Showing Posts For lloydst.6985:

Add option to report AFK's in PVP [merged]

in PvP

Posted by: lloydst.6985

lloydst.6985

You lose 100% of the matches you don’t play. “Broken builds” or not, there’s no excuse for AFK.

The punishment for leaving/AFKing needs to be a lot stronger.

Lol has a punishing system for afker, they still afk, balance would fix it, this wont.

it would however discourage more ea/if they don’t play they don’t get reward/progress on tracks AND they get the debuff that leaving gives you now.
this would atleast fix the issue where you get the same kitten scrub that gives up after he died that you atleast wont get him next match.

roaming/havoc commander of FTF

Add option to report AFK's in PVP [merged]

in PvP

Posted by: lloydst.6985

lloydst.6985

there is a issue with people just afking in matches after they think they have lost but since they don’t leave they don’t get the debuff that makes them not join in matches for a while. this is a broken mechanic and really needs fixing. since most of them never leave spawn after they have died once. maybe expand the leave match to not leaving spawn for one min or not having been in combat/ used skills for a set amount of time. or give us a actual report option instead of having to report them for botting. the current system doesn’t discourage AFK ing at the slightest. it really is something that i would like to see fixed in HOT but rather earlier then later.

roaming/havoc commander of FTF

PvP in a PvE?

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

you know there is this thing called wvw this is already pvp in a “pve” environment
there is absolutely no reason why a-net would decide to do this in the main pve maps other then maybe add a dual option (which is very doubtful) and really if that would stop you from buying HOT your loss really. looks too me like you are just to cheap to buy it and use this one sentence which doesn’t imply any of your tinfoil hat theory.
just come to the realisation and don’t come up with a kittened theory just so you dont have to spend 50$ so now you can blaim it on anet

roaming/havoc commander of FTF

will there be fixes during the event?

in Revenant

Posted by: lloydst.6985

lloydst.6985

will there be fixes during the beta event for the revenant or will there be none and is the beta/ improvement not good important enough to make changes

roaming/havoc commander of FTF

how this beta could have been good

in Revenant

Posted by: lloydst.6985

lloydst.6985

to start with this we would have to go back to the 2 previous closed beta.
1. they should he let us set gear stats in the pve beta
2. it shouldn’t have been Pve only since pve’rs Zerg by default and lack the skill/understanding of mechanics some wvw/pvp players have.

now to this beta:
both power and condition dmg is way too low.
no ability to spike (no stuns or imobs)
missing 2 traitlines (power and crit line)
basicly making the class lackluster too start with as you cant play glassy or spike condi(with condi activating on crit)
now things they have done well this beta they have actually given the chance to let the pvp and wvw community’s play with this, however in wvw they are insta dead vs a non revenant, you cant kill a other revenant or any other class due to poor implementation.

roaming/havoc commander of FTF

revenant from a PVPPOV DONT MERGE Read why

in Revenant

Posted by: lloydst.6985

lloydst.6985

so i have been experimenting with my revenant over the past 3 houres, and its somewhat saddening too see how much still has to get developped/continued to be developed.

stances/legendary’s:
mallyx: seems like the conditions didn’t get updated after the burn and poison stacks,
you are actually killing yourself faster then the enemy
Jarlis: aside from inspiring reinforcement and rite of the great dwarf you have nothing that actually helps you.
Ventari: supposed to be the healing legend but in my opinion is the least reliable heal for the revenant, aoe too small heal too low too annoying to keep moving.

Weapons:
staff: the healing shards are almost never picked up due too being too random and too quick to despawn
Hammer: too slow/ no dmg
mace/ axe: again seemed like it didnt get updated after the burn and poison patch
conditions should get improved on atleast the mace but really on the axe as well.

then lastly. to any mod wanting to combine this thread with any other really you have merged threads that were about the looks of how people wanted theirs too look with actual usefull feed back i am sorry but even though its both about the revenant they are 2 VERY seperate things!

roaming/havoc commander of FTF

World vs. World Borderlands Stress Test [merged]

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

i am just hoping they invite some havoc and or roaming groups as well not just blobs the maps should be balanced/tested for all gamestyle’s not just the most skill less one’s

roaming/havoc commander of FTF

YOUR opinion: WORST Profession at commanding?

in WvW

Posted by: lloydst.6985

lloydst.6985

I don’t think you can dismiss a class solely based on people not knowing how to use it. If someone doesn’t pick a frontline tanky build to

venom thieves are meta, no one will shoot you

The meta build sucks though while it gives great cc it has the flaw of having lost 2 utility skills leading too less survivability and thus lesser dmg while there are builds that can insta kill people and have torment ticking for 2.5k while standing still!

roaming/havoc commander of FTF

Can call airships to defend a castle in WvW

in WvW

Posted by: lloydst.6985

lloydst.6985

I have a double feeling about this one. The stuff like the char cars and the towers as big radars sound great however it sounded too me like the keeps and SM push for 24 hour guilds having been in 2 i know that brings alot of problems along with it. It still looks too me like they favor T1 over any other tier but the blob vs blob is so incredably dull the so called warcouncils disgust me \t1 rant but A-net should keep in mind that other then in T1 it isnt as likely to have 24h guilds so if it takes a guildmember to activate the airship its useless to have sm claimed during offhours making the claim non viable again and IF its accesable by ANY server mate there are still more then enough trolls/spies around wasting those airstrikes making them non viable again. In case of the latter with it being a timer it can get used bij spies and if there is no timer it is spammable. So please release some more info on this a-net

roaming/havoc commander of FTF

Beta portals should drop in WvW/sPVP too.

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

roaming/havoc commander of FTF

betakeys SW- dont forget about your other GM

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

PVP is the most toxic out of all of them..

I never could understand pvp as it seems the anathema of what anet wanted to do. In pve and wvw other players on your server are all potential allies. Not so in pvp. Huh? I get the impression they included it because they felt they needed to.

Shure thats why they are balancing both gamemode’s seperatly and have been improving pvp over the last 2.- years… Come on really only implemented it because they felt they needed to. Wow just wow.

roaming/havoc commander of FTF

Locked into lines we don't want?

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

honestly when in combat would you use fall dmg reduction traits, in my opinion it is a wasted trait already unless you are a thief trying to hide in a thief none of the fall dmg traits is actually helpfull /use full, instead try not to fall of cliffs and pay attention and you will never feel the need to use them again.

roaming/havoc commander of FTF

betakeys SW- dont forget about your other GM

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

so as a main pvper i dont care enough about pve i am sorry but thats a very weak argument. i used to pve but moved away from the mindless zerging because it made the game very dull and boring (also because a lack of content). and keep in mind the pvpers (including the people that play wvw) usually are WAY better at the game because they understand the mechanics better. + we like pressing other buttons then just 1

roaming/havoc commander of FTF

betakeys SW- dont forget about your other GM

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

great discussion so far however some people don’t seem to get my point fully so here will be some clarification:

yes pvp has a lot off toxicity as well however this is contained to hotjoin, (or if you play a cheap build in ranked/unranked <- still more rare then the SW toxicity)

2ndly Even though i play mostly pvp and wvw that doesn’t mean i mind doing PVE to farm for the access to the closed beta however i don’t agree with the exclusivity to the one gamemode. and the chance that they will decrease the player base while they might have tried to increase it with this event. That just worries me.

Third yes pvp has had an 24 hour event but keep in mind this was just one map. while in the past beta event and the upcoming one they had access to the revenant. all be it for a short time frame. and as i said before i am more interested in the revenant then i am in the pve content but should that exclude me of the beta no. because in the beta you will only be able to play it in PVE anyway.

roaming/havoc commander of FTF

betakeys SW- dont forget about your other GM

in Guild Wars 2: Heart of Thorns

Posted by: lloydst.6985

lloydst.6985

first off aside from the RNG aspect of this event i like the opportunity to be able to participate in the beta.

Now anet i understand that aside from this being a chance to let players be able to “work” for getting into the beta. it is also a way to get players back into the game.

there are a few problems doin it the way you have:
1. shure its fun with a couple of guildy’s but the map/farm gets dull after 1-2 hours
2. there are other gamemode’s people like playing more ( wvw and pvp)
3. the chances are bigger you burn out more players by doing a event like this in this way, then you will get back to playing the game.

now back to my 2nd point i myself primarily pvp (wvw on raid days), now i understand we had the stronghold gamemode for 24 hours but that doesn’t make up for the fact that the beta keys(for easy of speech) dont drop from pvp, everything else is obtainable through pvp why not this? instead you make people who usually either defend objectives in wvw or prefer to pvp, jump into the most toxic and mindnumbing game mode we have. FOR A CHANCE at playing the new content (i am more interested in the revenant)

roaming/havoc commander of FTF

Broken: Superior sigil of paralyzation

in Bugs: Game, Forum, Website

Posted by: lloydst.6985

lloydst.6985

it doesnt work tooltip is broken as well.

expamle: earth shaker w/o sup. para. (3 bars of adrenaline= 2 sec)
earth shaker w/ sup para (3 bars of adrenaline =2 sec)

tested in both wvw and pve (haven’t tested it in pvp)

roaming/havoc commander of FTF

shadowstep change (in my opinion bad)

in Guild Wars 2 Discussion

Posted by: lloydst.6985

lloydst.6985

Reviving this since it was posted before april fools and the people complaining about the gold limit and its still one big issue

roaming/havoc commander of FTF

shadowstep change (in my opinion bad)

in Guild Wars 2 Discussion

Posted by: lloydst.6985

lloydst.6985

as vakrir said he gets about a 50% succes rate now, i get about 10 % on my thief as you used to be able to teleport up and down pretty easily (or for example up the choke gates (at SE/SWC)) or when you die as a thief up on the lil’ ledge on a tower or keep there is NO way as a thief to teleport away/off the ledge. they have destroyed a good mechanic in the game and punish the many for the VERY Few that abuse it

roaming/havoc commander of FTF

shadowstep change (in my opinion bad)

in Guild Wars 2 Discussion

Posted by: lloydst.6985

lloydst.6985

now we all know shadow step (and similar skills) have been changed in the 2nd to last patch. this was mostly to counter exploits(shortcuts in dungeons/ getting out of a map)
however in doing this they have made the skills way harder to use/ nerfed it to a degree where it is no longer usable. plz a net instead of punishing the players who use the skills correctly punish those that don’t now ofc. its harder to do that but right now some classes are way to annoying to play.

roaming/havoc commander of FTF

frequent framerate spikes

in Account & Technical Support

Posted by: lloydst.6985

lloydst.6985

Done the malware checks bu with you mentioning the background programs gave me some more things to troubleshoot (and not using wifi but a …5 connection however it could be some1 else in the house was downloading something big and they got allotted more data use through the modem

roaming/havoc commander of FTF

frequent framerate spikes

in Account & Technical Support

Posted by: lloydst.6985

lloydst.6985

the past 3 days i have been expieriencing very frequent framerate issues (game locks up for 1-2 sec. and any direction i have been moving in “sticks”. i have updated all my drivers and reeinstalled gw2

Location: EU
Server: NA (fort A.)

problems like this before: no

specs: way more than enough to run gw2

Current locations where the problems have been had: PVP (both lobby and rooms)and wvw.

roaming/havoc commander of FTF

siege disabler OP?

in WvW

Posted by: lloydst.6985

lloydst.6985

So you are a roaming small man group that likes fights. Why do you even care about some pugs taking/keeping a tower? Find a zerg and take it apart. if they run away from you , well I am not sure getting into the tower to just kill 3 pugs would be fun anyway.
What you want is to move to another server that is facing a server with a lot of small mans. Try anything vs NSP or IOJ.

your stupidity keeps flabbergasting me. all you are capable of saying is that everyone should play like you do which is basically a mapblob hopping bl’s you must be from a T1 server or SoS.

roaming/havoc commander of FTF

siege disabler OP?

in WvW

Posted by: lloydst.6985

lloydst.6985

No, not OP.
It only counters lazy havoc. i.e. no prep scouting, time investment etc.

If you actually prep, scout, space your g cats. supply drain. split up to hit 2 walls, etc.
It will work the same. Have not seen any change for a small man havoc. Yes if we get scouted they can disable. So what? They still bring more ppl to fight, so havoc happens. What you are saying is that pvd is harder. Which is nice.

yes pvd is harder the rest you just grabbed out of thin air slow clap

Maybe if you actually did havoc you would understand?
Go back to pvd.

maybe if you actually did havoc you would know defenders NEVER leave the objective unless they outman you 2v1 they will use either balista’s or trebs to counter your siege.

roaming/havoc commander of FTF

(edited by lloydst.6985)

Spawn camping

in WvW

Posted by: lloydst.6985

lloydst.6985

here a tip instead of running into your enemy’s go out one of the other 2 exits out of spawn

roaming/havoc commander of FTF

siege disabler OP?

in WvW

Posted by: lloydst.6985

lloydst.6985

No, not OP.
It only counters lazy havoc. i.e. no prep scouting, time investment etc.

If you actually prep, scout, space your g cats. supply drain. split up to hit 2 walls, etc.
It will work the same. Have not seen any change for a small man havoc. Yes if we get scouted they can disable. So what? They still bring more ppl to fight, so havoc happens. What you are saying is that pvd is harder. Which is nice.

yes pvd is harder the rest you just grabbed out of thin air slow clap

roaming/havoc commander of FTF

siege disabler OP?

in WvW

Posted by: lloydst.6985

lloydst.6985

Siege disabler is fine and is not OP.

It should be hard to take a castle or keep and not a speed bump to the next.

I have been involved in a number of sieges where disabler tried against us by smaller groups. All succeeded. It just took a little more time and foresight.

Use Catapults and throw up the bubble. Do not stack all your siege devices next to one another. Move some siege further back requiring the enemy come to you. Ensure you have people patrolling the perimeter to keep the enemy at distance. In short use more planning and foresight rather then throw up two rams flip and move on.

Siege disabler has led to MORE in the way of open field fights rather then less.

Havoc groups that number 5 or 10 SHOULD have problems taking a keep or castle.

The only change I would make is not usable through gates. Other then that it fine. That said there are a number of tools available to those on the rams that work through the gates as well.

ok lets grab this one argument at the time:
“Siege disabler is fine and is not OP”. if you are talking about a zerg pvd’ing you are right anything smaller. lol just give up.

“It should be hard to take a castle or keep and not a speed bump to the next”.
you only run on friday’s?

“I have been involved in a number of sieges where disabler tried against us by smaller groups. All succeeded. It just took a little more time and foresight”.
what is a “smaller” group according to you? 20-30 or <10

“Use Catapults and throw up the bubble. Do not stack all your siege devices next to one another. Move some siege further back requiring the enemy come to you. Ensure you have people patrolling the perimeter to keep the enemy at distance. In short use more planning and foresight rather then throw up two rams flip and move on.”

mm bubbles yea great idea if it was actually possible too see it clearly. move the siege further back lol i am talking about a group of 5 here attacking a tower they dont have the supply to build more then 2 siege equipments( that is if they have max supply and the camp is claimed with +5. and patrolling the perimeter. you know the range on cata’s its not very far trebs way too expensive and slow.

“Siege disabler has led to MORE in the way of open field fights rather then less.”
if you call buying the defenders more time to call their map blob to wipe 5 people open field shure. and if you call giving the defender’s more time to build 4 sup ac’s shure. that open field.

Havoc groups that number 5 or 10 SHOULD have problems taking a keep or castle.
we already HAD problems with taking a a keep or castle. its called LIMITED SUPPLY.
and 5= havoc/roaming 10 is a zerg

roaming/havoc commander of FTF

siege disabler OP?

in WvW

Posted by: lloydst.6985

lloydst.6985

hazy you are both right and wrong in this while siege wars is usual in T1 from T2 and down we don’t like to spend 1+ hours on a keep and it doesnt invite for open field combat turtle server will have a easier time turteling up with 4 sup ac’s on a gate + siege disabler spam. they will just keep running back and forth running supply to buy trow their siege disabler. siege disabler does nothing but incise zerging and turtling up.

roaming/havoc commander of FTF

siege disabler OP?

in WvW

Posted by: lloydst.6985

lloydst.6985

the siege disabler is in my opinion the destroyer of small tactical (havok/roaming) groups. the cost of 10 supply and 25 badges doesnt make it rare/hard enough to use. one person can hold a entire group at bay because it disable’s siege for 45 sec’s and if there is supply in the objective they can just keep spamming it. pushing the offensive group to either move out of range (trebs/cata’s) or bring a entire zerg to just PvD the gate down.

if you take all that in consideration yes it helps defenders. BUT there is already defensive siege in game instead of having added some BS trick the Anet dev should/could have looked at tweeking the dmg/ wxp traits for certain siege. because of the way they have dealt with it now they are PUSHING ZERGING wich is exactly the reason why most wvw players quit the game. PLZ anet reconsider this item nerf it by giving it a area CD (can only be used every 1.5 min (with the current duration), shorten the disable time on it (from 45 to lets say 10-15 s).
show us that you actually care about all players not just the casual (you have already done this for the people who like to defend now give the small groups some tools)

roaming/havoc commander of FTF

stuck in loading in screen on my guardian

in Account & Technical Support

Posted by: lloydst.6985

lloydst.6985

correction i seem to have the issue when i change maps on every character

roaming/havoc commander of FTF

stuck in loading in screen on my guardian

in Account & Technical Support

Posted by: lloydst.6985

lloydst.6985

as the title says every time i try to log into my guardian (who is in frostgorge) i dont get past the loading screen

roaming/havoc commander of FTF

Where's My Loot!!

in WvW

Posted by: lloydst.6985

lloydst.6985

its true it seems like loot has decreased since aoe loot was added but even if the issues above cant be fixed atleast increase the range on it because that is just ridiculously small

roaming/havoc commander of FTF

Sick of Hammer Trains

in WvW

Posted by: lloydst.6985

lloydst.6985

They just need to give the players a form of defiance (immunity to CC, which immobilize seems to be a part of), and this nonsense would stop.

apart from you not knowing the buff: stability you do make a valid point that immobilize should be added to the immunity to CC list

edit what is this stabilty
~mesmer

roaming/havoc commander of FTF

World Ranks FAQ

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Posted by: lloydst.6985

lloydst.6985

so account bound WXP has been announced over 3 months ago, isnt it fair to say that is enough testing and release it if not next Tuesday, add it in the 28th when season 2 start also could a dev confirm for once that they are still going through with this and haven’t scraped it like many players now believe

roaming/havoc commander of FTF

12/27/13 DB/EB/IoJ

in Match-ups

Posted by: lloydst.6985

lloydst.6985

Few fact’s about DB they are never alone always have atleast 3times your numbers yet they still find it necessary to glitch into keeps and zoom hack.

roaming/havoc commander of FTF

(edited by lloydst.6985)