So, FC folks, whoever’s been leading your zerg in EB, you may want to find a new commander. You must have zerg-rushed Lowlands Keep with 60+ 7 or 8 times, only to melt under our siege each time.
I got at least 35 badges in something like 15 minutes.
Elementalists are already the most powerful class in the game by a long way. Removing the AoE cap would turn them into gods.
Piece of advice for whoever’s been leading the FC zergball in EB the last couple hours: if there are 7 arrowcarts hitting you, it does not matter how close together you stand.
Thanks for the loot though.
They should just make the portals like in portal. If you go over it, you don’t have a choice but to go through it.
They were like that in BWE1. It took less than two days for trolls to realize they could put one outside an asura portal and the other end somewhere where a single step forward would make you fall to your death.
its not portal that most people are after its the timewarp
Timewarp is useless in WvW: it rotates who it buffs and it’s too small a buff for its cooldown.
Mesmers being the only solid option to slow down a big zerg is problematic because it makes WvW revolve around mesmers.
Elementalists are much, much better at this. It’s just that the meta hasn’t caught on yet. Static field has no target cap. If 3 elementalists chain it while dropping meteor shower, you can can wipe a zerg.
So, I’ve been considering recent class balances, and my impression is that a lot of it arises from utility.
Mesmers are useful in sPvP and WvW because of portal. They would be useful even if they had no other skills at all. Because of that, some people will keep playing Mesmers no matter how much they get nerfed.
So, move portal to engineer. Without portal, barring diehards and people who hang on because of gear commitment, no one will play Mesmer anymore. At that point, possibly, someone will realize they could use a bit of a buff.
Anyone with me in this?
Since the immortal Mesmer build relies on retaliation damage, and since retaliation damage is also being cut in half by the next patch, does anyone think the build will still be viable?
They buffed the moa skill considerably. And mantras. But hey NERFS
They’re actually not buffing mantras. They said they considered it and then decided no to.
Wait wait. Let me get this right. You wanted to nerf an entire class that was generally worse then yours just because one of your skills got nerfed?
To be fair, roughly 1/2 of Mesmer skills cause confusion. We have a weapon that does nothing but that. We have a class mechanic that does nothing but that. Equivalent impact to other classes would be:
1. For rangers, pets no longer do damage.
2. For necromancers, bleed and poison now do 50% damage.
Elementalists already have the most powerful anti-zerg skill in the game: static field. It has no target cap and causes AoE stun.
1) Thief approaches you and stealths
2) you decoy
3) he hits decoy
4) You hit MI + Mind Wrack
5) Thief is now down
This could work if I threw away all of my equipment and my Lyssa runes and regeared to be a glass cannon shatter Mesmer. I honestly loathe that build though, so it’s not likely.
Given that Mesmer scepter gets all of its damage through confusion, is it now entirely useless in all formats? I’ve never seen anyone run scepter in sPvP, and only a few low-levels run it in PVE. It had some use in WvW, but given that all of the damage it does will be cut in half now, is it a completely pointless weapon?
Confusion was never the best method to counter backstab thieves. I don’t know where you got that from.
I’ve probably killed 200 of them in WvW :P
It generally goes like this:
1. Thief approaches me and stealths
2. I target a nearby rabbit and hit Decoy
3. Decoy turns to stone, I hit mirror images then cry of frustration.
4. Thief does Heartseeker x 3, realizes 3/4 of its health is gone, drops shadow refuge.
5. Thief appears downed, and I drop a phantasmal warden to kill it.
Since confusion is currently the only counter in the game for a number of builds that will otherwise become extremely OP, it seems like we need there to be a few other tweaks now that confusion damage is being reduced by 50% in WvW:
1. Increase initiative cost of cloak and dagger to 8. Confusion is currently the best counter to backstab thieves. Hidden killer being nerfed won’t touch these, as most backstab builds don’t use it. Increasing the cost of C&D will force them to be much more careful with their hits and give other classes a chance.
2. Decrease base healing of all Guardian skills by 25%, let healing power bonuses remain the same. Confusion mesmers are also the primary counter for bunker Guardians. This would help to balance Guardians so they have to actually think about their builds a bit.
Any other changes people can think of that might be needed? It seems like those two, along with the elementalist nerfs incoming should do the trick.
It only shows the 20 cheapest sell offers. If your offer isn’t one of those, it won’t show up.
Some of the best commanders I’ve encountered are relatively quiet. Allcapping in /t is not the best way to lead a fight.
It seems like the incentive should run the other way. WvW bonuses should be higher the lower on the ladder you are. This would tend to lead to people joining lower end servers and make the entire ladder more balanced.
Of course, the JQ people won’t like it, but they are a minority.
It looks like it uses one of the non-standard proprietary Google libraries, given the way it tries to peddle Chrome frame…
I was noticing that the Critter Rampage game doesn’t allow people to play in IE. Out of curiosity, what technology are you using that’s not compatible?
I understand if you’re using one of the Google libraries that breaks web standards left and right, but things like Canvas and HTML 5 work better in IE9, so it strikes me as rather strange to just arbitrarily exclude the browser.
Were you dead so you could be rezzed through the wall?
I was outside the wall (on hills keep). I had just thrown a couple people off with temporal curtain before they came down and killed me. This wasn’t me attempting to cheat, just people being petty.
How do you mean spying?
Transferring to another server to report on their movements? Getting into a voice chat server under false pretenses? Sitting around dead in a camp?
These all seem like very different things to me.
The only thing I think might be bannable would be the people who transfer to an opposing server and build flame rams on top of walls until siege cap is hit. Even then, I’m not sure if ANet can filter for that well enough to stop it reliably.
To clarify something: this does not actually bother me, or hurt my feelings, it’s more that I see people try WvW, have this happen to them, and then see them never come back.
ANet seems to be trying to foster a different sort of environment from most MMO’s. People get suspended or even banned all the time for spewing hate speech, and the result has been that map chat is more or less free of that sort of thing now.
It seems like the game could draw more people in if they also fostered more sportsmanship-like attitudes in WvW.
Imagine the following scenario: you’re watching a football game, and some guy breaks a leg in a tackle. Someone on the other side sees this, walks over and laughs, then sits on his face. Does that strike you as the way anyone should act?
Honestly, it seems like there’s still the opportunity for this game to have an attitude of sportsmanship. No need to have a CoD-style troll fest.
Why you were on your corpse for 5 minutes?
Being dead is useful for helping a treb zero in.
When a zerg rolls over you in WvW and 8 of them step aside to spam /sit on your corpse for 5 minutes, is this the sort of thing that should be reported using /report? What is Anet’s stance on this?
What about everyone else?
My own take is that this sort of behavior promotes a generally bad atmosphere in the game, and is likely to drive away potential newcomers. It seems like the sort of thing that should be discouraged.
To get hit for 1975 with 5 stacks on confusion in WvW requires 1767 Condition Damage. That’s about as much as it’s possible to get. It certainly does require “building into cond damage”.
Necromancers have one of these too: Spectral Wall has no target cap.
I made another topic to ask, but does anyone know a full list of skills that work like this?
I’m trying to get together a list of very skill that works on more than 5 targets (not counting siege). Offensive or defensive is fine.
The list I have so far:
1. Necromancer: Spectral Wall
2. Guardian: Ring of Warding
3. Guardian: Line of Warding
4. Guardian: Shield of Absorption
4. Mesmer: Feedback
5. Mesmer: Veil
6. Mesmer: Temporal Curtain
7. Mesmer: Mass Invisibility (capped at 10)
8. Mesmer (trait): Blinding Befuddlement
Other skills I expect work on more than 5 (can someone test these?):
1. Elementalist: Burning Retreat
2. Elementalist: Static Field
3. Elementalist: Unsteady Ground
4. Elementalist: Ring of Fire
5. Elementalist: Auras (all of them)
6. Engineer: Slick Shoes (underwater only)
7. Ranger: Muddy terrain (initial immobilize only, not cripple, requires them all to stand very close together)
8. Necromancer: Charge (on flesh golem, looks like it hits everything between itself and target)
9. Norn (bear skill): Charge (see #9)
I main a Mesmer, so I know their skills best, but I suspect there are others that I’m missing here. In general, it seems like any skills that says “does x to y that enters or crosses” has no cap, and neither does any reflect skill.
Does anyone have information on the “maybe” list above, or is there anyone willing to test it? The bunched golems in the Heart of the Mists are good for this, but they don’t stand close enough together for some skills.
Also, does anyone know of any other skills that an affect more than 5 targets?
Mail from heart quests doesn’t block other mail. Your inbox has a maximum number of mails it will hold from other players and the trading post, but only mail from those sources counts.
To keep matches fresh, WvW servers within each region should be split into two random groups and then matched based on score within each group.
This would tend to prevent wildly imbalanced matchups, while also keeping things fresh. Servers would almost never have the same match up on consecutive weeks, but also almost never be paired against a server more than one or two ranks from their own.
So lately the WvW meta on my server seems to involve stacking 50-80 people on a single spot, and then moving them around in short hops with portals (no one walks, ever). I’ve watched turtle groups like this shrug off 5 arrow carts, so siege seems totally ineffective. Currently there are two ways I know of to counter:
1. Have your own turtle, and see who gets bored first.
2. Glamour mesmers
With the upcoming PVE/WvW skill split, there seems to be an expectation that confusion will be made harmless in WvW, which would remove option #2. I’m concerned this will further cement the turtle meta. The consensus I’ve been hearing even from people who participate in turtles is that no one has much fun doing this, it’s just the most effective route to victory.
What’s everyone’s take on this? I would argue that the most successful way to play WvW shouldn’t be soul-crushingly dull like turtles are. Success should not oppose fun in a game.
Should we kill the turtle? If so, how?
United Kingdom guild, if you’re going to camp the jumping puzzle with 8 people, you shouldn’t lose to 7, it makes you look bad.
Also, your guild is now KoS in all JPS’s for several HoD guilds, just FYI.
Was sort of funny watching NSP send wave after wave to their death at Aldon’s. I must have gotten a couple hundred NSP kills tonight between the failed golem rush at SM and the hour long defense of Aldon’s. They eventually took it, but a couple people claimed to have gotten 2 rank ups before they did.
So, GoM folks, the problem with running a portal service is that the trolls use it too.
There was a group from the guild “Guild of Madness” camping the EB jump puzzle at the menagerie. All but one of them was terrible at PvP, so I killed the lot of them, and ressed the HoD folks they had killed.
Then I got up top and saw that a group from FoS was portaling people up, and the same Guild of Madness people had come through with them. Hence I tossed a bunch of you over the side to your deaths.
On of them tried to resume camping by pulling the chains, so I stealthed past, portaled the HoD people up to the chest, then dropped down and killed him. He kept running into the middle of the FoS groups whenever he was low on health, but I tried to let him go when he did that so I wouldn’t mess with you people.
When I eventually killed him, one of the FoS mesmers came and tried to help. I regret spiking her in retrospect (should have just walked away once I downed her). Call it a heat of the moment mistake.
In the future though, you may want to be careful who you portal up.
Besides, if the setup is changed in the future, why is that unfair to you? You like a challenge, and you got it. How do the future experiences of players you’ll never meet diminish your own past accomplishments?
Value arises from scarcity. I imagine people with legendaries would be upset if ANet made an NPC who gave them away for free in Lion’s Arch too.
I honestly prefer it the way it is. World exploration should be hard. I got WvW map completion on a server that was losing consistently, and it was difficult. It wouldn’t be fair to people like me to nerf the challenge for everyone else.
A good WvW player will find the most time and resource efficient way around that roadblock. In this case, overwhelm the PvP players with numbers. It only take a minute or two to do, and the road block is cleared without tying up a lot of resourses or making people run back from spawn from losing to a “fair fight.”
I’m sure saying this makes you feel good, but from having run with the PAXA folks for an evening a few days back, my experience was that it went more like this:
1. PAXA 5 man takes a camp
2. 20 invaders from NSP or GoM show up to take camp back, and PAXA 5 man kills all of them.
3. Move on to a different camp
They did wipe once that night, but they also won against 5 or 6 groups with 4x their numbers. And they kept a pair of camps red pretty much the whole time. My impression is that the camp taking is mostly to attract “good WvW players” like you describe, but it still worked.
And honestly, my experience in WvW leads me to believe that something like 75% of the people there are really terrible at PvP. I’ve run into more than one staff ele who “fought” me one-on-one by spamming 1 while attuned to fire…
There are fountains in the EB jumping puzzle that give 5 minutes of stealth. I expect what you saw were people coming out of stealth to open the chest, and then waypointing out. Please don’t report that – it’s not hacking.
One you missed:
Foulbear Luckyfeathers
I assume it drops from the Foulbear Kraal chain, but it’s hard to get people to run it.
Have you tried the Foulbear Kraal chain east of Ebonhawke? It’s really hard just because of how tight all of the time limits are.
So, I came across a guild doing a bounty last night, and I pitched in to kill the thing, earning a gold level reward – which netted me 1.5 silver, a few hundred experience, somewhat less karma, and nothing else.
Is that intentional? As it stands, doing any other world event is more rewarding than helping with guild missions just because other world events have chests and generally give more gold / karma. (Also they generally don’t involve having some random guild leader test the limits of the language filter in map chat, but that’s a different matter.)
I’ve heard there were bugs around the bounty missions. Is this one of them?
Oh, think you’re right. I feel foolish now, but glad to have that cleared up.
So, I’m no longer believing that the limit per side is 60. DH is running around with zergs larger than that in EB…
Also, was running into sentry guards fighting each other over their posts. How does that happen?
So, I’ve been wanting to try and get the Foulbear Luckyfeathers, one of the two items that no one has yet gotten in game. I figure they have to drop from the chest at the end of the event chain for Foulbear Kraal, so I tried soloing it…
I captured all the camps for both armies advancing on the kraal, alone, and I got the gates open, then the game gave me 12 minutes to kill the champion weaponmaster. I did that with 6 minutes left, which was good, because then they give you the remaining time to kill the champion beastmaster. I did that too.
Then the clock resets to 12 minutes, and they want you to destroy every building in the kraal. I managed that, but I only had 45 seconds left, because the map indicators are nowhere near the buildings…
But then two champions spawned, and the game says “kill them before the army rallies… in 45 seconds”.
So, two things:
1. Can we maybe get a fix for the map indicators so i don’t go hunting for buildings that aren’t there?
2. Any chance of getting a clock reset once all the buildings go down?
It also happens frequently that the lowest sale offer for an item is three to four times the price anyone would ever pay for it. In cases like these, undercutting by one copper is wasting your listing fee.
To the DH people in EB jumping puzzle – I killed the people in OP guild because they were camping menagerie. Was wanting to let you pass, but wasn’t ok with you ressing those guys, hence all the /disagree when you tried to res them.
And honestly, if you can’t win with your 2 against 1 mesmer you shouldn’t camp a jumping puzzle OP :P