This event was for china. I imagine the recipes will return when watch work sprockets debut in China.
PvP
Play your main character, get 3 levels for your alt everytime you complete a region or Dungeon track.
Nah he’ll need to go to the hall of monuments and manually withdraw all of the skins in order to unlock the skins to his wardrobe.
After that he can delete the stones.
OFC, I still keep my stone to save 1 silver everytime I WP to frost gorge.
Anet hasn’t been able to balance life siphon for 10 years, they should just scrap it & replace with something boon related.
Dark path is a well designed skill with path of Corruption.
Underwhelming, but really good with 30 point trait investment, and even then not Imba because of how easy the skill is to dodge.
Necromancers need some sort of teleport for mobility, and I’d love to have the scarecrow Halloween skill from lunatic inquisition, but that’s not coming.
OP said he’s new. Best reply is to really try out the class so he can experience the weaknesses for himself.
1v1, Bunker Guardians are not the problem. They are the problem in team fights.
But as for 1v1, how about you attack the following weaknesses (1) range (2) boon strips (3) Low offensive damage — if you knock him off point you don’t even have to kill it? There are other weaknesses, and tells that you really have to play one to experience.
+1 and I shouldn’t have to invest 6 trait points in to get a stomp (something everybody else can get), I should just be able to stomp.
You should play a bunker guardian to understand them.
You’ll learn the tells of the class. For example, the guardian using Mace #3 (has the circle of shields around him) can block everything AoE bubbles that you throw at him, but as soon as it gets hit in melee gets locked into an attack animation.
Most Players who aren’t bunkers and who understand guardians can usually 1v1 kill a guardian (even if it takes a while).
As a thief your strength is less your ability to fight, and more your ability to get across the map super fast with things like the shortbow teleport or sword teleport, and do so with invisibility.
So if you are a thief and you are sitting in team fights racking up kills you are doing it wrong.
Since there are only 5 players in a match, one player can make a huge difference in team fights. 4v3 the 4 will win. Even if the 3 are really good, downed state mechanics and the like assure thier eventual doom.
A special note is that the team with the first kill gets a big player advantage that can snowball and dictates how the rest of the match plays, so you especially don’t want o leave your team at a disadvantage at the start.
As a thief, you can assure that your teams get 4v3s all the time by flipping any un defended point. If they send people over to take it back, you can either try to beat them or you can shadow refuge and leave them wondering if you stayed near the map or teleported to another point to help your team.
Every single top tier player will tell you the same thing, coordinated PvP is about rotations.
Really? I don’t think so.
PvP is about rotations as much as teamfights. You can rotate as good as you want, but if you lose teamfights, you’ll lose the game because you haven’t the staying power to defend your nodes, nor to cap them back..
If you out rotate the other team, you don’t have to win any of the team fights. The scoring is built so that you are better off not fighting if you dont have to.
Everybody who has won a game in solo Q against a 5 man Zerg can testify to this.
Plus, if you out rotate the other team, you will win the team fights. Heroic efforts by bunkers notwithstanding, a team up 4-3 has 33% more power, a team fight of 2-1 has 100% more power.
Whatever happened to the underwater golem shark?
They will be back I’m sure.
Marjory’s weapons are basically necro reskins of incinerator and frostfang.
Real problem is incentives.
Big servers have an easier time completing the meta and get better rewards. They get more fights, more loot bags, more WvW achievement progress, and at the end of the season they get more shiny.
Everybody transfers to the big servers because that’s where the rewards are. (at least the PvE reason to transfer to big servers have been fixed).
The incentives that anet keeps offering to players (transfer to bigger servers and get more stuff) needs to stop like right now. Maybe even bribe players to xfer to the lower servers.
here are my suggestions:
1. No more transfers to top 3 servers.
2. Free Transfers to bottom 3 servers.
3. Top half servers get expensive servers, bottom half cheap transfers.
For Next leagues
1. No more leagues
2. Swiss matchups
3. Scoring changed: Winner 4 points, Second 2 points, 3rd 1 point
(It is necessary to change the scoring so that a 1st place and a third place beats 2 second places).
Rewards offered by tier: Gold Rewards to top 3rd, Silver Rewards to middle 3rd, Bronze to Bottom third.
If anet does a good job incentivizing the transfers to the bottom servers, then at least one bottom server will become a mutant transfer server with enough strength to shake up the status quo and cause some drama about who places where. Some drama is better than no drama which is what we have now.
PROBLEM: the problem with this suggestion is that the worst matchups happen in the first weeks (like #1 vs #24 overall, a total no fun blowout). These first weeks are when the achievement hunters show up, and there will be complaints. But after two weeks, the most unbalanced matchups will be gone and matchups will be meaningful. I will take that trade.
Actually Necomancer has a ton of combo finishers, but they are mostly all on minions with long cooldowns or Underwater weapons.
Its like the GW design team thought this would be enough but it’s just not.
Axe 3, Warhorn 4 could use combo finishers.
The reason players stack is because the rewards are better.
Anet has to end this idea that first place gets first prize. Either eliminate the prizes altogether (everybody who completes the meta gets the prize), or give first prize to top tier servers, not just top server.
If you gave Gold Reward to The top third not just top 1 (in NA that is 8 servers) and threw everybody into Swiss matchups, there would be a big scramble and a lot of drama even now in week 6-7 of the tournament.
Sure the most overstocked server would be winning every week, but there would be actual competition and matches where the results mattered somewhere.
Getting focused? Deathshroud, eat some hits then ground target to a safe area via dark path, heal, re-position, rejoin the fight – in gw2 PvP – THAT is the definition of sustain.
The problem with the necro is that you can’t regen your LF/HP when you are out of the fight.
I swear to god that the Necro has a longer than average timer for getting out of combat.
The number of times I saw a war/thief leap away and gain ooc regen before mine kicked while dueling him in WvW is ridiculous.
I think it has to do with your conditions still ticking on the enemy keeping you in combat.
How about Rune of the Lich?
Summon one jagged horror on hit once every 60 seconds.
Stupid OP!
Next Weeks living story event should help with precursor prices.
As you may recall, the QJ primarily rewarded rares, T5/T6 mats, and lots and lots of sprockets. There was good gold to be had from drops, but the drops of stuff that gets forged into precursors exceeded the gold drops.
I predict that a lot of the players who were doing EOTM karma train or Pvp or other activities that reward silver ( but not primarily mystic forge precursor ingredients) come Zerg into the temporary content.
Precursor prices last year spiked when all the the mats and money everybody was making got people interested in crafting legendaries. This year should be a corrective.
The post nerf queens gauntlet was a gold sink.
Well the obvious criticism is massive tanking before leagues start.
(1) Intentional tankers (Blackgate) (2) PvE servers who only show up in WvW for leagues (Yaks) (3) Low ranked servers that got a lot of transfers.
Then the second criticism is how do you determine who wins? The current system has different tiers based on placement, for example second place gets more stuff than fourth place. If you keep this, then it is possible for the #1 overall server to not finish in first place. Why not shift the rewards to tiers instead? (For example, gold tier is the too 3rd of servers, and bronze tier is the bottom tier)
I’m positive both weapons groups will be back as soon as anet thinks there is money to be made by bringing them back.
In fact, making the Wintersday weapons non seasonal in the first place was probably a mistake.
But I’m here to plug the Wintersday greatsword.
The GS looks underwhelming in the pictures on Dulfy, but the glow is actually quite strong. I impulse bought one for 600 gems when it was first offered, and didn’t actually use the skin until the wardrobe came out (account bound, couldn’t sell), and I was surprised to find the glow as least as luminous as the AC Greatsword, but also glowing during the day (And double glowing skinned on top of an AC Greatsword).
I don’t have any Wintersday weapons to sell, I just wanted to say that they look a lot better in game than the dulfy preview.
It’s better to skip this set of armor.
You wolnt be able to recover any set of runes you put into this armor. Your karma is better spent elsewhere. Plus you can’t get berzerker stats from this armor.
(You can get the skins for this armor as greens on the TP).
I’d recommend the CoF armor or the WvW armor instead (the WvW armor has the same runes problem but at least you get the stats you want).
It seems some are kind of ignoring the elephant in the room: Guardians have been the most core component of any team since release and their mobility is arguably worse than ours; so no, having bad mobility does not inherently exclude you from conquest. But what they lack in mobility and damage, they make up in survivability and team support (through crazy amounts of boons).
And so there is a possible role for us right there: imagine guardian-like survivability (through solid LF-regen, that scales with opponents; while actually being able to receive healing in DS), with moderate damage while basically radiating metric-kittenloads of debilitating conditions (vulnerablity, blinds, poison, weakness, torment, cripple, etc.). I’m obviously exagerating with the metric-kittenloads, but you know, basically what the guardian brings in own-team-support, you’d bring in enemy-hindering abilities…
Guardian mobility is waaay better than necromancer mobility.
In combat, guardians have access to vigor and extra dodges. So I’ll concentrate on land speed.
Bunker Guardians carry a staff, which combined with their shouts gives them enough swiftness to get across the map quickly. They aren’t forced into Warhorn (costing them a condition removal), or forced to burn a stun break just to run across the map. They aren’t forced into traveler runes, and can take runes that actually contribute to their build.
Non bunker guardians have a leap and a teleport and are thus much faster than Necromancers.
There is major faul in having 5 -3 -1 pointsystem in place. At most leagues there is one server that has strong hold for that place(usually thanks for transfers) and some teams that at are fighting for second placement. -> at that kind of situation its more worth to be placed at 3rd than 2nd, as you get out from top group. 2 times 2nd place at top group = 6pts, one time 3rd and 1st is also 6 points, but is more valuable because the number 1 place.
The 5-3-1 point system is really flawed.
One first place and one third place finish is better than 2 second place finishes. Rewarding second place finishes so highly rewards mediocrity and encourages collusion.
5-2-1 or even 4-2-1 would be better.
In my opinion, disinterested because I am on none of these servers, the match fixers who are 2v1 Blackgate are doing the lord’s work and saving WvW.
When anet decided that there would be small leagues with coverage>all where rewards would be ranked based on server placement, they basically forced everybody who cared about winning to transfer to the top server.
Remove the incentive to over stack, for example by eliminating leagues and giving gold reward to he top 8 servers, do this and you will get competitive matches up and down servers.
Next season should get rid of leagues. Swiss matchups can insure that matches are meaningful at least.
Trurthfully there is more drama at the edges of the leagues (can too silver beat bottom gold?) and the rewards should tie to the drama so that the game is interesting.
Because giving the best rewards to the most stacked server (and less to everybody else) is not interesting.
Cause the vigil builds the siege. All you have to do is protect the mega laser.
The moment anet decided to tie individual rewards to server ranking in tiny leagues in a Swiss style format it was inevitable that players would conspire to fix outcomes by transferring to the strongest server, and that either of two thing would happen (1) all matches would be preordained blowouts or (2) there would be match fixing.
(1) is happening in EU, (2) is happening in NA.
Think about the WvW before leagues and how much more competitive it was even though players were apathetic and didn’t care.
It is Anet who is ruining WvW by providing incentives for profit seeking players to chase the rewards. Only anet can fix the damage anet has done, and they need to o it by structuring rewards that don’t produce boring snowballing Pvp.
(1) Open the system up, get rid of leagues — make collusion much harder
(2) Swiss style matches, so bandwagon servers can rise to their level
(3) Top (Gold) Rewards to the Top six (not top 1) servers. The drama and more interesting matches are on the margins of the league anyways.
What’s more interesting? 6-8 servers in contention for 2 spots in the final 2 weeks, or 2 servers deciding whether they want to lose or fix matches?
Opening up the gold reward to the top 6 will make opening up the silver reward (next 9) even more of a mad scramble.
You mean I don’t have to transfer to only one server if I want to win? I have a choice? By golly, If enough players start to make choices, Pvp might get interesting.
A simple thing they could do is to just jack up the price of the WvW skins by tenfold.
Some of them are very nice exclusives to WvW, and both the EoTM (badge supply) and wardrobe (demand) have made these very (too cheap).
A badges (and Empy fragments) nerf in EoTM is due.
It needs a stun break, not stability.
I think that’s what OP really wants anyways.
But the basic point still remains that Necromancers are immobile with no leaps and little swiftness on weapons, but can’t really take mobility from slot skills either because stun breaks are too valuable.
Pvp is all about mobility for rotations and Necromancers have none.
The only time you saw Necromancers was when Dhuumfire turned the class into a burst caster.
Think back to the scramble before the season to get into Gold league.
The top 3 were set, SoS, I believe was not too far behind. After that you had Mag, DB, FA, SoR (by ranking but not really), and SBI competing for two spots. In terms of pure server strength, Yak’s (a PvE server that only shows for seasons), and HoD (a formerly dead server with insane coverage from transfers) are in the discussion. (There’s another mutant transfer server on top of bronze league as well).
This is far more interesting and dramatic than the coverage > all discussion where winners always win unless collusion happens.
Anet should encourage rather than punish what is interesting and dramatic.
Change gold rewards to top 6, put everybody into Swiss and watch 6-8 servers scramble for two spots (and structure the points so that the really lopsided matches against bronze leaguers don’t happen after week 2). End the collusion, end the preseason tanking, end the predetermined outcomes for everybody.
Open it up.
Everything is rising in price.
The supply of new silver is just outpacing the supply of new sinks for silver and the new supply of other items. The silver/gold prices for everything are just way up.
This is because people are doing pvp now (primarily rewards silver), the champion trains moved to edge of the mist (where bags + event completion reward mostly silver), armor repair costs were removed, nerfed bags and fewer crafting materials leads to less silver sunk into crafting, fewer people are doing world bosses for the guaranteed rare…
People bought up the new skins when the wardrobe was announced and there were some insame spreads on stuff like crafted armor, but things are headed back to normal by now.
Covergae/Nightcapping.
If one server goes to sleep for 8 hours of the day, they get zero points for 33% of the time. It will be ridiculously hard for them to win considering that they will wake up to fight fully fortified and sieged towers.
Swiss style matchups are great for determining who is top tier, but they are horrible for determining rankings.
My server, Borliss Pass, lost (3rd place) early and has been grinding out #2 finishes all tournament, beating up on lowly SoR while everybody else blows us out. If we get only one victory against the worst competition, which we could get this week, we could finish tied for 4th place. This is an awful result, realistically we are the #7 server.
One problem is that the leagues are too small and finishing second is rewarded too highly. Finishing second after getting blown out by thousands of points shouldn’t be worth more than half of a first place finish.
If this is to be done in the future, I propose:
1. Swiss style tournament
2. Scoring system changed so second place =2 points
3. No leagues, everybody in the same system
4. Free transfer to bronze pre tournament, expensive, no transfer to gold
5. Top 6 get gold reward, next 9 get silver, next 9 get bronze
If anet is insistent that only one server gets to win (IMHO, this is a bad idea, they need to cut back on incentizing players to over stack servers), then a one week playoff of the top 3 servers accomplishes this.
Honestly it’s overrated as a costume.
If you like to play as the mad king, then that’s a cool gimmick (And awesome on a Charr), but the costume pieces cannot be mixed and matched. Plus if you disable the headpiece, you are still stuck with the oversized shoulders which means that you wolnt look right.
It’s severely underpowered compared to Mesmer focus pull and guardian GS 5. It also seems to have an aftercast which limits what you can o with it.
I don’t think I’ve ever gotten well of corruption to corrupt stability.
You can add death shroud 2 traited to te wish list.
… And zero in the NA semi finals/finals…
Necromancer is bottom tier on sky hammer. Guy is just whiny.
The problem with WvW is that players over stack winning servers because the meta is easier, loot is easier and the rewards are four times as much for server #1 tha n for last place.
To truly fix WvW, you’ve got to put limits on player incentives to game the system.
Here is what needs to be done:
Before the season
1. Give free transfers to bottom tier servers, give cheap transfers to mid tier servers, expensive transfers to top 6 servers, and no transfers to top 2 servers.
During the season
1. Eliminate leagues.
2. Everybody in Swiss style matchups.
3. Scoring changed: Win == 5 points, second == 2 points, 3rd == 1 point. This is necessary to reduce the harm of gaming the system with second place finishes.
After the season:
1. Only three tiers of reward, Gold for top 6, silver for next 9, bronze for last 9.
2. Rewards are ideally the same for all players that completed the meta, except maybe the gold reward can glow gold and the bronze reward can glow bronze. If not, keep the meta rewards within a +/- 33% range.
3. Use league results to determine matchups or the first week after leagues. After that, it’s ok to go back to the existing formula.
(edited by nekretaal.6485)
Corrupt boon has z axis issues, and it also only hits targets in a cone that you are facing, otherwise it fails and goes on full cooldown.
Try to imagine that you are casting wail of Doom (Warhorn 4) and line it up before you cast.
The other issue is that stability is like the last boon that it will convert, so you often don’t get the fear.
There needs to be more 2v1 against the server in the lead. However leagues do not make that favorable. If a server feels they cannot win 1st, the play for second only, which I think is wrong. If you look at the matches now everyone 1st place in guaranteed to win this week. Nothing is close.
How the scoring should go for the tournaments should be 2 points for 1st and 1 point for 2nd and 3rd. To me this make it more exciting and may encourage more servers to gang up on the power server.
+1000
If you didn’t win, you lost. Second place is first loser. If your not first your last.
Stop incentivizing servers to “strategically” lose.
And while we’re at it, end the leagues and throw everybody into the Swiss matchups. Give Gold rewards to the top 6 placing servers so that players don’t over stack only the top server.
Make these changes and WvW will get better over the long run.
It looks like it is anet’s answer to the PvPvE found in games like AION. See it not as WvW but as a risky PvE farming area and it starts to make sense.
Get rid of the leagues. Everybody in the Swiss style tournament.
Gold Reward: Servers1-6
Silver Reward: Next 9
Bronze Reward: Last 9
Free transfers to Bronze servers in the weeks leading up to the tournament. Expensive/Zero transfers to Gold.
This season, in both EU and NA, some of the bandwagon free transferred servers that are dominating silver might be good enough for gold, and some of the bandwagon bronze servers are good enough for silver. This, plus do or die matchups in unbalanced early round Swiss style makes every matchup meaningful.
In NA Instead of the boring Black gate cakewalk we have now, we’d have compelling drama over whether HoD (a formerly dead free transfers bandwagon server) could knock out somebody like Dragonbrand for the gold. And, results in every other match could have an impact on this.
Tl;DR. Shift the goalposts, equalize rewards more and eliminate leagues and you get interesting seasons
Terrible idea.
OP wants players to rage quit on him every time the lead changes. Rank decrease is enough. As for hot joins, the guys who fought the whole match outnumbered by a player deserve something.
Prediction: The winning team will have a thief, a warrior, a guardian, and a collection of warriors, mesmers, thieves, and elementalisrs.
Good casual unranked Pvp is just as important as organized Pvp, arguably more important since it is more popular. Organized or unorganized ranked Pvp doesn’t need casual contamination.
The rewards for play it now should not be capped
I don’t understand the difference between arenanet hot join servers and custom servers. I hit play it now and get dumped into one or the other. One gives rewards, one doesn’t. (after a small handful of games).
This makes no sense. Even after it is explained it still makes no sense. You join casual pvp and then for a purely arbitrary reason, your match has a chance to be unrewarding, with no notification of such? Can’t I filter out the arenas that give no rewards? And why isnt not dumping players into unrewarding arenas the default? You have no idea or control over what you are being dumped into when You hit play it now.
Not only that, but the arenanet servers are often full, another problem.
No wonder that solo Q is plagued with hot joiners.
(edited by nekretaal.6485)