…do you only use 1 weapon set?
I am mainly a PvP/WvW oriented player…and never once do I look at a build and plan on using only 1 weapon. Weapon swaps are what will separate you from bad players, learn to use them, and then you won’t have the dilemma in the first place…
GS + Hammer works perfectly for me in WvW.
But if you want to be exclusive to PvE, then GS + LB is probably a better option since most champs and world-bosses cannot be effectively CCed by the hammer.
Drenched In Fear – Your shouts cause 1s Fear to nearby foes (Range: 600)
Should be in the other trees.
No, it shouldn’t, it should be an alternative to the plethora of already existing shout traits in the same tree. If that were the case, it would be too synergetic with the other traits being used in combination.
They just need to fix the poor vitality stat, and useless minors in the tree itself to make it more appealing.
Drenched In Fear – Your shouts cause 1s Fear to nearby foes (Range: 600)
SF was at 51% yesterday
It was my first time though, had the wrong armor, had the wrong skills, had the wrong everything (pretty much just came from WvW)
Good fights near the bloodlust alters on Kain BL…too bad those OBEY guys give you such a bad name…not only are they pretty bad at skirmishing, they are the types of sore losers that jump on corpses when they 5v1 someone…
To everyone else on Kain, good on ya!
Hmm let’s see what areas missing. Good condi removal? Oh wait you got that. Hmm…. Well maybe your health pool is low? Oh not that either… you got the highest healthpool ingame right next to guardian.
You must not know much about Guardians if you think they have a high hp pool lol…
I had to read that 4 times to be extra sure I was really seeing it.
you got the highest healthpool ingame right next to guardian.
Is that some kind of sick sarcasm. As far as health goes guardians are in the lowest tier. They are tied with sentimentalist, and thieves.
http://wiki.guildwars2.com/wiki/HealthWell you know how it is, ‘facts’ for QQers are based on personal opinion, or in otherwords how Fox News operates.
Also I see you’re from BP! Hope to see you in wvw sometime since we’re matched up again!
With your insanely defensive tone, and overall lack of knowledge of basic mechanics….you would fit quite well over at Fox News tbh…
I admit I preffered the GW1 way of doing it
GW1 was:
North America 1, North America 2, … etc
International 1, International 2, … etc
European 1, European 2, … etcAnd you could actively jump between them
As someone that used to hold events in game, even with the GW1 community team getting involved (GW’s 4th b’day 15hour radio show anyone?), arranging large community events was easier
I see people complaining about their servers community, but in the end, that has no precedence. There are good people and bad people on every server, if you want a primarily RP server…it works the same having a primarily RP district (people used Euro and Asian districts for this ALOT)
This would only help the RP aspect if anything, because all RPers from all servers would be welcome, rather than primarily segregated by their server name.
Community events, RP and general organized events among small or large groups of players would simply find a “home” district, unbound by region, and that would be all there is to it.
Where in all other aspects of PvE, people would be running into other players much more frequently, removing the ghost-town feel that alot of mid-range zones are currently suffering from.
An open beta server should be fine. Just to mention it one more time (lol) LoL has a PBE (Public Beta Environment) server which everyone can access and try new features before they get released. Obviously there is a forum just for it where players post suggestions, bug reports and so on. It seems a good mechanic too me.
It all comes down to the company. How open they are to open feedback, and that ratio to internal testing.
I am assuming the vast majority of changes and examinations are simply from their internal testers, and less of it based off of the communities feedback and observations.
Wht you are suggesting sounds like the districting system in Guild Wars 1. When you entered an outpost (a town) it assigned you to the lowest numbered (most crowded) district with a space available. You could also switch districts. To a less crowded one or to a more crowded district if a space opened up.
Yes, I was just trying to subtly try to suggest that. :P
Can we get an NPC/Custom server list in Spvp that allows players to test out some stuff you guys are working on? Things that are not related directly to balancing skills/classes.
Something that should be relatively low impact on overall server and client alterations would be (other than download):
- Maps
- Modes
- Alternate secondary objectives for each mode (including conquest)
- Alternate buffs/debuffs related to secondary objectives per map
- Alternate scoring systems
- Rotating objective system (usable in conquest,only 1 objective active at any given time)
Things that can be used to examine balance without directly changing it:
- Picks / Bans for all classes (allowing servers to examine specific class matchups)
- 0, 10, 20, 30 set trait locks to examine base stat class matchups against full stat class matchups
In WvW, server rivalry and splitting is necessary, but for PvE this is not the case, and as time goes on, more and more zones become ghost towns where you rarely run into another player.
I propose that each ZONE in PvE should be its own singular server (split by region), and when that server fills, a new one is created, so on and so forth, similar to the current system, but disregards the original server choice.
This way no matter what, the zones will always be filled with player regardless of their server choice.
ah right, forgot about frenzy, but that was simultaniously with 100b! but mace stun has no cast time so you cant react to it. i have even more latency then it takes for the mace to reach my head. also.. while dodging backbreaker or similar 1 second-casts is in the realm of possible for older folks like me, even all those half a second casting skills are pretty much out of reach. i guess if you know whats coming and play the build yourself you have a good chance to get out of reach, just telling from when you would apply the mace stun yourself.. but telling that animation from a regular swing and dodging on that basis alone? not a chance, and i believe in this case it has nothing to do with my age, its humanly impossible because there is no cast time on mace stun, that comes down to pure intuition.
so that argument is null and void in my opinion. yes you can avoid skull crack, but only when the opponent does it when you expect him to. so pretty much like every other instant cast in the game. since mace has no other usable skills though, its pretty clear the enemy will apply it when using the mace and it might be best getting out of range untill your cooldowns are up… but even switching weapons and then skull cracking takes no time at all so.. if you are a melee you will taste it for sure.
afaik there wasnt any changes to bullsrush knockdown, correct me if im wrong. you never ate the whole 100b anyways and its easy to see the bullsrush coming and do something about it, even used to be easy in close range before the did something about it.. but in the beginning players were worse then now and didnt even dodge out or stunbreak so there was a lot of QQ about it naturally. also i dont complain about a really evil burst with a 40-60 second cooldown, it was just an example for easy combos that put out a lot of damage – what bad/new players favour, in that respect i consider the bullsrush-100b legit like that terribly hard hitting thief combo for example… it hits like a truck, but if you mess it up or the enemy pull a utility its on a long cooldown – totally fine by me.
Easiest way to defeat a Skullcrack warrior is to have your stunbreak saved for when you see him swap weapons to GS.
As a weapon-swapping class they are subject to a 10 second cooldown (5 with trait, the build does use it) So in other words the warrior MUST be in mace for a minimum of 5 seconds during combat before being able to pull off the spike.
This is something you can visually see, and it easy to notice. If a warrior starts with mace when entering the fight then they either need to pop sig of fury (they don’t use this though) healing surge, or manually smack you to build the adren for a full duration stun. Unlike Bulls + 100b, you have more than enough time to react and maintain range and/or dodge.
Most players that die to this build outside of group settings (in duels etc.) are usually the single-minded players that simply cast their “rotation” and hope the other guy dies first.
Teq will have its own meta-achieve as well.
i played something similar but with sword/sword instead of mace/sword for mobility..i dont like it tbh… im so used to GS that you can rly feel the more dmg you get by not be able to mitgate it good enough… i prefer a GS warrior with 2.6k toughness over a 3k-3.2k armor condi warrior because the warrior with gs can mitgate more dmg…but thats my opinion.. 1v1 this build is strong but i dont feel it thakittens good enough to fight 1vsx
Personally I run a Sw/Sw + Ma/Sh combo with perplexity, and it can do well in a 1v2 situation, 3 if you play very well. But in any group settings it lacks anything that you can bring to your team, no combo fields, no AoE stuns, nothing of the sort, so it is truly just a “dueling” build.
Every other build I use in WvW uses the GS simply because of the mobility and engage it provides, sword doesn’t even hold a candle to the GS in that respect.
The build the OP has is more gimping yourself over a gimmick than anything else, since with those weapon sets you literally have 0 mobility, so you have to commit to a fight and hope for the best no matter what. Not to mention how the hammer does the complete opposite of what the gimmick build is supposed to provide…Confusion can’t do anything if you have someone knock-locked…and running condi, you will never kill someone by knock-locking because your power-based damage output is insanely low.
This is what I run when i want to troll people with Perplexity runes: http://intothemists.com/calc/?build=-s;4NKFM0T4NL-60;9;4J9O-E26-2;048;22;0TNX600;0bUytbUytD0FlHgsAu1;0Vw5xax5y5zay51FWFc2wd
(edited by Zietlogik.6208)
The actual warrior play was rather cringe worthy….burning CCs on stability, swinging at air, instantly using Rip without letting torment stack….
And pretty much every fight was either sneaking up on someone or interrupting someone else’s fight
Ive used perplexity builds before, but since they don’t add too much in terms on team-fight potential (more 1v1) it gets boring pretty quick.
a normal perplexity based trait builds looks something like 20/10/25/0/15, not sure how many modifications you made.
I have gold to blow and a terrible match up where both enemy servers simply don’t have the numbers or coordination to get good field fights. So I was thinking of playing with this build while roaming don’t care if its going to get nerfed soon. I have a full set of Carrion in the bank just sitting there.
My question is what stats are best for this? Carrion? And do you use it on all pieces, armor/weapons and trinkets?
Rabid/Apoth/Settler’s if you want more tankiness, Carrion if you want the offensive. Hammer and mace are very power based weapon sets, so Carrion works well with them.
The actual warrior play was rather cringe worthy….burning CCs on stability, swinging at air, instantly using Rip without letting torment stack….
And pretty much every fight was either sneaking up on someone or interrupting someone else’s fight
Ive used perplexity builds before, but since they don’t add too much in terms on team-fight potential (more 1v1) it gets boring pretty quick.
a normal perplexity based trait builds looks something like 20/10/25/0/15, not sure how many modifications you made.
I would totally go for those TM skins if...
in Super Adventure Box: Back to School
Posted by: Zietlogik.6208
then I shall have to wait I suppose
Warrior Tactics Tree:
5 – Gain 5 extra toughness per level while reviving.
15 – Increases revive speed by 10%.
25 – Grant might to nearby allies when you revive someone. (1 stack for 12 seconds)
I get this page with pretty much every sub-forum and thread I click on.
I would totally go for those TM skins if...
in Super Adventure Box: Back to School
Posted by: Zietlogik.6208
One of them were RED
Or dyable! Allowing us to custom choose the color of the hologram.
Green and Yellow just aren’t my thing, that’s all :p
This was brought up in another thread, but after seeing it, thought it would actually be a rather good change to banners.
When you place a banner, depending on the one you use, it would create a combo field akittens location (only while planted):
- Strenght = Fire
- Defence = Ice
- Discipline = Lighning
- Tactics = Water
- Battle = Dark
Perhaps even the banner skills themselves can be different depending on the banner you are holding, giving more diversity per situation.
What type of gamemode? That would probably help, there is a quasi-meta LB/Hammer build rolling around in sPvP right now, so it isn’t actually that obscure….but that is because you don’t need as much mobility in the tiny spvp arenas….WvW is another story.
I built my ranger specificaly for mobility in www. No one can catch me if I want to flee.
sword/warhorn + gs + 20% cd reduc trait + lightning reflexes
BUT I think the issue here might be the cooldown on weapon swap while in combat for warriors.
TBH, you have to go 15 into Discipline for that, and then again, Anet still feels like leaving this beta bug where when you enter/exit water, the full 10 second recharge still kicks in.
I tend to run full zerker on any of my builds unless I feel sassy and wanna troll people with perplexity runes.
I have never really used any of the build making sites, but I will try using into-the-mists and throw together a rather glassy backline LB build.
Be warned, this is a glassy build, you need to use your GS to maintain your distance on certain targets. You can swap the first Disc trait for III if you want the extra run speed between fights. You can swap our Zerker stance with Sig of Stamina depending on personal preference (i use sig usually)
Thing about this build is with weapon swaps, and fire field placement, you can gain adrenaline so insanely fast….throw a full adren fire field into a zerg, and it will refill the bar in a matter of seconds.
If you plan on playing with friends and with a group, it would be best…you can win most 1v1 engagements while roaming as long as you dodge properly and the enemy isnt a $!@#ing thief as well though. :p
This, and a Hammer / GS build I also use, are the 2 builds I run in WvW nearly constantly depending on what my server needs at the time.
(edited by Zietlogik.6208)
…you got kited for days, then come to the forums and complain about a full mobility built warrior outrunning your 1 leap + 20s swiftness ranger.
The way you win that fight is walking in the other direction…and do something useful instead of running after some lone roamer all day.
I don’t usually use Rifle builds because they have very little contribution to team fights (defense/assault on objectives) and give no real combos/fields for your team, and unless you have very good positioning, not very good in any fight were you can be focused (small scale)
Longbow is my go-to ranged weapon because it can be beneficial in any range of battle, from 1v1 to full ZvZ.
Aoe blind, burn, good damage and an on demand immobilize make it a potent tool in a ranged warriors arsenal.
The second option is really completely up to you, but you would do well to use a mobile weapon set in this option, warhorn is great for roaming, and sword has…kinda-ok mobility, but nothing really beats the GS for repositioning escape/engage.
It depends on the type of gameplay you are into, hit’n’run? frontline damage soaker? (probably not since you are looking for a ranged build), backline damage dealer?
GS + LB is great for zerg play, so is Hammer + LB
One gives great mobility while sacrificing CC, the other gives great CC…but you need to commit to a fight fully.
They existed in Elona (south Crystal Desert) but they never existed in the base game of GW1 until Nightfall
Let commanders make a group outside the 5man group that way they will always se were the other commanders is and then can have a commander channel to talk in.
This can also be used to choose who gets the Commander spot. The UI will list all current commanders, and they can have their own channel to communicate, and a majority vote among commanders will determine who is the Primary commander.
snip
If your server has people who want to screw another person over simply because they spent 100g and feel the need to be important….then they should not be the commander….just saying
I wish they would add the GW1 weapons as skins, I think ANET would probably get swamped if they were put in as skins because they look so much better than 95% of ANY of the GW2 weapons/armors.
Also GW1’s ability to dye the weapon! why was this removed? the people that actually have good ideas down at the Anet offices get a harsh stare and are thrown into the basement for a few months I think…
If people are just spamming skills randomly it means there isn’t enough synergy within and between weapon sets to warrant skillful play. Strong weapon combos to provide high burst and pressure on demand should be what wins fights in this game.
Currently it is just simply: pop a utility, 1,2,3,4,5, swap weapons, 1,2,3,4,5, dodge, dodge, swap weapon, 1,2,3,4,5
The synergy needs to happen between teammates, not between weapon sets, currently the way spamming abilities works, the effects simply pile on top of each other quickly, giving a false sense of synergy on a player to player basis.
there needs to be a drawback to using an ability, as well as the ability to coordinate the abilities with your team members.
This is something that made the GvG format so interesting and worthwhile in the original Guild Wars, was the teamwork and synergy, if you missed your Spike/Burst, you would need to alter to a defensive pressure based playstyle with your whole team until you were capable to coordinating that burst again….as a team
(edited by Zietlogik.6208)
You’re talking about completely overhauling one of the games basics systems. It honestly doesn’t matter if your suggestion is perfect in every way, you are literally describing a new game.
I am describing GW1
And they originally had energy in their system, they just iterated it out.
When I first heard about the lack of energy system in GW2 I was surprised and kinda glad, it simply made the combat faster.
But after playing with that for a year, I have realized this is a core reason the PvP in this game is failing.
Without a system in place to prevent players from spamming skills on cooldown, it creates a storm of abilities being thrown around without any rhyme or reason, it is just….spam
With cooldowns and energy, this made it so your choice in skills mattered when you used them, or else the consequences would start weighing in your opponents favor when you start draining your own energy and putting key skills on cooldown.
I think in order to return to stable form of combat there needs to be these kinda of restrictions in place for skills.
What would combat be like if:
-Dodge had a cooldown and was not tied to endurance (10 second cooldown for example)
-Skills now used endurance, and the endurance UI would be modified to give more information on its amount and usage. Similar to energy/mana in similar titles.
Please try and prevent overly negative feedback.
Take a good look at the blue icon (buff) you have on you near your spawn area next time you are in WvW…also you get more HP from server bonuses, more than you might think.
The health you see in the stat window is your actual HP max, anything beyond that is from a bonus or buff
Crafting and the Storyline will level you really quick. Leveling 2 crafting profession on a single character nets you roughly 20 levels just by itself.
Why would it ever be worth it to get a back piece over a weapon? The stat bonus from the back pieces are miniscule, I am perfectly ok with the exos you can buy from the temple vendors…the weapons on the other hand…
Few idea I figured I would throw around. Remember these are opinions, don’t kitten out and post a bunch of nonsense and stray off-topic.
Signet rework:
Signet of Might:
passive: Every 4th attack will become unblockable.
activate: Gain 1 stack of might (1s) for every successful attack on a target.
Signet of Fury:
passive: Critical hits grant Swiftness (1s)
activate: Gain 15 seconds of fury.
Signet of Stamina:
passive: 5% chance on critical hits to cure 1 condition.
active: Cure 3 conditions and for 10 seconds each successful hit will fill 2% endurance.
Signet of Rage: this is already good, but doesn’t feel “elite”…not sure what could be done about that. Maybe make it a stun breaker or add stability?
Dolyak Signet:
passive: Gain 2 seconds of protection when hit by a critical strike. (10s cooldown)
activate: For 5 seconds take 20% less physical damage and gain stability (5s)
-Breaks Stun-
Healing Signet:
passive: Each successful strike heals you for a small amount.
activate: Rapidly start regenerating your health, but take 10% more damage from attacks.
Tactics (or defense?) Grandmaster Trait:
Relentless Leader: Striking a foe will grant 1% endurance gain per nearby ally (max 5%) 2 second Cooldown.
Ranged 1-handed weapons…..we should get at least 1 ranged option for 1 handed weapons. Currently the Rifle and Bow both take up the 2 handed slot leaving little-to-no variety or versatility in dual wielding based builds (Axe has 1, Sword offhand has 1, mace offhand has 1) total of 3 skills for all of our 1 handed weapons combined for ranged….it just isn’t versatile enough.
On a side-note, having small (nearly the same schedule as living story) yet meaningful implementations of updates would go a long way to appeasing the ever growing frustration among the playerbase.
-As someone has said, something simply like, being able to change your tag color, is small yet can have a very large impact.
-Something small like having personal waypoints visible from commanders would help quite a bit.
-Allowing players to on-the-fly create 5 man squads (even simply hitting a button and getting randomly grouping 5 players for starters) rather than party creation
-Something like allowing players to move supply manually from camps to towers/keeps would help kill off tower flipping and allow players to upgrade and maintain towers in a whole new way.
In other mmo’s thieves don’t have to actively avoid all damage, and don’t have most of their strongest moves tied to stealth. In those games, stealth is designed to be purely as an openner. In guild wars, stealth is designed as mindgame trick at the core of thief’s combat style, not unlike Mesmer clones. Stealth is to be used to reposition and flank your opponent, but it is also warning that a powerful hit is coming. Clever opponents win the mindgame, those that refuse to awknowledge it get punished for thier ignorance.
Stealth isn’t designed for openers? so your saying back stab isn’t one of the biggest hits in the game?
In other games your right they don’t have to dodge damage or use evades..oh wait they don’t in guild wars 2 either because its easier just to stealth again, which removes conditions and heals you. You can’t be attacked because they enemy can’t target you…now if you get caught in an AOE how is that NOT your fault.
Its nothing to do with a mind game, mesmer has clones, ignore them and kill the player.In other games thieves don’t have to evade because the coding says that attack missed because evade statistics. In GW2 a hit is a hit, and stealth does absolutely nothing to cushion that hit. A thief facetanking 100blades while visible will take just as much damage as a thief facetanking 100blades while invisible. The condi-removal on stealth is decent but can be overwhelmed easily by any class that can stack more then one condition (see engie and necro). If you haven’t figured out how to fight without a target you’re hopeless. All melee weapons in this game do not require a target. (If you’re skilled enough you’d also notice that projectiles don’t require a target either)
And you’ve just described the solution to the mind game of the mesmer. /facepalm
Identifying the real mesmer and attacking him/her.
The mind game for stealth is being ready to react. Protip, don’t blow your cooldowns when a dodge will do.Backstab isn’t the biggest hit in the game, there are other skills that hit harder, especially if backstab is improperly aimed. Also being a single hit which has can only hit once, it’s able to be recovered from by anyone who knows what they’re doing.
/sigh
It’s like people these days have no idea how to identify and analyse.= Just like thieves in GW2.
Thieves in this game don’t have that.
http://wiki.guildwars2.com/wiki/Evade
They have a ton of that though
Are you daft? Evade in Guild Wars 2 doesn’t just happen. You have to actually evade. In Wow, the game decides for you if you evade. The Rogue player just stands there tanking like warrior, the Thief player reads the enemy’s tells and dodge rolls. One is automatic and one is manual.
Your right if Wow was like GW2 dodge would have been tied to sinister strike and called evade.
You spam your attacks and evade automatically.Only 3 skills do that, (and 2 on spear), flanking strike; only dangerous one of the three, deathblossom; considered subpar as a condi skill, and disabling shot; a spacing tool not powerful enough to be considered a threat. Wow Rogue is pretty much a sneaky warrior with stealth. It has passive defenses so the player doesn’t have to do much to avoid damage. Just stand there and let everything miss. GW2 thief has none of that, every time you miss a thief in gw2, it’s either because you have poor aim, or the thief player made the effort to dodge your attack.
Thief in gw2 doesn’t nor will ever play like a warrior who face tanks your hits. Get over it or get out.
Endurance and Vigor says hi! A thief really talking about evades? who whudda thunk
In other mmo’s thieves don’t have to actively avoid all damage, and don’t have most of their strongest moves tied to stealth. In those games, stealth is designed to be purely as an openner. In guild wars, stealth is designed as mindgame trick at the core of thief’s combat style, not unlike Mesmer clones. Stealth is to be used to reposition and flank your opponent, but it is also warning that a powerful hit is coming. Clever opponents win the mindgame, those that refuse to awknowledge it get punished for thier ignorance.
Stealth isn’t designed for openers? so your saying back stab isn’t one of the biggest hits in the game?
In other games your right they don’t have to dodge damage or use evades..oh wait they don’t in guild wars 2 either because its easier just to stealth again, which removes conditions and heals you. You can’t be attacked because they enemy can’t target you…now if you get caught in an AOE how is that NOT your fault.
Its nothing to do with a mind game, mesmer has clones, ignore them and kill the player.In other games thieves don’t have to evade because the coding says that attack missed because evade statistics. In GW2 a hit is a hit, and stealth does absolutely nothing to cushion that hit. A thief facetanking 100blades while visible will take just as much damage as a thief facetanking 100blades while invisible. The condi-removal on stealth is decent but can be overwhelmed easily by any class that can stack more then one condition (see engie and necro). If you haven’t figured out how to fight without a target you’re hopeless. All melee weapons in this game do not require a target. (If you’re skilled enough you’d also notice that projectiles don’t require a target either)
And you’ve just described the solution to the mind game of the mesmer. /facepalm
Identifying the real mesmer and attacking him/her.
The mind game for stealth is being ready to react. Protip, don’t blow your cooldowns when a dodge will do.Backstab isn’t the biggest hit in the game, there are other skills that hit harder, especially if backstab is improperly aimed. Also being a single hit which has can only hit once, it’s able to be recovered from by anyone who knows what they’re doing.
/sigh
It’s like people these days have no idea how to identify and analyse.= Just like thieves in GW2.
Thieves in this game don’t have that.
http://wiki.guildwars2.com/wiki/Evade
They have a ton of that though
I will just put this here:
https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-In-Combat-stealth/first
http://www.twitch.tv/helsethgw2/c/2831244 – also worth listening. Later in the video he covers sword+dagger thieves.
Yes, he has alot of good points, there was a thread here about it as well, that one of the pvp CMs looked foolish responding to
I will just put this here:
https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-In-Combat-stealth/first
Commander UI: A map/UI window that allows commanders to view all sub-commander’s locations and their nearby allies and enemies via map dots (same radius as normal player range) as well as placed siege of all types (icons for siege will be displayed on the map)
The commander UI will allow the commander to view any supply currently located in any server owned towers/keeps/camp/etc. on the UI screen. (Ex. Location Name – Supply:125)
Custom waypoint markers and path markers will be given to the commander and will be displayed on the map and mini-map of any sub-commanders, with an option to be displayed to all, or specific sub-commanders.
Some markers may include:
– Arrows for directional guidance
– “No Symbol” for halting movement to certain zones or areas, or localize movement
– Stars/Diamonds/Circles/Squares for team stacking/movement
– Unique siege icons to pinpoint locations for siege placement such as ballistae/trebuchets/catapults.
– Custom icons for hotspot identification or reinforcement routes.
– Shield icons for defense locations
Commanders will be able to also directly use the Draw feature on the Ui map and will be shown to all active/or specified sub-commanders.
A side-bar on the window will also display the number of sub-commanders/other commander locations on the other maps for WvW uses (ability to see how many sub-commanders are located in each borderlands + EB listed in the window)
Sub-commanders (current commander system): Current commanders will be now labeled as sub-commanders, with the ability to access and alter their commander icon to various shapes and colors to help keep themselves locatable among other sub-commanders (one may have a pink star, another may have a green circle)
The color chosen will also determine their chat name color when using a new commander chat (similar to Team chat) allowing players to identify specific commanders orders directly in chat. They will also have the ability to place custom waypoint markers that can be directly linked into chat for pinpoint team movement.
Commander: This will now be a position limited to 1 per map and have direct contact with all sub-commanders, view all members within sub-commanders squads as well as their supply counts, and access to a new custom UI (see above). The position will require a new pre-requisite to become a commander.
With the influx of gold into the economy, the numbers of commanders have risen considerably, as well as the confusion associated with new commanders in both WvW and PvE environments. Limiting the “high tier” commander to 1 per map, and having a new pre-requisite (maybe even a small test given by an NPC, that simply shows they are capable of commanding) would help alleviate the overall messiness of the current system.
(edited by Zietlogik.6208)
I felt this way….But Colin has addressed this already
If I knew how to 100% replicate these issues, i would gladly add the information.
Issue 1: After an animation for a movement ability ends, your character will turn 180 degrees and start moving in the opposite direction being traveled.
Extra Info:
I have noticed this many many times on my ranger (GS leap, Sword leap), thief (dagger leap) and warrior (Rush, Whirlwind, Savage leap, etc.) using movement skills, while auto-running I use right-mouse to move my characters position and look around. But occasionally this will cause my character to completely flip backwards and start running in the opposite direction. I am unsure if it is just a combination of key-presses causing the issue, but the fact that it is a direct 180 is the reason I believe it is a bug, at times even occuring when using an ability then instantly opening the map, i can see my entire map flip upside down as my character turns around….which shouldn’t even occur in the first place.
Issue 2: Hammer F1 (warrior) tends to “lag” and be unresponsive more than most other abilities. Either it doesn’t trigger at all, or you will leap in place (you still stay in the same spot) then suddenly appear next to your target area causing disorientation to the player using it.
Issue 3: Leap abilities + Y axis still clunky and poorly executed. Leaping to a target who is 3 feet below you causes you to either completely miss the target, or cause an effect that doesn’t reach the target. Standard leap abilities move you forward to the desired distance then suddenly drop you down. Hammer F1 (warrior) causes the large animation mid-air, drops the player, and has 0 effect on the target area.
issue 4: Leap abilities + Y axis causes falling damage and possibly more damage than can be inflicted by normal jumping, in addition to certain terrain slopes causing a large amount of falling damage simply by walking over them. (if falling onto a slope, initial falling damage will take place, but subsequent falling damage will continue to hit the player) Sometimes causes upwards to 3/4 of the targets health simply by walking down/leaping down a hill.
issue 5: Frozen movement animation when rapidly hitting movement keys and attempting to move forward sometimes occurs and causes players to stand perfectly in place with a broken walking animation (frozen in place while appearing to be “stepping forward”) the issue will be fixed by releasing the W button and hitting another movement or skill key.
issue 6: Siege bug with frozen character after completing/building siege items in WvW. Can be resolved by using the siege item (if not already in use).
issue 7: Players being launched into the air when using speed/movement skills or being pulled onto certain slopes and stairs.
The player will move to the target location and quickly be shot into the air briefly and drop back down (sometimes causing falling damage)
In a competitive environment, things such as target-breaks/stealth/teleports/forced movement will always cause issues, in small amounts they are ok, but they are far too in abundance in GW2.
-In-combat Stealth needs tweaking (stealth has so many uses it is just too good of a tool) https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-In-Combat-stealth/first
-Breaking target is a bit of a problem when facing thieves, mesmers and engineers (sometimes). This causes more frustration that anything, when in a team fight there is no way to actually focus a target when they can simply lose all focus in the press of a button.
- Abilities that forcibly move a player (push/pull/knockback/launch/sink/float/etc.) is the bane of any good competitive game when they are used in abundance. If it can be used strategically it can be a great tool, but in GW2 you can be pretty much thrown across a room 10 times over by the amount of skills that cause knockback, launch, etc. and this is just terrible design. Strategically pulling an enemy into your group, or knocking one off a ledge can be rewarding and helpful, but the cooldowns on these skills and the amount of them available across the board is just too much.
Using the current mechanics of the Scarlet invasion events, replace these (after the event) with permanent versions, except have them as Orrian Invasions instead of scarlets minions?
@Allie: “Variety is the Spice of Life.”
But aside from that…I posted this a while ago in the general forum (maybe not the best place for it?)
https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-In-Combat-stealth/first
I even put a massive [Feedback] tag on it to clarify what it was. How can we provide feedback properly? Most of the time proper feedback in various sub-forums gets the once-over or completely ignored, while some completely irrelevant topics get views and whimsical responses from the Anet tags.
Hel has alot of good points there as well, in case you guys have not actually seen the video, at least pass it on to someone over there that will watch it.
I cannot stress enough how many people I know (that I played GW1 with for 8 years) cannot go near the sPvP in GW2, and would give up everything else to even just have a balanced game with GvG back….they literally cannot stand the sPvP in GW2.
GW1 has:
-TA (Team Arenas: TDM with player-made teams) 4v4 http://wiki.guildwars.com/wiki/Team_Arenas
-RA (TDM with randomly selected teams) 4v4 http://wiki.guildwars.com/wiki/Random_Arenas
-GvG – Guild v Guild (Competetive format with maps decided by the lower ranking team’s current Guild Hall, singular objective to kill enemy guild lord, secondary objective to control flag stand for party-wide boosts and resurrection signet recharge) 8v8 – pre-mades only http://wiki.guildwars.com/wiki/Guild_vs_guild
-HA – Heroes Ascent (Progressive PvP mode consisting of a large quantity of maps with multiple objectives leading to a King of the Hill style elimination) 8v8 – 6v6 http://wiki.guildwars.com/wiki/Heroes_Ascent
-HB (conquest style pvp mode with player controlled AI) 1v1 (note: not overly successful) http://wiki.guildwars.com/wiki/Hero_Battle
-Codex Arena (“set deck” skill system limiting players builds and variety) 4v4 (note: not overly successful) http://wiki.guildwars.com/wiki/Codex_Arena
-FA – Fort Aspenwood (Capture and Assault/Defense game-mode where 1 side must break through 3 sets of defenses and kill a guarded NPC while the other defends…almost MOBA-esque) 8v8 (Attack/Defend determined by outpost entered from) http://wiki.guildwars.com/wiki/Fort_aspenwood
-JQ – Jade Quarry (Capture point style where a team gains points by having an NPC travel from a controlled node to their home base successfully) 8v8 (side determined by outpost entered from) http://wiki.guildwars.com/wiki/Jade_Quarry
-AB (Large scale, 7 Capture points with increasing or decreasing difficulty depending on side/map with 5 maps total) 12v12 (3 teams of 4) http://wiki.guildwars.com/wiki/Alliance_battle
GW2 has:
-Conquest (Small scale maps, 3 capture point [no variation between maps/always 3 points], varying secondary objectives based on map) 5v5-10v10
(edited by Zietlogik.6208)
Top three:
1. Remove vertical progression entirely. A lot of us have burned out on it in other games. We’ve now tried it here and found that a slow grind isn’t any different than a fast grind (except in dancing, of course).
2. Fix economy and loot system so that play is rewarding and crafting is viable. Remove DR entirely as we play MMO/RPGS to experience intrinsic and extrinsic rewards. It makes absolutely no sense to consciously make your game unrewarding to play.
3. Replace two week development cycle with a three month cycle which focuses on a permanent evolution of the Living World. (Formally announce the abandonment of the expac approach to the MMO.) Moving to a team-based cycle that allows for longer development by each team is a good start in that it recognizes that a longer cycle is needed for quality content and code. Now go all the way and realize that you still have a two week release cycle. It is not needed as a value proposition. I want quality, permanent content and I will know Anet is serious about it when they move to a longer development cycle.
for #3 I think Colin had a post somewhere explaining that this is simply their “year 1” approach to the content updates and the temporary nature of them. Perhaps with the pieces already in place, they can do more in a 2 week time to provide more fleshed out and permanent content in year 2