Aurora Glade
(edited by iTB.1428)
I love all the JP where it’s about “finding the way” because doing (jumping) it isn’t problem at all for me … unfortunatelly when I find the way and complete it the Charm is gone :/
so I would like to see a “living JP” which is somehow shifting so it’s a lil bit different everytime I’m doing it
on the other hand I absolutelly hate both event JP because I’m playing small characters …
the JP itself was nice but doing it with other ppl was sooo anoying
I thought devs learned from halloween and when I saw christmass JP I was rly disapointed
(edited by iTB.1428)
am I the only one who actually enjoy challanging content?!
I would rather have 3 Volcanic fractals in the row then the Underwater ones (I sometimes literally fall asleep there)
lol what is hard on making estimated time?
take the amount of ppl entering/leaving WvW in lets say 10min/1h, number of ppl in que and voila u have prediction, ANet also have data about spikes in prime time etc and can modify those que times based on the time of day
will it be +-1 s accurate? ofc not
can they make it +-few minutes accurate (with some exception from time to time)? I believe they can
difficulty is ok but problem is I always end up in pt with some * who can’t even walk
not to mention completing the achievement (no dolyak killed) with randoms will be pain in the a*s
pls make it possible to join with partyes
we just spend like 2 hours at Simin trying to kill her
she always turn invisible at 50% HP no matter how long we have been beating her
also in like 50% of times all 5 seals locks after moving only 4 sparks in, therefore u can’t made her visible again and she regen to 100%
hell, make it as gemstore upgrade
slots for rare mats
slots for cooking ingredients
more stacks
more stacks for rare mats
…
simple and more $$ for you
U need to craft your exotics to be able to farm fractals
same for Ring of Fire
Sigils that hold a charge per kill cannot be stacked (i.e. +5 power per kill and +5 condition damage per kill), one or the other shows up. This applies even if you swap weapons. For example, if you had two different “On kill stacking stat bonuses” sigils on two different weapons, only the sigil of the weapon you make a kill with first will take effect. If you swap weapons and make a kill, the sigil from the second weapon will not take effect.
Charging and non charging sigils can be stacked.
In sPvP, sigils that hold charges gain 5 charges per kill, requiring only 5 player kills to reach a full 25 charges.
Sigils that trigger on critical hits can trigger on any critical hits; the critical does not need to be scored with the associated weapon’s skills. For example, a character with an off hand weapon imbued with a Sigil of Rage can still gain quickness with a critical hit with their first three skills.
Sigils that have a chance to trigger on critical hits stack their chance percentages multiplicatively, not additively. For example, two major Sigils of Fire, which each have a 20% chance to trigger on critical hit, will have a 36% chance to trigger, not 40%.
Sigils that trigger on critical hits will not trigger on critical hits caused by mesmer illusions. It is unknown if this is true with other summons.
A single cooldown is shared by all sigils active effects cannot occur for the duration (i.e. a Sigil of Rage will prevent the activated effect of another Sigil of Battle/Strength/Air/Geomancy for 45 seconds but will not affect the passive effect of a Sigil of Smoldering/Force for the cooldown).
The weapon in the mainhand triggers active effects before the offhand.
also there is some extensive research on reddit somewhere …
The mesmers #1 skill is mediocre compared to others even with the confusion as it is not consistent damage (only works if they are actively using a skill). So no…doubt this would ever happen.
Also…the phantasms have a delay in attacking. Does a rangers pet have a delay…does any other class have a delay (5s delay)?
does rangers pet or necros minions do 4k per attack and can be casted through walls?
on topic) I disagree, but those phantasms need a bit balancing overall (last patch was joke)
I dunno. I guess I just won’t understand how taking choices and variables away adds to tactical teamplay decisions.
All I see out of it is “Crap, my build is completely countered by this team which I had no way of knowing pre-game. Guess I’ll just take it up the pooper for 5-10 mins and eat the loss”.
Maybe it’s because I don’t have a team that is on as much as I am so once we get our matches in, I am solo queuing until the next time. Often hours and hours between days of solo queuing tourneys. For me, being completely stuck in a single weapon choice for 100% of the match (I don’t really ever swap amulets or traits much tbh, but it’s nice that it’s an option) would lead me to play many classes less. In fact it’d probably lead me to cease playing any class that couldn’t maintain consistant team support and 1v1 capability at all times without changing a single thing ever.
So my mesmer. And…. maybe my engineer or elementalist. But chances are just my mesmer.
Also unlike a good many players I’m sure, the more I’m not personally in control of the outcome of any given situation the less I like it. IRL and in-game. Hate it. With a passion. I do team games, because they are fun and all, but the more I feel like I can personally take care of every situation that comes up and the less I am forced to rely on other people the happier I am.
No matter how cool/skilled/coordinated they are, at the end of the day you can not rely on other people in my experience. At all. Even a little bit. Also failing to achieve something because somebody else kittened up is absolutely frustrating beyond all kitten. As long as I can blame the loss on my personal shortcomings the calmer I remain and can focus on improving.
first of all when you are running balanced build you will never get completely countered
now to the point – we are not talking casual play here, we are talking top level play where everyone is pretty much same skillwise and outcome is decided by smalest advatages … if it stays as it is it will become Swapwars
player A playing scissors completely decimate player B playing paper, so player B switch to rock to destroy player A, so player A switch to paper … this exactly takes out the skill because it allow players to play gimmicks instead of balanced builds … it will shift from how well you can play your build to how well you can swap
Hello, not sure whether its the right forum, but w/e.
I’ve been collecting a lot of pvp reward chests to play around with the mystic forge and sweet looking gear. However, I feel like I either have an insanely bad luck or then the salvage system is bugged.
I’m rank 13 i believe at the moment, i’ve had like 3 ranks + a few tourny chests without getting any arcane crystals from salvages… Mostly bought gold deer chests, but ive tried everything – also bought a few rabbit chests, but no luck yet..
Anyone else noticed the same or am I just unlucky?
all about luck
I got my first sliver at r18 and my first crystal at r21
I have to say I was salvaging only gear that I got twice or more but still …
I think we all have it pretty much same
we like the possibilities it brinks but hate the way we have to execute it (open inventory, …)
we do it because we know it gives us edge over opponent who doesn’t and if we don’t then he may have an advantage for doing so
therefore I’m for disabling it
and here we go again
for all of u who thinks thiefs are only about 122222 … pls go with such build to tPvP and take a screenshot of all the wins on Kyhlo and post it here … but I doubt u will even get there
<3 mushrooms
…
Taking a step back, ask yourself – what does downed state really offer the player? is it fun? does it introduce interesting new mechanics? if the answer to those 2 questions is “no” or “not really” then what’s the point of it?
sry but this is not an argument – it’s personal opinion
I can answer yes and yes … and who is right now?
2) Downed state sucks in PVP
I wholeheartedly embrace the motivation behind the introduction of downed state and universal rezzing but the current implementation is bad in the PVP context. In a nutshell it makes stomping/reviving more important than the actual combat.
In WVW, downed is especially bad — it encourages zerging and discourages small-man teams. There is also the issue of downed intel gathering, where oft times the best thing you can do for your team is stay dead, rather than getting back into the action.
I don’t know what your data/surveys show, but anecdotally, I don’t know anyone who likes downed in PVP. IMO, get rid of it, at least for PVP.
unfortunately without healers and with system that allow “burst builds” the game would be actually worse without it … the whole game is designed around downed mode so there is no way how to remove it without rebuilding the whole game
btw hi, I pretty much like it … now u know at least one
and I give u one reason – I see downed mode as part of the combat so for me this:
it makes stomping/reviving more important than the actual combat
doesn’t apply
actually he’s right … with good build u can hold CP even under treb fire for some time … ofc not infinitelly but I’m sure he didn’t ment that too
only problem is the mesmer’s portal but even with this u can work … u can catch him on the way for RK
yes downed state is fine but that #3 needs polishing
oh, you can’t get there on foot normaly?
then I was wrong
and how is this different from player standing there and shooting at you?
I think it’s ok
I don’t play hotjoins (so I’m not familiar with this map), placing those turets should fallow same restrictions as “blink” skills imho
…
Once somebody on the field is downed, unless you have absolutely devastating AoE damage, nothing matters more than finishing the downed guy. There may be 3 people still present and alive, yet you will see everyone focusing on the downed guy at the cost of their own life even.
…
no, you are wrong … number one priority is to not let him get up and there are many ways how to do that
stomping him (ofc) is the most obvious one
but u can rupt/kill those who can revive him too
it’s just your choice
Downed state is excellent.
How is downed state excellent? I am confused, as I have pointed out several problems with it. anyway, here some more:
- You can revive faster than you can finish
- Abilities to ensure revives and prevent them are not equally shared, yet the game is decided by 1on1 and 2on2 encounters, which obviously are bound to see any combination of classes engaging in them
- TTD[own] is often lower than TTK[ill] even, when nobody else is present
- When a player is downed, the focus shifts away from the actually ongoing fight and to 95% to the downed targetThere are many more problems.
- if u start your start stomping at the same time as someone start reviving u will stomp faster
- not having such ability is just problem of your build (your choice)
- L2P issue?
- maybe if you finally stop thinking that downing someone means you have defeated him then you realise that downed player is part of the ongoing fight and therefore the focus is not shifting anywhere
iTB u say such BULLkitten.
Goooooooood luck kill now grounded mesmer (teleports + stealth) with minions and his grounded dmg, or even rangers. 8khp diffrence betwen you and him, now give you NOTHING. With pets and dmg buff they ground you before you finish stomp.
GZ arenanet.
so again – you have to count with downed “abilities” as well … if you don’t you are just bad … simple as that
and how is this different from player standing there and shooting at you?
I think it’s ok
and here we go again
downing someone doesn’t mean you have won … finishing someone means you have won
And I have good news for all the whiners here – you have the downed state too!!! Yay, so if it is so imba why don’t you use it and win? Oh wait, you are just bad … I almost forget.
/sarcasm off
Downed state need some polishing ofc (Ele for ex.) , but overall the system is just fine
I don’t want any gold or xp from PvP – I don’t need it for PvP
BUT
I would like “something” to be able to buy additional character slots cuz I DO need those for PvP
OR
just make possible to save templates of builds and get rid of the anoying PvE “tutorial” when making new character
in PvP
Posted by: iTB.1428
My “main” is a necromancer. We have, 1/2sec fear to 1 character only.
Then I tried the Elementalist, and they can walk wherever they want for a short time… WTF?!
Another profession have an AOE stun(idk wich). Makes no sense.I suggest that in sPvP, al the professions in downed state need to have the exact Skill Set because if this pretend to be an eSport, Balance is the most important thing.
with the same logic all characters should have the same weapon skills and utility skills … oh w8
Private Servers #1 priority
these will allow for tournaments all over the community which will actually promotes e-sport
in hand to hand with this comes ofc spectator mode (and if possible game replays feature)
ladder, other game modes, etc. are only for casuals …
I know many of you will disagree with me about the ladder but for real competitive players some ELO numbers means nothing … winning tournaments does
I’m not saying we don’t need ladder, ofc we does – it’s goot for practicing and playing with equal skill lvl opponents but IMHO it’s not #1 priority
• Legacy of the Foefire: Fixed an exploit that was allowing players to teleport past one of the gates.
Don’t worry guys!
oh thx god … I was worried that they fixed BOTH …
sad panda wants to beat other sad pandas on her level
any infon on the topic pls pls
No, no no no no.
and all the arguments for keeping it as it is that were stated above
I support this
at least those Custom tournaments so the actual competitive scene may start
I bought this game for competitive PvP … we were promised that GW2 is aiming to be an E-Sport … yet there is no competitive pvp at all
sPvP is joke
tPvP is nice start but as was sad before, there is rarely any competition
I understand that account security was major issue so was Auction House (your income) but those things are fixed so imho now is the time when you at least tell us when are you going to gave us the game u promised
(edited by iTB.1428)
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