Re: Dash update!
The original reason we had removed the extra distance on Dash was that we lacked the tech. Since that post, it’s been resolved. Thus, the distance of Dash is back, with a fervor. Now you’ll travel a full 450, up from the 360 previous (~300 base dodge), while moving at a faster-than-running speed. Swiftness duration increased to 10 seconds, up from the 8 we talked about originally.
This thing’s about solid movement, so we’re going to push it in that direction for this BWE. Please check it out and let us know how you feel about it. The animation’s going to remain as your character’s run for now.
We are aware that this new distance will cause some de-sync in synergy with Shadow Refuge, but feel that the open-field movement capability for daredevil needs to take precedence over this abliity. note: You can still dodge from edge-to-edge and remain inside the field, but it’s pretty tricky.
Is it possible Vault works on Vertical axis?
Hi,
I’m looking for a Guild focused on high fractals and raids for HoT. Not more, not less.
I’m not interested to run old dungeons
Representing doing these 2 contents is ok but I need to be free to represent other guilds for different contents without any drama.
I was looking for some eu guild like this but it seems doesn’t exist (imho incredible).
Btw ofc I have 2 characters zerk ar 70+ and fractal reward 50
Any suggestion?
Little bump
Hi,
I’m looking for a Guild focused on high fractals and raids for HoT. Not more, not less.
I’m not interested to run old dungeons
Representing doing these 2 contents is ok but I need to be free to represent other guilds for different contents without any drama.
I was looking for some eu guild like this but it seems doesn’t exist (imho incredible).
Btw ofc I have 2 characters zerk ar 70+ and fractal reward 50
Any suggestion?
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Courtyard should have his own queue, honestly i don’t see any reasons why people who don’t want to play tdm are forced to play tdm if the map is chosen.
Same like people Who want to play only tdm.
Basically is the same issue stronghold had before anet (smart move ) decided to split the queues.
-37 to 2k replies.
At 2k Ohoni will unlock an exclusive chest where it will get a full legendary armor for free.
Lucky guy
I remember when we were masters of stealth.
Then engineers got a mobile super-refuge.
And they still don’t rely on stealth to defend themselves.
Look, Karl, I realize this is the DD feedback thread, but acro was eviscerated, and with all the reveal being tossed around to every single other class in the game SA is being eviscerated as well.
You want our role in PvP to be back capping and +1? Well that’s awful, but if you’re going that direction go all the way. Give us more run speed, shadow steps, and mobility so we can at least reliably run from fights since it’s obvious that we’re not supposed to be able to win them unless we select the mandatory new evade playstyle.
I don’t even play a stealth build any more and I’m just plain upset about the constant inattention to thief stealth reliance as more and more revealed creeps its way in to the game.
how does it even make sense that the class The developers stated is “the master of stealth” actually worse at providing and maintaining stealth for both allies and self than not one but both pet spam classes?
How is thief burst even a problem when compared to mesmer burst, or the upcoming engineer stunlock?
Isn’t it more problematic to have a class that can continually hand out lethal damage while remaining completely invisible? Didn’t you nerf cloak & dagger because of that exact issue?
Isn’t it more problematic for a class that can literally stunlock someone for upwards of ten seconds to also hand out obscene amounts of stealth to his allies?
I get that daredevil is all about the evasion. I’m a fan of that. But core thief is not in a good place and it is the only class that has all of its passive defenses turned off when revealed by an outside source
Since you’re in charge of thief balance at the moment, can you enlighten us as to why you feel this is an acceptable limitation for thieves, but not for classes with far better innate passive survivability tools?
+1
Regarding staff:
I don’t see how a thief can play staff instead of dagger/x or sword/x
I think or staff needs more evade/inv gap closer or vault needs a rework to compete with shortbow #5
Staff lacks in mobility role to compete with shortbow and survivability melee options for a melee role.
Personally I’d like staff like a mobility weapon to have shortbow alternative.
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Is thief so UP and nerfed that no one is playing them anymore?
Thief is still reasonably powerful owing to shortbow #5 and Shadow Refuge – between the two of those, the thief can out-rotate anything else in the game, threatening decap and keeping all 3 points under constant pressure simply by being in the match. The traits in Shadow Arts also make it a reasonable support class; you can res downed allies like no other.
For those reasons alone thief will continue to have a role in high level matches – if the other team does not have a thief, your thief can run a member of the other team around the entire match, getting occasional decaps and contributing more simply from rotation potential.
The thief is not a good combat class right now – it is at a disadvantage 1v1 against every class in the game except perhaps warrior, and in general you can only drop an opponent in an even numbered fight if you massively outplay them. This makes thief incredibly frustrating to play – you spend nearly the entire match running away from stronger combatants. This is even moreso when queuing solo, when your teammates are not reliable and your weakness at scoring – and snowballing – kills makes it more difficult to carry on than many other classes.
I still find it fun, as I like winning matches by reading the map better and out-rotating my opponents. You are absolutely a support character however, and if you’re looking to carry you really should be playing something else.
Period.
You can join leagues in solo/duo/trio/4 men/full team.
But I can bet, solo experience will be a true pain.
The current system is making the player base smaller by the minute.
While I’ll let the PvP team respond to the other points here, I do want to take a moment and address this:
PvP has steadily grown in population and play hours going on nearly a year now. It’s sky-rocketed since the game went free, and the two weeks before this have been our best weeks literally since the week the game launched. We anticipate this week will be the best week login/play wise PvP has ever had in the history of Gw2.
I don’t want to trivialize your points – and our competitive team has some great reasons why things operate the way they do they’ll lay out and explain in relation to leagues soon: I do want to call out you’re using false population data to support your point.
From an ArenaNet perspective, PvP is the fastest growing part of Gw2 and had more success for us as a business in the last year than it’s had by far in the history of the Guild Wars franchise. Next year is going to be even bigger because of that success.
I’m really proud of the work the team has done and the work our amazing player community who has helped grow competitive PvP just as much as our dev team has and would hate to see that lost in this discussion.
-CJ
I’m happy for this but people can try new stuff and after that like they can abandon the content because there are some major issues to fix.
Ofc with more free players, more people try spvp and this is an important goal for sure for you, but at the same time should be a priority “keeping” this players active on spvp.
I think the general infrastructure with league is really good but i think there are, like a said, major issues. A short list
1) Soloers vs premade.
2) It’s only possible to go in queue in HOTM
3) Balance patch frequency too slow
I’m really sure these things have a huge impact on keeping players playing pvp, there were and there are a lot of topics on forum and or reddit about it. Ofc new players have a LOT of stuff to learn and do at beginning but these majore issues are really evident and these will be major issues for new players too, after some gameplay hour.
At the same time I think pvp team can solve this issues, maybe they need some help in “resources number” to speed up the process..
I really think you can see the pvp potential in this game, but it needs a little more help from you
BTW thx for answer, it’s a good thing to see the game director on pvp forum
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Only team final score and win/loss will have an impact on your league progression, personal score will be ininfluent.
Im fine with anti-stealth skills, i think stealth is a really super strong ability and needs some counter.
But thief position has changed, Mesmer has a lot of stealth, engi and ranger has access to stealth + reveal ability, guardian and revevant will have reveal ability, etc.
So i think an anti-reveal trait well designed would be fine
looking GM SA traits, there is no really alternative to sj.
So i think it would be interesting adding to some GM trait (or rework) an anti-reveal effect with a medium cd to resist once to a reveal skill from other profs.
I honestly find a little weird like design, thief, master of stealth, doesn’t have any form of reveal/anti-reveal ability, and considering how stealth is important to survive, it would be really interesting to Explorer this area, considering also the reveal rain skills incoming.
I think Karl could surprise us with something really interesting.
1st april 2016
I bet on it
World 1,2,3
No temporary this time.
20 tomes = 1 bl key it would be great.
I dont think is so rare :p
I was reading on reddit some drop bl Key feedbacks and maybe in Fractal, depending on level, there will be an higher chance to drop bl keys from today patch.
It would be interesting some data about it.
It would be really great, considering HoT too.
Slow is cool and really good, it will be a nice stolen skill against everyone, not only revenant.
Resistance and quickness should be added to plasma like 2-3s skill
Karl, make Vault works on vertical axis like leap, low damage, a little more range and an evade frame. 6 initiative cost.
A true alternative to sb with a different play style (ninja style).
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Roy, this is just an idea but it would be cool if UA had a similar guardian ring of warding funtionality.
I mean the old displacement was great in many ways, one of these was the fact it created an area where people can’t enter, very useful for different uses.
Ofc the fact the old ua ingored stability was too much but for example RoW doesn’t ignore stability so a similar effect it would be cool, probably a cd is necessary in this case besides the Energy cost.
Btw for downed #2 there is big difference between a displacement and kb. With a displacement you basically can avoid the first stomp (like a teleport) but you can ignore a kb with stab/blind. This changes a lot the downed strength. Maybe is a good thing maybe not, Honestly dunno, it depends on general balance.
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The original sound was better.
This is a little too weak for a warhorn but better than the previous version.
Honestly Roy i think you’ve a little exaggerated with Mallyx, I agree displacement created some issues basically everywhere but now in general Mallyx seems a little to weak.
The displace basically carried the entire legend, now you reworked it but other issues remain.
Basically it’s a line only for resistance, little condi pressure applied, basically weak transfers, no break stun, high cost skills.
It sounds bad.
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WVW has exclusive weapons, Spvp has exclusive armors and back, SAB has exclusive weapons, Tequatl & Wurm have armor and weapons, Fractal has exclusive weapons, SW has exclusive armors etc.
So you complained about that at the same way or you are complaining for raid ONLY because it’s a LEGENDARY skin?
Both.
I complained about all those things, and would like to see them changed, but attaching Legendary armor to raid-type encounters is doubly bad.
So you’re totally against exclusive rewards for a specific task.
I’m sorry for you dude, but videogames (luckily) doesn’t work in this way and you re in A LARGE minority.
You’re basically wasting time.
Deal with it, a lot of people like exclusive rewards and Anet shares the same vision.
Gl
(edited by philheat.3956)
Honestly Ohoni your crusade doesn’t make sense.
Titles can be exclusive and weapons/armor not? Why? Because you don’t like tiles but you like weapons/armors?
Every games has a lot of exclusive rewards for some specific task, GW2 has a lot of exclusive rewards for many part of the game
WVW has exclusive weapons, Spvp has exclusive armors and back, SAB has exclusive weapons, Tequatl & Wurm have armor and weapons, Fractal has exclusive weapons, SW has exclusive armors etc.
So you complained about that at the same way or you are complaining for raid ONLY because it’s a LEGENDARY skin?
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The Maguuma Masteries can only be progressed in the new area. The Tyrian Masteries can only be progressed in the old areas. When you move from one area to another the game will automatically switch your mastery line to the one you selected that’s appropriate for that area.
Curiosity, is possible to exp tyrian tracks in EOTM?
BTW i think Fractal and dungeons will be the best way for my playstayle for the tyrian Masteries.
If i’m not wrong only the The Heart of Maguuma mastery track needs to be exped in the new region, it will be possible to exp other tracks everywhere.
Correct?
Honestly, pretty curious about it.
First year of LS1 was a mix between temporary contents and Living story1, with Living story 2 we had an improved living story but really less new contents.
WWW and spvp was trascurated in relation to Living Story, same for PVE contents (like Fractal) who needed some rework. Not mention to balance patch who requires age to see the light.
My hopes:
A lot of contents anet will add with HoT. I hope they can focus and improve these contents and OLD contents. More work on spvp and WWW optimization. More frequently balance patches. Rework some old pve content (Shatterer for example). SAB ofc.
Basically optimization of what we have now and we’ll receive with HoT, it’s not really few stuff.
Simple question, what do you think it will be the faster way to exp master?
Or better, what’s your plan about?
- It’s boring
- it’s not skill challenging
- it’s stressful
- rewards are not balanced
Basically after 3 years and with no event in this year, i think it’s a really bad , but really bad way to show a new event, for veteran players and for new players too.
People expect an evolution based on experience and based on a ton of feedbacks from previous events in the past LS.
This is simply a step back and this is the main reason because people are upset.
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Ugh
One of the good things about this game vs other games in this genre was the lack of this sort of crap. I see this already used in PvE on dungeon runs here and there. This to me seems like nothing but an external “gearscore” app which will soon be required, by everyone for everything in the game.
Its a bad move, very bad.
You can use knives not only to kill people
I mean if you want to use tool like this for some “elitist” task i don’t really see troubles for this, elitist mentality already exists in the game and if you want to reach some performance goal, sometimes is necessary.
But no one forces you to join a team/guild that requires an elitist mentality, that’s all.
In general i think it’s a really interesting tool to have more stats available in every game mode.
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WoW, nice job, really useful, it would be amazing if the latest matches section could have for example team roster composition and the last pvp stats we have ingame now (that are very difficult to read when the match is over).
BTW i dunno if it’s better to discuss this stuff here or on the API section.
Just to clarify this topic if people don’t know it
http://gw2efficiency.com/account/pvp
You need to link your API key from your GW2 account, really easy to do, just create it with pvp permissions and copy/paste.
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Much to your dismay, Revenant’s do need a weakness.
I do agree each class needs to have a counterplay. Don’t you think that it also doesn’t have to be he should be virtually helpless against it though. Conditions are no longer like they were when the game first launched, they are now more prevalent, easily reapplied (in matter of seconds). Especially in PvP when virtually every classes do condi now, it means that non-Mallyx will be weak against everyone. I do think condi removal on legend swap should be increased to one, each legend should have at least one way to remove condition, be it a weaker one than other classes.
I don’t think that is entirely true, as an example engineers don’t run much condition removal in PvP as they have limited options similar to revenant, but still aren’t helpless in PvP.
You had already an answer from other users, an engi meta build right now has a really better condi removal than Revenant without Mallyx.
Btw i think if you improved Cleansing Channel with an additional condi i think it would be sufficient to deal with a moderate condi pressure in a decent way.
For high condi pressure i’m ok we need to use Mallyx.
In general adding a break stun on Mallyx wouldn’t be bad, utility have already an high cost.
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It’s not a mistery for example that a 2vs2 game is really more enjoyable instead of a lot 5vs5 games.
I watched this evening the EU final 2vs2 between ROM/Kervv vs Misha/Zan and Rom did easily 600+ viewers on top.
This occurred for several reasons:
- in 2vs2 you have always the camera on the main action and at the same time you see always the pov player
- fight is small and is in open field, so less confusion and it’s easier to understand what’s going on.
- Games was really equilibrated and intense, both of teams had sustain compositions but with different mechanics (a lot of stealth for misha/zan, more regen/heals for rom/kervv). A lot of come backs with different ress from both of sides.
- the streaming quality was really enjoyable, ROM is a really good player/streamer
Basically this stream explains the gw2 pvp potential and how much a different game mode or better tools for viewers can really have a huge impact of pvp growth.
Honestly i think that for a 2vs2 game mod is necessary an admin and some restricted rules, so implementing it directly on the game, with really a lot of different variables, it would be difficult. But for sure Anet could add a different arena for small TDM (Courtyard is not great at all).
But Spectator experience can really be improved a LOT with the right tools.
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I agree with many of you about Animation dodge issues and need some change.
For staff, for me the issue is always the staff role, hardly staff will compete with other melee set like sword or dagger and i’d like to see a different alternatives to shortbow, so basically change vault to a more mobility skill who works on vertical axis, lower damage and lower casting time and move parte of this damage to other staff skills.
This promotes better build diversity and a super fun ninja style
A bunch of random complains put together.
Instead of crying, you should start to play the profession to understand pro and con, especially in tournaments, a topic like that is totally useless.
There is a Revenant forum and there are a lot of constructive feedbacks, not like this one.
And remember is just a beta.
-rework shield 5
-add a break stun to Mallyx
-2 condi cleanse on cleansing channel
-Facet of chaos is a bit too expensive
-ua (mallyx) doesn’t need to go through stability
-fix reveal delay
-staff Energy cost is a bit too high
-reduce hammer 5 to 1 or 1-1/4 casting time
-Ventari needs some work
-many gm traits doen’t seem really good (there is a dedicated topic).
Do you feel the current general energy regeneration is good or some weapon set/legendary has a too much high cost?
In general i think Revenant has a lot of interesting tools but there is some work to do in balancing energy cost.
Ofc the intention is not spamming everything fast but some tweaks is necessary imho.
Don’t me wrong, i think the energy management is a skill based mechanic and i don’t want it brainless but right now i’ve the feeling is a little bit too heavy.
Just a little.
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It should be something against energy regeneration, i know it’s only for Revenant but energy is everything for Revenant.
But considering the actual state of energy regeneration and the high cost spread across utility, elite and weapon skills probably it would be too heavy for revenant, right now.
It would make sense if Anet buffed energy regeneration so some anti energy counter would be interesting.
I’d say, based on my experience so far, that there are a number of counters:
- range – the range is pretty short. kite the revenant and they’ll never get to use it
- block
- dodge roll
- evade
- protection/retaliation
- apparently walls?
- be near allies. sure, it doesn’t change the damage, but it shares it out a bit.
and remember, it’s got a cooldown. once they use it, go for them.
Basically this, ua is fine.
I just think it shouldn’t move people with stability.
ur talking about the aoe mallyx thingy not sword 3
ops my bad.
Btw sword 3 is fine
Other ua like i said
I just think it shouldn’t move people with stability.
Honestly i don’t think a build without mallyx can be viable.
And not offense but eles can remove condis really well outside water, so probably you didn’t face very good eles.
At best they have to pop they’re Cantrips to do so; they have no other option outside of Water and all of them have large cooldowns(Lightning Flash being the shortest at 32 seconds).
Outside water
Traits:
Burning Fire
Shooting ice
Shooting Disruption
Utility
Cleansing Fire (4 condis, 3 + 1)
Lighting flash (1)
Armor of Earth (1)
Every good ranked eles play this stuff.
Maybe is a bad Ele killer not at all a good Ele killer
Cele Reaper can do a really better job against an Ele (and it’s a a pain to deal with it from a reve prospective)
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Honestly i don’t think a build without mallyx can be viable.
And not offense but eles can remove condis really well outside water, so probably you didn’t face very good eles.
I have the same feeling
When you’re in a teamfight against ele/necros (basically always nowdays) u’re really struck on Mallyx if u want to have chances to survive, and resitsance is not really safe 100% cuz boon removal (necros mainly but mesmer and thief too).
And the energy cost is a really huge pain to deal with the immense condi pressure in a team fight if necros and eles are involved.
Except for the break stun in Mallyx, I think Revenant has every tools but energy in general is not really well balanced.
Do you have found a viable build to face these cheesy prof?
BTW not hot join player or unranked players, only effective against good necro and ele ranked level.
Thx
After tried staff, I always think it should be a mobility weapon in competition with sb, other melee set are too much better.
Some speculation:
1) I know skins are a subjective topic (if people like them or not) but i really hope anet can do better than ascended armors and spvp glorious armors.
2) Armors recipe. I think anet will keep the same ratio of ascended armors so an expensive piece (chest, probably similar to a weapon) and other lesser expensive pieces.
I was wondering if map completation always will be a requirement or only for weapons.
In general I’m really curious about legendary armor and backpiece recipes and how much will be different from legendary weapons recipe.
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First of all, I want to say I really like to see soloqueue back but analyze for a moment these issues:
Soloqueue issues:
4 men team doesn’t start
3 men team starts with more difficulty (can’t have 1-1 but only duo)
2 + 2 doesn’t start
These are real issues if anet wants to implement a soloqueue.
Best filter for me is only 5 men vs 5 men, to avoid facing full premade if u’re solo or partial premade and a better competion between full teams.
With a pure solo queue basically you cut off many roster size compositions.
When we had the old soloqueue team queue was basically only for full premades, the matchmaking for other roster size worked badly (indeed).
So, only 2 scenarios are possible
1.soloqueue +full team queue
2.shared queue (like now) hoping with more population, matchmaking can work better
Anet wants to try scenario number 2
(edited by philheat.3956)
I think the best option we can hope, with a shared queue, is to not face a full premade if we are not in full premade.
Never
I am not in favor of reducing the baseline recharge. Instead, ANET should add a 20% banner recharge into the “Inspiring Battle Standard” trait. That way people could take the trait if they choose. The end result would be a recharge of 192 seconds AND would heal allies while it was active.
This
And not only cd recharge but more radius too (basically the old banner trait)