Showing Posts For aeroh.8930:

Orbs will be removed from WvW in an upcoming build.

in WvW

Posted by: aeroh.8930

aeroh.8930

Removing orbs from wvwvw is for the best. If they simply swap the bonus with the unmanned buff and orb buffs, the orbs will still be stolen by cheats because movement is all handled by the client without server checks apparently. Secondly, extra magic find and gold find buffs would draw more bots to wvwvw. Do you really want more bots clogging up queues?

Would you ride a yak, if possible?

in WvW

Posted by: aeroh.8930

aeroh.8930

Yes. I want battle yaks bristling with siege weaponry, like the elephant beasts in return of the king.

Amazing Arenanet.

in WvW

Posted by: aeroh.8930

aeroh.8930

Disable the orbs until you can fix them, Anet.

Stacking???

in WvW

Posted by: aeroh.8930

aeroh.8930

Saying ‘counters exist’ isn’t very helpful! List them.

Mesmer feedback bubble doesn’t have a cap. Throwing up a few of those on a stacked group could lead to mass suicides.

The engineer mortar #5 seems to knock back everything in the target radius. Good for breaking up the stack?

What else?

Stacking???

in WvW

Posted by: aeroh.8930

aeroh.8930

Mesmer feedback bubble? Not sure what else. Maybe you could list the uncapped abilities..

What happened to Henge of Denravi?

in WvW

Posted by: aeroh.8930

aeroh.8930

I have a feeling that free transfers will be ending in the near future now that SBI is A#1. It’s the official unoffical anet employee server. I expert it to swell up with transfers, and then deflate like HoD when the big guilds get sick of the mega queues. So maybe after the developers see first hand how free transfers are killing healthy servers, they’ll get motivated to do something about it.

sbi never give up until the end

in WvW

Posted by: aeroh.8930

aeroh.8930

Never give up! Never Surrender!

Attachments:

Signet of the Hunt inferior?

in Ranger

Posted by: aeroh.8930

aeroh.8930

It is a terrible signet, but thieves will say rangers have better swiftness buffs to compensate. I guess.

The only good thing about signet of the hunt is that the active buff lasts 30 minutes or until the pet attacks. So if you throw it up between fights and pair it up with the raven’s f2 ability, you can have some nice opening burst.

Halloween cooking recipes... junk?

in Crafting

Posted by: aeroh.8930

aeroh.8930

Is there some kind of graphical effect I am missing? Food that gives 26/30% magic find is hardly original, new, or even remotely useful over the food we already have. Other then to burn off drops from the events, what is the point of the recipes and why couldn’t we get something interesting?

Yeah. The Halloween food grant illusions. The ghost cookies are a little buggy. They don’t always give the illusion if you already have a food buff up.

Attachments:

Ranger update

in Ranger

Posted by: aeroh.8930

aeroh.8930

Yes, this is not a good time to be coy and vague about upcoming changes. Spoilers are good. people are already reading into your post and setting themselves up for dissapointment.

Request halloween costumes for fighting.

in Halloween Event

Posted by: aeroh.8930

aeroh.8930

That would be great. They did put in one fighting illusion that ive seen. The ghost cookies, either strawberry ghost or the discoverable omnomnom ghost cooky, will both grant elementalist vapor ghost form that you can fight in. But , yeah more combat illusions please.

22 Chests opened, nothing unique

in Halloween Event

Posted by: aeroh.8930

aeroh.8930

I like the event. They really put in a lot of work into it from what I can tell, more than most companies do for their games. It’s right up there with the old Ultima Online holiday theme shards. BUT the black lion chest fiasco somewhat sours it for me. Preying on customers through virtual gambling is pretty low.

Why the hell are trap traits in Skirmishing?

in Ranger

Posted by: aeroh.8930

aeroh.8930

I don’t know. Two of the best pet traits are in that tree, too – 30% movement increase and increased critical damage. Ranger traits aren’t exactly optimized.

Notice something missing from patch notes?

in Ranger

Posted by: aeroh.8930

aeroh.8930

In GW1 they pretty much ignored the class for years. But then that was because they were too busy playing catch up with all the new skills and classes they added every 6 months with their expansion campaigns. Here, I don’t know what the deal is. I guess they just don’t like rangers at anet.

Grouping with the enemy?

in WvW

Posted by: aeroh.8930

aeroh.8930

The problem is that is makes spying or just trolling for kicks that much easier to pull off. The enemy realm will invite their ‘friend’ to a group and he will report your team’s postion and movements while he follows the friendly zerg around. In the ideal situation, guilds will use guild chat and/or secure voice IPs to communicate. But this ain’t the ideal situation. You shouldn’t be able to communicate with enemy realms, let alone group with them, in WvWvW.

Grouping with the enemy?

in WvW

Posted by: aeroh.8930

aeroh.8930

It’s possible to group with players from enemy realms in WvWvW. You don’t even have to know their name, just click on them and type /invite. Is this intended? Because between this, fly hacks, and free transfers every 24 hours with no penalty, there is absolutely no integrity to WvWvW match ups.

BM & PvP

in Ranger

Posted by: aeroh.8930

aeroh.8930

The stat boost for the pets is very nice, but the actual trait line is pretty bloated. Many traits could be consolidated, for example, there are four traits that each buff a certain group of pets. Those should be merged. And two that affect skill recharge. Also should be merged. Some of the best pet traits are found in other trait lines, such as the 30% run speed buff in skirmishing, without which your pet won’t be hitting squat.

But to answer your question, yes. Full BM opens up..options in wvwvw, at least. Not sure about spvp. Upgraded pets are great for chasing down runners, or picking off squishies hiding in the back. With 30 points in BM, the cat pets will often crit for over 4k. And if you use the guard shout, your pet will get 10 seconds of stealth and protection — very handy to get at siege equipment on the ground.

Ranger SB Nerf: Not 40 milliseconds

in Ranger

Posted by: aeroh.8930

aeroh.8930

I’m confused about something. According to the patch notes, this nerf was done to correct an animation problem, and nothing was mentioned about the shortbow doing too much damage. So, if the goal was to correct animations by slowing them down, why wasn’t the damaged increased to compensate?

It’s their game to balance not yours, its only a 7% loss in dmg so nothing you will really mourn short of major min/maxing (something the vast majority of people will never have to worry about), learning to dodge roll well, time attacks and know enemy specs are still a bajillion times more important than that lil lost dmg.

Relax and enjoy the game

I’m not kittening about the dps nerf, just Jon’s attitude of ‘hey guys we did a roundabout nerf on your favorite weapon, and sorry about the unintended dps loss, we’ll give it another look later. maybe. if there’s time.’

Ranger SB Nerf: Not 40 milliseconds

in Ranger

Posted by: aeroh.8930

aeroh.8930

I’m confused about something. According to the patch notes, this nerf was done to correct an animation problem, and nothing was mentioned about the shortbow doing too much damage. So, if the goal was to correct animations by slowing them down, why wasn’t the damaged increased to compensate?

edit: I’m just worried because it sounds like the devs can’t be bothered in this instance. And anyone that played rangers in gw1 knows anet had a history of can’t be bothered with rangers. I’d hate to see rangers fall by the wayside again in this game like they did in the original.

(edited by aeroh.8930)

HoD vs JQ vs ET

in WvW

Posted by: aeroh.8930

aeroh.8930

It’s no fun when there’s no one left to fight, because they all transferred over to your realm.

Please end free transfers soon.

I think adding something like DAOC's RA's ..

in Suggestions

Posted by: aeroh.8930

aeroh.8930

So what happens when you have all these realm ranks and there’s nothing left to work for? Wouldn’t you find WvWvW now not only boring, but unfair too?

MERC vs PiNK Golem Duel!

in WvW

Posted by: aeroh.8930

aeroh.8930

I like how at the end it turns into one big soccer hooligan mob fight.

Eternal Battlegrounds needs a makeover

in WvW

Posted by: aeroh.8930

aeroh.8930

I can we have a lot of green replies.

Tell me, why aren’t placements randomized instead of set. Why does red always go to the team with the least points and green with the most? If it’s not because they expected green to be on the defensive, rather than red, most of the time, tell me why. I’m very much interested in your reasoning that green does not have a terrain advantage, but that red does.

Just took these screen in my EB, what does your matchup look like?

http://i45.tinypic.com/2gxqn3l.png

http://i50.tinypic.com/909gqu.png

edit:

Blue keep also has a hidden backdoor that is set up in an even worse position than the redkeep. Try sneaking into red’s backdoor, and then try blue’s. Red def has the advantage.

Say whaaat?

I risked my life to take some screens showing how untrue this is!

Behold, red keep backdoor:

http://i49.tinypic.com/10n6r87.png

http://i45.tinypic.com/2pq4bbq.png

http://i46.tinypic.com/29bfr6b.png

Blue Keep:

http://i47.tinypic.com/2i1oww6.png

http://i47.tinypic.com/2008aix.png

It could be that both JQ and ET are just terrible worlds with terrible players, and we’re just terrible at placing our stuff, and only rank 2 and 3 gamewide, or it could be that there are some serious disadvantages in reds layout compared to blue and green.

(edited by aeroh.8930)

Eternal Battlegrounds needs a makeover

in WvW

Posted by: aeroh.8930

aeroh.8930

1. The Red Keep is arguably the most defensive keep there is. That underwater area is a death trap if people place Arrow Carts on the ramps (which can hit but can’t be hit). There’s no where to run and they can hit anything in range. Even if they do manage to hit it taking that inner gate is near impossible because there’s no where to back out to/from because there’s a giant cliff face and that’s it. This means you’re usually out your trebs/siege you have setup on the outer walls but Red should never lose their keep if they are defending even semi intelligently.

All of the arrow carts on the walkway above the mystic portal can be AE’d by rangers and elementalists. But again, you don’t even have to do that. You can put up a catapult in the tunnel and none of that defensive siege can touch it. But what usually happens if people drop 3 rams and break the door down before anyone realizes it. Then, yes, they come and wipe everything but the inner siege. Then they set up catapults on the walkway or rams on the door. It’s not easy to take. None of the keeps are, but it’s still easier to backdoor than the green keep.

2. The Red Keep can easily setup siege (trebs) on it’s walls and hit Stonemist. This gives a huge tactical advantage when attacking Stonemist. There’s virtually no way to defend against this short of try to work down their siege manually (which usually turns into a death trap) for people trying to AOE that wall on the thin ledge).

Any trebs that hit Stonemist from the redkeep can also be hit by trebs at SM. It depends on who has theirs up first. Also, all of those trebs on that wall in the red keep can be killed by one stupid ballista on the Vista rise. Plop it down in front of the trebs and start shooting. Takes but seconds to wipe them all out. Sadly, the range on the ballista isn’t far enough to reach Stonemist from the same hill.

3. Ogrewatch and Anzalias are the only “inner” tower on the map that can’t be hit by a Treb in Stonemist on one of the fingers. Quentin, Durious, Wildcreek and Klovan can all be hit by Trebs up on the third floor at Stonemist that can’t be counter trebbed/mortared.

I don’t know what you mean by fingers. The third level, up by the mystic forge? That sounds right. But you can still place a treb ontop any of the SM supply depots and hit the closet tower without fear of retaliation. But Stonemist is Stonemist. Any side that owns it is going to have an advantage. I’m comparing the ‘home lands’ of red and green, not Stonemist.

4. If the mortar is setup at Ogrewatch it can reach/hit that upper Harpy area where people build Trebs. In fact Ogrewatch/Pangloss is one of best/easiest choke points on the map (but certainly not the only one) because you can camp/siege that whole area from the tower itself.

Oh, no it can’t. I’ve tried, so, so many times. The mortar can fire a bit beyond the entryway/chokepoint, but it doesn’t go up into the nests, and it won’t hit the trebs up there unless people build them right at the edge. Which is stupid because those can be AE’d easily. And Pangloss is also the only siege camp in EB that can’t be covered by external siege. You can hit the mine entrances but not the people within. Not that it matters because supply camps are easy to flip.

5. Rogue’s Quarry (Green) is one of the most nightmarish spots to have an enemy take. I’ve seen enemies take RQ and setup a huge amount of siege there that can’t be dealt with at all. This includes Trebs that will hit Aldons and Wildcreek with ZERO ability for the Green to hit/take it from their keep.

You can cover RQ pretty well from wildcreek. A mortar or treb from the top floor will take care of any of that siege. Or, build a stupid treb in the green keep lighthouse. Those will hit RQ.

6. Golanta/Klovan are wide open with virtually no choke points what so ever. Even Blue’s side of this you have to run past their tower.

Throw stuff at them from Jennifer’s Slough. Problem solved.

7. That hill with the Vista overlooking Anzalias can be Trebbed/Mortared from the Red Keep.

Partially, yes. In that case, you can wipe out the trebs and mortars with a ballista, or simply place a catapult on the ground by the bridge and use the vista hill as a shield.

Red is setup with the most tactical advantages, blue second, and Green the least. That doesn’t mean Green is wide open and can be taken easily at any time nor does it imply that Red should never lose. I mean just because something exists, doesn’t mean people will take advantage of it or they will use it intelligently.

Green is definitely not wide open, the west half of the red is.

This is what EB looks like for me from every Monday to Friday afternoon:

Attachments:

Eternal Battlegrounds needs a makeover

in WvW

Posted by: aeroh.8930

aeroh.8930

Hello Anet!

When you created WvWvW, you probably envisioned that the two weaker realms would join together to topple the strongest (i.e. the self balancing system you talked about prerelease). But this isn’t happening. There are several reasons for this, but they all boil down to people taking the path of least resistance. It’s just easier to pick on the red team in Eternal Battlegrounds. For those that don’t know, the red team is always given to the realm with the lowest points at matchup. Green is given to the realm with the most points, while blue goes to second place.

Now what’s interesting is that the green team’s home area is the most defensible, while the red’s is the least defensible, and blue is in the middle.
Mendon’s Gap is completely exposed, and it’s the only tower I know of that doesn’t have a third floor.

Anzalias is vulnerable to siege on the vista hill, or below it if the there’s lot of treb cover from the red keep.

To capture Ogrewatch cut, all you have to do is a build a treb up in the harpy nesting ground and guard the choke point from defenders.

Veloka is the only bright spot. Defenders can put siege up on the rise above Velokas and rain hell down on besiegers. Plus, the red team can cover it from the keep.

And as for the red keep, it’s biggest weakness is the underground entrance near the mystic portal. It doesn’t get a cannon, and I don’t remember ever seeing oil down there before. Worst of all, it offers extremely good cover to besiegers. All you gotta do is put a catapult in the tunnel and bye bye gate.

The Green area, in comparison, is pretty solid.

Jennifer’s Slough are Aldon’s are both rocks. They both allow siege up on hard/impossible to hit spots for attackers. Curiously, the eastern wall of Jennifer’s Slough was made invulnerable at some point between the last patch and release. I remember smashing it down with catapults before, but now it’s not even targetable. The western wall is breakable, however , allowing green to recapture it with trivial effort, but more on that in a bit.

Klovan’s Gully and Wildcreek run are not all that great in and of themselves. They’re pretty average as far as layout goes. The problem is that it’s too easy to cover them from Jennifer’s Slough and the green keep. Which means it’s hard to capture, but very easy for green to recapture.

The green keep. Two problems with this place:

One is that the backdoor entrance, which all keeps have, is underwater. This mean no siege, and it means you have to hit it with crappy underwater weapons and utility. All the while, the green defenders above are killing you with impunity. Very stupid design.

Second, there’s this little gem:

!http://i45.tinypic.com/vmszs3.png!

There’s no way to hit trebs up there, but they can cover the entire swamp at that altitude. Which means that even if you take a green keep, they can just take it right back and there’s nothing you can do to stop it. It’s like sieging 1/3rd of the map from the spawn.

So what does all this mean? It means that it’s just that much easier to attack the red team instead of the green team. So people double up on third place, instead of first place. That defeats the whole purpose of the three sided match. There’s no self balancing system. It’s just face roll red team.

Please, at the very least, put some walls up at Mendon’s Gap or give it a third floor.

Attachments:

(edited by Moderator)

I think adding something like DAOC's RA's ..

in Suggestions

Posted by: aeroh.8930

aeroh.8930

^Yes. Lots of things could be added that wouldn’t affect outcomes but would still give people a goal to work towards.

Unique finishing moves.

Cosmetic Gear (and ranger pets. where’s my griffon anet??)

Different animations, e.g. could make trebuchets fire giant flaming screaming skulls, or glitter bombs, or something, instead of flaming rocks.

Titles.

Rich mineral nodes broken after latest patch

in Crafting

Posted by: aeroh.8930

aeroh.8930

Every rich mineral node I’ve come across since the Oct 1st patch has only given 3 outputs, the same amount for normal nodes. Has anyone else noticed this, or is it just me?

Trebuchet and other seige weapon ranges

in WvW

Posted by: aeroh.8930

aeroh.8930

I think the trebuchet’s s range should be brought down to 9000, it’s damaged upped a bit, and its cost dropped down to 15-20 silvers. That would put them just out of range of neighboring fortifications, so realms can’t treb their way to victory from behind walls.

A Limit on Zerg Tactics

in WvW

Posted by: aeroh.8930

aeroh.8930

The 5 person cap on AoE attacks makes it a kitten to defend against the horde. At the very least, arrow carts need a bigger target cap. Or, another fix would be togive priority to target hostile players over pets, clones, and minions. Fire an arrow cart at a gate and all you hit are clones, never the players.

Eternal Battlegrounds Jumping Puzzle + Siege Weapons?

in WvW

Posted by: aeroh.8930

aeroh.8930

Anet will bust their kitten to block deploying siege in spawn points, but not even a post about laying siege down in the jumping puzzle. If a realm is knocking on the towers adjacent to your spawn, they pretty much own at least 2/3rd of the map anyway. Is it really that important to keep the little guy down? Who cares if they recap one measly tower. But griefing with siege in the jumping puzzle is okay? Priorities!

For real, Anet?

in Engineer

Posted by: aeroh.8930

aeroh.8930

Engineer
Mortar: This skill is now properly affected by the Inventions trait Rifled Turret Barrels.

You fixed the wrong trait. Elite supplies is the trait that is suppose to boost mortar range, not Rifled Turret Barrels. It kind of matters because one is a 20 point trait and the other is 30 points.

By the way, 100 extra range on a stationary object? come on.

HoD vs JQ vs SBI (Score Screen Shot)

in WvW

Posted by: aeroh.8930

aeroh.8930

There are five days left in this match. Plenty of time for either JQ or SBI to take first place.

But beyond points, it’s in everyone’s best interest to see HoD drop in the rankings a bit. So that all the people who keep flocking to HoD will go to another server and spread the population around.

HoD vs JQ vs SBI (Score Screen Shot)

in WvW

Posted by: aeroh.8930

aeroh.8930

Right. It’s understood that in a 3 way fight that most of the time someone is going to be getting double-teamed. However, we’re suppose to gang up on the realm with the most points. Otherwise, what’s the point of WvWvW? If we’re just going to double up on whoever is the weakest at the moment, instead of the strongest, then why even have WvWvW? Just pit two servers against each other and call it a day.

HoD vs JQ vs SBI (Score Screen Shot)

in WvW

Posted by: aeroh.8930

aeroh.8930

WvWvW is designed for 2 vs 1 so why people complain about it baffles me.

Good fights everyone having fun.

Yes. a 2 vs 1 against the realm with the most points. Thx.

HoD vs JQ vs SBI (Score Screen Shot)

in WvW

Posted by: aeroh.8930

aeroh.8930

Dear SBI,

Stop pushing JQ and go after HoD. They’re in first place, they have the orbs, and the land. We should double up on them instead of each other. Don’t listen to nameless nobodies in team chat telling you to gang up on red or blue — they’re HoD spies! HoD will keep exploiting this dumb squabble over second place in order to keep us both down until we start working together.

WvW Add/Change Suggestions

in WvW

Posted by: aeroh.8930

aeroh.8930

I think gates need to be buffed up, or rams need to be toned down. It’s way to easy to capture towers and keeps by dropping 2 or 3 rams and breaking down reinforced gates in under a minute. There’s just not enough time to get marshal a defense.

Also, Mendon’s Gap in the Eternal Borderlands is hopeless. No way to defend that one at all. Between the thin walls, and that little slope NW of the gate that allows for a ballista to sweep away all defenders, there’s no way to hold it.

How are servers supposed to ally without the right tools?

in WvW

Posted by: aeroh.8930

aeroh.8930

Probably never will either until anet gives the lesser two realms a reason to go after the top dog instead of squabbling over second place.

Now we're talking, HoD.. :)

in WvW

Posted by: aeroh.8930

aeroh.8930

Am I reading this right? SBI worried over HoD coming in last. And now they’re breathing a sigh of relief because HoD is making a come back, and might even usurp first place by Friday?

That’s so sweet…

HoD's sportsmanship toward us at SBI

in WvW

Posted by: aeroh.8930

aeroh.8930

You know we can see what you’re sieging and where the fights are by looking at our map. And, well, most of the time it’s pretty quiet south of SM….

HoD's sportsmanship toward us at SBI

in WvW

Posted by: aeroh.8930

aeroh.8930

We here at JQ would like to award SBI the golden poodle award for faithful and speedy assistance to their HoD masters. Truly, you set the standard to which all lapdogs should aspire.

Mine field blast - has been removed or????

in Engineer

Posted by: aeroh.8930

aeroh.8930

They’re coming for your grenades next!

WvW is not very fun. Here is what i dont like and some possible fixes.

in WvW

Posted by: aeroh.8930

aeroh.8930

I just would like to see incentives to attack the winning realm instead of ganging up on number two or three. That’s the whole point of three realm RvR system, right? so that if any one realm gets to be too powerful, the lesser two will focus on it and more or less ignore each other? That’s not happening. The orb bonus isn’t helping matters much. Get rid of it. Now. Disable it for a week or two and see if anything changes.

Any boon removal abilities for the Engi?

in Engineer

Posted by: aeroh.8930

aeroh.8930

Oh duh, I read boon as conditions. Nevermind. You could try using a sigil that removes boons on a crit.

Any boon removal abilities for the Engi?

in Engineer

Posted by: aeroh.8930

aeroh.8930

Elixir gun’s #3 will remove conditions from allies, and the #5 puts down a light field that will periodically cure conditions from anyone standing in it. Elixirs C and R will cure one condition at whomever you throw them at, including yourself. Finally you can trait for Cleansing Formula 409, which gives any thrown elixir this ability.

Henge of Denravi Alliance with Stormbluff Unacceptable

in WvW

Posted by: aeroh.8930

aeroh.8930

It seems that HoD and SBI are content to share the map. sure there are small groups that won’t conform, but for the most part HoD and SBI would rather camp red at their spawn than take keeps from each other. This is very sad. And unless there is ever some incentive to attack the winning realm, rather than bully third place, this situation will continue.

Switched from Engineer to Warrior and...

in Engineer

Posted by: aeroh.8930

aeroh.8930

I find warriors and engineers to be polar opposites. The engineer is all flash, but not much punch. Warriors, though, are dps monkeys, but they are the blandest profession in gw2 by far. Banners are fun, but signets and stances are boring.

Eternal Battlegrounds jumping puzzle griefing.

in WvW

Posted by: aeroh.8930

aeroh.8930

Please tell us how you would get by the campers if you were in the thread creators position, in as much detail as you can.

Eternal Battlegrounds jumping puzzle griefing.

in WvW

Posted by: aeroh.8930

aeroh.8930

And why would they not intend this? PVP/Siege warfare is the whole point of that map. Just be thankful you babies were not playing during early UO/EQ pvp. How about having your corpse camped for days…. Your tears make me laugh.

Because Anet hates griefing and camping, and this is both.

Anet has gone out of their way to minimize griefing in this game in all its facets. This is the reason you can’t kill steal from someone, for example, or take their crafting resource while they’re busy fighting something next to a mineral node. It’s the reason they downscale you in pve and upscale you in pvp. It’s the reason we’re all anonymous to enemy realms in WvWvW.

Eternal Battlegrounds jumping puzzle griefing.

in WvW

Posted by: aeroh.8930

aeroh.8930

pvp zone, people will kill you.

somehow I don’t think the devs intended for people to spend 5 hours camping it with siege equipment

Engineer grappling gun

in Suggestions

Posted by: aeroh.8930

aeroh.8930

I was thinking there should be a way to drag downed/defeated allies out of the fray and revive them somewhere less frantic. The art asset already exist for a rope gun — it’s the engineers # 2 downed skill. Could it be adapted as a new skill to pull allies toward him instead of enemies? Or better yet, replace one of three medkit bandages with a grappling gun and lower the cooldown on the remaining two bandages.