1500 stacks of confusion in pvp with pve confusion damage and passive dot.
w h y
“Spectral Walk: This skill can no longer be activated while in mid-air.”
rip roaming necro
What i want to know about this change is how level 80 characters will get skill points to unlock utility skills. If it’s only through skill challenges in open world that’s a huge pain in the kitten to wvwers.
“Spectral Walk: This skill can no longer be activated while in mid-air.”
i’m going to cry. not only was this one of necro’s only truely effective escape methods, it was one of the most fun things in the game.
Aegis function is good and valuable in combat. Personally I’ve always thought it looks awesome with shields on guard and when i’m fighting i dont have my camera zoomed in to admire myself- i’m watching the field and my opponent.
Sorry to hear its such a bother to you guys but even before I bought the game I thought it looked great and have thought so for two and a half years.
Aesthetic taste is subjective. Calling for change to battle mechanics to suit your aesthetic sounds like asking for more problems than it would solve.
If anything I think Starfall’s boon/condi effect supression for screencaps only would be a better solution.
Where can I read about these changes
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
Sometimes I keep both flesh wurm and spec walk on my bar as well as offhand warhorn when I know i’m going to be dodging zergs. This change isn’t so much about my necro being able to run away- its about my necro having 0 chance to get any class outside of mesmer or another necro in combat and keep them from just peacing out into the sunset since I have no real way to catch up to them without chill/cripple/immob. It really makes the hyped up 100% chill time for new spec seem kind of pointless. Yeah, it makes footspeed slower and increases cooldown but my days as a wvw solo roamer that’s able to kill anything before it runs away seem numbered.
I believe this the what brought on this change. 100% chill uptime would be crazy OP vs melee classes that don’t have access to teleports.
You are so misinformed its incredible. First of all I haven’t seen a single necro roaming without flesh wurm, spectral walk, or warhorn on their bar. Claiming that this somehow results in them being “mobile” is laughable.
100% chill uptime is easily maintainable on a huge range of builds as is. Around launch there was a load of hype around chillmaxing eles/rangers and whatnot. Then we all figured out how badly it sucks, and so few people run it that you’re now talking about it like some sort of hypothetical.
Don’t ever use the term “melee classes” again. Thats godkitten embarrassing.
Even with every juke available to necro, no it is not mobile. Someone above claimed could be mobile and I responded. With wurm, spec walk and warhorn (which i don’t always run- i often drop wurm and/or warhorn) I can juke zergs as long as they aren’t thirsty af and pull myself out of skirmishes that have gone pear shaped. It’s more limited than any other class (maybe not guardian or mesmer if they arent running leap/JI) but it does offer a limited, long cd teleport up cliffs/out of the center of combat.
Also melee class
(edited by eyestrain.3056)
Dire supremacy is coming. If people with 2k condi can hit like zerkers, with bunker stats, I quit this game.
^
Who needs to mobility when you can sit in one spot and never die whilst also annihilating everyone else?
We’ll see how resistance and stat scaling effect overall changes. It’s these soft cc and confusion changes in particular that seem natural and good for pve but puzzling and “fixing what aint broke” in pvp.
Guardian elite spec with longbow has bouncing cripple on autoattack if I remember correctly.
Honestly if they feel reaper/guard elite soft cc is going to be OP i’d rather they nerf that than the effectiveness of soft cc.
The only one I see that looks anywhere close to normal is the Ascalonian
99% of those have the aformentioned stuff all over the helmets, I’d just assume take the helmets off, really
Sounds like you’ve got your solution.
…
Beautiful kittening post. Thank you so much for writing out the whole tiring mess so neatly.
Rather than divided PvP/WvW/PvE mechanics, I’d would have automated balancing systems in place that kick in in extreme situations.
Like accumulative CC resistance under heaving CC spam, or a global cap to DPS that usually won’t kick in, unless under heavy fire from too many enemies. Something like the health degen pips we used to have in GW1.
If pve and pvp were still united this would be a big nerf to damage done on world bosses and still may not be conservative enough to benefit players in pvp.
It’s like the “don’t get caught because it won’t end well for you” was actually going to be difficult to get away from if you got caught! We can’t have things working out as they were designed to!
I think the heart of the problem stems from trying to balance 3 game modes at once. In PvP without access to food 100% chill uptime would be OP so the change to how it affects movement skills is somewhat balanced in that regard.
In WvW for those running trait+melandru/lenomgrass 100% chill up time is insignificant but it would still insanely strong vs builds that don’t use l the food and runes. Leaving movement skills the way they were would make chill unless against one and OP against the other. With the new changes it will still be useless against one but is somewhat balanced with the other.
Know don’t know if chill ever had any real use in PvE but anything is OP vs a stupid scripted AI.
Skill splits……………This change would be great for PvE. For PvP and WvW? This is awful.
I agree. I wish Anet would consider it.
https://forum-en.gw2archive.eu/forum/game/gw2/separating-pve-and-pvp-condition-effects
Heartbroken for your loss
Except that immobile professions (namely Necro) just lost any hope of locking anyone but a Necro into combat with them. Literally everyone will be able to escape a Necro with ease.
The mobility of classes is not changing but the ability to catch those classes is going to be nerfed very hard. If you don’t agree with this I can only guess that you don’t pvp or wvw roam enough to worry about it.
Roaming is all I do. This changes nothing, those builds that can run away already do and there is nothing you can do about it at the moment anyway so how is this going to be any different?
BTW, Necros can spec to be mobile but most choose not too. They prefer ranged condi spamming cause it’s faceroll easy.
Don’t forget that Anet will also be introducing new conditions like slow and taunt so maybe we should all wait and see how it all plays out.
Sometimes I keep both flesh wurm and spec walk on my bar as well as offhand warhorn when I know i’m going to be dodging zergs. This change isn’t so much about my necro being able to run away- its about my necro having 0 chance to get any class outside of mesmer or another necro in combat and keep them from just peacing out into the sunset since I have no real way to catch up to them without chill/cripple/immob. It really makes the hyped up 100% chill time for new spec seem kind of pointless. Yeah, it makes footspeed slower and increases cooldown but my days as a wvw solo roamer that’s able to kill anything before it runs away seem numbered.
I think people are over dramatizing this change. Classes that can already disengage with ease will continue to disengage with ease. Classes that don’t still won’t. Nothing has changed.
The mobility of classes is not changing but the ability to catch those classes is going to be nerfed very hard. If you don’t agree with this I can only guess that you don’t pvp or wvw roam enough to worry about it.
I would think separating them and being done with it would reduce the pressure on the developers since if there were some balancing issue in pve they wouldn’t have to contemplate how it affects pvp, and visa versa.
Everything listed in the coming changes to conditions sounds excellent for pve, but very questionable or even dismal for pvp.
Confusion punishing people even without them using a skill comes to mind as a less “smart” mechanic- as it is now, wildly spamming buttons is punished while completely ceasing the attack, being patient, and waiting for the right moment is rewarded. This encourages the player to be aware of their bar as well as their enemy’s actions and not autoattack themselves to death.
Cripple and chill are the only counters to overly mobile “runners” who will only fight until they’re half health then zoom thousands of units away, get ooc, and come back fresh, or can be used defensively to interrupt serious damage from pursuers. These also reward players for playing smart- paying attention to what their enemy is doing and using their status effects at the right moment. By removing the leap/dash distance reduction, classes with leaps and dashes will be at a significant advantage over those without since they will be able to largely ignore cripple and chill by spamming through movement utilities. Meanwhile poor necro is absolutely effed, even with its new chillspam.
In the past the damage of confusion in pvp and pve was different. So why can’t we have some small division of condi behavior again. Keep the current behavior of confusion, cripple and chill in pvp/wvw, but give pvers the buffs so they dont have to worry about movement and can actually get use out of confusion.
There are other big changes going to happen obviously but these three in particular seem solely meant for pve even though their biggest consequences will be for players fighting players.
As a necro main this is even more of a death sentence in wvw. Not like I was going to get away anyway, but I could get lucky and snag a nike warrior at just the right moment and derail his absurd movement combos. Considering nike war relies almost entirely on leaps/dashes/arcing slice etc and not regular foot speed it will mean war is as uncatchable, if not more uncatchable than thief.
I can’t understand why they want this change or who its supposed to benefit.
I get the feeling all of the condi changes have been made with pve players in mind and all pvp aspects have been shoved off the table to make balancing simpler.
I wish they’d just separate pvp and pve systems, at least a little.
If you do key rings please make the graphics on some the guardian symbols and necro marks. Would be subtle and very cool looking.
imo the trouble is that really good drivers are few and far between, especially as the competitive veteran players leave the game. For many servers even two or three good commanders/drivers are available on the server across all time zones, let alone two at once.
By relatively skillless spamming corrupt boon, moa, ranger snipe etc on the remaining commanders it puts terrible stress on experienced commanders- when commanding and managing a zerg is already a stressful exercise.
Running with a blob with a pin who only knows how to push 1 is completely different than running with pug zerg under a good commander who uses their head to create surprising and exciting fights. Guild vs zerg is the same- if the driver is good, incredible things can be done and the sense of camaraderie and cooperation is impossible to get anywhere else in the game. It’s fun. For those who believe only in solo roaming, maybe it’s not your type of fun. But many people enjoy being part of an exciting battle. Good commanders make those happen instead of just standing 900 range apart and pewpewing until something dies.
Driver sniping against brainless pug zerg and inexperienced driver also discourages green drivers. It’s bad for morale to work hard to “get good” and then be smashed by a cheesy wombo combo that only required seven people pushing one button.
Honestly the only salvation possible to prevent total brainless blobspam are good drivers who can shift the tides of battle with experienced understanding of the field and strategy.
Pushing good commanders out of the game will only make zerg fights stupider and spammier.
Maybe it’s too late to save large scale battle in gw2 but with HoT veteran players may return.
(edited by eyestrain.3056)
EotM is all automatic with pve bosses that can’t be flipped by a small group, and it is clear what kind of gameplay that results in.
Haha they can be flipped by a small group easily. What take a 30 man EoTM group 1 minute and leave half the raid wiped take a 10 man guild group about 10 seconds with them not loosing any HP.
Its just that few such groups really run EoTM. If you where to make EoTM into a normal WvW map (ie a border, just remove champs outside keeps and add ppt) it would play completely different.
Your idea of small group and mine are very different. Small roam is 1-5 at max. What do you think would change if the heavy pve aspects were removed?
If you like zerg busting, t2 is probably good for fight guilds. You already know what t1’s like. If you’re a roamer or interested in small scale fights t3 seems to be the place to be.
Not sure how much longer solo havoc will continue to exist in wvw once auto-upgrades are put in place and solo/duo roamers may not be able to ninja flip towers and keeps, so if you want a taste of it before it’s gone, now’s your chance.
To be frank I can’t recommend SoS at the moment for roaming. Unless you’re able to drop everything and run over half the map away you’ll likely get steamrolled by groups of 6-30 at any given time. However, the few zerglings that stray from the pack are easy pickings and most roamers you encounter will be clueless bags on legs. There are some decent roamers but overall you’ll feel like a legend if you know when to dodgeroll and focus a target.
Most of my guild has gone inactive. Even I am barely playing an hour or two a day if that, and I used to play 5+ hours a day easily. I usually just hotjoin with a weird build/class to give myself something fresh to do, roam a bit in wvw and then quit.
For the first time in three years I can say I am bored with gw2. For the pricetag i’ve gotten my worth out of it, but if Anet desires a veteran community to provide an anchor and keep new players, keeping veteran players is important.
The problems of wvw are neglected so hard it’s an unfunny joke.
I still wvw, its’ the only thing that’s kept me playing as much and as long as I have. But many of my friends have quit. Tired of the problems people have been telling anet from the beginning with no real response or change.
Stonemist Castle will still gain a waypoint when upgraded to tier 3, but waypoints will otherwise not be an available upgrade. Tyler said that captured waypoints were too weak when none of the objectives were upgraded but too strong when a team could snowball from a point and take over the map. Starting waypoints remain unchanged—the other existing waypoints will automatically become available when you own an objective, but only for the team with the closest home base to that objective. The north waypoint will belong to the red team, the southeast waypoint to the blue team, and the southwest waypoint to the green team.
I’ve thought about this and I am inclined to agree with all three keep waypoints on ebg not being available to one server, having been on a steamrolled and a steamrolling server. Map monopoly is discouraging for both the losing and the winning side because it’s quickly stale.
But waypoints on borderlands are a lot different than ebg. I want to know what the borderland waypoint situation is going to be.
The more I think about this the more it displaces solo roamers/havoc. Even now it’s very difficult to take a tower alone since most other roaming groups are 2 or more and can easily stall a solo roamer from killing the npcs and capping- but it can be done, and it’s easy to take an empty tower with 2. A solo roamer can flip camps and make a big impact on the upgrading of a keep and towers, which helps their server greatly.
After this change anyone who wants to help their server will need to be part of a larger group to take even a neglected tower.
EotM is all automatic with pve bosses that can’t be flipped by a small group, and it is clear what kind of gameplay that results in.
Changes to the ability system were implemented to create a lower barrier of entry for WvW. New players who want to participate in WvW have a lot stacked against them, particularly if they’re low level;
I am hoping “level” actually refers to world rank. Even so it’s looking more and more like anet prefers endless mindless zerging EotM over strategic and challenging WvW which is a crying shame because wvw is the closest thing gw2 has to endgame, and the only continually compelling content for veteran players.
Another vote in support of OP.
Even solo roaming has declined terribly, at least in t2. Used to be you could go out and encounter other solo roamers frequently and have some great fights 1v1, 1v2 etc. But now I never see less than 2 roamers. My higher skill level solo roam friends have either left the game or are on the edge of leaving because of errors with input/animation/lag on the game’s end or the ever increasing incentive for players to ball up into a wad for every type of play. It’s become a game mode of dodging zergs and flipping pve objectives.
I used to be really passionate about wvw but constantly being in the same matchups in a mode that is basically just a really stripped down pve (I can’t even turn my graphics up to enjoy the scenery, so everything looks like potato) where I get run over by groups of 3-60 for several hours has worn real thin. If I don’t have a friend to roam with there’s barely any point.
I play in a zerg sometimes too but I feel sorry for all the guilds that worked hard to be strong zerg busters with teamwork now having to trade hammer train for pirate ship due to stability strip. That was some of the most fun I’d had in wvw and it’s badly disadvantageous now.
There’s dozens of reasons that wvw has grown gray and weak. It’s a shame because it is the true end game content and has kept me playing this game over a year longer than I would have otherwise.
Wait, so you can no longer level up and get mystic forge currency from playing wvw?
If the wxp bar is going to replace the exp bar in wvw, this seems unneccessary. I prefer being able to see both wxp and exp status.
If you play spvp I think you’d be alright to run with a small group of roamers in your build of choice (but with more mobility. Mobility is so important!).
But if you come from pve i strongly recommend starting out by sticking with a commander tag and zerg. Get the teamspeak or vent info for your server, listen to the commander and try to make connections in the community so others can help you get the hang of things. A lot of mechanics aren’t obvious so player help will be important.
I suggest running a class/build/gear that will help you survive first, and slowly work into a more damaging build if that is what you want to do. A lot of my newbie days were spent getting steamrolled and having to run all the way across the map again. It’s not very fun. Putting your survival first, paying attention to enemy and ally movements, and learning the terrain will make it easier for you later since they’ll become second nature.
Note- even if you build very tanky, don’t think you can survive getting hit by 10 other players at once for very long. Paying attention and getting out of the way of damage is the best armor!
Last is just some etiquette- interrupting a 1v1 duel is rude. If you are alone and an enemy bows to you, they are inviting you to duel. If you bow back you accept it and signal you’re ready. Stomping an enemy at the end of a duel is against the unwritten rules, as is completely running away from a duel. Good sportsmanship will earn you respect even if you lose a fight.
Feel free to message me in game if you’d like a conversation type lesson and good luck.
respond with this face :^)
always works for me
If you PvP on a regular basis you can get your celestial armor that way. You should be able to get 2 armor pieces a week through PvP (choose the glorious reward track), which will save you a lot of time especially if you get half of your armor in PvP while crafting the other half the traditional way.
Then if you get ascended trinkets instead of crafting the exotics you’ll be done even faster.
I read this in this thread a few days ago, completed the glorious track, went to select the stats and…. celestial is not one of the options. Just a heads up for anyone else who saw this tip. Don’t grind in vain :-(
It will also break your transformations (lich, plague, etc).
Since Guild Halls were announced for HoT I figured that some kind of gvg arena would be included in this package. Guilds could have a controlled arena for later scale battles complete with spectate mode as part of their hall. It would be a beautiful way to build guild identity and community and to cut down on the problems in OS like trolling.
It may be totally impractical but that’s what I looked forward to and hoped for.
Why is dishonor disabled and when can we expect it to be in play again? I only recently started playing ranked again (since the solo/team q merge) and there are way more leavers than in unranked. I was surprised since I figured people in ranked would be more eager to fight hard for a win.
(there’s swearing, you can mute if you dont wanna hear)
(edited by eyestrain.3056)
I really like spectate though, a lot of the best things i’ve learned in game have been from watching skilled players and looking around at lots of different builds. I don’t look at a lot of gw2 streams or external websites, i’d rather be in the game. So spectate is something I really enjoy.
People using it to manipulate autobalance is kitten but I think speeding up the autobalance swap would at least cut down on the inbalance time during matches where everyone is actually playing and not just manipulating for a win.They could fix this by just locking spectator. AKA if you enter spectator anytime during the match, you stay in spectator until match end.
ohh I see. Yeah that makes sense, especially so you can’t peek at someone’s build and quickly hardcounter them easily.
it’s taking ages for me too.
I really like spectate though, a lot of the best things i’ve learned in game have been from watching skilled players and looking around at lots of different builds. I don’t look at a lot of gw2 streams or external websites, i’d rather be in the game. So spectate is something I really enjoy.
People using it to manipulate autobalance is kitten but I think speeding up the autobalance swap would at least cut down on the inbalance time during matches where everyone is actually playing and not just manipulating for a win.
launcher crashes 2-5x every time i start game
in Account & Technical Support
Posted by: eyestrain.3056
This is still happening.
Yeah, I only wanna see threads complaining, raging, stroking kitten or despairing this dead dead game. Get outta here with your having fun!!
ty! that’s bizarre but it worked. Been playing for almost three years and never knew that o_o
Nope. I knew about the cooldown and haven’t been able to pull any out. The guild leader even reset permissions on my rank and it’s still not working.
I think most people would agree hotjoin has too many problems to be consistently fun. But speeding up autobalance so an outnumbered team can recover more quickly seems like it would be an easy and effective improvement.