Some long-needed buff or nerf has been applied!
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in PvP only
:(
I don’t know. I’m glad they’re trying to fix things, but I’m a bit sad that it removes some active gameplay from turrets.
Eg. You can no longer deploy healing turret and blast another field without overcharging it. That was a very very important use of the turret and now you can’t cast it without ruining someone else’s fire field.
I know. It’s just an easy example of a passive trait that is bad game design. Same goes for Hunter’s Determination, Shared Anguish, etc.
The fact that warrior has better options than that doesn’t make it any less bad.
If they don’t want to bring that back, maybe they could at least take a look at our traits like Impact Savant that are now sort of useless.
You have to take it under the map. That’s how you win!
It’s just bad gameplay.
Warrior approaching. You’re out of dodges, but they don’t have stability, so you use your big cc move to keep them away.
.. BUT WAIT! Last Stand procs and your cc does nothing. Headbutt. Arc Divider. You’re dead. Such skill. You can’t tell by looking at their status bar. Clearly you should have been watching the warrior constantly from the start of the game, then counting 40 seconds in your head for the ICD, assuming you even knew they were running that trait in the first place.. I mean. obviously.
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Let’s be real. It’s basically passive. A warrior will always be hitting something with their massive 450 radius arc divider – even if it’s just a ranger pet or a scrapper gyro or necro minion.
I don’t know. I have spared low levels before. I’ll usually kill them once, then down them if they come back, but won’t stomp them.
If new WvW players just get ganked and 100-0’d every time they set foot outside spawn, they won’t have a good time and wvw population will suffer even more.
My server spends most of its play effort these days sitting in ebg spawn-camping one or both other servers..
I think if we ever had to actually play wvw again, like with strategy and tactics and coordination, we’ll have forgotten how to do it.
Agreed. Nerf everything. Remove passive defenses.
I stopped playing because everything is OP
What I mean is that the best builds are so good at what they do that you are seriously handicapping yourself by playing anything other than the meta. That’s not particularly interesting to me.
I miss pre-HoT combat where the power level difference between the best builds and the rest was much closer. You could play an off-meta build and not feel like a liability to your team.
Some thoughts on fighting Zerkers (I play squishy rifle & pistol engi builds).
- They are beatable, but only after ~30-45 seconds of kiting while invulns + stab + resist are up
- If I make one mistake, I am dead. They can make lots of mistakes.
- My cc and damage mitigation are useless due to 15s+ of resistance and stability at a time + easy immob break.
- It’s not worth engaging them closely. I gain nothing by attempting to “duel” like I would a normal class. It’s best to harass them from range.. Not fun, but it’s the best way to win.
- Most of them dodn’t dodge, like ever. They use stances. They pop shield, but they don’t dodge. I think they are just so used to their build doing everything for them, they forget that they have dodges.
It’s completely useless in 90% of pve. However, I have gotten good use out of it in high level fractals.
I believe there is also a ‘target nearest ally’ key or similar. This can be useful for getting revives.
They tried, screwed it up a few times, gave up. It’s probably just not a priority for them and hasn’t been for years.
Fighting a guild-mate warrior in our arena. I think he has roughly 30 seconds of continuous resistance.
It’s true. We don’t know much. However, I think we can assume the range is at least 1200. If it does nothing else other than have a generic damaging autoattack and no other skills, it will already be a problem when combined with the rest of thief’s kit.
Imagine glass pew pew rangers but you can’t chase them down because they have stealth and 3x as much mobility.
Nooooooo please no more ai. Not again.
It’s players voicing their concerns about what might happen.
When HoT was announced, all the players in the engi forum posted threads saying
“Please don’t give us more AI”.
When scrapper was announced, more threads went up begging
“Please please please please don’t give us more AI”
… and they didn’t listen.
Maybe they’ll listen to these threads. They probably won’t, but .. gotta try, right?
Why?
Because thief is already a high burst, high mobility class. It’s somewhat balanced by the fact that it needs to be in close range to deal damage, so an opponent can react and fight back.
If you add 1500 range to that and keep the same amount of mobility & burst thieves already have, most classes won’t be able to touch them. There will be basically no counterplay, and it won’t be much fun.
Things that would be nice:
- options for power and condi
- a new kit – holo kit?
- options for condi cleanse that aren’t elixir spam
In other games, sniper classes tend to be balanced by having low defense and low mobility. Yes, they can deal massive damage at range, but if you get in close on one, they’re going to have a bad time.
I really hope something similar exists here, or we’ll see rifle thieves pew-pewing with 4k auto-attacks, then swap to shortbow and escape the second someone looks at them. That’d be bad for the game.
Raids seem to be more like 1% solving the encounter (most just youtube it), 19% having the right build and gear, and 80% waiting around for hours…
- LFG a raid group or organize one yourself
- that accepts a class you can play and have gear for
- that you meet requirements for (PING GEAR. REQ 1500 LI)
- that eventually gets a full group together
- that takes 30 minutes worth of bio breaks
- that beats the raid boss in less than 15 tries
Ugh.. I don’t know about you, but that sounds like a massive pain and not much fun. I’d rather just hop in WvW and fight people.
Arguably condi necro right now. Ever since the change to Deathly Chill, necros have been able to stack ridiculous amounts of bleed in seconds just from hitting their target with shouts, auras, and other aoe.
Previously condi necro was about loading up a target with condi, then landing an epi. Now it’s more about aoe chill+bleed spam and getting 30 stacks on everyone around you from fields + combos.
For roaming, it’s Thief, Warrior, or Condi Mesmer.
Thief has about 5x the mobility of any other class. A good thief can always disengage and run away. Combined with the high burst available to the class, you can kill targets pretty safely, and always have the option to run if things go south.
Warrior has enough invuln/stab/resistance/regen combined with high burst and cc. It’s enough to 1v3 if you are able to finish your targets quickly.
Condi Mesmer is just relentless condi spam that your opponent can’t do much to avoid. If they don’t have tons of condi clear, they’ll probably die. Mesmer also has a lot of invuln and disengage options.
Meh. It’s just boring. I go on wvw to engage with other players and fight them. If they want to turtle in their towers sitting on ac’s, that’s fine. I’ll just go play something else and they can enjoy defending their empty borderland all night.
I generally agree with these suggestions.
Arrow carts vs siege – great! That’s good strategy by the defenders. It’s a bit frustrating that they can be placed in completely safe areas to hit gate rams, but .. in general I find them balanced.
Arrow carts vs players – awful. So boring. I would rather quit and go play Overwatch than fight near an objective where players are camping on arrow carts. IMO, they’re bad for the game.
I guess my main complaint with arrow carts is that they can be placed in safe areas behind walls and hit outside. Open-field arrow carts are fine because they can be rushed or shot down with a ballista.
Could be, but probably shorter range than pistol at any rate – something like necro axe maybe.
- Mainhand sword, power – would need to have 3 really OP/powercreeped skills to compete with hammer for melee power damage because hammer 4,5 > shield 4,5.
- Mainhand sword, condi – still allows offhand pistol. would probably be overall top damage because melee tends to be more dps than range.
- Offhand sword, power – awkward hybrid build with mh pistol.
- Offhand sword, condi – competes with oh pistol. As mentioned, it’d have to have insane damage or utility to be chosen over p.
My guess would be main hand power, but that it will still be worse than hammer.
Mag is best for fights.
. #1 KDR (pretty much the only thing the server cares about)
. #1 in total kills
by a lot.
Check the numbers if you like. It’s been that way for weeks/months/years.
Oh, I 100% did not expect to survive getting jumped by 2 more players. That was just a video I had that illustrates the difference between an avoidable CC and a non-avoidable one.
.. but suppose I had seen them coming and used my 2-second block in anticipation of the steal-burst combo. That should work, right? That’s just good play by expecting an attack and using my defense. Instead, unblockable instant cc.
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It’s true. I tend to agree that Warrior has access to a lot of must-dodge-or-else-you-are-dead stuns, especially given its access to resistance and stability. However, I still think they are in principle dodgeable.
Headbutt is a 300-range attack, so I try to keep Warriors at least 300 units away and am ready to dodge or block if they’re inside that range. Here’s a video with a few examples.
The first one sort of illustrates my point. I’m fighting with the warrior, dodging stuns, trying to keep them at range, then I instantly get stunned by a teleporting thief&mes – not sure if venom was up there, but you get the idea.
The second one is me fighting a guild-mate. I’m kiting for 30s+ until his resistance wears off. I can’t dodge his last stun because of bad play on my part. I waste a dodge to get out of his axes, then don’t have enough endurance when I need it. I should have used a toolbelt skill to get some vigor which would have given me enough to evade his last attack. – but again, my point is that I could have played differently and I could have won. When I get insta-stunned from a teleport, there’s not much counterplay.
Elite spec mechanic: Holo Dancer.
Press ‘F’ to summon a Holo Dancer that will /dance at your target’s location.
Choppy sums it up well there, but if I must get all technical..
Stunbreak vs Basilisk venom
- does not prevent the initial damage and interrupt
- average human reaction time is 250ms. Average ping is 100ms. Thief dagger attacks take 250ms (1/4s). Realistically, a Thief is getting in 1-2 attacks before a good player can react with their stunbreak.
Including backstab, that’s still a lot of damage. It’s enough that you’re probably dead if you happen to be in the middle of a fight and not at full health – even if you see the thief coming and have all your defenses up. That is my complaint.
WTB counterplay.
- Actually, I sould clarify. WTB skillful counterplay.
I never claimed to be able to dodge or block every stun. I try, but I’m certainly not perfect. I also have other tools at my disposal, like blind, immobilize, cripple, etc.
My complaint about basilisk venom is that I can’t ever dodge it and can’t ever block it. If I eat a shield bash. That’s on me. I should have seen it and defended. If I see a thief at 1200 range with venom up, no amount of skilled play on my part will prevent that damage – not even a stun break. I’m still going to take the initial interrupt + first attack before I can react. You can’t say that about too many skills in the game.
I’m that good
Actually though, I run with no stun break because I like Rocket Boots (should be a stunbreak but isn’t) as my escape skill.
However, I believe in counterplay. Every attack ought to in theory have something you can do to avoid it or prevent its damage/cc. Unblockable attacks can be dodged. Melee can be kited. CC can be blocked. etc. I consider Basilisk Venom a broken mechanic because you just have to take the cc+damage. Yes, a stunbreak will save you from some of the burst (maybe half?) but you still have to take the interrupt & attack and there’s nothing you can do about it.
How do I deal with other stuns? I block. How do I deal with other unblockables? I dodge.
You can’t dodge or block Basilisk venom. When used with steal, it’s instant. Even if I happen to be dodging at the time and the steal is evaded, I’m pretty sure that doesn’t consume the venom. It’ll still apply on the next attack.. or the next one if I manage to dodge that too.
Whaaat? That would have been so much better. Not saying the holo-stuff isn’t cool, but.. mech-suit!
The image background looked like a short sword or dagger, but the icon on the unlocks wheel was definitely a sword.
Curious to see more, but I guess we’ll have to wait.
Delete passives & auto-procs. Increase active, reaction-based play.
My personal annoyance with thieves is basilisk venom.
As a squishy engi (not running elixir gun), even if I see them coming, there’s nothing I can do. I see a thief at ~1200 range with venom up. My usual options would be: anticipate the steal and use Gear Shield for a 2-second block. (but this doesnt work because venom is unblockable and I’ll get interrupted and combo’d from 100-0. I can’t dodge steal because it’s a teleport and is almost instant. Also, I’m not even sure if that clears venom even if I did manage to dodge it. My only option is to pop sneak gyro and run away. That’s no fun.
It’s not really the mobility, it’s the mobility combined with an unblockable I win skill every 45 seconds. I’d just like to be able to counter that with skillful play rather than NEEDING to run a stun-break because there’s no way to avoid it.
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Opinion: Deathly Chill is a little OP in it’s current state. It allows the necro to stack tons of bleeds from attacks that are pretty difficult to avoid in the heat of combat. It’s certainly doable in 1v1 combat, but it’s harder when you’re fighting in a group and you just take 15 stacks of bleed from a few necro shouts.
Anyway..
Fighting Reaper as Rifle Engi:
keep them at range with Overcharged Shot. If you always land OC Shot and Net Shot, you’ll probably win.
Escape with Jump Shot when they go into shroud and pop stability.. Never use Jump Shot to get close. Never go for the close-range Blunderbuss.
Fighting Reaper as Condi Engi
Start with stealth, get in close, surprise them with some condi burst. GTFO as far away as possible as quickly as possible before they Staff 4 or Plague signet.
They’ll use their condi cleanse.
Repeat until they’re dead or they land a transfer.
It wasn’t working fine. The map might be fixed now, but the NPC was stuck way out southeast of the waypoint (not the vorgas one, the north one) for almost 2 weeks. There were no events active in the chain.
NPC stuck standing awkwardly way outside of the camp. No gathering event is active. Her dialogue ends in “I don’t have time for this”, which is fitting because that’s how I feel about this event. We tried luring some aoe mobs to come kill her, but they have no effect.
EDIT: FOUND A MAP! maybe? A jumping puzzle train came on map, which spawned another instance. I think I might be on a working map. I’ll be on for a few hours to see if the chain works. party me in game if you want to join the map
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still bugged, 4/29/2017. Happy third birthday bug (whatever. close enough)!
I need this for a legendary collection. I’m blocked by two of these stupid event bugs.
Not necessarily. It could be reset by a patch, which IIRC was more than 10 days ago. Next should be on Tuesday? I think. Post in the support forum and submit a bug in game to try and get some attention on it.
She’s stuck outside Snow Ridge Camp Waypoint. No events will start or complete.
Bugged for me too. How do you fix that? Does it ever reset? Only thing I could think of would be wait until a patch or else recruit tons of people to the map to open another one
Anyway, I submitted a bug for it.
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I don’t know how it could be achieved, but .. split up the zergs.
GW2 heavily rewards zerging. If a player is doing something and another player comes to help, they both get the same rewards. Scaled up to WvW levels, this causes zergs. Zerg fights are fun and all, but IMO, the game is at its best in small encounters. (say, 2v2 up to 15v15).
Anything that could encourage many small groups on map rather than one big blob would be an improvement.
Yeah. 900 range would be appreciated. As it is now, If I go to Glue Shot an approaching enemy, if it doesn’t work for whatever reason (passive trait proc, cc break like warrior movement skill or thief dodge, fast condi cleanse etc.) my target is basically in melee range, and I need to burn dodges/escapes to get out.
While we’re dreaming, I’d like to ride around on a dinosaur wearing a mecha-suit.