The main reason our guild attacks objectives is so that players will have to come out of their safe house and PvP us.
Making arrow carts even more OP than they are now would just make WvW more boring than it already is (OP arrow carts have made it much more boring in tier 1).
TL;DR – Siege wars are boring. PvP is fun. Nerf ACs into the ground and keep the 50 limit.
- Guild notifications when claimed forts are being attacked.
exe. " your Hill’s Servername/map is currently under attack!"Strongly disagree with this one, but I liked the other two.
The skill cap on WvW is already insanely low, making it so there was no longer a need for active scouting to me is a making the game even easier not to mention more people standing in the zerg ball. If the maps were bigger and time to respond was an issue I would agree, but as it stands no.
+1…. It only encourages zerging – bad idea.
Ok maybe i dont know, but did Heartseeker + Blackpowder always just give only 2 or 3 secs of stealth with 30 in shadow arts?
http://wiki.guildwars2.com/wiki/Combo
3 seconds – the “+1 second stealth on skills that stealth you” trait has never applied for combo stealth.
Extra addition:
Guild commander pins (yellow) – works in all guilds you are a member of – only visible to guild members for the guild you are currently repping. Cost: 20g
JQ could surely use another NA
NO, I THINK THAT JQ
OF ALL SERVERS
IS ABSOLUTELY OK
Scoreboard says no.
Please come to SOR as we have the best NA community here. Our communication between maps is impressive and we are the least stacked out of T1 and T2 servers but it is our superior intelligence and organization that make us the true #1 NA. We have no queues in any maps 24/7 especially during NA prime time, so I guess you guild dont have to wait for queues like BG and JQ does. We basically roll BG and JQ ’s 80 man zerg with our elite 20 man zerg. An addition of another NA would greatly help us to dominate T1 even more.
Sounds like BG / JQ could do with RE on their side to help fight against your ‘elite’ 20 man zerg.
Crying about arrow carts is soooooo April.
You’d have to be pretty bad to have not adapted yet.
Including obligatory QQ for this month for your benefit: Ascended costs Laurels? What the?
The point was – everyone has adapted now – by joining zergs.
Exactly the opposite result to what most players want.
The only people who want large zergs are egomaniacal commanders and zerglings who need people to revive them whent he bad man touches them on the scary run from spawn to their commander.
People are mad becouse they want to continue spam skils while target has retaliation, retaliation is here and people need to know when to stop atacking.
There are serious problems in this game yet people pay atention to minor stuff that is a l2p issue.
Wrong, we know it is there and we can see it has 15 seconds duration on boon duration builds (i.e., many guardians). You have that on a 60 second cooldown.
So 15 out of 60 seconds = 25% of our fight we are supposed to not attack you.
So that is basically like having 25% invulnerability uptime.
It is obviously a balance issue – not a L2P issue.
The zergs have increased in size due to the AC buff .
Totally agree, arrow cart damage has single handedly increased the zerging in tier 1 to an even higher level.
It has made small/medium group ninja ops so much harder – so our mid sized group now has to follow a train.
I think the change was made to appease the tier 8 outmanned players – but little consideration was made to how it would impact tier 1.
On my thief I purchased +1 supply trait and now I am not going to get any +supply traits – I can’t use the extra supply because I die in the arrow cart fire while I am building.
It has to be one of the worst changes to WvW I’ve seen so far. It has made tier 1 WvW really boring. I was hoping for a reversion or a huge nerf but the devs have now come out and said they are “happy” with the player damage – despite the actual players telling them it is wrong. They nerfed the siege damage that arrow carts dish out but too bad the players trying to use that siege will die if they attempt to use it.
It would be good if ascended items could be traded back to the laurel vendor for laurels (including soulbound ascended items).
This would help players that get rings as a drops (in WvW chests or fractals) be able to convert them into something useful if the stats don’t suit them.
It would also allow players to re-spec their profession without spending another 3 months collecting laurels. For example, if i want to switch to Berserker/Valkyrie my Berserker/Berserker gear is just going to sit around in my inventory in the hope that it will be useful/convertible one day.
Giving retaliation a 2 second cooldown is a horrible idea, you might as well get rid of the entire boon in that case. It’s supposed to be the counter against fast hitting abilities like unload, while you have blinds and aegis to use against something like backstab (though in the case of backstab it’s not really a counter as failing it doesn’t make you come out of stealth and you can just backstab another time).
Though I agree that retaliation can proc far too many times for far too much damage, giving it an internal cooldown is not the solution because it renders the boon useless in any situation. If you want to nerf it, go with a damage cap of about 1-1.5k per second, preventing yourself from completely destroying yourself for AoEing that zerg, but the boon will remain a counter to fast hitting skills in small scale or solo situations.
How do you know it is meant as a counter for fast hitting abilities? Has a developer stated this was the intention of the boon or is it an assumption? I’ve not read anything mentioning that this is the intention of the boon.
I’ve always looked at it as a boon to help you with a “net hitpoints” situation. By net hitpoints I mean where you have two competing HP bars (your bar and your opponents bar) and retaliation works to reduce the net hitpoint difference by damaging your opponent when they damage you. So the net difference is less. Unless a developer says the boon is intended to punish multi attacks then I don’t think that is what the intention was.
As far as a damage cap goes – probably a good idea also. I was not suggesting the cooldown would be internal to the player with the retal boon – I was saying it should be internal to the attacking player. So if you have retaliation on you and 5 people attack you then you’ll get 5 procs not 1 proc. If a grenade engineer throws a grenade into retal buffed zerg he will only get 1 proc instead of a near death experience.
A damage cap is fairly similar to a cooldown. Let’s say we make the damage cap 350 damage per 2 seconds. This is a very similar impact to having a 2 second cooldown on retaliation (per player, not per boon holder). It’s just playing with parameters. Shorter cooldown = higher damage from retaliation.
Either way, retaliation should either have timed cooldown, scale based on incoming damage or as you say have a damage cap over time.
Right now, retaliation is basically as bad as high stacks of confusion. I literally have to stop attacking guardians for 10 seconds (after Save Yourselves) or I will kill myself. It isn’t really balanced that a guardian can take players out of a fight for 10 seconds just by popping a utility.
Reminds me of those kids who start fights in the school yard and then try to call a truce when they are losing. My policy is no survivors.
Looks OK, any leap or blast finisher on #2 would make pistol/pistol a more viable weapon set.
This was my suggestion on an earlier post on the Thief forums:
Skill name: Recoil
Skill description: Recoil backwards from your foe, crippling them:
Cost: 3 initiative
Damage: 168
Cripple: 2s
Combo Finisher: Leap
Range: 600
It would basically work exactly the same as #3 on shortbow (in fact I wouldn’t care if it had the same animation) but it would be a leap finisher and wouldn’t have an evade – so you can combo Black Powder + Leap to gain stealth from the pistol/pistol weapon set:
http://wiki.guildwars2.com/wiki/Disabling_Shot_%28thief_shortbow_skill%29
My understand was you need 20 points in trickery to get permastealth. I cannot recall, but Im fairly certain you need points in trickery. If so, what are the screenshots for>
Generally for permastealth you want an initiative refund + regen build so that means the following traits are most useful:
http://wiki.guildwars2.com/wiki/Infusion_of_Shadow
This trait decreases the cost of Black Powder+Heartseeker from 9 to 7
(10 Shadow Arts)
http://wiki.guildwars2.com/wiki/Quick_Recovery
Allows you to regen initiative faster
(20 Acrobatics)
http://wiki.guildwars2.com/wiki/Preparedness
Gives you more base initiative to play with.
(15 Trickery)
Plus the following utility skill if you can spare it:
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Signet
Allow’s faster initiative regen (along with a decent active)
You don’t have to choose all of those traits though.
Mainly you want Infusion of Shadow so your heartseekers are cheaper.
Glass cannon on any profession will do huge damage – it is nothing to do with the thief profession. It is to do with how powerful glass cannons are. Glass cannon shatter mesmers and kill shot warriors will insta-kill you just as easily.
Given how much damage you took I am suspicious that you are running a glass cannon build yourself. If so: live by the sword, die by the sword.
I run zerkers and 0/20/30/20/0 and I only backstab in the region of 5-8k.
You got hit for 11k which suggests to me that you have very little toughness in your build and the thief was a pure glass 25/30/0/0/15 build (possibly with the 5 stacks of might on signet activation trait).
This really isn’t anything to do with thieves – it is to do with professions that have Smoke fields.
Viable smoke fields for doing this:
Engineer: http://wiki.guildwars2.com/wiki/Smoke_Bomb_%28engineer_skill%29
Engineer: http://wiki.guildwars2.com/wiki/Smoke_Screen_%28engineer_skill%29
Thief: http://wiki.guildwars2.com/wiki/Black_Powder
Thief: http://wiki.guildwars2.com/wiki/Smoke_Screen
Any profession can use blast finishers to finish the smoke field – I believe it is 3 seconds per blaster finisher – they are able to accumulate up to a maximum ~10 seconds of stealth.
In this case, looking at the field – it does look like there is a thief or two – one is dropping Black Powder (Pistol 5) and another thief spamming cluster bombs (Shortbow 2 – undetonated – blast finisher) into the field to achieve the Area Stealth combo.
Sure thieves and engineers can permastealth doing that – but as soon as they want to do something like kill siege or kill people they become visible.
In this particular case they were no strategic threat to your side – so you should have ignored them and moved on.
All professions now have access to anti-stealth skills – Stealth Traps exist just for this purpose.
Move along – nothing to see here.
No idea why they nerfed confusion to hell which was very anti zerg and yet left confusion completely alone- maybe some thief complained about confusion….
You rang? Thief here to complain about retaliation.
I play pistol/pistol and dagger/pistol.
I proc retaliation 8 times in 1.5 seconds (every Unload) and only 1 time on a Back stab.
When I use Unload I do 4-7k damage on my target, when I use Backstab I do 6k-8k damage.
Unload on a player with retaliation damages me for 1500 to 2800 hp – which is 10-20% of my health bar lost on every Unload.
If I backstab, which does more damage, I’ll only be damaged for 200 to 350 hp – which is 1.5-2.5% of my health bar.
The simple fix for retaliation is to give it a 2 second cooldown after proc.
Micro cooldowns manage to stop many things in this game being OP (remember Omnomberry Ghosts?) and a micro cooldown can keep retaliations damage ticks from being nerfed any further but remove the OP retaliation damage caused by multi-hit skills.
Anything is fine really. I even saw a guardian solo roaming last night.
The issue is that when roaming you often run into significantly larger groups than you can handle and you need to get away quickly. So unless you are fast / mobile or have long duration of stealth then you are dead. So in my opinion, the profession doesn’t matter so much until you run into those large groups.
To deal with large groups, you either want a very fast profession like warriors (sword+greatsword), rangers (sword+greatsword), thieves, d/d eles (less fast now), maybe even a speedy kits engineer.
Or – you want a long duration stealth profession like thief or a mesmer.
Thief is best of both worlds mobile and stealthy. Zergs and commanders have largely learnt to ignore us to avoid frustration. Dagger/Pistol thief is probably the most stealthy weaponset because it provides on-demand stealth without any melee contact being required (and you can chain multiple heartseekers through the black powder if you are skilled enough and don’t have a laggy connection).
Runes: Strength.
I really like the fact that might lasts longer, it is easier to stack and also you get 5percent damage up each time you have got might. So in combination with the other sigil you apply on you weapon (5percent damage) you have got always 10percent damage on your offhand.
http://wiki.guildwars2.com/wiki/Rune_of_Strength
The sixth bonus is bugged.
I personally run a 30/30/10/0/0 with soldier armor, everything else is zerker. Runes are scholar.
Just remember there are more efficient places to put your Crit Damage (Berserker, Valkyrie, Cavalier) armour.
http://www.guildwars2guru.com/topic/80673-min-maxing-with-critical-damage/
In summary:
For Min Maxing stats, what you want to use to obtain crit damage in order of least stats given up for crit damage:
Exquisite Jewels > Shoulders, Gloves, Boots > Amulet = 1 Hand Weapon > Earring > 2 Hand Weapon > Chest > Head = Legs = Ring = Backpiece
Once you are downed, the best way is to rally by killing something – so leave one of the mobs you are fighting on low health and use that as rally fodder to damage when you get downed.
I find the best way though is not to get downed in the first place.
Watch your health carefully and try to not fight mobs above your level (e.g., don’t fight mobs above level 28). As soon as you fight mobs a few levels higher they hit much harder.
Keep your gear up to date also – running around in level 28 with only level 15 or level 20 armour/weapons/trinkets will see you die a lot more than you should. Keep weapons, armour and trinkets within 5 or so levels. Heart merchants often sell upgrades to trinkets, weapons and armour – buy them, equip them and fight mobs at or below your level.
I’ve been playing against s/d thieves in WvW since the buff and they’ve started to become quite common.
Our little roaming group has really had no problem with them at all apart from the troll-y nature of Infiltrator’s Strike.
Spammable stunbreakers is way more powerful than spammable boon removal.
One of the guys we fought that was reasonably skilled would just go back to his portal every time we managed to land a stun or get some burst on him. We killed him two or three times so he wasn’t unstoppable and we barely noticed his boon removal.
The other (less skilled) s/d thieves we either killed first time or made them run away because they almost died. Yes they do spam 3-3-3-3 all the time but that is only as successful as spamming 2-2-2-2 on daggers (i.e., it is not that effective unless you are playing total noobs).
Giving boon steal/hate to other professions is just an indirect way of nerfing boon duration builds – given it was done twice in that patch (once for s/d thieves and once as a warrior trait) it seems this was an intentional nerf to professions relying too much on boons and boon duration in their build.
s/d doesn’t need a nerf in WvW as far as I’m concerned. I play p/d so I don’t have any vested interest in s/d remaining untouched.
My policy is to accept all invites, report them if they are abusive and be polite and respectful when they are nice to you. I try to return any compliments that are offered as a gesture of good will. I’ve not had a case where someone that was contacting me to give negative feedback – didn’t also include a multitude of swear words. So everyone who was rude to me will have had a nice holiday (ban) away from GW2 to remind them it is just a game.
Something like curry butternut squash soup..
EIDT: and I am totally fine with signet power builds coz you give up a lot to get that 16 stack, but with SA builds you don’t give up nothing and gains condition removal/healing.
Sigh – yet another thief saying “let’s nerf ourselves”.
Assuming your double negative was unintentional:
Almost every thief build starts with 0/30/0/0/0
Then to put 30 into into Shadow Arts making it 0/30/30/0/0 – this leaves you 10 points at most which you can put into Deadly Arts.
So it does cost you – it costs you 20 to 30 trait points you could have put into Deadly Arts (this is known as Opportunity Cost – https://en.wikipedia.org/wiki/Opportunity_cost).
What do you “give up” by choosing Shadow Arts:
- 200 to 300 extra power in Deadly Arts
- 200 to 300 extra condition damage in Deadly Arts
- Adept (maybe), Master and Grandmaster trait selection in Deadly arts
- burning through your initiative or using up a utility skill (eg, Shadow Refuge) to gain might
- having to use a clumsy mechanic of might stacking in order to get similar burst to a true 30/30/x/x/x glass cannon
Given 35 power = 1 stack of might then you are giving up 5.7 to 8.5 stacks of might.
So you a giving up a huge amount of permanent might stacks for a clumsy, situational and temporary amount of might stacks.
The fact you have to put escapes on cooldown (Shadow Refuge) or burn intiaitive (permastealth) to build those might stacks – does not make the might stacking “free” and the opportuinity cost associated with 30 in Shadow Arts is not small by any means.
As for condition removal – you are assuming that thieves take these traits in Shadow Arts. My guildies mainly use blind on stealth. I have seen many take the Deception skills cooldown trait. There are plenty of juicy Adept traits in SA that can be selected over condition removal. Many thieves that run 30 in Shadow Arts do not run the condition removal trait. Personally, I think they are crazy but your assumption that everyone will choose that trait is wrong.
The main reason I can see for activating it is to use this trait:
- Stealth finisher, what’s the point of having downed skills if you can’t use them?
- Heartseeker, the damage on this is so overpowered, as of it can be used up to 5 times when at full initiative. How to kill someone as a Heartseeker spammer: 3k, 3k, 3k, 5k, 8k, -dead- if they are bunker, they will be less than 30% health.
- Cloak and Dagger, let’s see; up to 7k damage, stacks vulnerability, AND stealths you! wtf?
Any glass cannon profession hit for those big numbers.
In WvW I have fought a glass cannon necro and he hit like an absolute truck and rarely died (only died once during 4 to 5 fights with our guild). A glass cannon shatter mesmer bursts players down to zero in 1 attack (and they are just as hard to chase down and kill as a thief). A glass cannon rifle warrior will kill almost any profession with 1 shot from a 1500 range.
So the problem isn’t with thieves, it is a problem with how powerful glass cannon builds can scale up.
Ideally, glass cannons builds need to do less damage and tank builds need to have less survivability.
That would solve quite a few of the OP (damage/tank) builds in the game.
As for stealth stomps – I think mist form stomp is more OP and stability stomps are next with stealth stomps coming third. I tried to stealth stomp someone during a fight and hammer warrior saw me and came over the body and used ‘Staggering Blow’ to knock me off them. With mist form and stability stomp that move would have been impossible and the person would have died. The fact that mist form allows you stomp without interruption / damage makes it the most powerful stomp in the game.
There are aspects/builds of many professions that are OP. It doesn’t mean they need to be nerfed. e.g.,
Mesmer: shatter builds
Engineer: grendade/might stacks builds
Necro: double health bar
Warrior: highest base damage, highest vitality, very fast (sword/warhorn, greatsword)
Guardian: tank builds
Ele: tank/self healing/regen builds
Ranger: beastmaster builds
Thief: burst builds
p.s., L2P ;-) just joking..
Our pugs will fill your zerg, make it bigger, stronger, deadlier.
JQ has some of the best pugs.
Can’t believe people complain about the damage to players; use your head and stop throwing your squishy players on siege.
Our “full tank” commander got downed by 1 arrow cart while he used his own arrow cart to destroy a treb. Even tanks can’t sit in arrowcart damage and operate siege.
In tier 1 the “flash build” of arrow carts in ZvZ battles is becoming commonplace during fights – because everyone knows how overpowered and game changing they are.
There is no point reducing siege damage if you aren’t reducing the damage on the player operating the siege. The siege will be gone before the near-death player can swap out and another fresh player can get on.
Additionally, OP arrowcarts just make the game sooooo boring now.. taking objectives now almost always requires “the long siege” where you sit there for hours in a tower trebbing a wall while they eat through their supply. Even if you destroy their ACs they’ll just flash build new ones because commanders know how OP they are.
Games are about having fun and OP arrow carts make WvW significantly less fun for the majority of players – the only person having fun is the arrow cart operator (I suspect many of the people in the thread that are pro-arrowcart-buff are from servers that are often Outmanned or they have invested their trait points into the arrow cart traits).
TL;DR: The damage against players is too high and it is making the game boring and rewards turtling – arrow carts need to cost a lot more supply or they need their damage to be massively nerfed. Right now the damage:supply ratio is totally off.
One reoccuring theme that complainers still haven’t addresed or responded to is the fact that these traps are meant for veiled zergs, and not for individual thieves. The aoe is really small, and the fact that wvw maps are so vast, chances of them being all over the place is pretty slim. Plus, given that people have been fightning stealthed thieves for a long time, chances are people wouldn’t waste those traps on 1 thief (unless he’s, you know, badge-rich and wants to troll you).
If Veil and Mass Invis were the problem then Arenanet would just nerf the problematic individual skills (like they nerfed Portal to max 20 players recently). This is obviously targeted at appeasing all the crying about thieves. If Veil and Mass Invis are the problem then they should be nerfed and the stealth trap can be removed from the game. Alternatively, they should offer traps that nullify other professions to make it balanced:
- Boon trap – clears all existing and new boons for the next 30 seconds (Guardians)
- Sticky Hands trap – weapon swap/attunements cannot be switched for 30 seconds (Elementalist)
- Pet trap – pet instantly dies and pet swap goes on cooldown for 30 seconds (Rangers)
- Clone trap – clones and phantasms cannot be created for 30 seconds (Mesmers)
- Bundle trap – kits cannot be equipped or used for 30 seconds (Engineers)
- Condition trap – conditions and lifesteal cannot be used for 30 seconds (Necro)
- Flashbang trap – all heavy armour attacks will miss for 30 seconds (Warrior/Guardian)
All of these traps sound unfair to the impacted professions because they are.
“Stealth trap – can’t stealth for 30 seconds” is just as unfair as any of the traps listed above.
Trap doesn’t prevent you from attacking / dodging / healing, just no stealth. So for 30 sec thieves have to l2p like the rest of us non-stealthers.
I’m pretty sure that if thieves were designed from the start by Arenanet to be a non-stealth + evasion profession then most thieves would have zero trouble adapting to that play style (and you would all still hate us for ganking you). We adapted to culling reducing our stealth time by about 2 seconds.
Thieves as a profession were never designed to play for long periods of time without stealth – our base 10k HP was no doubt decided upon based on the fact that thieves mitigate the majority of incoming damage via the misdirection and ranged weapon target drop that stealth gives us.
Removing stealth and not buffing our hit points as compensation for losing our stealth is just plain wrong.
90% of that avoidance comes in the form of stealth.
Disabling Shot, Flanking Strike, Death Blossom, Withdraw, Roll for Initiative, Hidden Pistol (Charr only) are all skills that Evade without having stealth involved.
If you think death blossom belongs in a list of evades that are an appropriate alternative to stealth then you obviously don’t understand the thief profession well enough to be considered as having an informed opinion.
Best thing Anet has done since their AC bump mistake
So….. I guess you didn’t like it at Vale supply camp when I dropped a shadow refuge on your dying elementalist body in the middle of a zerg battle and revived you?
except engineers and rangers are medium armored too and they dont have stealth and dish out big damage too , Diference? they rely on actual Skill . truth is thiefs keep saying stealth is their only means of survivability because they exploit stealth they all go 100% glass cannon since they can avoid harm at any time by stealthing that doesnt mean thief isnt capable of fighting other classes without stealth it means thief players have to l2p instead of relying on overpowered mechanics.
As far as I am aware, thieves are one of the weaker and least played professions in tournament PvP because everyone in tPvP has already learnt2play. So it sounds like everyone who thinks thieves have “OP mechanics” need to L2P.
Seems overpowered having so many CC’s on one weapon set
How about changing Body Shot
From:
Damage: 168
Vulnerability: 6 s
Combo Finisher: Physical Projectile
Range: 900
To:
Skill name: Recoil
Skill description: Recoil backwards from your foe, crippling them:
Cost: 3 initiative
Damage: 168
Cripple: 2s
Combo Finisher: Leap
Range: 600
So on demand stealth = Black Powder + Retreat
Very similar to dagger/pistol Black Powder + Heartseeker except that it leaps backwards to escape melee targets.
Plus an increase the firing speed on #1.
Stealth stomp is fine though. Other classes can stomp you whilst invulnerable, so at least with a stealth stomp there’s a chance of interruption.
There`s a hell of a difference between someone popping mist, stability or wtk you want compared to going invisible & not targetable at all, completely negating the (already next to pointless) downed state.
Yeah agree, a huge difference.
Mist stomp:
- can’t be interrupted
- can’t be damaged
- can be targeted (but not damaged)
Stability stomp:
- can’t be interrupted
- can be damaged
- can be targeted
Stealth stomp:
- can be interrupted by any of launch, knockback, fear, knockdown, pull, push, stun, daze, basilisk
- can be damaged by melee or AoE attacks
- can’t be targeted (mainly affects ranged attackers who are afraid to melee)
So Stealth stomp is the weakest of all ‘special’ stomps because it is both interruptible and you can damage the stomper.
I’ve lost count of the number of times I have died trying to stealth stomp players. Interrupted many, many, many times also.
So I agree huge difference – Mist and Stability stomps are more powerful.
The majority of professions have a downed state mechanic that can interrupt stealth stomp – but none of the professions can interrupt stability or mist stomps using downed state skills.
So it isn’t stealth stomps that make a mockery of downed state skills. It is invulnerability and stability.
They should not be able to heal while in stealth. Or come out of stealth when they Heal. Just like now eles can’t heal while in mist form. Cause getting a thief to 10% health then poof invs and then they show up full health is not fun. Not every build has an aoe. And u shouldn’t have to base your build off one class just cause they go invs every moment in a fight. It needs to be nerfed. There needs to be a reveal
Skill.
Engineer and Ele are invulnerable when their skills are disabled.
Thieves are not invulnerable so it is a poor analogy.
Every profession has other professions they are not good against.
Some professions are strong against thieves and others are not.
It is just part of the game – no nerf required – just a L2P a issue.
everyone in my guild is getting this bug – my theory is that the anti-teleport code on the server is set too aggressively and thinks that we are using ‘teleport hacks’ because we moved too far, too quickly and sends us back where we started…
i generally get the bug when i have lag in WvW, i think the dev’s need to play the game on a ‘simulated’ laggy connection so they can see what it is like and if there are any peculiar behaviours that surface due to lag
3 months later… still broken
We are not planning on adding a new currency to handle Ascended items in WvW.
So we can use badge of honors. Any info when i can buy these items?
ASAP.
Sweet. You guys rock. Please don’t go crazy on the badge price though. Some support professions don’t make that many badges. I think 2 or 3 stacks would be a fair price for 1 item. Given the ease of getting pink bits via fractals the same ease should apply in WvW. Please don’t have the +50 ecto prices like the laurel vendor.
Given WvW is in The Mists, it would make sense for vials of mist essences etc and ascended drops to occur in WvW also.
Hope not. I’m lovin’ this. The anti-zerg is here! I don’t know what everyone is complaining about, because you can’t karma train the towers I’ve worked so hard to upgrade anymore? I honestly haven’t been killed by one of the new carts yet. Did get pretty close with some clever use of tower steps as a choke point though.
If a karma train can’t take your tower then what chance does a guild special ops/havoc team have.
It ends up the only good way to take something is Player vs Door, because even 1 enemy player in a tower can keep a guild special ops/havoc team out.
Exactly what we don’t want.
The issue is that the arrow carts don’t care if you are part of a zerg or not – so small guild teams suffer just as much under an arrow cart as a karma train super zerg.
If the AC damage scaled damage based on the amount of people it hit – then you could call it anti-zerg (1 player hit = tiny damage, 50 players hit = max damage).
This change doesn’t discourage zerging at all – it merely discourages taking objectives by groups of any size.
Stop hiding behind your OP arrow cart and COME AT ME BRO.
Indeed, leave the defensive position you hold, and mindlessly charge into the group that outnumbers you 4:1, 5:1, or in some terrible cases, 10:1. This is why I believe you people just need to learn to play.
Did I say we outnumbered them at any stage in my post? They were not outnumbered at all, if anything they had more numbers than us. We were the the brave ones trying to attack their keep while outnumbered – they were scared to come outside and PvP us. So it ended up being PvS (outnumbered players vs overpowered siege).
People might finally begin to watchdog objectives instead of following the herd around capturing objectives.
Idling in a keep for 5 hours hoping someone shows up.
That game sounds just thrilling – where do I sign up.
Arrow cart range and damage changes are stupidly over powered.
Player vs Player is the reason we play every night — Player vs Siege is just plain boring.
Additionally, the arrow cart changes encourage zerging even more – small teams can’t build counter-siege arrow carts or the build site will explode from AC damage. So forcing us to build a treb to destroy the arrow carts means we need to run as a large zerg so we can defend the treb and and have enough supply to build it.
Flame rams and golems are now useless when an objective has arrow carts – the ACs destroy them so quickly. I tried to help build an AC last night and the arrow cart damage alone almost killed me (15k HP → 1k HP while dropping 10 supply on the build site).
Even worse – superior arrow carts – ouch.
Stop hiding behind your OP arrow cart and COME AT ME BRO.
p.s., Arenanet – all your other changes to WvW were good – thanks. Looking forward to ascended items.
WM’s arrival on BG has made the Oceanic/South East Asian timezone more challenging and interesting for JQ players. I’m glad you are back in tier 1 because it was getting boring steamrolling BG and SoR. I disagree that your zerg is not large, I’ll take some screen shots next time – when talking about zerg size you must include pugs in the calculation.
What Arenanet need to do with shortbow:
skill 1. increase firing rate to 80% of ranger’s Shortbow auto attack firing rate – so it actually does enough damage over time to actually apply some kind of pressure to enemies (20% less because our auto attack is sometimes an AoE if other players happen to be standing nearby)
Reason: I was playing on my soldier armour warrior and I had a thief attack me with shortbow auto attack. It was hilarious – he did virtually no damage to me and the attack speed was just soooo slow – I didn’t even need to heal after he shot at me for 10-15 seconds. Shortbow auto attack really is very weak. If situation was reversed and I was on my warrior rifle or longbow – the thief would have been feeling the pain.
skill 2. increase travel speed of cluster bomb by 150%
Reason: it is way too slow – even 100% wouldn’t be enough of a buff. You can’t use it against moving targets – even if you predict where they are going to be – the red circle appears well before they arrive and they can dodge it or run around it too easily. It is responsible for 100% of the burst damage that shortbow can do and yet it can only be used at zero range by spamming detonates. Cluster bomb is the equivalent of a warrior’s Volley skill or a ranger’s Rapid Fire skill (burst) – yet it is so hard to hit anyone unless you are at zero range [which is not really the point of using a ranged weapon] or standing on top of a keep wall shooting down into the zerg. Additionally, buff the range to 1200 to help with thieves having better AoE during offensive/defensive sieges – then I can do something while I am standing outside the keep door.
skill 3: nothing – it’s good
skill 4: nothing – it’s good
skill 5: make it an instant cast shadow step – not a projectile shadow step
State of the game said they wanted thieves to be more mobile. When I have lag in WvW and I am running with swiftness my infiltrator arrow actually makes me shadow step backwards because the projectile speed is so slow and the shadow step range is so small that I have run past the target area before the projectile even hits. If they can’t switch to instant step, then perhaps buff the range to 1200.
Thought experiment: Remove stealth and change it to invulnerability instead. Who will complain?
On demand invulnerability for 3s sounds good to me but you’ll need to make some buffs in exchange for some of the other advantages that stealth gives us.
For example, you’ll need to buff backstab – because people will never let you backstab if they know where you are. Executing that skill relies entirely on my opponent not knowing my location. It will have to be reworked so frontstab gave as much damage as backstab. Fair exchange perhaps still disadvantaging the thief.
There must also be no visual or boon indicators that I am invulnerable. Enemy players only find out I am invulnerable when they “Invulnerable” appearing on their screen. That way players can’t save their dodges for when we are invulnerable and they can’t save their burst damage for the second our invulnerability turns off. They’ll just have to guess when it is gone.
I am assuming this swap from stealth to invulnerability would include buffs to heavy armour (like a guardian) and/or higher base vitality (like a ranger). Given we are primarily a very squishy melee class that avoids all damage via heavy use of stealth – it only seems fair that our lack of stealth is compensated for with increased survivability (how does heavy armour and 13k hp sound?).
I also assume Invulnerable buff would de-target us like Stealth so that the player has to re-target when Invulnerable finishes. i.e., ranger can’t just select us and pew-pew auto attack.. they have to re-target and then trigger the pew pew. Costing them time to reaquire us as a target.
Heartseeker out of black powder will have to make me invulnerable (otherwise you destroy the entire Dagger/Pistol meta). So I assume the Invulnerable can chain like I can with stealth also. So I can be perma invulnerable except for the 3 second ‘Revealed’ debuff following my front/backstab attack on someone.
If you’re happy to give us those extra things then I’ll give it a go.
I am betting my guildies would love 10 seconds of being invulnerable after leaving my refuge to initiate a fight.
I’ll find a way don’t worry
. I would prefer to fight invulnerable thieves as opposed to stealthed ones. That way I can keep an eye on them.
You’d probably die even easier given most times you go to hit a thief it’ll say “Invulnerable” but at least you can see them killing you.
They could simply change the combo: smoke + leap = smoke armor (apply blind when hit) or something else…
Queue endless complaints about permasmoke.
I believe in state of the game the devs said they wanted to give thieves a bit more ‘boon hate’.
So I say:
- remove: heal
- keep: no crits
- add: steall all boons from target
Wouldn’t you love to steal every boon off a guardian right after he pops Save Yourselves! or Empower, perhaps a Warrior when he pops Signet of Rage or a Ranger when he pops Rampage As One.
Stealing all of a player’s boons would really make them feel robbed (or Mugged as the trait is named).
Stealing ALL boons just goes with the theme of our profession being “thieves” (stealing things) rather than “assassins” (killing things).
Bountiful Theft trait could be re-worked into something else.
Use warrior signet build until level 60 – it owns everything.
All hail dragonbrand. The newest bandwagon.
You mean Brandwagon right?
You don’t just have to be 80 – you need to be 80 with exotic armour, weapons and trinkets.
When I levelled my warrior in wvw I got targeted sooooo much as an uplevel player.
Now when I see that green up arrow I just shadow shot onto them and a couple of rotations from my auto attack (from my thief) and they are down.
It is like hazing. I went through it so you must
And, be sure to kill the veteran wolf whenever it’s up. It does give WXP.
Close, but you risk missing out on wXP with the zerg while you kill the wolf – what you really do is TAG the wolf instead of killing it and then stay with the zerg. Later, when someone else has killled the wolf you’ll get credit for the kill.
This applies to every gate you run past on your way to the zerg. Tag the gate, wXP delivered later.