The mesmer can’t change the entire fight on his own. You need plenty of people with enough skill to coordinate with.
Run in and place a portal to only have one or two people follow you and you’re fodder.
The portal in itself does nothing.
So it’s properly better to ask whether a coordinated group, using group abilities, should have an advantage and well – I vote yes.
Also there’s plenty of ways to counter the portal, first off start by looking at the shiny thing on the ground and act accordingly.
Of course there’s an issue with rendering of enemies which are invisible, and that should be fixed, but that’s not a portal issue or group ability issue – it’s a game (IMO breaking) issue. And then there’s of course the people exploiting to move through keep walls, that should be fixed too (and exploiters banned hard), but that also is not an issue with the portal.
The player watching the keep is not doing anything active in the keep take, the player trebbing is. But that player who did nothing at all can still get a reward simply by walking into the circle after the keep lord is dead.
The player doing the jumping puzzle is not taking a keep, the player trebbing is.
As said – if that’s the reward, try removing karma, exp and badges and see how well it goes.
People doing support does it, there’s no reason for them to not gain same benefits as those doing assaults.
Having constant crossed swords on EK due to the bugged guards at inner gate was annoying enough. Having bugged guards in lord room of EK and Garrison is gamebreakingly stupid. I’ve been seeing lots more reset orbs in my matchup recently and it’s definitely because NPCs are breaking the altar and causing the orb to reset when no one grabs it in time.
This isn’t some complex problem to solve like culling. This more looks like some inattentive programmer put the wrong values in an array when they were hardcoding out guard properties. Why the hell isn’t this fixed already?
If that is a serious question, i’ll give you a serious answer
http://en.wikipedia.org/wiki/Scrum_
My guess is that arenanet are working in 2 week sprints.
With Scrum you’re still able to fix issues on live branches.
Wvw aint about karma and exp guys. If you think it is, you are doing it wrong!
Then remove karma, exp and badges from killing stuff and see how many join you.
WvW is as much about progression as any other aspect of this game.
Are rangers in really as bad of shape as they're being made out to be?
in Ranger
Posted by: Xandax.1753
I’m in the same camp as many others.
PvE – I like my Ranger and it performs decently.
PvP – My ranger is outperformed by any other class as it stands now.
You often see groups of ‘people’ moving around like this; usually Rangers or Warriors that I’ve seen.
Hope you reported them, but seems to do very little.
Might make me dust off my Ranger again if these changes are worthwhile.
Indeed.
It seems like they completely forgot everything about support when making WvW
Also had to kill protectors long after we capped a Garrison last night.
YEA lets reward the guy, using a treb in his factions base, where nobody else can get to him……
Completely different issue which does not change the fact that knocking down walls so others can cap a strongpoint does not get rewarded yet is hugely important.
So if that means somebody can stay in faction base, so others who make a significant effort can be rewarded for it – so be it.
10 people can stop 3-4 people from killing a Dolyak. Unless the 3-4 people are thieves or the 10 people are significantly worse players than the 3-4.
People defending overpowered classes will always claim it’s not overpowered and that others just need to ‘learn to play’.
It’s just the nature of the game.
The class is OP, even without rendering bugs.
Mesmer portals and thief camp stalling: Why these tactics are important for WvW
in WvW
Posted by: Xandax.1753
Still sounds like somebody don’t want to do the ‘mesmer sweep’ and wants one of the last few tactical abilities of the game removed. An ability which on top of everything else does no damage and requires the mesmer to be alive and hidden with people hunting him.
Sure – the people exploiting the wall should be banned, and the graphical issues should be fixed. But removing or changing the portal further because you don’t want to make sure nobody is alive in SM after taking it ….. sorry, but that just sounds lazy.
The problem is that you cannot effectively guard them because they die to fast. A smart 1-2 players will always succeed in killing a dolyak even if you have a group guarding it.
They just have paper HP.
My hope is for a third tier of supply camp upgrades that increase dolyak speed / toughness.
If your 5 can’t stop ‘smart 1-2 players’, I’d question the 5 before anything else to be frank.
Yeah – that is an oversight IMO.
How about …. no.
Exploiting keep walls aside and the issues with the game’s rendering – the portal is a great tactical tool which is one of the few that allows smaller groups to do something about zergs n’ sieges.
It’s not like the portal in itself can kill anybody or do anything. It needs to be utilized with tactical capabilities.
Doly should never be able to be soloed. NOT EVER.
The killing of supplies is way too easy in the game. Solo Doly should need at least 3 people to have a chance and escorted should need 10+ do do any damage.To take out a supply chain with 1 person is in itself completely stupid. My Guardian can take out a supply camp solo … I rely doubt that that was intended.
Having them soloable increases the motivation for guarding them.
An unescorted Dolyak should never present dangers to anybody as it’s basically just a truck. Escort your supplies if not wanting them busted.you quite clearly haven’t read the first post
Actually – it seems like you quite clearly haven’t read the thread, or just don’t understand context.
The issue in the OP is not an issue with dolyaks, but with thieves and the game’s rendering issues.
Dolyaks must be soloable.
I dont have a problem to escort but they die way too easy for the ease it takes to get to them. If supply lines were more “safe” i dont mind escorting an unsafe line. But fact is without any trouble at all one can get to every supply camp/line and take it. If you dont have the needed tower you should not be able to push back into rear supply lines
That would remove some servers from doing anything at all in WvW at times. They must and should be vulnerable to encourage defense and raids
Doly should never be able to be soloed. NOT EVER.
The killing of supplies is way too easy in the game. Solo Doly should need at least 3 people to have a chance and escorted should need 10+ do do any damage.To take out a supply chain with 1 person is in itself completely stupid. My Guardian can take out a supply camp solo … I rely doubt that that was intended.
Having them soloable increases the motivation for guarding them.
An unescorted Dolyak should never present dangers to anybody as it’s basically just a truck. Escort your supplies if not wanting them busted.
Pretty certain at this point any and all wvwvw problems can be solved by rendering fixes.
Don’t think so – but many grievances can be alleviated by it and would allow ANet time and resources to focus on actual improvements and balancing.
Transfers away from ‘my’ server has hit it hard as well; don’t know what the solution is but if transfers were closed or only ‘top to bottom’ type – it might help.
But to be honest, I think the damage is done now and well – WvW orientated people should be allowed to transfer away from non-WvW orientated servers as I see it. Should just not have been free (but paid) transfers to begin with I think – but well, hindsight is 20/20.
It’s an issue with the thief capabilities coupled with graphic issues more than the dolyaks.
They need to disable orbs completely as long as they cannot prevent the exploiting.
It simply causes grief to the server which is loosing the orb, and to the reputation of the server which gains it.
It’s quite an annoying issue and I’ve had it to a large degree since the previous patch.
It’s annoying running into a zerg you cannot see.
It’s annoying seeing arrows and fireballs spawn out of thin air making it difficult to target the enemy.
It’s annoying when coupled with a thief that can effectively perma-stealth and kill you in seconds.
It’s annoying when zergs can use it coupled with portal and you cannot see them until too late.
It’s just plain annoying and I do feel it’s ruining WvW even more than most other issues. Seriously needs to be fixed sooner rather than later.
Some people find siege fun – others rolling an overpowered class to get cheap kills.
Some people play for better of the realm/world – others for themselves only.
They should just remove the orbs if they can’t prevent the hacks. It’s causing grief to everybody when some jerk does this, but apparently – such people will keep doing it.
Don’t think they can do more damage now, compared to how they already have butchered some servers.
The damage is done.
Memser have more group utility, but if just halfway decent – your thief would be able to cut through anything with almost impunity and as have been seen – can keep a zerg from capping supply camps etc.
Some rocks needs a Spock, unless ANet starts doing something soon
Anyway do what you like/works for you – depending on your playstyle (solo/group/zerg)
There are many things I would like fixed before looking at downed state, although some abilities are just too silly and could use with some balancing.
Project Blacktide - Pan Continental Alliance Looking for US and EU Guilds
in WvW
Posted by: Xandax.1753
<snip>Our only regret is that we didn’t roll on Blacktide in the first place. The community is very much “no fuss, no drama, no ego” and the main focus is winning in WvW. If stuff doesn’t get done, we stand together and work our kitten off to get it done instead of mudflinging blame at each other.
<snip>
Sounds fun, and was what I had hoped G.H. would be based on the period leading up to launch.
I had huge fun the first couple of weeks; then the week matches started – server transfers really kicked in and caused havoc and now I basically wait to see how WvW will turn out in a 4-6 weeks and getting most of my PvP fix from PlanetSide 2.
sPvP is not for me. PvE could have been achieved in another game. I was/am here for WvW and well ……
Friendly fire will never work in a game like GW2. Requires entirely different game mechanics. More in tune with actual aiming from PlanetSide etc.
Looking forward to that nerf. Until then – everybody just go roll a thief.
u sad zero damage?
Have you seen the damage other classes similar decked dish out?
Unfortunately there’s always idiots who’ll try and ruin stuff and they’ll continue to do so until ANet fixes this issue which seems to be spreading more and more.
So hopefully people noticed who it was and can report them so they can be banned or at least shunned by the server (name n’ shame account name IMO), but frankly – ANet needs to get on top of this fast.
It’s starting to be ridiculous that this issue is still on going.
LOL – Rangers are overpowered because the OP gets hit by arrowcarts …. funny.
Find a winning server and transfer and join the zerg.
Try to find a defended tower and put up siege and hope somebody attacks.
People in DAoC knew whether they were ‘winning’ or ‘loosing’ despite the lack of score.
But because there was no cumulative bonus or running score, it did not matter as much to people if they were on the loosing side (aka the side without relics or keeps), because there was no ranking, no transfer to the winning faction (delete/reroll) etc.
The scoreboard was wiped clean each time a relic changed hands so to speak.
That was the difference.
As it is in world vs world there are many bugs, but above all there’s a lack of reward for defensive play. Other things need changing also.
Escorting a Dolyak should give a decent reward. I don’t think there is one currently, and that’s why if I just run across the map I can disrupt enemy supplies for free.
Defending a tower even when there isn’t an attacker should have some sort of reward. If you stand in a front line tower for X period of time there should be something for it.
That’s the defensive play covered fairly much. These guys need something for their efforts.
<snip>
Something like that should only exists for the ‘loosing’ sides.
<snip>
If you were ever involved in sports did you give up because the opponent had a big lead? No. A true competitor fights to the end. If someone can be demoralized by looking at numbers like that.. They’ll never be a winner anyhow. The casuals are just sheep. They’ll follow the herd. The people winning the battles are the ones out there win or lose. Zergs CAN be effective, but I’ve seen HUGE numbers fall or be denied entrance to a keep by a small but effective force. Someone will always be outnumbered and two worlds will always lose.
For most people – computer games are way different than competitive sport and therefore share very little similarities. Therefore lessons from one is rarely applicable to the second.
Also because of the computer game mechanics, numbers will always have the large advantage and while it is possible to overcome, then if quality of players the same – numbers matter. And in this game, numbers behind fortified walls spawn camping you matters even more.
Sure you can move around and try to hope you can cap a supply camp before being run over, but from the look of it – many don’t find that fun, and when people don’t find entertainment fun, they opt out of it. It’s not competitive sport for them.
It’s how all AOE works for every class and even for every siege weapon with AOE capabilities.
Well – whether it’s dying or not is too early to tell, but the rattle is there as the plummet needs to take place.
The ones leaving were just another nail in the coffin.
But each needs to look out for his own fun and if my guild were moving – I’d be right along side them.
So this could be the reason why we are losing so much?
So is this the beginning of the end?
I feel that we are inferior.Above all, on the number of players!
The reason we’re loosing a lot is that we’re a server mostly made up by people who play at a specific time.
We did very well and matches most servers in the 24 hour matches and thereby ended up high on the scoreboard. We have (had) a lot of quality players who knew what they were doing.
But when matches shifted to week long we got hit very hard by lack of time zone coverage and that nightly score became way too large for us to overcome in our playtime – naturally, part of the game – but it caused havoc for some it seems.
This in turn then causes fewer numbers in WvW for the ones where score matters; because being outscored even more massively will cause more to opt out or give up.
There’s reorganization attempts on the server; and I recommend following the community forum for the server – but it will frankly be impossible for the server to ‘compete’ for quite a while, if ever, until we find a lower place on the ranking.
The question remains; how many will stay put on the server or in the game while waiting the weeks (or more) it will take to find that place.
Weren’t thUn on your server too? They’re now on blacktide also.
Yes they were one of the guilds leaving for greener pastures.
There’s a specific G.H. forum, but yes – some large guilds have left for Blacktide to get into better timezone coverage. Mixing it up with the Xaoc morning crew.
Of course we were loosing before that as well, basically since the shift from 24 hour matches, due to lack of timezone coverage and that cost morale which now causes many people to seemingly leave or stay out of WvW.
Expect more weeks of this as the server tries to reorganize and we’ll find a lower spot on the matchup rank.
(edited by Xandax.1753)
<snip>So many times in life the answer is wait and see.<snip>
Except in entertainment services where there’s loads of other services competing for your limited free time, wait and see is rarely a good choice for many.
Kodash seem to have plenty of nightcappers from an opponents point of view.
