Reveal on miss/block would be a bad idea. I would suggest maybe simply having Backstab go on a short cooldown (maybe 5 seconds) if it fails to connect. This creates some risk without resorting to reveal mechanisms (which would nullify the backstab anyways).
You seem to not comprehend that having one class be specifically mentioned as possibly having trouble with conditions and having no other classes mentioned as potentially having that same weakness sort of implies that warrior should have a harder time dealing with conditions with equal investment into that capacity, which is not the case currently. Warriors have some of the best condition removal in the game accessible with little (compared to what other classes have to do) investment.
So before you start waxing eloquent about how other people are just stupid for not understanding the word “may”, please give some more serious thought to the logical basis of your argument.
Honestly, they could have been using “may” in the sense that warriors don’t have trouble with conditions when conditions are not being applied to them, which frankly makes a lot more sense than giving warriors permission to have trouble with conditions (which is how you interpret it).
I didn’t interpret anything. The statement made by the dev was very simple, plain English usage. The meaning is very obvious and does not require interpretation. You are the one trying to invent reasons to be able to interpret it to mean something different than what was obviously said. If what you are suggesting were true, then the devs would have said that the warrior “will” have trouble with conditions. People do not generally phrase their statements to be intentionally confusing or to sound like they are saying something else when explaining a concept. Stop trying to imagine that the Dev wanted to say something other than what he said. Stop building straw houses.
Allow me to tell you why may is used…
If they say must, that means every single condition will and must give problems to warriors, even with just 1 stack of bleed. Which is not the case. Warriors can shed of 1 stack of bleed without anything but their hp even at prebuff..
May is used to tell you that when Warriors face enough conditions, it will have a hard time. It is to imply that conditions are Warrior’s weakness.
with your use of may, I can also say warriors are OP because they
may have permanent stealth (when someone drops smoke field with blast finish beside them every 3 seconds)
may have permanent invunerability (picking up a Exlir of Heros every 5 seconds…Having such sustain, dps, permanent stealth and permanent invunarability is too overpowered.
See the above statement to P Fun Daddy (lol, that must be a 12 yo with a name like that). You to are inventing straw arguments (and are obviously really having to stretch your imagination when you start talking about warriors and stealth). The dev statement is in simple English and easily understood. Try learning the language, it will help your understanding greatly. Stop building straw houses.
(edited by havoc.6814)
But then again, there are plenty of other strong builds with little to no skill level involved in other classes as well (i.e. MM necros, spirit rangers, etc etc)
Warrior. Any build comes to mind as well.
LOl, I have to stop spanking you so much in-game. The sheer amount of hateful garbage you spew out to anything related to warrior is gaining epic proportions. I mean, here you are in a thread about engineers, and can only spew that hateful crap. Sad really….
Just no. Are you even aware that all of those skills are on melee weapons? Melee (of any profession) needs the mobility to get into the fight, stay in the fight , and, yes, to escape, because that is part of the overall dynamic of the games combat.
Are you aware that Guardians have already been doing this since release w/ Sword#2?
Are you aware?
Yes, I am aware of that. How does that invalidate my statement? It bloody well doesn’t, does it?
I assume that Guardians sword 2 skill requires a target because it is a teleport, but that is just an assumption on my part. I do believe that it should not have the targeting requirement regardless.
- Healing Signet: Reduced the passive heal by 8%.
- We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.
A couple of suggestions, for creativity’s sake:
- Change the active to a laugh emote with a couple of seconds invulnerability only for the emote duration. Most warriors won’t be able to stop themselves from hitting it.
- Have the active auto-engage the trait sweet revenge for the duration of the recharge. This will give warriors a reason to use the signet if they feel they may not survive.
- Have the active grant adrenaline, might, or some other offensive boon. This will tempt the warrior to use it for purposes other than healing.
- Active heals for the amount of damage done in the next attack. This will tempt warriors to go for the big heal from an eviscerate or something, and opens them up to getting nothing from a dodge.
…superior attitude…
That’s a whole lot of hypothetical IF
I mean warrior also may have it pretty easy to deal with conditions compared to other classes. They may also have more mobility than other classes. They may be able to build burst damage while not sacrificing any defense, unlike other classes. Warrior may have a ton of passive sustain.
Warrior may need to be toned down.
There is absolutely nothing hypothetical about my comments. There is no IF, either in my statements nor in the dev’s statement. If you cannot understand the simplest of linguistic constructs, then that is your problem.
Your peculiar trip down Fantasy Lane however has nothing to do with the dev statement in question. Adding a bunch of statements with “may” included changes nothing about what the dev stated, and also infers the distinct possibility that those statements made by you “may not” be correct – that you may just be full of it.
I found the post I was talking about at the OP, for all those who say I made stories!
Here it is , it was written by J Sharp.
For the old players to remember, and the new ones to learn what was the Anet’s vision for professions about a year ago.
Warrior
We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.That last line is like the punch line of a joke.
They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
Note that it does not say that they must have a hard time with conditions and must need help, it says they may have a hard time and may need help. This is true still. If a warrior does not trait for the condition removal and does not bring skills and/or food which help with conditions, then he will have the trouble with conditions. If he does spec appropriately, he will not. So, a warrior may indeed have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
May. Not must, may. The word infers that he may also not.
This is simple English people. It’s a really useful language. I would suggest those people who keep referring to this dev statement as proof that the warrior is out of line of the original balance premise learn a little bit of English before coming here and embarrassing themselves with their lack of understanding of a simple and oft used word.
Without a target, you will move forward the full distance or until you hit an obstacle. If a foe is targeted, you continue moving until you hit your opponent, tracking its forward motion. However, if the target changes course during the two seconds, you will miss.
Really? You CUT out the LAST SENTENCE to make your argument valid? RUSH will miss as well if your target moves during the animation. Seriously, I don’t know how to reason with you anymore.
You should really begin editing your replies to not include huge amounts of text which are not relevant to the point you want to make.
I did not cut out the last sentence, I merely copied only the middle sentence because I felt only it was relative. I try to keep my posts somewhat clean. Rush will miss if the target moves at all. RTL only if the target changes course. There is a difference. RTL will hit a moving target which did not change course if it manages to close the gap, Rush will not.
Edit: As I feel that this discussion is increasingly off-topic and pointless, I will not reply further. I have stated my position and stand on it, whether others like it or not.
(edited by havoc.6814)
Did you even read my earlier post? Let me copy paste it for you…
http://wiki.guildwars2.com/wiki/Ride_the_Lightning
- Both RTL and Rush don’t track targets.
- Both Rush and RTL doesn’t give you ANY damage immunity.
- RTL is not affected by cripple/chill but not buffed by swiftness while Rush is affected by cripple/chill but buffed by swiftness. Compare how much time you’d be crippled/chilled to how much time you have swiftness.
- RTL does not negate falling damage.
- Both skills are buggy and is hard to hit but RTL rubberbands, Rush doesn’t.Again, it’s pretty much crystal clear. Anet nerfed RTL because it wasn’t being used as a gap closer like it was intended. The range fix was fine but the cooldown penalty is an overkill. GW2 has the very same issue right now, why is it that other classes get to enjoy that “privilege” while one class was punished for it?
From the very RTL link you provided:
-“If a foe is targeted, you continue moving until you hit your opponent, tracking its forward motion.”
-I spend a great deal of time crippled and chilled as a warrior. Don’t even think you get to dictate to me how often I am effected by movement impairing effects. You do not.
-Rush can also rubber band, it has happened to me. Rush will also get hung up on very small rocks or other obstacles, RTL will not. Both skills are bugged, that is not a balance issue however.
I stand on my points and call you wrong on your corrections.
Please give a VALID reason why you’re so opposed to it? All your comparisons to RUSH were made invalid already. We’re trying to compare “gap closers”, not weapon sets. I don’t see why you’re bringing it up. What’s the point of having many skills when you’re having trouble closing the gap between you and your target?
Double post? There is an edit feature….
I am opposed to a revert of the previous nerf because I feel that that nerf was a valid step in the right direction. I feel that if the bugs were fixed, this would be a really good skill. I am not opposed to a small redction in the cd of this skill, just to a revert of the nerf. Also, all of my points regarding the caomparison of RTL and Rush were not invalidated. A few of them were, most of them still stand. (RTL still tracks, is still not effected by movement impairing effects such as cripple or chill, still does AOE damage….).
As usual you show your bias Havoc, asking for fair treatment for Elementalists isn’t that much to ask for.
I have no bias, and have thrown my support behind buffs to the elementalist profession in other threads, the last example being the thread asking for a reveal mechanic for eles. Calling me biased is a pretty cheap trick on your part. But hey, if that’s the only way you can discuss things, then go ahead and stoop….
So then you are tell me that warriors do not have a weapon swap? All professions Except Elementalist and Engineers have access to 20 weapon skills at any given time (if they are above level 7) due to weapon swapping.
-snip-
All professions do not have 20 weapon skills available due to weapon swap. Your weapon only decides your first five skills. Swapping weapons gives you another five skills in these slots. The last five skills (Skills 6-10) are based upon weapons and do not change with a weapon swap. Thus every profession except elementalist gets 2 sets of skills 1-5 (for a total of 10 skills available in those slots), plus 5 skills in slots 6 – 10 (bringing the total to 15 skills, of which only 10 are weapon skills) Professions also get their profession specific skills, which in the case of the warrior is a single burst skill on each weapon swap. Thus the warrior has a total of 12 weapon based skills (including their burst skills) and five additional skills (one of which is a heal and one an elite). Elementalists get a few more skill (a total of 25; 20 of which are weapon-based skills), Engineers can also get more skills by using kits in their utility slots. I am totally surprised at the need to explain this to you. Do you even play the game at all?
On topic: it seems some of the things I stated about RTL are no longer valid, although the Wiki link still claims them to be so. It is also apparent that many of those asking for a revert know little or nothing about the very skill they are so apt to compare RTL to.
RTL is basically fine. A small reduction in the cooldown would not hurt it though. A total revert would. From me a huge “no” to a revert, but a “maybe” to a cd reduction.
All in all, I think the skill should be fixed before it is buffed in any way.
(edited by havoc.6814)
Warriors have 20 weapon skills (we are talking about weapon skills here) -snip -
What is this ignorance? Warriors do not have 20 weapon skills. They have exactly twelve weapon skills available at all times, including the burst skills. Learn to Warrior.
On topic: RTL does not need a reversal of the nerf.
The skill is not really comparable to Rush. Sure, both have 1200 range, but rush does not track it’s target as RTL does. RTL is effected by knockdowns, but not by other movement imparing effects (such as cripple). Rush, on the other hand, is effected by all movement-impairing effects. RTL can be used to negate fall damage, and to even attack a foe from off of an elevation ( a cliffside) without taking the falling damage that would normally result, or to cross gaps that are too far to jump. Rush can do none of that. RTL has an AOE attack at the end of it, Rush has a single player attack, which does not even cleave. Both skills are buggy, but that is a bug issue and not a balance issue. Comparing RTL and Rush also ignores other factors related to balance between both professions.
RTL needs to be bug-fixed, as does Rush, but does not need a reversal of the previous nerf.
This forum is not the place for freedom of expression.
It was all over these forums, on their main website, on Reddit, on Facebook…. I’d call that pretty huge.
The difference between 2 hits and 6 is not semantic.
You kind of ruined argument with that answer there. Some how 3 equals 6 now. Any thing else you’d like to distort from the clearly shown combat log?
Really? Let’s look at that screenshot again then. I see you being hit by Static Shot, Shield Bash, Eviscerate, Chop, Double Chop, and Fire Something (The log window cuts off the full skill name and damage). That is six skills, not three. Can you count? Go ahead, try it… use a calculator if you need to. I am clearly not distorting the truth, and you are just as clearly being absolutely untruthful. Who do you think you are fooling? We can all count.
Going over both of your posting history. It’s clear you both play warriors as mains. Must be nice not having to worry about downsides.
Yes, I play warrior as a main. No downsides? You’re right – I run that 30/30/30/30/30/30 build while equipping two armour sets (So I can get runes of Melandru and Lyssa) and five weapons all at the same time. I also use Endure Pain, Berzerker Stance, Dolyak Signet, Signet of Stamina, and Balanced Stance all at the same time on my three utility slots. A lot of people have complained about my inherent OP’ness with this setup, but I’m sure that’s just a learn to play issue on everybody’s part.
You’re just arguing semantics.
The difference between only a warrior and multiple characters/professions is not just semantic.
The difference between 2 hits and 6 is not semantic.
You got shield bashed then eviscerated. I, for one, have no problem dodging shield bash, and without that stun, the warrior will never land eviscerate on me. A warrior approaches you with an axe and shield, you should be ready for this, it’s very obvious what he wants, and eviscerate is really hard to land in any form of pvp against an opponent who knows what he is doing. That is the real problem here – you didn’t know what you were doing. Now hopefully, you have learned this little trick and can avoid it in the future. Move on.
You were hit at the same time by Lightning Strike, Static Shot and Fire Something. Therefore it wasn’t only a warrior but at least a Warrior, Elementalist, and an Engineer.
Considering the way you scrolled your chat window up, I assume there were a lot more. You were probably up in the middle of a zerg. Try harder next time.Actually. Hardly. It was just a roaming Warrior and Engineer. Whilst dodging the Engi’s grenade spam.
The lightning strike you see on the combat log is me hitting the warrior the moment he popped his endure pain before he took out my entire health pool in less than a second.
My health pool is less than 15k (not a glass thief). The warrior did 3.1k, 10.5k and 1.8k. You do the maths. Again. Over 15k damage done in less than a second.
To top it all off. Eviscerate is auto seeking.
In your OP, you claimed you were two-shotted by a warrior. This was untrue. I see at least six attacks hitting you and others are definately hidden above or below the visible chat window area. Furthermore, it obviously wasn’t only a warrior as you initial claimed and are now admitting to after I called you out on it. You now claim it was only a warrior and an engineer, but how can we just believe that when you are changing the story? Eviscerate is not auto seeking – it is actually quite hard to land, which is why the warrior shield bashed you first. You really need to stop distorting the truth.
Yep, they didn’t have the 1 million likes on time, and didn’t pay up. No broken promises here, but perhaps a lesson…..
You can’t buy friends.
You were hit at the same time by Lightning Strike, Static Shot and Fire Something. Therefore it wasn’t only a warrior but at least a Warrior, Elementalist, and an Engineer.
Considering the way you scrolled your chat window up, I assume there were a lot more. You were probably up in the middle of a zerg. Try harder next time.
This thread as degenerated from a discussion of movement speed through a cry thread about everything that might be fantasized as being OP for a warrior to a senseless argument.
Mods, please lock it.
Then I could just equip 5 Healing Signets and troll everyone. Bad idea.
While I stated that I felt that the nerfs seemed almost as if they were buffs, I do think the general trend of the suggestions is good – just in need of some fine tuning.
Staff -ele’s are in a bad spot right now and need some loving. This coming, not from an ele, but from a warrior….
PS: Thiefs need more ways to condition cleanse apart from stealth and runes of lyssa.
This. While I agree that the stealth mechanism in this game is really poorly thought out and implemented, fixing it requires a rethink of how thieves deal with conditions and even incoming damage in general. Thieves need to be made less reliant on stealth before it gets nerfed.
Fix stealth, but fix thieves also.
yeah lets add ileap bug
obstructed bug
los issues that arent los issues(like sanding below oil buildside and not being able to hit it)
then blinking on a bridge , dtairs, uneven traain fails
decoy failingso yeah please address these soon. especially iwarden. could u please revert the change until u found a solution at least?
uhm no? Mesmer’s aren’t the only profession with bugged skills. fixing the bugs is a good thing, reverting balance changes before they even occur is not.
How about this? Eliminate the fear on downed as it just prolongs your suffering. Replace it with a boon strip so you can at least give the guy a final middle finger….
Yes, give ele’s a reveal. Stealth really needs more counters and eles are a good choice for that.
It’s actually a really good skill. Comparing it to Endure Pain is unfair. Endure Pain doesn’t break stuns or cause damage. This skill will do just what it is supposed to do exceedingly well – stop a burst, free up your movement, and cause some damage to help set up your counter attack.
Wow! Your proposed nerfs are somehow all buffy. Increasing rang on Lava font and adding toughness to Tornado. Don’t go all overboard on the nerfing…
I think that Cloak and Dagger rewards the thief by stealthing him. That is a whole lot of reward. A revert of the damage nerf would be a really bad idea. Add torment to dancing daggers? Nope. Between the torment and the revert to the damage nerf of CnD, the DD thief would become an unholy terror.
guards can dish out silly high dmg if they go dps
bunkers/troll guards are already almost unkillable unless you bring army of necrosso no ty
as far as warriors go, they are just stupid broken atm and anet just babysits them, we don’t need another broken class in this game
This. Warrior really should be the only broken class in this game.
“Dodge roll becomes possible while using the mortar”
No, that won’t do at all. The engineer needs to get up off of that mortar and fight, or get slaughtered for his stubborness.
Yes! Warrior LB AA speed is really slow. I understand that some people on these forums have such an ingrained hatred of all things warrior that they cannot accept this, but it remains true despite their disaffection. Warriors need a valid ranged weapon – it can’t always be go hammer, GS or get out. Rifle is so terribad that it is beyond salvage, but LB could still be saved. Increasing the AA speed is a good start. Anet, please do the needful…
What mobility issues in WvW?
Um, the fact that some classes have way too much escape mobility.
Yes, nothing worse than a thief spamming HS to run away from you at a rate of like 123984612037846 meters per second. Or worse, Monarch’s Leap.
Right.
BTW these are not in fact “mobility issues”, at least have the common sense to call them something like “disengage issues” or something.
I call it an entitlement issue. People thinking they deserve to have a kill when in reality they don’t.
This should either apply to all classes or to none. You know, because, balance.
Right, so I should be able to hundred blades you from a range of 1200. You know, because, balance.
er, please buff veil!
Thank you.
NOPE, WARRIORS ARE SO NOT OVERPOWERED. That sword 4 torment spam? Not over powered. That berserker stance, dolyak signet, endure pain, balanced stance, healing sig? Not over powered. That high armor and great damage? Not over powered. That fast swap? Not over powered.
Yup, any warrior equipping those four utility skills with healing signet will be really OP. Glad you figured that out….
Just this. I’ve noticed that our zergs do not have enough veilbots since the Mesmers became so incredibly OP at roaming. The proposed nerfs to Mesmers are nowhere near enough. It is not fair that the majority of players should be deprived of our veil bots just so they can play the game by themselves … by themselves!!! Isn’t this a MMO? Please fix this Anet. (also maybe bring back some of the hot light armour from GW1 for the veil bots to wear so I have some eye candy while I’m waiting for the commander to get his head out….)
-signed, a sad and lonely warrior.
Just no. Are you even aware that all of those skills are on melee weapons? Melee (of any profession) needs the mobility to get into the fight, stay in the fight , and, yes, to escape, because that is part of the overall dynamic of the games combat. If you want to disallow this, then you should also disallow kiting, which is really the same thing. When a ranged character attempts to kite a melee character, he is attempting to avoid taking damage. When a melee character uses his leaps away from an opponent he is doing the same thing. The difference is that the ranged player only has to get 131 units of range away from the melee character to avoid an attack – the melee character may have to get well over 1200 units of range away from the ranged character to avoid that characters attack.
These movement skills are no more a problem than is kiting. If you haven’t figure that out yet, then you are hopelessly lacking in any form of deductive reasoning. If you have figured it out and still can post this then you’re either a great troll, or a terrible player.
Note that zero Necros use signet of vampirism because it’s absolutely terrible.
Which is where I want HS to be. Supposedly necro is meant to be the life stealing sustain class, but the whole concept is garbage.
Less passive play more active play.
Which is exactly why your input is worthless. You are posting out of a desire to destroy a playstyle with which you do not agree. The subject is balance, not forcing everyone to play your way.
What I noticed last night, and made me wonder was, whenever my HP drops bellow a certain point I’d start regenerating like mad and people would attack me and my HP would go up instead of down. Any thoughts? Is it just the healing signet that’s the problem or the healing signet in combination with something else?
I play a warrior as my main, and have been doing so since the betas. Never have I had my HP begin increasing because of other characters attacking me. Maybe you should stop using those third party programs…
The passive effect for Healing Signet is fine if you can just get them to use it actively. Remember that the regen goes away for the length of the recharge as soon as they hit that button. To that end I would suggest this:
Passive: decrease the heal per second slightly (maybe 30 points) and increase the healing coefficient.
Active: increase the actual heal by about 50%, increase the healing coefficient, and have it grant might (3 stacks for 10 seconds).
increase the cooldown to 25 seconds.
now the active will be more interesting at the beginning of fights for offensive purposes, and also when the warrior actually needs a heal, which will happen alot quicker when he uses it to get the might.
The trick to get the warrior from sitting on the passive is to offer him a goody for pushing that button. Also, by increasing the healing coefficient (and slightly nerfing the heal) the warrior is forced to begin choosing between gear that supports the higher healing and offensive gear. This begins to seperate damage and healing so the warrior can be strong in in either without being overly strong in both.
Great sword 3 should become a point blank Aoe spin attack with a range of 4000 and a teleport. Damage may or may not need adjusted.
Great sword 5 either have the cd decreased or be completely changed to a teleport. Perhaps a overhead cleave with a teleport?
Hammer 3 should have its range increased slightly or make the cone larger and be given a teleport.
Hammer 4 should have a slightly shorter cd and a teleport.
Axe should have a 10% damage buff and a teleport acrossed the board
Mobile strikes needs to be changed. Shorter internal cd maybe. With a teleport.
And because I know someone will bring it up I will go over my thought on heal Sig
Heal Sig doesn’t need a change for the fact it can be countered with conditions. Maybe put a teleport on it though. Disregarding solider runes that r not the warriors fault,they have 4 conditions removeals. 1 is a heal skill 2 are a traited weapon skill. Only one (shake it off) is an actuall utility skill.
There I fixed your suggestions a bit and they are still just as ridiculous as what you wanted.
Dang, saw the title of this thread and was hopeful of a real buff coming so I can finally kill those annoying mesmers, but it’s just a cry thief who probably hasn’t figured the stealth thing out yet.
I see a lot of mesmers. Tons of them. Thieves too. Those of you who see only warriors should maybe stop running solely in the blobs….
My point wasn’t that we don’t want large fights we love large fights but we want a mix of large and small fights, different tactics and tools for players to use to approach any battle or situation. I think the commander tool could help solve these problems in all situations.
This.
There are some really bad ideas in this thread. Everybody seems to want the commanders to have a great increase in functionality, even to the point of some ridiculous requests for better rewards for being in his squad and following like a good drone. This will not end well.
WvWvW used to have such incredible depth. You could always zerg, surely, but you could also roam, scout, join a havoc squad, defend, whatever. While most of those things are still possible, they are on the decline. Roaming or being in a small squad is a death sentence the minute a zerg steamrolls the area. There is no real reward in WvWvW for skill, just for following the tag like a mindless drone. WvWvW has already turned into a mindless champion train farm like that in Frostgorge Sound.
The zerg has turned into a blob, and WvWvW has turned into Blob vs Blob vs Blob. There are fewer defenders, roamers and havoc squads than ever before. Anybody doing any of thes things will be screamed at for not following the commander. We’ve all seen the rage in team chat at those who dare to do their own thing. The depth of the game has been lost in a great part due to the blob, and the commander is what creates the blob.
The blob does not refresh siege, build defensive siege, or upgrade towers. The blob even makes most of those defensive upgrades pointless. It does not hunt for mesmers in captured towers and keeps. Those individuals who do this will be left by the blob to a certain death as they later try to make it back. The blob is a karma and loot train which only moves from point to point capturing towers and camps and keeps in an endless cycle. The blob rewards mindless conformity rather than rewarding skill and individuality. The blob allows the casual pve’er to get greater rewards than the hardcore wvw’er who does care about the depth of the game and will defend, roam, and refresh siege.
Commanding today is all about personal glory and the desire to stroke ones ego. What is truly missing in every commander I have seen is the most common and sought after trait in real world commanders: responsibility.
I would like to see the commander system reworked to reward responsibility, and punish the lack thereof. Rewards should be given for doing responsible things, like refreshing or building defensive siege. The commander system should support the creation of multiple groups as opposed to a single blob. The karma and loot train should not be rewarded for destroying the depth that was WvWvW.
My suggestions for doing this:
- Limit the credit for taking objectives to a set number of people – not just everybody in the circle. call it a max of 10 people for a camp, 20 for a tower, and 30 for a keep. Have inclusion in the reward be either random or based upon skill usage during the taking of the objective. This way a zerg of 80 people means that a majority won’t be rewarded for being mindless drones. That will encourage them to stop being such, to do something productive. This will preserve the integrity and the depth of the game rather than destroying it.
- Make blueprints account only and raise their price. Making them trade-able was a serious mistake which basically made them a non-factor in the game. Throwing down siege should mean something. It should represent a commitment to take or defend an objective. Established defensive siege should hurt if it is allowed to disappear due to neglect. Armies of dozens of Omega Golems should simply not exist.
- Allow commanders to assign Lieutenants and give them a temporary smaller tag, color coded to represent their assigned activities. This allows a commander to break up a blob into useful components to bring some of the strategy back into the game.
- Add a seperate communication channel and seperate markers for commanders to communicate with lieutenants
- Include squad functionality for lieutenants.
Honestly, there is so much promise in this game mode, that it would be an utter shame to have it reduced further into the karma train mentality that it is quickly becoming.
Should we allow a WvW upgrade to see enemy commanders (not on the map just on screen) ?
I think this is a grand idea. Attacking the enemy commander is a valid tactic and should be supported fully as it brings additional depth to battles. I don’t believe commanders should be able to hide where or what they are. I would actually suggest the wvw upgrade get some small bonuses for fighting near an enemy tag. This would really help to counter the current mindless zerg phenomenon.
Please also include an option for every user to turn off commander icons in his mini-map. This is a real problem in some pve areas, and will only be increased if the tags are made more noticeable. Ideally, the ability would be character based so we can selectively not see certain commanders.
Account-wide commander status is a bad idea. There are too many tags in some areas already. If some feel that they need tags on multiple characters, then they should acquire the tags on those characters. I feel that tags should be harder to get, not easier.
While increasing a commanders functionality is a good thing, care must be taken to ascertain that that functionality does not impede upon the play of others. The suggested ability to lock siege to certain groups is a prime example of that. Nobody should have the right to prevent others from participating in the game as they see fit.
It was only 2 Omegas, and only because of the incredible rain of death from your 4,000 AC’s
Could it be that the balance of this game just isn’t that good ?
Or is it something else.
It is something else: namely, a lie. 75% heavies is total bull. Totally made up and nowhere near accurate.
What I see a lot of are the current OP thieves that do that endlessly repeating stealth, blind, attack, thing. Oh yeah, and that is just what OP plays. Isn’t that telling?
Actually, it looks like a Venetian Carnival mask.
If Ranger pets can sniff out a stealthed target, then you should add the same ability to the Norn beastie forms. It would be nice to see someone in PvP who is not an Asuran.