I think they really need to show rank points to give these leaderboards some sense, cause atm hey are just generating lot of QQ…. and we should also be able to see our personal rating in game.
These fixes are a must.
and lol at those that say “watch the sky and dodge treb hits”, that works only if you have noone to fight, but how the kitten can u watch the sky and fight for the node ? lol
If you want to even think to fight at clocktower you first have to waste some time taking their treb out.
Yes pls…. gimme that kitten custom arena….I have waited for it since the first beta, so at this point its almost A YEAR!
At least with CA, even if devs dont understand what ppl want, we will be able to get what we want by ourselves.
I just hope there will be enough parameters to set on that mode, specially cause it will require $$ to get access to it. (note: its not official news but considering that “custom arena item” on the cash shop thats not hard to guess), this might be the first time i might really want to buy gems…
back on topic…. I think 2x D/D ele could outrun and outheal any other comp. If they play with good coordination they can just refill their hp with skill 5 water, they can stack up 20staks of might with ring of fire + blasts, one can churning earth while the other stunlock down a target…. So many cool stuff with a good synchro.
Or another uncommon idea could be Engi and cleric necro…….. now many would wonder why the hell to run a cleric necro :p
This post is me just wondering out loud if the developers see that they are pumping morphine into a dying soldier instead of using it to get another through surgery that will save his life. I think PvP in this game has limitless potential if only the tools were in place to allow us to help it to its summit.
lol
+1 for the metaphor.
I agree with you, but they used their morphine on the dying soldier while carring on surgery on the other one without morphine….
Many dedicated pvpers left the game already, i hope its not too late to fix things, but whenever it will happen it surely took too long.
What i cannot understand is whats the difficult behind a ranking list ? i mean, even the worst game on earth which involve pvp has a table with names and related pvp ranks, to let “pros” show the world that they are “pros”. This is maybe one of the most important thing, along with game balance, for a pvp game…. and considering that this game was introduced like an upcoming esport i really cant understand why such a tool wasnt here since the beginning…. seems so obvious that i really cant get it.
Seriously ? this isnt fixed yet ? o.0
Or maybe it is already good as it is now and QQers just need to adapt to the game and L2P. Eles cant just click on RtL and teleport from middle to a point, there are stairs and corners on the way so there are only 2 moments good for RtL: the beginning and the end of the path. How to counter it ?
line of warding on stairs completely block the way, or just immobilize/stun/daze/pull the carrier. Even if it pops stability and manage to use RtL once, there is still lot of space to kill him.
Or just work on prevention… keep one at middle to stop ppl communing to the orb.
<Player looking for a team>
Ingame name: Hope Vain
Main Class / Potential Classes (Incase team requires): I play Necro/Mesmer/Ele, cant say which one is my main cause i played all of them alot.
Current specs:
Necro – corruption and Power necro
Mesmer – shatter burst
Ele – s/d bunker or d/d auramancer
Region: EU server
Practice Times: mostly 8-11pm UTC, but can be on at anytime during the day, depends on RL stuff.
Experience: I have played gw2 since first betas, doing both WvW and spvp/tpvp, currently i’m rank 39-40, with around 2000 matches played in spvp.
(edited by cuge.5398)
Made a mesmer (the go to build at the moment)
and played 4 hot join sPVP never dying once. matches were 14-0,16-0,13-0 and 17-0. zerk ammy
thoughts? discussion? anyone else think they are way too survivable for how squishy they are? even thieves can be stunned and taken down fast…. mesmers? every skill is a stun break. dont even get me started on how bad they are in WVW
If u played 4 matches with a class means that you still cant say much about it. The fact you didnt die once doesnt really seem relevant to me, cause i had the same experience when i started to play mesmer long time ago, and i tought the class was OP at first, then i realized i was just fighting really bad players.
I tried every possible mesmer spec, and i change them often, i think you are referring to shatter burst build, as every other glass cannon build it can take down other squishy builds quite fast, but those kind of build usually loose on the long run, against more balanced spec. For example a pure shatter burst mesmer dont have any condition removal, try using it against a good condition necro/engi.
The key is to have skills to counter the burst, or just good timing with dodge.
I think classes are well balanced in spvp, and i’m not saying it cause i play the mesmer, cause i also played Necro, Ele, Guardian, Ranger, Thief….
oh jeez… ppl typing on this forum are really funny, so many ppl screaming “OP OP OP !” and this happens EVRY time a good player manage to play well a not-so-common-build and owns some noobs, after that, many of those noobs owned get the same class and spec it the same way thinking that thats the OP build / class that will make them own everyone else.
I play here since the first closed beta event, i got 3 lv80s: necro, ele and mesmer, i tried almost any possible spec with it including shatter-confusion mesmer (which is way better than glamour on low scale pvp btw) and glamour mesmer…and this happened like months ago.
It was funny to see newbies (mainly thieves spamming heartseeker) killing themselves so quickly just cause they didnt care about those 10stacks of confusion and kept spamming their skill trying to kill me.
But thats the trick about confusion, it is potentially the strongest condition and potentially the weakest.
While builds based on other conditions like bleeding and burning can provide a consistent damage over time, confusion damage might be way higher or be zero.
It all depends on the opponents, for sure its a nice condition to use as a side effect but a pure condition build suck, cause the opponent can just afk till confusionis off and then start smashing.
Ofc you can just stand there and wait when you are in the middle of the action, but u can just stop attacking and run back on your lines if you dont have a condition removal ready and maybe you’ll get cleanse by an ally (on my ele for istance i traited my water attunement to remove allies condition).
The pure glamour spec i think was one of the first build i tried on my mesmer (in spvp), but it was quite rare to see ppl being so dumb to run back and forth on my fields stacking confusion, the best i could get out of a field was 3 stacks (1 for the blind, and 2 for getting out of it), not really worth it.
The good point of this build in WvW is that the Zerg isnt a group of ppl, its a mob with a single kitten brain, so everyone run straight into the glamour fields stack up confusion (2 when entering + 1 inside + 2 exiting) then spam skills … start killing themselves → Run back in panic → get inside the field stacking up confusion x10 (lol) and then they use some more skill to run away and instagib themselves.
This is what i saw happening last night in EB.
When i was fighting with my guild and noticed the first glamour mesmer i told them on mumble to stay out of the fields, i attuned to water, cleared our conditions and charged in.
No idea what u are talking about, i only know that with this 1 round tournament mode we can finally have fun in tournaments too, few ppl wanted to wait half an hour for the queue, so less and less ppl were willing to get into a tournament.
Now, with 1 round matches lot more ppl are willing to try it out leading to almost no wait time and more fun.
They definitely have to keep it going, and maybe add tournaments with more rounds as sort of pvp events (weekly/monthly tournament)
ok, you got me on the retaliation matter… that would actually cause too many troubles.
but at least they could give some priority on boons shared, so that they go to party members and not on some random ppl ….
I dont see why a stacked up zerg spamming boons should be immortal, protection stack in dration, not intensity, so even if everyone spam protection you’ll have a -33% dmg on everyone, regen stack in duration aswell, and if you place more then 1 healing field only last one will be active, so they stack in duration aswell; while damage just all sum up.
so to make the comparison (being X a relative amount of damage someone can soak before going down):
Defensive stacked zerg: -0.33X (protection) -X(regen) -X(healing field) --—- even if adding more the effect wont increase.
Offensive group: X (ac) + X (catapult) + X(barrage) +X(meteor) +X(treb) +X(dancing dagger) + X(spinning axe) +X……. the more you add greater will be the damage.
The zerg would be less immortal than now and more tactic actions like flanking the zerg with more distributed smaller groups would actually waste it.
I alredy replied to you objection in last part of the topic, its true that ppl then could stack up and heal & buff up each other, but if aoe cap is removed aswell they wont be able to outheal the aoe hell raining on them and they will all get wiped.
So grouping up for buffing will have to be used wisely not to get wiped.
I’ll start from the “Boon” part cause i think the biggest problem is there.
When i play WvW with my friends we make our group and we stick togheter and we try to use some teamplay to get an advantage over random players, sharing our boons, performing som combos to spread othe boons among us, and in general coordinating actions to be efficient.
The problem arise when we try to do this on a battlefield, i mean with other allies around not from our team, here are some typical situations:
“i’m going down soon”
“no worries i’ll give you aegis, protection and regen in 3,2,1 out”
“……”
“got them ?”
“no, i’m down”
“o.0 ?”
“someone else got those boons…..”
or else…
“burst almost ready, boost me up”
“k i’m giving you fury and might in 3,2,1, done”
“….. didnt you say done ? where are my boons ?”
“oh look, that ranger’s pork got em, now he really is a buffed up warpig”
“<.<”
With these 2 funny (and sad) scenes i want to say that this 5 target cap is just screwing groups like mine that try to accomplish some actions toghether inside some larger battle and this make ppl lay down on zerg mentality: doesnt matter what i’m doing, we have a bigger zerg and even if i’m spamming stuff at random we’ll smash them.
These caps, both on aoe and on boons, just encourage zerg mentality, “doesnt matter if we are so dumb to be all packed in a chocke point, we wont die all togheter, so we can just ress eachother” (turtlemode).
Recent news say you are going to tone down AoE skills a bit, cause they are actually as strong as single target skill but they hit multiple target so there is no sense to use single target when AoE can do it better, i’m fine with it….. but in this case if they are going to have their damage reduced let them hit everyone in their range…. its not some insane range anyway, usually is 240 or if more just adjust the damage with the radius.
I tried to figure out why putting a target cap on boons….. maybe it could be cause ppl would stack on each other and get a kittenload of boons, ok but removing aoe cap aswell will leave them with the risk of stacking up and becoming a dead bunch for aoe.
Atm zerg acting without thinking doesnt really get punished, wise commanders and smart positioning should have some more relevence in our battles.
Probably many other said this…but i gotta say it too…
this guesting function is quiet useless as it is now <.< it was already possible to play dungeon and pvp with ppl on the same server region, now what ? we can also run toghether killing skritt and centaurs ? …. meh, yet EU ppl in NA servers will still be cut out from EU communities and vice versa; a real use of a guesting function should be to fix this problem <.<
I usually dont QQ but this time is a must.
lets start with definitions…
cheap = skill/build that reach a good efficiency with low player skill
OP = skill/build that is really hard / impossible to counter and can set a turning point in a fight.
- – - – - – - – - – - – - – - – - – - – - – - – -
HS = cheap, not really OP (can be dodged but a little too easy access to it)
backstab = not so cheap, a little close to be OP (high dmg for a single hit, specially in WvW)
bacstab build = not cheap, not OP (high dmg but no longevity at all)
P/D build = cheap, not OP
stealth mechanic = quiet often cheap, almost OP (for thieves c/d being so easily accessible)
100b = quiet cheap, not OP (easily countered by any stun breaker and so on….)
eviscerate = cheap, not OP
Killshot = uber cheap, not op at all
shatter burst mesmer = not so cheap, not actually OP (nerfs ftw)
Phantasmal mesmer = kittening cheap, not totally OP (depends on the amount of opponent’s aoe)
Oh… ty, this explains the trick, with all numbers popping on mobs head i was only looking at combat log, now i saw that 750-1100 dmg.
The problem is not as much at the top, as it is at the bottom. sPvP aren’t losing players because the top players are leaving, as much it’s losing players because there aren’t any new players coming into it.
For the love of everything that is good; remove 8v8 from sPvP, and make a proper match up system for casual 5v5. There is nothing structured about 8v8. It’s a zerg fest, and for no good reason. All it does is give new players a false impression of what sPvP is like. Then, make ladder, matchmaking, and spectator mode. And then work on making sPvP, not only interesting to play, but also interesting to watch. Make people love sPvP, even if they don’t like playing it. Celebrate the top tPvP players and promote them, so new sPvP players have someone they can look up to, and aspire to become as good as.
You should work for Anet in the PVP development team. Once they form one.
Thats true, and as every other aspect of this game, spvp need something to motivate ppl to win, if you wanna see more ppl playing it a good reason is needed.
You might say fun is enough a good reason, yeh i would agree, but its a good reason for first day, for the first week… but not much longer.
In spvp i think layering is the key. As many other stated if new ppl gets to fight against experienced players they’ll get killed so easily that they will just give up quickly.
So i agree on removing hot join 8v8 as it is now, and implement a layered system:
0 – custom arenas to let ppl train there.
1 – free torunaments: no fee, matchmaking system, little reward at the end
2 – paid tournament: 3 ticket per player, some gems for winners as it is now
3 – weekly torunament: 20 tickets to get in, more gems won.
4 – monthly torunament: 60 tickets to get in, lot more gems won.
5 – champion of the year: 150 tickets to get in, uber prize and players names written on the stone
add some new game modes other than point cap and we’ll see way more ppl playing.
i was trying it in spvp on dps test golems and i had 1400 condition damage and 2500 attack….
I used bleed, chill and poison on the light golem, and i think max dmg from doom was 114 crit <.<
I still think that trait is a total joke.
I just tried terror trait, but maybe i just dont know how it works….but seems really crappy, tested on a light golem and Doom did 74 dmg on it <.<
I wonder why someone should waste a major trait like that, anyone can enlighten me ?
You probably know this, but I’m making sure. You’re aware that you can buy rings from the vendor right?
Of course, but in order to buy one i had to do 10 dailies… in which i dropped 2 rings i dont need + 3 i dropped before the token system.
Since the process to get ascended rings involve RNG its highly possible that many of us got some useless rings before they could manage to get the right one….. in my case i got 1 ring i need, 2 rings i dont need right now but i might need in the future and 3 rings i’ll never need…. So what should we do with those rings ? we cant sell them in TP, we cant salvage them, we cant even throw 4 in mystic forge to try our luck with a new one…
my suggestion is to implement one (or more) of those options….
I dont think we have deals with anyone, at least this didnt pass at all from our forum, so if it happened it was restricted to 2 guilds. Our guild policy is clear, red names must go down.
And its actually funny that you are crying for a situation like that, when right yesterday evening we were attacking a keep owned by SoS and while smashing the door a group of JQ attacked us, and same happened on a tower.
thats what i have been doing, and it was really great cause i before mass stealth i was doing 2x shatter to also add 18might, which was a great boost i know but was balanced by having a 45s cd… now the long cd is still there but might is reduced to 6 with 2 full shatter :\
I’m writing this topic after the recent changes to mesmer, its not a QQ (maybe just a little) its just a sugegstion to promote also a support role for the mesmer, since actually everyone is using this class with burst build or phantasmal dpser.
When first buff to shattered strength was implemented i tried a Boonshare build, maybe i’m the only one who manage to create an effective build in that direction, but it was possible also thx to shattered strength giving lots of might to share to the party with Signet of Inspiration.
Now having shattered strength back to 1might stack per clone the build is 3x less effective; ok, i can still share other boons, but usually they have really a short duration like 4s (5s -1s to cast the sigil).
I’m not asking to go back to 3 stacks on S.S. cause i know it was being abused in burst builds but i think its not bad to have a viable support build for mesmers, but now its hard for that build to be good since Signet of inspiration has 45s cooldown… so sharing boons that last for 4s on a 45s cd seems quiet crap; maybe decreasing its cd to 30s wouldnt be as bad.
This is my specific experience, but i think the same might be for other classes, i see most builds based on killing the opponent and really few if noone based on helping the party… i dont mean with high heals, my build was a good example of support through boon sharing, and i think every class should have such an option.
I agree with the 0.25 cd on shatters…. but with shattered strength nerfed now my support build is 3/4 screwed.
An easy fix for this so called perma stealth might be to slightly change that “revealed” status which now triggers when someone hit while stealthed and it last for 3s.
It could be changed into a stealth cooldown, that activate as soon as the player stealth and it should last for 6 seconds, this way if you wait for the whole stealth duration (usually 3s) it wont be possible to get back into stealth for 3 more seconds, while if you attack and break stealth after 1 sec you’ll still have 5 seconds cd to wait before vanishing again.
Actually…. its already possible to play dungeon with ppl from different servers in the same region and guesting isnt still in… so if it has to be something new it should expand this chance to other region and to the mists; thats what i’m hoping… just need some hints from Devs.
The situation is this: I’m in a US WvW guild in SBI, but i love sPvP too, and there are many ppl i know in EU servers that play lot of sPvP and they do tournaments, i’d like to know if it will be possible in future to play spvp and tournaments with friends from EU servers, with that famous “guesting” function we have not yet seen. Ty.
As already said, the only problem there is now with mesmers is that bug with shatter burst, still have to figure out exactly whats that about…
I play a mesmer, and i play it as intended, without exploiting bugs, and my burst just doesnt instagib ppl usually (unless maybe they are kind of glass cannons standing there waiting for me to slap their kitten), but sometimes i met some mesmers able to do way more burst damage then me… and thats quite weird since gears are same for everyone in spvp…. so yeh there is something wrong with that.
I just hope it will get fixed without nerfing anything :\
You just need to time it correctly, or to keep it up adding condition duration.
I’m playing a condition mesmer and I can tell you that normal mobs die without touching me…. i could deal 4850 dmg on a mob on a single skill use stacking up confusion on it.
At the moment we cannot provide a constant dps with our conditions but if we manage to time it well we can provide a sort of condition burst :p
I’m playing a particular condition mesmer right now in WvW and i have to say i like it…. now… that i could find some more use to it, but actually if i had to stick with just conditions i have to agree that there isnt a consisten way for a mesmer to apply conditions.
With “consistent” i mean the possibility to stack up a given condition on a target so to produce a dps with it.
If we look at any weapons in mesmers arsenal there isnt any weapon that can provide a skill to consistently apply a DoT. (ye mesmer got confusion which is cool but it isnt a DoT as if the target dont attack it wont suffer confusion damage).
As said before Staff is the only condition oriented weapon, but it doesnt have consistent conditions as all are applied randomly.
So i see 2 possible solutions:
1) reduce scepter direct damage and let skill 1 stack confusion
2) reduce randomnes on staff skill 1, swapping vulnerability for poison or just removing the vulnerability.
An update to my previous suggestions.
Discussing with a friend another idea came up on how to make supply management more important and how to bring in some more objectives. Maybe cause dolyak arent such an attractive objective to care about, cause yeh you can kill some, but some more will come out, doesnt feel like achieving much with their death, so we thought about this….
Caravans
An event which can be started from a fully upgraded camp (thus increasing the importance of defending them) which spwans a big dolyak (or a line of dolyaks) that carries a lot of supply to a choosen destination (between a list of possible destinations ofc); obviously this event should have an appropriate cooldown time.
The caravan will have a circle/area like events or cap points have, and it will move only if there are ppl of its faction inside it. These special dolyaks should be Invulnerable so that the only way for the enemies to stop it would be first to clear defenders inside the circle and then “cap” the caravan, like it happens with almost anything else; this way they’ll get event reward, they’ll have the caravan stop and they’ll be able to steal supply from the caravan (10 supply each one who attended the event).
[note: this would require almost no coding at all since almost everythign is already ingame… think about breakout event, it has almost all the code needed in it. The only difference would be to make it start to upgraded supply camps and to chose the destination, and that it has to stop when there are no defenders inside the area]
An extended version of this idea is to just remove standard dolyaks and let all supply be delivered this way, so that commanders can choose when and where to direct supplies. This would add some more strategy and a real need to learn how to manage supplies.
One of the goals of this system would be to step into a direction where there will be so many things going on in a map that a single huge zerg wont be able to handle it all; instead, more coordinated groups will be needed to win. I know zergs will happen anyway, but lets suppose you start this kind of carvan at N-E camp, and the zerg goes there to stop it… another one can start at S-W camp, so that the zerg will have to choose if to split and try to catch both or to just stop one and let the other reach the keep; or a siege might be going on another tower….
This should halp
http://www.tomshardware.com/reviews/guild-wars-2-performance-benchmark,3268-6.htmlget a 7870
Ty for the link, I always check Tom’s hw for hardware stuff, didnt notice they had an article on Gw2, thats really really usefull.
just to be clear…. with increasing siege weapons power i dont mean like OP said, i was thinking about a 20% dmg increased.
- request thread shut down –
its all useless talking anyway
It’s easy to feel OP in WvW as almost every player you run into is a PvE’r pretending to PvP. There are a few dueling clubs in WvW with players who are actually good at PvP. If you can find one of these you’ll see that there are players that will give you a run for your money with absolutely every class……and you can forget winning any of these fights with an up-scaled character lol.
Exactly.
I mainly SPvP and Tourney. When I go into WvW with my group of 5 people to take supply camps, kill dolyaks, capture those veteran guarded waypoints and flank larger forces for our main force. When we run into other groups of like 10-15 people and wipe the floor with them it is obvious that they don’t SPvP. They don’t know how to deal with professions outside of zerg AOEing. When I get in a 1v1, even with my other professions. I never lose. Why? Because from my experience in SPvP it has taught me how to shut down other profession’s offense.
I find it hilarious when people complain about WvW balance, mainly it is the PvEers that are complaining. They are in a PvP situation, but it feels like PvE. So when they die, that salt of PvP in the wound of PvE makes them come in here and rage. Because they don’t know how to control their fights without an extremely structured script.
Thief/Rogue/Assassin types are always the first to get railed on and the first to get QQ, from PvEers trying to PvP. I think that it is due to most mobs, except for Skelks don’t stealth. So they have almost NO idea how to deal with them.
+1
Thats so so true. There was a time i stopped to WvW for a bit and i jumped into sPvP…. (well, quite more then jumped since i’m rank 34 and i won several tournaments) some ppl were owning me pretty easily, but then i started to learn how to counter their builds and how to react quickly to dangerous situations, result was that when i got back to WvW i was like “omg these dudes die so easily”, there was a huge difference in matter of play-skill.
An exemple of a week ago:
a random group of 4,5 ppl of my server got owned by 2 thieves, i tried to help but was too late, so i disengaged and step back a bit until one of them came out of stealth to hit me, he popped basilisk venom…as soon as i saw it i had my finger ready, he used steal to stun me, before he could do anything else i was 900ft away….. he was kinda lost, he tried to catch me up and he got into my chaos storm, then i dodged his c&d and shattered him…. some sec later he was dead, and i had the second thief hitting me, some fight back and then he used Shadow refuge, after i pulled him out with temporal curtain he was screwed and he died.
so here we go, 1 alone made it where 4 failed. I’m not saying i’m the best pvper in the game for sure, just saying that maybe if you feel the need to QQ so much about something maybe you should try to see if you did something wrong.
I’m quiet tired to see all this complains…. and i’m not saying thieves arent good at all, i died by them too sometimes, but i cant stand ppl saying they are invincible.
Just on 1 thing i can agree…P/D is a cheap build for thieves…. i mean it has a low risk/efficency ratio, cause all they have to do is spam 1 from distance and stealth every time they can to recover and gain the sneak shot, but thats not OP for sure, since it has no burst you can just walk away if you are in trouble, or you can totally screw it with a high regen & condition removal build, tried it on spvp i had a spec with costant regen ticking for 160 and condition removal on heal…. i wasnt going under 50% hp.
Any well placed siege, can stop a zerg.
yeh…good luck with an arrow cart against 50 ppl, you’ll be doing 200 dmg and cripple on 5 of them and the other 45 will run over your body….a little bit before those 5. XD
570 or 560ti will do you fine in pve
I have a 690 and wvw is still terrible because of the cpu intensity and i have an i5 3570k
How the kitten can you find wvw terrible with that setting ? i got an i5 3570K and an old sapphire hd 5770 video card and i can run wvw fine with all maxed settings and i’m also able to record it lol, how can a 560ti be worse than mine ? or…. are u running like 512mb ram ?
Why zergs are so popular ?
Because the actual meta game leads to just care about offensive actions and rarely cares of defence.
What happens 90% of times now is zerg rush a camp grab supplies, takes a tower then takes a keep and repeat the same somewhere else.
Its not important to hold a keep/tower/camp, but its only important to have it when the tick happens. This is the real bad aspect of WvW as it is now, cause lets suppose the extreme case in which there is a server A with not really big numbers, holding the whole map for 90% of the time, the other server B with big numbers just let them do, then right before the tick they bring up 2 zergs and rush east and west side of the map, getting almost everything.
Result, server A did all the work of holding and upgrading, and at the end of the day they got 20 points, server B just rush and dont care and they got all the points.
At the beginning Devs said that who better manage supplies wins WvW, actually thats not so true… but i think it really should be.
So here there are my suggestions (not all come from me, but good ideas must be repeated):
Point system review
+ Some points should be earned on succesfull capture of a point.
+ Points per tick given by any structure should increase over time. Such as camps starting at 0 points first tick (but still you get 5 points for the cap), then 5 more points second tick, 7 points third, 4th – 10pt, 5th – 14pt and stops there.
Same goes for keeps, 2nd – 25pt, 3rd – 30pt, 4th – 35pt, 5th – 40pt.
This way just capping something for the tick will be lot less rewarding than holding it.
Supply system review
+ When they get capped their depot should be empty, so there is no use for a zerg to rush to a camp and flip it just for the tick and resupply. Supplies will go to whom defend the camp.
+ Dolyaks should be a lot harder to kill, at the moment is useless to escort them cause any burst built toon can just suicide on it and take it down in 3 skills. I’d say they should have like 4000armor and 50k hp.
+ Dolyaks should have one additional upgrade to carry more supply, like 75 – 125 – 250.
+ There should always be 2 guards defending a dolyak, and 3 more should come with the upgrade. Yaks shouldnt be something that you kill passing by…. they should be really something to care more, by both sides.
General changes
+ A little damage increase to Siege Weapons (20% more dmg).
+ 5 targets cap removed on aoe, BUT some skills would then need to be adjusted with such a change, for example barrage and elementalist storms, they should have their radius reduced a little. This would promote strategy, like the use of choke points to hold zergs, and will greatly discourage stuff like turtling.
+ Let karma be a currency for structures upgrades.
(edited by cuge.5398)
I think that quote refers to the bugged f3->f1 shatter, not shattered strength (hopefully)
I really hope so too….I dont see why nerfing shattered strength, cause every class has some spec that grants them some kittenload of might stacks, then to use that trait you’ll have to sacrifice some power or crit.
And if we want to add some personal reasons i just spent like 60 golds to make a cool innovative build for WvW which got shattered strength as an important part but its not a usual shatter burst or a phantasmal build….. so for sake of game variety dont nerf my build lol !
I think really lots of us agree on the need of some improvement on WvW mechanic, and like Gara, i would love to have some more crude open fights. This could also happen getting orbs back in a new form… maybe letting it spawn on a wide area where factions can fight, and the winner can take the orb and bring it to his keep and gain a buff to that keep only (not server-wide like it was before).
Anyway we posted so many suggestions for Anet, that i think now we can just wait for their job to be done and hope for the best…
link to my previous similar topic about WvW: https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Letter-to-Santa-Dev-for-future-WvW-updates/first#post1043382
this kind of topic should be deleted on sight.
Ppl think something is op when it makes big numbers pop over their head, they never think for a second that maybe they died cause they did something wrong…. moslty the fault is of the opponent class being OP…. lol
Try playing one. You will probably be terrible, at least at first. But then you will figure out how to beat them and, ultimately, how silly this op is.
If you would be so kind to send me a protip strategy for beating a team of 5 thiefs, as I could probably make a fortune selling this secret that only you know.
There are 2 kinds of thieves running in WvW right now:
1 – backstab spec
2 – pistol / dagge spec
The first one is a one-trick-pony spec, they have one chance to shot you dead or they will be totally screwed, what you have to do is to counter their opener.
steal → c&d → backstab , this is the usual flow of actions, and there might be a basilisk venom to stun and land easier the backstab…. how to counter ?
With my necro → kitten easy… reaper mark under my feet will fear him after they waste their steal, then spam chillblains, mark of blood, and more conditions, they’ll try to hide in shadows then, to heal, stealth and remove poison/bleed, go DS and fear them to interrupt their heal and set it to cd… then they are done.
And yeh…i know there are other infinite cases, but this is the most common.
With my glass cannon mesmer → mirror images to break basilisk stun, roll back to dodge c&d = 3 clones up → shatter → roll + one more clone skill + leap&swap to immobilize → blurred frenzy & shatter = dead thief.
The pisol/dagger build instead is way more solid, it keeps range to stack bleeding and the get close to stealth with c&d, dodge it, and out-dps them from range, if they stealth dodge their sneak attack since thats their main source of dps and bleedstacking.
General tip: if they shadow refuge, just use a push or pull skill to force them out of it asap… so that stealth will be wasted.
Are you all seriously complaining so much for a damn reapir fee ? Surely casual disconnections in combat doesnt occur so often, or this glitch when you get stuck surely arent every 2 steps…. so damn i bet those that keep whining for this are those who alt-f4 all the time, so i’m really glad they pay.
I would support player kills earning points.
I know it can be “abused”, but honestly, the amount of coordination and effort that would go into abusing it would really not be worth the effort (Let’s say each kill earns your server 1 point [Taking out a Sentry, even now, instantly earns the server one point {Watch, it happens}]).There are ways to make it work, variations on the idea that would be less prone to abuse.
I feel the same…. cause to abuse about that system would require players from a server to transfer to another server every week and let others farm kill on them…. walk all the way back, get killed again, and so on… just to make someone else win the match up ? That would be sick…. but even if we suppose there might be ppl like that, ther is a really really easy fix: block free transfers.
Or even if they keep at once per 2 weeks there wont be time to do the trick whenever they wont… so i think it could still work.
Yeah, that seems cool too…. I still think the game has a huge potential, but it still needs more ways to make it true.
All we can do is to write our letters to Santa Dev and hope we’ll get our goods, there are so many good ideas in here that I hope we’ll see some of them applied soon.
I suggested that kills should take part to the score so that even solo players and skilled-but-small pvp teams might feel to be more active part on the server victory….. but any other way to achieve this would be good aswell.