See subject and investigate. This is highly annoying.
You are being disconnected during zerg battles or small group roaming?
Actually you can be affected just by a zerg passing by. I’m in EU i don’t know how it is in NA.
This is a problem is been always there but lately with the increased player is getting really really bad.
Lag, continous DCs, rubber band effects every few seconds… And only when other zerg is around.
Anet must to do something to fix this, the game right now is unplayable.
Everything he’s typed in this forum for like a solid year has been blatantly wrong, it’s like arguing with a rotting dead fish in a tree, trying to explain to it that water is good. It’s already decomposed.
Brb, off to go find a revenant or necro to lose a 1v1 to….
Yet time proves me right again and again… While you keep posting PvP builds for wvw and nobody cares what you have to say in the wvw subforums.
omg Fluufy you are salty… from i that thread were you simply keep defending a very sad wvw video of a asura druid commander pewpewing with the staff from miles away too far even to heal anybody while her squad was doing the work for her… Just let it go, fluufy let it go…
Anyhow i don’t have to prove anything, the readers which follow your or your “buddies” advises will found out soon enough.
Aw, Andu, now I do have to disagree.
1v1 vs a reaper in open field where I see them before they see me, that fight is easy.
Three balance patches ago, who cares.
Lb/gs or LB staff and I will eat them for dinner.
The reaper is not getting the chance to get near me. If you think otherwise, you are out of your mind.
Lb-4
Pet Fear
Repositioning from stealth.
Easy fight.
Seriously Enders? and you are complaining in other thread conditions are OP? Dude Really?
If you fight a competent (not even good) condi reaper you will not be able to shake the condis off, scepter simply will keep 3 different constantly ticking on you just with the AA. He doesn’t need even to get close. It depends on your match, for example most desolation (EU) roamers are amazing players. Now guys i heard there in NA the playerbase is pretty bad, which could explain why that video about the commander druid camping staff from safe distance was considered “good” which could explain a lot of nonsensical i see in this forums.
Anyhow, just as an observation: if you find a reaper roamer most probably that is
a clueless pug, nobody with any experience goes roaming with a reaper unless you are not in a hurry to get anywhere.
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That is because most commanders are jerks by nature (as is most leaders. You dont become a leader by being "just nice). And because skilled rangers/druids is hard to find.
As for my comment: me and Straegen has a long history, i mained ranger for YEARS, i still play it. I still know how to build a ranger/druid to be useful, but i do not overestimate the rangers capabilities in my own hands. Now, not many has my experience with the class. I dont need to look at a guide to know which combinations/chains to use. Its not hard.
The main fallacy regarding rangers is their “role”. They dont really fit a single role, unless you go for commander DPS spike, in which they are far superior to any class due to their range and piercing.
The benefit of the ranger/druid, is never their ability to “match” a class, its the ability to do ALL the roles nearly as good, at once. People forget that. It’s not great to have many rangers, 4-5 skilled ones in a 80 man zerg is plenty for what they do. But having none, well, for the past 3 weeks ive mained guardian. I like it, but we have NO rangers/druids with any drop of skill, and it is showing. we lack the burst heal despite water fields and guard/revenant heals. We lack the atrocious focus fire on cannons, or the spike condi cleanse.
The benefit of a ranger/druid is not the ability to do X, its the ability to do X Y Z in order to let other classes save their skills for when you truly need them. And unless you intentionally build a ele or guard or warrior or revenant to do THAT task alone, they wont do it as good.
And i dare you to find a way to do this role, as effectively, as rangers does it, without wasting much needed sustain or support abilities in other classes.
Perhaps revenant can do some of it, i am not familiar enough with the class, but none of the other classes can.
I agree with you in this point: ranger was the class designed as middle ground between the DPS oriented Thief and the more tankier oriented Engie.
All the skills and traits are designed with that in mind sadly they have been from the beggining or after certain amount of nerfs became completely oposite to usable.
For example an spirit ranger could have an spot in the zerg as off-support sadly the nerf on the spirits and their obsolete mechanics and effects make them underpowered and avoided from gameplay.
For druid happens the same: A weird mechanic gated after absurd requirements like the energy bar make the druid much less efficient than a full support oriented class should be. Nerfs to different skills and traits make the class not to be desired over much better suited classes in game, better equip to work with groups.
So yep, although the class is supposed to be off-support / off-DPS they failed miserably like they did with the legendary armor.
So andu, things go well and you can do all that you have suggested, how long does that take?
Personally, I think too long. Better served to follow alypse advice.
Unless this particularly mythical mesmer is bad.
Shure it depends how much DPS you can do. If you go wet noodle yes better to “hold on point” as long as the mesmer doesn’t decided to go all in.
If you can output some damage in my experience is to go as i said, is very difficult to keep an eye in the pet if you keep it at his/her back. But again aids mesmer in trailblazzers is almost impossible to kill however.
But i’m talking WvW as the OP didn’t specified any gamemode. In PvP may be different.
They’re already the most OP spec IMO.
Wha?????
That is a bold claim on a class that isn’t particularly good in a zerg, not great in skirmish, kinda meh roaming and gets routinely destroyed in duels.
That only happens on the server you play.
You mean that only happens in all the servers except the one where you play?
Because the commanders in my server are nice enough to remind all the druids to relroll something useful like a rev or an ele.
In open field druid does counter reaper hard, however if the reaper can get you out of position or keep you in close range rip ranger. In wvw
Yeh, that was like three “balance” patches ago. Now it one of the strongest classes in game with rev and guardian. Our roots do nothing to those monsters so you can’t keep yourself away from them. Not that matters with those 1200 ranged AoE.
In my experience the only thing that works most of the time is when they are 50% hp swap to bristle, WHaO to share the might stacks or Sick’em and cast spike barrage.
Pets usually target the mesmer instead the illusions and most of the time they are focused on you and that skill is the only one that is actually reliable to hit fast moving targets.
However any cancer build in dire or trailblazer is going to be immortal against most.
To pick up the actual mesmer follow the trail of condition ticks.
There are multiple reasons:
Main reason: Pet
- your pet will get multiple conditions on it and get epid. Major target for condi necros. Pet wont get cleansed because its lower on cleanseshare than people.
Minor reason 1: lack of cc, damage and stomp potential
Melee eles run 2 invulns to stomp/ress with, druid has none. Only proper cc druid has is with entangling roots that are useless in zerg fights. Melee eles have shocking auras, frost auras, immobs.
Minor reason 2: lack of boonshare and cleanse:
Druids only share 3 boons with allies, sure they can give 10% damage boost but thats not enough to make up for lack of cleanse/boons. Trooper runes are not enough cleanse.There are just better options. Hammer rev is worth 5 longbow rangers. Ventari rev is worth 5 healing druids
Please do not try to compare the functionality of a revenant to a druid/ranger. Totally different roles.
A ranger/druid has way higher spike, way higher range. Lower sustain and support for sure. And while it might be a bug, LB5 is quite interesting in the way it delivers damage.
Hammer Revenant does better damage than a ranger or druid anytime. Better overall damage and better spike (ask victims from the Coalescence of Ruin).
Druid unfortunately also has lower sustain and support. And lb#5 if it would do much better damage would be interesting, right now is only an excuse to cast ancient seeds on more than one target.
Either case Druid should not be a DPS machine, would be enough for the spec to bring other interesting thing like CC and support options at the level of Support build from revenant or Ele.
The DPS aspect should belong to the core class.
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I can understand why someone is confused why stunbreaks dont work on immob, but the reason why was explained in post above mine.
But OP? Use cleanses in PvP and WvW and try not to run into roots again. Cleave the roots down if neccesary.
Dont say its OP if there are several easy ways to get arround immobs.
Durability runes gives you a FREE OF ROOTS CARD every 20 seconds or so. Hey! Same as the ICD from ancient seeds!
Coincidence? I THINK NOT
I know it was brought up that they’ve been doing this since release…. when somethings wrong, it’s wrong. It’s been wrong since release. Soft cc , hard CC— it’s all CC and not a condi. It should of never been categorized as a condi.
Since everyone is going condition, a few speshul Rangers think it would be great to run condi in pvp on ranger and when they do, they run entangle. Seeing how my build has just enough condi clear, that immob reks me.
anyways… nothing to see here, Im out.
Seriously? Your only problem is entangle?
So dude save some cleanses for the immob. Or kill the roots.. It’s going to take just one swing from your GS.
I could be behind your argument if it would be about the permastun/immob from the thief… But the roots? The most useless immobilise in all the game? Seriously?
Druid hard counters reaper more than any other counter in the entire game, what the heck are… oh just nevermind.
Yeah sure they do. We are talking about WvW right? As it seems you are talking about PvP were the pewpew druid is pretty strong.
Fair enough. I didn’t know the latency was a recent problem. Haven’t got a chance to try it yet.
probably with the amount of new players using condi builds are melting the servers processors….
Right now I’m living the dream fighting against full map blobs of burning guardians, condi revs and condi reapers… It’s like chipping wood with a butter knife.
The battles last for an eternity.
Blaspheme no more heathen!
It is written, "Thou shall not question the Divine wisdom of Andu, lest thee be stricken with a most foul affliction. "
shut up you are making me blush…
Fluufly there i a basic difference between the build you posted (spvp) and wvw one. the amount of cleanses the ranger will have access to.
i’m carrying around 6 cleanses + the full avatar thing and even then they are not enough against a condi reaper. So i say your suggestion is not really a good one. Not a good one by very very far.
resistance prevents immob..
Actually immob is OP only on the druid as we don’t have cleanses for that. Other classes have plenty cleanses for the condition. Even the reaper can cleanse our ancient seeds easily.
I’ve heard a lot lately only one or two druids in full minstrel are needed for squad. No more and that’s why druids are not wanted anymore in any squad.
For healing commanders are asking eles and in some degree revs, but not druids.
Druids can be a great healers, it is true because the 15 seconds cd between avatars they can’t heal the zerg consistently and that’s a problem where combat can last more than 15 seconds but can that be the only reason?
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no pips in spawn…..
This is a brilliant idea, this is a must at this point, all I see now is 10+ people afk at spawn at all times just leaching pips and reward tracks. Like you said while in spawn (Invunerable) you should receive no pips or reward tracks progress. Anet please implement this asap.
And what happens when I respawn after dying just as the tick timer hits zero? I guess everytime I die I have to check the timer and lay there if it’s close to zero just so I can get my pips?
You people are getting ridiculous.
It’s called death penalty :P You make a good point tho, perhaps respawning could put a 30 sec buff on you to make you immune to the pip/reward track loss, that way you also have time to get back out of spawn.
In Short
While in Spawn = Debuffed to receive no rewards
After respawning = 30 sec Immunity to the debuff
No need the debuffing/buffing: Increase greatly timer to begin to lose reward track while in respawn/inside objectives while not in combat (so deffending is ok)
for example after 60 seconds inside any structure and not in combat it begins to lose reward track. Using siege (treb for example) to attacks enemies/other strucutures should put the player in combat, so treb SM from garri should still be desired.
Thus it is fixed the whatever AFK in WvW. You are welcome,
Otherwise people will afk inside the garri.
Unfortunately there isnt easy solution to all these people running PvE builds. All you can pretty much do is; Just kick all dragonhunters, rangers/druids, vanilla engineers/mesmers and thieves/daredevils from squad without arguing them about it and they will either relog, die instantly(ragequit) or not play the game, and dont go eb, pugs are endless there.
Don’t worry in 2 or 3 weeks the PvE will be gone and you ‘Pro’ WvWer can get back to the good old days. A nearly empty battlefield with 3 classes banging each other on the head.
WvW is so toxic thanks to people like you that I bet anet has lost more customers since the patch then all this year combined.
Nah nooooo… Have you seen how pretty the T3 armor is?
I think is the best in game with those “tatoos” like leylines vibrating…
Problem is not the armor or ascended pieces, but to buy anything (for example 20 ascended savaging tool) it cost 25 tickets which is simply too much.
Prices for the ascended i see them ok, but if i keep playing i’d like to be rewarded for that. At least 5-10 tickets or reset the tracks to bronce. Anything would be fine.
You can’t avoid the damage: spamming AA already fill your bar.
Please remove more than one stack of one type of condition from all the AA attacks from weapons
And traits which apply new conditions to have an ICD same duration as the condition applied or very short (3 second at most) if it doesn’t have any ICD.
i could maybe see how they add a stat change like the one for the Bloodstone Fen items
where you buy a “reset item” that resets all T3 Armorpieces
So Legendary Armor keeps its unique stat change but the WvW T3 Armor could get a basic form of stat change with a little cost added (maybe 100-250 Badges of Honor to buy the reset item)
So much this ^
Ok fair enough. Shared anguish, protective ward and alike don’t. But the ones we trigger we should get the small icons in the bar so we know (and our enemies too)
I just looked at metabattle’s WvW builds, and they
are not … what I’d expect.Edit: I’m an idiot, I accidentally clicked on fractals haha. Everything below is redundant.The conquest build is a great place to start.
https://metabattle.com/wiki/Build:Druid_-_Bunker_DruidAlso a lot of roaming WvW druids use boon duration to keep up ridiculous boons, like nearly perma quickness and protection, stacks of might, etc.
For organized zergs, people usually go all out healing.
Fluuf that build is for PvP. In WvW the ranger will melt.
This is the standard build you see the most in WvW
https://metabattle.com/wiki/Build:Druid_-_Shout_Trooper_Roamer
Annoying as it is impossible to kill unless you go with the condi meta reaper/chrono/DD/DH… It has a very bad weakness that is immobilise with a couple of cover conditions, then you are as good as dead if your avatar is depleted. Still is the best build for a begginer .
I’m seing lattlely some of dire condi druids, they aren’t dangerous unless they roll the dice with ancient seeds and caught you with your CDs off , but extremely annoying too.
I’m using a custom build that works well for me as roaming solo/small group or zerging. But that tailored build works fine for me because i’m used to it’s faults.
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First and foremost I think this new feature pack is great. I love it (well mostly we got the anticlimatic after diamond no rewards policy) and i think this was a long overdue needed change.
But now we need classes balance. The new rewards brought new players but they won’t stay if the game is not fun. We need game balance.
Some ideas (feel free to add more)
- Stun/knockdown spamming is a probelm. Make it so after breaking or endind hard CC (stun, push, launch…) players get 1 sec buff which block any other stun
- Damaging sets with extra tankiness: Remove any set it includes much vitality or toughtness with damaging stats For example: Valquirie is fine but maraurder it is not.
Remove following sets: - Maraurder
- Dire
- Rabid
The other sets must be balanced thus if they bring Vitality or Toughtness it is a minor increase. Maraurder can keep the vitality stat, but has to be nerfed to be in line of the 3 stats sets (right now 4 stat sets gives more points than the 3 ones). Same for all the HoT sets, reduce toughtness in power sets for example. This change also makes sense for PVE as well as DPS-Tank sets make the game mode ezmode.
- There must be a soft limit in how much damage can do one type of condition to one player:
Conditions should do gradually less damage by stack the more stacks a player has on him. Bursty conditions like burning should have lower soft cap (for example from 10 stacks burning does a 20% less damage by aditional stack (11th stack does 80%, 12th stack 60% and so on…) while weaker ones like bleeding or poison can have many more stacks before begin to lose damage.
- As a general rule there can’t be skills with a high damage base to avoid tanks which applies massive damage. Multipliers must be the rule so glass builds can overcome tanks.
- Resistance must have it’s effects to reduce to 0 the damage from conditions. CC should affect kittener with this boon as there is already another boon that protect against that (stability).
- Torment should do more damage if moving, less damage if not.
- Revert the change to confusion to do damage only if casting skills not in AA.
- Armor stat should mitigate better the direct damage to allow tank builds to develop they role.
- Healing stat should reduce the damage from condition in a set of 100 points = 1% damage reduction.
And i think that all. Any more idead about balancing classes?
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Now they almost finished with the rewards thus there is enough playe base to play… Could they focus in the classes balance? That’s all i’m asking.
Althought i agree not to lower the requirements of the pieces i also recognice there is a problem with the lack of rewards after diamond. I’m in middle platinum already and i only can spend the evenings in WvW.
If i get a weekend i’m pretty sure i’ll hit the cap by monday. We need keep getting tickets or in a form of reseting the pips to bronce or getting 5-10 tickets each diamond chest.
The costs of the ascended armor is too high for only 175 skirmish tickets per week. Each piece will cost at least 2 week to complete, and those are the basic ones.
- also add an artifact like the bloodstone capacitator to reset the stats of the mistforged hero weapons and armor. so wvw players can update their builds using the tickets.
You may put more things like a weak version of the metaprimer, that make food or utility effects to last for 2 hours for example, to tickets will be expended.
I may be wrong but Badges of honor do have a consume all option
I fell in love with the spirit ranger as a support class when there were still free ranging spirits. When they changed them to stationary I didn’t have the heart to continue playing as ranger =/
which actually i don’t really get as the ranger is supposed to have to keep moving all the time with the line type attacks and completely lack of aoe
I have doubts whether they care.
The pvp crowd is smaller than the pve crowd.They seem to push a lot of content towards the PVE crowd but PvP and WvW are left high and dry.
And I agree abou the healing in game. I know this because I followed the game since development. It was not intended. They had no plans of making the pvp/wvw/pve dependent on the ‘Holy Trinity’.
They also had no plans of having mounts and reasons to NOT have mounts.
But as we can see, they have backpedaled on all these issues.
Actually and right now with the condi meta(wvw) that much healing seems kinda needed.
The energy thing from the revenant is ok thou, i wouldn’t mind to have that for the instances glint rev style for upkeep instead having the classics CDs.
Obviously i vote for the permastow option with the soulbeast. Having the main mechanic of the class under crazy constraints is frustrating as the druid already shown us.
Although i wouldn’t keep my hopes up, if it’s anything like HoT the class will be crazy OP in the preview\beta\first month and then it will get nerfed to the oblivion.
I never get tired of saying that, while the core class is underperforming it will be impossible to balance properly.
So cannons are weak, but everyone still destroys them.
If they are too weak, why are they threatening enough to need to be destroys?
Yep. They get taken out not because they are weak, but because they are strong. Same with oil. Sure it gets taken out at the start but that’s only because the attack immediately fails if it’s not.
Shoot it for chill and stuff. When they start targeting the cannon, then go over and try to disable.
Common Zergs are easily distracted. If you throw garbage blueprints off to the front, they’re guaranteed to go after it instead of you. I can pull on average a 10-15 people out of the lord’s room simply by placing a regular ballista blueprint outside of it.
You shouldn’t be able to singlehandedly defend SMC. You use defenses to slow them down while you get your own defenders. So you use the cannon until they start targeting you, then you go to the oil and use the dome and maybe a single pot drop if you can survive, then you disable/build acs, or at worse you retreat to inner, rinse and repeat.
If you want to seriously troll objective attackers, you’d be best served making a class with decent stealth uptime and survival (namely, Scrapper/DD/Chrono) since they can throw disablers with almost no way to stop it. Especially since Daredevils can leap out stealthed and throw a disabler from behind their zerg and still get out unscathed.
^this. so much truth here i’m blinded.
Also i wouldn’t mind less damage from siege to players… It getting weird when a bunker guardian win 3v1 fights with his superior ballista
What?
So you expect 1 guy to be able to counter an large zerg ?
Woow so smart ….
Imo delete cannons and a mortars, so those carebears learn to fight not use sieges
P.S next time use siege disabbler than run to cannon
and 1 -2 or even 10 guys shoudn’t be able to hold of a large group (50 players) or the game would be completly broken
Siege disabler already affect cannons .
like Seriously? Nobody else thought to answer this fella? Am i the only one here that knows this?
read the red post about the patch.
all your questions the developer mc kenna already answered them
yeh well is not that bad, just one week, if the OP actually moved because of a friend it doesn’t change much, after one month he\she will be at full pips speed.
But we should consider OP could be in one of the hopping guilds which are the cause of all the mess with the glicko and balance. No more hooping servers for them i guess.
if anything, they need the damage nerfed, at least against other players.
As a none Raider PvE and WvW player i can say that i have no clue about PvP and the before mentioned raids.
But wouldnt you agree that a weapon that only performs well in one game mode need some design improvements?No. There are countless examples across every single profession of weapons being designed per game mode. Many excel across multile game modes. It’s ok if one doesn’t work in a single game mode though, like warrior CC weapons.
As i said easily triggered, almost at the limit of a meltdown… Breath in and breath out fluuf you are beginning to show a little bit extremist and keep saying nosense.
i personally agree with you both in some point, it is possible to have a weapon that performs fairly better in one gamemode than on others, torch for example for raids and world bosses massive static hitboxes.
Problem with ranger is there is not OH weapons designed to work efficiently against other players, used an example the dagger: one evade for 1 sec wich doesn’t actually move you from place when any aoe last much longer than that, and usually the hardest hit comes the last. As i said from 3 years ago dagger is not being mostly used (there is always someone like out Fluuf that likes to hang to the past apparently) because is awful compared to the other OH weapon. And i’m not saying the other OH are much better.
Let’s put an example: Avatar#5 vs your pittiful dagger 4, result? you eat the 4k damage from last wave and pinned down with the black hole. 100 blades? same all same all.
Don’t get me wrong, i think dagger is the OH weapon with most potential to become our best OH PVP weapon. Right now is the worst by a big margin.
PS: Another idea could work is to change this skill to actually interrupt (stun or knockdown) and become unblockable, so you can use to interrupt the channeling even with aegis or blocking . That and dagger 5 becoming a 1200 shadow step of course would make dagger my weapon of choice.
Now Fluuf next comment you throw do please put some example in it because all your are saying: “is gud coz i saw it in a youtube video dah” and thats not constructive. And metabattle is not a good example, since the curators deleting comments, builds, changing status of the builds and doing the kitten they want in a wimp. That site is for many just kitten site.
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With the latest nerf to Ancient Seeds is complety impossible to keep account if the trait can be triggered or not.
We need icons like quickdraw that indicate when the trait is available in traits with ICD bigger than 10 seconds, like beastly warden, protective ward, evasive purity, shared anguish, etc…. as right now playing with a ranger also seems a lot of RNG involved.
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Dagger is ridiculously bad in any sense
Oh good, more contrary nonsense from anduriell. Dagger hasn’t been the meta in PvP for, what, 2 years or something? But I’m sure you know more than the former pro league players and current top tier PvPers.
For PvP it has its uses because every other weapon isnt very PvP oriented. Axe roots you. Torch is not good in pursuit and the fire field is easy evadable. Warhorn isnt bad for PvP because of the debuffing and buffing.
Dagger has a snare and an evade. Its PvP oriented from the start, thats why it is indeed the most useful weapon in this game mode.
Despite this it has not really mobility, strong CC, burst or AoE capabbilities. Something all other weapons can provide or at least one point of these (except the mobility).
Thats the reason why dagger underperforms every other OH in the major part of the game and some improvements would be nice.
More cleave and more mobility could be sweet for dagger and as anduriell said great with sword.
Yes thank you, sometimes i read some comments and i seriously think they are trolling like the one from fluuf which seems he didn’t play dagger from 3 years ago (when it was acceptable as pvp weapon) or at all. But hey, everybody is entitle to their opinion even if some sound kitten.
IMO Warhorn is right now the least bad weapon for pvp and is simply because is the only OH weapon that garantie ranged hits with no LoS with warhorn 3 which can be used to trigger AS with Caf#3 (yeh you’re welcome). And that’s the only real reason because the unblockable thing from 5 is noice on paper & completely unworkable in real situations (because you want a hard CC with that and the only pets has CC on demand are eletric dragon wich is a nono and wolf with 16k life instadie most of the times and 40 secs CD)
PS: fluuf please take a breath you seem easily triggered. Aand please go back playing pvp and wvw and stop expending so much time in raids…
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MAKE OBSIDIAN SANCTUM GUESTABLE. Guesting to other servers has no place in this game anymore as cross map pve came out years ago, make guesting to OS to other tiers viable, you already removed loot from OS as well as warscore for killing players. Guild hall arenas are complete garbage and way to tiny to fight in and have been since day 1. Making OS guestable will reignite fight guilds passion to fight players and allow the incoming pve players to not be harassed in ebg for taking up que spots.
I agree, that map should become like a guild arena but not pips or reward tracks in that one, as otherwise would be easily exploitable.
well i don’t need the title “legendary”. Just give me a legendary backpack and a Mistforged Triumphant Hero’s armor which i may be able to swap stats and runes at will and that would make me happy.
Raiders can keep their transformer armor, i play with medium set anyway…
For raids as you can go condi Torch.
For pve actually Axe\Axe for the tagging.
For WvW warhorn.
Dagger is ridiculously bad in any sense, the extra evade in place (you don’t move which means probably will still eat part of the burst because the evade is so short) is not an excuse for the extremely bad weapon that it is.
And this is just wishful thinking but If dagger 5 could be a 1200 ground target shadowstep that apply the condis in an small radius on landing and Dagger 4 would actually be a leap of 600 which applies the poison and 2 sec immobilise, that could make the weapon great to use it as close gap melee weapon in conjunction with sword.
gñññ no to discourage the OP as it seems a nice idea, but what about sorting the rewards thing in wvw let’s focus in the main mechanic: players skills and how they interact with each other?
You know just to avoid as much as possible the existence of cancer builds in a pvp scene…
As we have already seen, the wvw team has little to no control over balance of professions and their skills. Might as well take that discussion to the profession forums.
actually profession forums aren’t the place either. And because there is an split between pvp\pve may as well this subforum be perfect for complains about class balance in wvw.
Either I don’t think the balance team if it does exists at all it belongs to any subforum.
gñññ no to discourage the OP as it seems a nice idea, but what about sorting the rewards thing in wvw let’s focus in the main mechanic: players skills and how they interact with each other?
You know just to avoid as much as possible the existence of cancer builds in a pvp scene…
No, i can confirm TU isn’t and wasn’t enough to fill up the AF bar. You need another sources which applies regen around like Durability runes or shouts.
Thanks for the development attention to WvW.
Two things;
If someone transferred today, when would they be eligible to start earning rewards when the new system goes live?
I have no idea what you are talking about with tiers of armor. Can someone explain (even take a guess) about the details of what that’s about?
You would not be eligible to earn pips until the 9th if you transferred today.
The Armor Tiers are:
Tier 1 – Triumphant armor
Tier 2 – Triumphant Hero’s armor
Tier 3 – Mistforged Triumphant Hero’s armorWeapons:
Tier 1: Hero’s weapons
Tier 2: Mistforged Hero’s weaponsA new armor skin set sounds cool. Do we have to unlock all T1 and T2 skins to acquire the T3 ones, or say only the T1 and T2 gloves to unlock the T3 gloves?
i think you need the previous tier to unlock the next one: you need T1 and something from the vendor to transform it to T2.
T1 you get it from the reward tracks while the items to transform in T2 you’d get it with pips. So you could be working in T1 and T2 at the same time!
actually i think the system in place is pretty good solution:
- first week match you earn no pips.
- 3 next weeks you earn many less pips.
For 1st month the players that are hoping servers will earn less (we don’t have the numbers yet but lets say half less) pips per skirmish .
i think the math behind it is solid. And depending how many times you have to complete the pips track you need for the items that could mean a lot.
Now the core of WvW it’s server fidelity and pride so this change is good.
(edited by anduriell.6280)
I’m impressed with the changes and at least in paper they look very promissing. I like the pips thing and the fact commanders are rewarded for tagging up and lead.
Is there anyway for somebody to give more info about the new skins?
What will sell the new tickets vendor?
WvW needs to use the ruleset from PvP.
not they do not.
WvW needs an actual skills balance, pve balance for everuthìng simply doesn’t cut it.
Immob was never affected by stability. You could run all the stability you wanted still would be immobilized.
The trait is being nerf already to 20 sec cd for 5 seconds immob, L2P issue is what I’m reading now here. With all the nerfs to CC and sustain to a CC and sustain spec is being asking here the damage in Druid should be busted up by a ton.