs, but depending on your playstyle you can still have fun, some love it, some hate it, its just personal preference.
You might like JQ, they are usually more active during that time and during the night. YB as well, but its more because they stay up to pvd as soon as most people log off.
Looking at the current mess in t2, you might have a hard time over there. And I cant comment on t3, though I hear its generally pretty good for roaming. Maguuma is known for having good roamers, you might like it there.
And sorry to hear about your last guild. Good luck.
Well I could understand locking them from people who dont own HoT, but at least put them in the laurel vendor selection or something, or let us finally craft ascended jewelry. I mainly use ascended for wvw and you can use content specific infusions on them. Unlike pvp where everything is standardized and equal. WvW gear is more like pve where you can use different tiers, boosters, consumables etc, so extra buffs/stats are always nice.
I wish we could get marauders trinkets some other way, I dont care about raids or fractals, and I love marauders gear
.
It would be easy enough to move all the camp guards closer to the center, so you’d always have to fight all of them to flip a camp. But to be clear, you guys are arguing that you want to do ‘more PvE’, which seems to go against the forum’s current agenda of ‘less PvE.’
In terms of pve events, dinosaurs, and wildlife crap yes that stuff needs to go. But there of course needs to be some token resistance at an objective since there cannot always be enemy players defending everything. Having guards to fight can at least buy a little time for enemies to respond.
In this case, most of the time you fight those guards anyways so its not like it would be removing pve altogether, its simply not letting people easily flip a camp with no resistance.
Always looking for more friendly players to join us
Heh yea, banners and other gimmicks are not going over well with a lot of people. Unfortunately we have to deal with them for the foreseeable future.
Well the banner can give resistance to which can explain why you werent seeing any conditions being placed, blocks idk the banner also has a skill that can block projectiles but not sure if that would show up as “block” text on your screen, the evades well thats just their own movements.
http://wiki.guildwars2.com/wiki/Turtle_Banner
can you give any more details, like what professions you were facing?
did you notice any of them with a banner?
Ah man…I had so many good times raiding with Choo, James was great with those veils. I too was on SoR for a long time, including its entire time in t1, lots of good memories. A lot of Choo went to TC after leaving SoR and then I believe joined with DN which is now on Dragonbrand. I can give your their leaders contact info if you wanna hook up with them, the leader was also in Choo.
I am in a large wvw guild on BG called XVX, Ill put up a link for our thread if you want to check us out. Good luck, and have fun.
https://forum-en.gw2archive.eu/forum/community/lookingfor/XVX-Blackgate-NA-WvW/first#post6087419
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Encouraging people to farm one gamemode, so they can get more from farming another gamemode…ehhhh I’d rather not. But I do understand your point.
We only recently uncovered what was causing this, and are working on a fix. The issue occurs when attacking any wide breakable gadget (wall/gate) that is positioned on a diagonal. The volume in which a hit is detected ends up being larger than is intended.
I’m a little sad you’ve removed your sig line.
Maybe he got infracted for talking to us hehe, I kid Tyler
I dont know if this has been suggested recently, because I dont frequently visit the profession forums. I would really like to see the axe and sword mainhand skills changed. The sword auto attack is weak and causes bleeding making it more useful for a condition build but the other 2 skills are power based, I have really only ever used sword for the leap mainly because of wvw, otherwise I really hate it, the f1 skill has an activation delay and often misses especially in wvw/pvp. The axe mainhand would be the better option but unfortunately the leap is on the burst skill and it has a very small range and is only single target damage.
Is there anyway we can get sword to be more condition focused to be more useful with torch off hand for condition builds. And axe tweaked a little bit to move the leap to the #2 skill and change the burst skill to be able to cleave. I think this would help make both weapons a little more useful and open up some more build diversity.
Ideas, suggestions?
From one #1 guild to another, we commend this amazing effort especially considering the handicaps GS plays through. Ranging from Haru Leonharts™ communication disorder (https://www.youtube.com/watch?v=C_IKEydSifg), the entire guild roster and to just having Beyond B present in team speak. We tip our hats to you for rising above these shortcomings.
This guy, he’s alright
The ideal solution would be to have specific skill balancing for certain things. For example confusion and retaliation scale differently in damage in pvp/wvw then they do in pve. This needs to be done with wvw in regards to stability. WvW is an entirely different gamemode then the other 2 and for certain things cannot be treated the same way. A one way fix all approach is simply idiotic and out dated. This doesnt mean there needs to be complete seperation of skill balancing for each gamemode. But for certain things like conditions, cc’s, boons, damage mechanics need to be treated differently.
Why don’t they just bump the stats in sPvP to reflect PvE and WvW? There’s little reason for damage builds in sPvP to be dealing less than 60% of the damage they do in PvE/WvW. This would at least unify skill kits for a first round of balance. I don’t get why people keep pushing for even more separation of stats and skills between formats; it’s harder to balance this way.
Really, the new system in terms of functionality in the core game is fine as is. The problem is the amount of CC in the game on safe weapons now. Initially, you ran a hammer on warrior for massive CC-locking. Now the best in the game for large scale is on a 1500 range burst damage weapon (DH LB5), with chronomancers also having massive ranged AoE CC potential from gravity well.
There’s too much CC in the game now to make the existing stack system work.
I think most logical would be to return to the old one-stack-stability buff, but cut durations from what they used to be, even if that means reducing the cooldown of effects which apply it. Stability is a powerful boon, and should be used and timed properly just as any other skill or effect. One stack also makes it easier to strip, as many strip and steal effects only remove one stack. The shorter duration also makes it mirror to an extent the effect large-stacking values already have in small-scale encounters.
This way the standard stand still -> empower/swiftness -> stability -> CHARGE!!!1! meth of playing is no longer around where tanks are immune to CC, but instead frontline players must evaluate when to use it; too soon and you won’t have it on connecting, too late and you’ve already been CC’ed by the enemy’s backline.
PvP works differently then the other 2 gamemodes. PvP is standardized to give everyone equal access to basic stats and upgrades. All your stats in pvp are determined by your choice of amulet, 1 choice of rune set, and sigils, there is no consumables or boosters allowed. This is why the mechanics of certain things are generally changed such as stability, confusion, retaliation. Furthermore PvP has the smallest teams with no possibility of increasing them in size beyond the fixed max, it is based on small team fights. WvW and PvE on the other hand can have hundreds of players on the same map. There are just certain things that do not work the same way in all 3 gamemodes and need to be adjusted accordingly, and like I said there doesn’t need to be complete balance seperation, jut for certain things.
I also mentioned in an earlier post about why the stability change was not properly implemented because it did nothing to balance it with the existing and incoming
amount of sources of CC’s in the game.
The ideal solution would be to have specific skill balancing for certain things. For example confusion and retaliation scale differently in damage in pvp/wvw then they do in pve. This needs to be done with wvw in regards to stability. WvW is an entirely different gamemode then the other 2 and for certain things cannot be treated the same way. A one way fix all approach is simply idiotic and out dated. This doesnt mean there needs to be complete seperation of skill balancing for each gamemode. But for certain things like conditions, cc’s, boons, damage mechanics need to be treated differently.
Good lord what happened to t7…No nothing has been done yet, its the weekend more people are on so scores are generally closer, during the week when people have less time to play it usually goes back to normal.
Anything that anet does in regards to upcoming changes that deal with things like population balance will be beta tested on live servers.
No it does not need to be changed back to the way it was, but it also cannot be continued in its current form. Both forms are/were completely unbalanced and unhealthy for wvw because you cannot have a boon determining the style of gameplay. The current form needs to be changed to be more useful, and cc’s need to be toned down a little, there is just to much.
The problem with the old stability was that it basically allowed people to stack up an insane amount and walk through all cc with immunity, CC exists for a reason much as we all hate it it does add to strategy, simply allowing the overstacking of a boon negated the strategic value of a lot of skills and professions. The problem with the new stability is that it encourages the new “Pirate Ship” Meta style of gameplay whereby groups are now ranged heavy and try to spam as much CC and aoe as possible because melee that used to rely on stability can now have their stability stacks stripped near instantly.
The change to stability was essentially a nerf. There was no balance whatsover because there was already an ungodly amount of sources that provide CC’s but anet did nothing to balance that out with the new form of stability. This change was essentially made for PvP 5v5 fights where it makes more sense, but for wvw it became an absolute disaster. Anet basically allowed this unbalance to go on for to long and it created a lot of anger and frustration among players, myself included I retired my warrior and barely ever play frontline guard anymore, its just to boring.
GS best GuildvGate guild NA
ty GS for carry
Ty GS for smiles, much laughs were had
, poor Haru must have been bored out of his mind eh?
Meanwhile your bl’s been flipped more times then a…well you know
..
why are you on forums instead of raiding dood
Taking a little break
Only quitters and baddies take breaks. GS conquered a castle tonight with the odds stacked against them.
“Battle is the most magnificent competition in which a human being can indulge. It brings out all that is best; it removes all that is base. All men are afraid in battle. The coward is the one who lets his fear overcome his sense of duty. Duty is the essence of manhood.” -Patton
Truly great feat of strength tonight Gun Squad.
Love it
Meanwhile your bl’s been flipped more times then a…well you know
..
why are you on forums instead of raiding dood
Taking a little break
Meanwhile your bl’s been flipped more times then a…well you know
..
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