Just saying, that’s what I faced the entire last rotation of WvW. Get downed, see “Darkhaven Invader laughs” on a thief. Repeat. Repeat, and repeat again. Soldiers greatsword/staff. Knight’s armour, zerker trinkets, 0/0/30/30/10.
Given the last rotation was my first major (as in, played daily) foray into WvW, I have to assume this is standard for thieves. If it is, it is completely unacceptable. I’m nearly a full bunker spec. (2792 armour, 16,382 HP) and have 263 deaths, almost entirely from thieves in the last matchup. There weren’t prolonged battles – these were insta-dead affairs.
I know, from playing my own thief, that I personally can’t put out that kind of damage, but then, I’m a bad thief. (My win loss ratio is only 9:1. From observation, a more normal win to loss for a thief would be 500:1)
EDIT: sorry, those were staff numbers. Numbers with sword equipped are: 2920 armour, 17, 700 hp.
(edited by stale.9785)
I wvwvw on a guardian – the standard Ah build, knights gear. I have been downed fast enough that there’s no time to pop a shout – that is, no time to press 1 key, by thief burst. This implies the damage is ~16k after allowing for my armour. So we have enormous damage out of nowhere (invisibility is bad) that all procs pretty near instantly. (I will admit, this was against DH, who regularly use speed hacks and flight hacks – it’s not unthinkable that there’s some kind of damage hack out there too.)
You also ignored a key word in point 1. Replace. As in, stealth-b-gone, and let them have to step to a target. Being smacked by someone who you didn’t even know was there for your whole health pool is wrong.
Why is ranger performance diminished in dungeons? Well, player experience aside, lets look at the mechanics of the situation. Every dungeon boss, yes, EVERY boss uses AoE attacks. Pets have no AoE dodge or damage mitigation of any kind, nor receives any stat bonuses from their Ranger owners (gear does not affect pets). So if the Ranger is caught unawares, the pet can die quickly. That instantly reduces the Ranger’s dps by 33-40% right there. ArenaNet has designed the Ranger/Pet combo to provide equal dps to other classes. Remove the pet, and the Ranger’s damage output drops considerably.
Now let’s suppose the Ranger is not caught unawares. Let’s imagine the party encounters a boss and they start the fight. The ranger sends in the pet to run up to boss and starts firing a bow. The pet is running (no dps is being done by the pet yet) so the Ranger is only putting out 2/3rds his/her dps. The fight continues. The pet gets in trouble, so the Ranger recalls the pet. Now the pet is running away from the boss (no dps is being done by the pet now). Lets say the Ranger swaps pets and sends in a new pet (no dps is being done by the pet until it reaches the target). The point of the example here is that pets hinder Ranger damage output when they are swapped or running to/from the target. With so many damage points invested in pets (by ArenaNet), the Ranger is actually handicapped whenever the pet is not attacking (especially when dead).
As a result, Rangers get a bad reputation in dungeons. It could be the player’s fault, but more likely, its a game design flaw as well. In the open world, if a fight takes a few seconds longer because the pet is running (or dies) its inconvenient. In a dungeon against bosses and encounters designed for a whole party putting out X amount of dps, however, its unforgiving.
^ This. A hundred times over, this.
Also, earlier someone actually kittened that people were using bows on their ranger. Sorry man, but the Guildwars2 webpage, the wiki and the character creation screen all describe the ranger as a “Master of ranged combat” which would explain where most people get the idea that playing at range should be viable.
Sadly, Anet decided that the game should be melee wars. This in itself is a flaw, but until the population at large understands this, instead of just the few thousand of us on the forums, people are still going to play from range.
The fix for this is putting the damage back into the ranger, and then fixing the ranged weapons (primarily longbow and ele staff) so that damage from range is equal to damage from melee.
Also, for the people who are going to whine about “risk vs. reward”; A low armour, low HP class is already playing from a position of risk. The gap closers available to every class (except for necro) mean that someone playing at range will never stay at range the whole fight. Being at range is their reward, being squishy is their risk. Being at range is your risk, being able to close any gap in 2 seconds is your reward.
(edited by stale.9785)
Stop clicking on dodgy links. There, no more hacks.
This – and it applies to all your computing security. PEBKAC. You can’t fix stupid – making the folks who aren’t stupid suffer because of the ones who are is… well… stupid.
No. Having the enemy name (and health bar as a result) is critical in telling if there’s someone being stealth-rezzed right in front of you.
I would recommend a grey name, and the healthbar can still be present.
This, a thousand times. I personally haven’t had the problem the OP has, but I’ve seen enough ele’s dropping AoE onto dead enemies to understand it’s prevalent.
yep, i’m gonna use the “i” word. idiot threads like this make me even more happy i don’t pug. here’s a scoop for ya — my guild runs dungeons with anyone, in the guild, who wishes to come, playing whatever they wish to play, and however they wish to play.
uhmazingly, we complete the dungeons! oh, and our best run so far has been the run with two necros, a mesmer, and two thieves.
skill counts for far more than people want to give it credit for; teamwork counts for even more.
This guy wins the thread.
If they include mounts (they won’t, they’ve said as much repeatedly, but if) then they should have no speed boost, no flying, and not be permitted in towns.
Replace stealth with the sin’s shadow step from gw1 – problem solved.
or,
make reveal last for 10 seconds – again, problem solved.
or
make it so that thieves can’t deal 16k+ damage in the first second of combat – see above, problem solved.
or the best option,
Make stealth STEALTH, not invisibility. Remove the character tag, and make them translucent but still visible. So that someone paying attention can still find a stealthed player – as things stand, it’s invisibility, and nearly permanent if the thief is playing smart. This should never have made it into a competitive game.
Got an update for you guys! Thanks to everyone for dissecting the current state of targeting!
There is certainly a bug with prolonged mouse-presses and not moving the cursor. I am fixing this. However, this is certainly an extreme case and fixing this will not solve all issues players are experiencing.
The current click timing threshold is 250ms. We are playing with a lower number internally to see if it causes problems like people perceiving clicks as not registering.
There is also window of error when clicking that could cause your mouse-release to select something different from what was hovered during the mouse-press. While this should also very rarely happen with the timing and distance thresholds, it is still a potential problem that will be fixed.
On top of all this is still player preference. Not everyone wants a single right-click to perform default actions. This is why we’re adding a toggle for it in the next patch.
There are still questions left to be answered for how targeting in Guild Wars 2 should work, and I’m sure these will be answered as we continue to iterate.
About time, and thank you.
I know they’re bad damage – just get a laugh that on a class where the bow is pretty much the iconic weapon, people don’t want to use it.
This is a problem with the bow skills (Long Range Shot should be static damage and far faster) and the fact that our coefficients are seriously low because a) Anet wants a melee only game, b) our pets are supposed to be 40%+ of our damage, and we’re balanced around 100% pet uptime and hitrate.
I love my guardian. I have an ele, a ranger, thief and guardian. Of them all, the guardian seems the most balanced. Ele’s are one trick ponies (d/d bunker, anyone?), rangers are in the same boat (bm bunker, so the pet AI doesn’t handicap too much), stealth is stupidly OP, making thieves just broken.
Guardians seem to be the sweet spot the other classes should aim for. I can deal decent (not insane, but respectable) damage, heal my allies, heal myself, and back off and use staff for support/range when I have to. The only place I have difficulty is roaming, but I accept this is an issue with my build, and not the profession overall.
EDIT: should note the roaming deal is because I roll AH, and am set to be in the frontlines of a zerg or dungeon group. I could swap my build to be more 1v1 and roaming friendly, but frankly, I’m too lazy.
(edited by stale.9785)
Ya because I’ll be kitten ed if I’m forced into rolling some type of bow build.
Oh no, a ranger with a BOW? Who’d have thought?
As I’ve said a bunch of times – change the damage ratio to 90:10 ranger:pet, by buffing our skill coefficients, and let the pet be decorative, if it can’t be outright optional.
For anyone but a BM player, the pet is a hindrance anyway, so let it finally not matter that we’re permanently coupled with the walking handicap.
Also, continuing to balance the game based around PvP is a fail. All pvp changes should be exclusive to the S/T pvp areas. As it stands now, the needs of the very few outweigh the needs of the many.
This is the flaw inherent in balancing the entire game around the least played aspect. Yes, balance is immensely important in PvP. Still, all balance decisions based on PvP should be PvP only.
EDIT: Thrash beat me to it.
Bleh – Anyone know if they’re planning more graphics settings? Or maybe there’s a way to isolate the flame thrower effect on the video card settings? (it’s got the be the shadows flashing from dark to light that make it strobe) Biggest reason I hate engineers – nothing to do with the class or balance, entirely to do with the fact that they turn the monitor into a strobe light.
My suggestions were based upon all-‘round class balance. To bring everyone to an equal level. I personally see the most balanced class in the game to be Guardian, it fills it’s role perfectly.
That’s actually the first comment you’ve made in the thread I agree with. Hitting the sweet spot the Guardian is at should be the goal for all the other classes.
I find myself still hoping they’ll implement the changes I asked for in my staff buff/fix thread. None of them really increased the damage, but they all worked toward making the staff more versatile;
Making Fire more AoE, Air more single target, speeding up our abilities through shortening animation time (We’re the only class where casting time/animation time/aftercast delay make most of our abilities take 3-6 seconds instead of the 1-2 in the tooltips.) Improving our staff escape mechanisms so that we can actually have a chance of maintaining range. Little things that add up to a vast difference in actual gameplay. I think the only damage buffs I asked for were on the fields (why are our combo fields special in that they don’t do damage?) and making Air 1 a single target high damage attack.
https://forum-en.gw2archive.eu/forum/professions/elementalist/staff-fixes-improvements/first (thread in question, in case anyone hasn’t seen it or has more commentary.)
duels ruin PvE, plain and simple.
why you ask, it’s suppose to be a world where everyone works together to stop the evil in the world, not to kill your fellow man because (s)he looks weird at you.
further more, duel invites are the top of annoyance, if there is one thing that ruins the true PvE experience then it’s duel invites.oh and in case you’re wondering, it’s player verses environment, not player verses player.
if you want to play PvP, go to the PvP places but stop ruining PvE for ppl like me who like to enjoy a PvP-less game.
My concern is more about the trolling that inevitably comes with open world PvP, and the likelyhood that these freaks will be breaking DE’s by choosing stupid places to duel in.
If they made it so that duelists were completely invisible to people who select “Reject all duel requests” and that once in duel mode they lost all ability to collect aggro or affect the PvE world, that’d be groovy – but then they’d be just as well off grabbing a PvP arena and dueling there.
There’s also the simple fact that the thread before this one, where they got merged, was full of people who stated explicitly they wanted the duel option to troll people. All on it’s own, that says what you need to know about the folks asking for dueling.
Mr. Lesh has in no way, shape or form explained things in detail. He refuses to answer the most fundamental question regarding this issue. Why is a toggle to completely disable right-click targeting for those who choose to do so not a viable option? We’ve heard nothing but double-speak from Mr. Lesh. Adjusting sensitivity until it “feels right” is more double-speak, likely a delay tactic, and an incomplete solution to the problem.
I, and twelve friends in game, have vowed never to buy a single gem again until an option toggle to completely disable right-click targeting is implemented, assuming we all continue to play. Of course, NCsoft/Anet already has our money, so I suspect whether or not we play is of little concern to them. Regardless, this inexplicable resistance to resolving a problem that should have disappeared over the beta weekends will ultimately erode the player base.
I have discouraged several people from purchasing the game and will continue to do so until an option toggle to completely disable right-click targeting is implemented.
I purchased the game for three family members. Two have stopped playing over this issue. My time is my own, but I am embarrassed that two members of my family now feel they wasted their time playing a game with such a glaring design flaw.
This glaring design flaw can only be corrected by implementing an option toggle to completely disable right-click targeting.
12 friends. Dude, the alliance that came to GW2 with me was roughly 600 people. Of those, only 5 still play. A large segment (over 200, at least) left explicitly because the targeting controls are so bad.
In the microcosm of people I know, that’s a massive chunk. Lord only knows how many people game wide have made the same decision.
Every update has had a significant amount of new PvE content. As a PvP player primarily I feel a little ripped off (No duels, arenas, or different types of SPvP). As a PvE player you guys really have nothing to complain about though, everything is great besides the lack of raids.
How about the simple truth that every single balance decision is made with PvP in mind? In GW1 they stopped going this – I don’t understand why they didn’t separate stuff here from the start. PvE will always be the largest segment of your playerbase (gaming demographics make this clear.) There’s a lot of money in the PvP world, but there’s not nearly as many customers. The difference is that broadly speaking, the hardcore types will spend more money – there’s just a lot more non-PvP types out there. (This explains why the majority of what’s in the Gem shop is targeted at PvE players – I just don’t get why they haven’t extended that to balance.)
As I pointed out in another thread, the PvP balance is essential, and I understand that. Imbalance matters more when playing against an organised team than when playing against AI. They should accept that the needs of PvP vs WvW/PvE are massively different, and split ALL the skill updates.
We’ve lost so much. By Nightfall, the enemy groups were coming closer to resembling proper opponent teams. This on it’s own would make GW2 far more interesting.
Making ranged combat actually rewarding (instead of melee’s poor cousin) would be another change that I would love. A class with poor armour or extremely low HP (or both, in the ele’s case) should be best played at range, instead of melee. The risk in the “risk vs. reward” equation is the low HP/armour. This would go a long way towards balancing the whole 4 zerker warriors and a mes are the ideal team nonsense we have going on right now.
How about letting us the player be the hero of our “personal story”? I’ve not completed that on any char other than my main, because playing second fiddle to the salad person just irritates me to no end.
The lack of any sense of urgency to the storyline is another issue. In the original games, there was a sense of everything depending upon what you’re doing or else the world will end. Now that we’re faced with the end of our world, we, the heroes are just waffling about, ignoring the whole undead dragon thing, because it doesn’t seem like there’s any urgency to it.
The ability to adjust every feature in the UI. That’s missing, and I really don’t understand why. It was an excellent feature, and would fit the Play the game, not the UI idea they were pushing before release.
There’s more, so very much more, but this is all that comes to mind before coffee.
EDIT: Total separation of the PvP vs WvW/PvE balance. By the end of GW1 they had this down – they stopped. Much like the first game, this is driving away the player base. Balancing the whole game around 10% of your playerbase was a failure in GW1, and it’s still a failure here. I don’t understand how they missed this. The needs of the two game types are completely different, and need to be addressed differently. There’s also the uber-elitist attitude of that 10% vs. the fact that pve/wvw players who want the neat stuff are the ones who pay for the game. It’s a simple truth – the game market is driven by PvE style games (Skyrim, oblivion, uncharted, Fable, etc). The highest grossing games are always targeted at PvE/adventure/platformer style gameplay. PvP is a niche market – one with enormous money behind it, but still a very small segment.
Not saying PvP isn’t important – balance there is far more important than balance in PvE – still, you don’t get more money by upsetting the largest section of your playerbase.
(edited by stale.9785)
I still believe they should take most of the damage off of the pet, and put it into the ranger’s weapons (adjust the weapon skill co-efficients to match other classes)
Right now the total ranger damage comes in two parcels, ranger and pet, with a ratio of 60:40. The default should be 90:10. With that change, those who don’t invest in BM don’t suffer for it, and those who want to will be sacrificing from other stats (personal damage, armour, HP) to be a full beastmaster.
I still dislike the fact that nearly half of my damage resides with a npc that is poorly controlled. (I’m not alone in this – probably 8 in every 10 suggestions in the ranger forums are asking to simply to make the pet optional – Anet has said this won’t happen, so I’d settle for making the pet inconsequential if you’re not speccing for it.)
I’ve never had an issue with this. My first instinct is to chalk it up to pebkac – if there is a problem, it should be addressed.
I don’t suffer from them (I actually quite like the effect, myself) but I see no reason there shouldn’t be an option for it. More options are always good.
Folks – again, I don’t believe that it downloads worldwide at the exact same time – I could be wrong, but I KNOW it didn’t in gw1.
The reason for the ambiguity is probably that.
Wait – a second thread, filled with almost exactly the same people as the first one, asking for the same thing?
Again guys – no. There’s a reason this ISN’T WoW. People are here because we don’t want the griefer-fest and “duel me bruh” spam from the other game.
I’d support giving you an arena near each major town – see no problem with that.
I do see a problem with having people whacking away at each other and doing it in a place that will break DEs. I have an issue with the “DUEL ME BRUH? YOU SCARED BRUH?” that the other game was FLOODED with.
The thread that you guys aren’t using was loaded with people who admitted they’d use it for nothing but griefing. This says something strong about the mentality of the folks asking for the “feature”.
There’s already informal dueling grounds in most of the wvwvw areas – but use them at your own risk. The rest of us have figured out that the duelists are sources of free badges/bags.
It already works this way in wvw – I see no reason for it to NOT work this way in the rest of the game.
It would probably save some peoples FPS as well, since a baggy is less to render than the corpse with it’s glittering firefly effect.
Hell, instead of making it a toggle (which requires UI changes, which they claim is about as much work as remaking the whole game from scratch) why not have them make 2 options of each skin? One mono-shoulder, one with both?
I’d support this, because barring someone using a full tower size shield, or throwing pilums, there’s no real world reason why one shoulder would be bare.
- In addition to these messages/bulletins, give players an advanced warning prior to content updates that list any changes for skills/traits, specifically if a trait is going to be removed/replaced, merged with another, or be introduced, so players are aware that their builds may change
It’s a good idea, but they will never, ever give us advance warning of a change again. They did with ascended gear, and the forums exploded with arguments, Anet covered there ears, and then thousands of players left the game.
Somehow they now think that not letting us know what changes are going to happen (barring hotfixes) will keep us from figuring out when they’ve outright lied about what changed they are going to implement.
And, I predict a flood of people claiming that if you don’t lurk on the forums and read the update notes, you’re bad at the game.
(I really do like the idea of putting the skill/trait changes on the log-in screen, btw. I just don’t believe Anet will do it.)
But static field would be completely useless if it only affected 5 people. Imagine Gandalf standing before the hoard today. His resounding voice can be heard defiantly shouting “YOU SHALL BRIEFLY PAUSE”.
If they change the skill he would be screaming “A SMALL NUMBER OF YOU SHALL HESITATE”
Dude – I just spat coffee all over everything – thanks for the laugh.
FWIW, blasting staff does NOT increase the hits from Meteor Storm. Also, the maximum number of hits possible from any of our AoEs is 25. 5 targets every second, over 5 seconds. Nothing at all can increase that.
It’s why grouping up in the red circle is the safest way to mitigate damage for a whole zerg faced with AoE spammers. Put 100 people into a field that can hit, absolute maximum, 25 targets. Odds are nobody is going to trigger it more than once, and most people won’t trigger it at all.
EDIT: Meteor storm actually bypasses the limit, making it possible to hit more – it has 5 people per meteor, in a small radius. You still won’t kill somebody with it, but you will get enough tags in to get decent bag return.
If you’re aiming for bags, that’s great, and it works. If you’re aiming to change the flow of battle, you’re better off running something other than staff.
You say that, but if allowed to free cast I can quite literally down entire zergs of people. Meteor Storm, Glyph of Storms, Fire Burst, Ice Bow (same story as meteor storm only far more concentrated, eruption, ice spike. If I cast this on a zerg, people go down. I’ve done it time and time and time again.
It isn’t a question, it isn’t a guess, it’s a certainty that a single ele can wreck an immobile zerg even if they heal. The damage output in an aoe is really high and when you end in water you not only continue to regen the hp of people around you but you throw 3k ice spikes on their head every few seconds.
Dude – what server do you play on? I want to play somewhere where people will stand still for 5-10 minutes to let an ele down them with AoE.
Seriously, if they keep moving, there’s no reason for anyone to take more than 1 hit from any spell, meaning you’re doing (absolute best case with gear and food and luck on the crit) 4k damage to someone, once.
I say this because I regularly play with 15 people. Our approach is to bunch up as close as possible and keep moving. You don’t even have to pay attention to the red circles, because most of the time you won’t be touched by whatever spell is causing them, and if you do they’re going to be such pitiful damage it doesn’t matter. One shout from a guard to clean conditions and you’re laughing.
Hey, now that I’m a bit less upset (still not impressed) I want to point out that this isn’t something I’m complaining about purely for myself.
This is a thread, which has been around for 8 months now, and has the second highest number of views in the game. There are literally thousands of people who have issues with the whole releasing the right mouse button targets whatever you happen to be over.
It’s an issue that makes PvE, Dungeons and WvW unplayable for people – and it’s easily replicated, there are videos showing what’s happening. In the whole thread, we have two responses from Evan saying that it might be looked into, and one over 6 months ago from Gaile, claiming they would look at a fix for it.
Think about this – the largest segment of the playerbase is affected by a bug that is completely game breaking for many – and yet the niche market is the one that gets attention.
All that’s been requested is a toggle – we couldn’t get that. Then there was a “bug” that actually improved quality of life for many gamer – and they’re “fixing” the bug.
Pretending it’s a minority problem, or one that only affects the outliers is dishonest. The reason this kitten es me off so much is that people have been complaining since Beta about this, and yet 1 single complaint from a PvP player gets attention. Sigh.
Whatever. Wallet is closed, and I won’t be supporting anything else from Anet. (Honesty says I’ll probably still play when the wife asks, cause hey, it is a great game. It’s just being mis-managed on a scale that’s hard to accept from a modern company.)
Get a pvper to complain. From the last 24 hours it’s been made very apparent that 1 pvper complaining about something trumps 10000 regular players.
I am not trying to be a keyboard hero. If u want to leave, just leave, no need to make such a big deal of it like “I am uninstalling, I spent over 4k in game,blah blah blah…” Sorry, while I understand your frustrated about bugs and some others thing, since Gw2 is not a fee to play MMO, you can leave anytime you like, come back anytime you wish. Just because your opinion or whatever bugs you are talking about were not get attention of the Devs,so you kitten over it??? Say stuff like “I will be missed over time just because i spent 4k on the games” simply show your thinking as in " I spent a lot of money,so I am the King…" “Be a player,don’t be a quitter or a hater”
Thing is, my man, I want to love this game. The only reason I point out my expenditure is the simple truth that if they lose all the players like me, they’re sunk.
As an individual, my contribution earns me nothing, I’m well aware of this. They have alienated at least 600 customers, to my certain knowledge. These are people who have been paying customers for the best part of a decade. These are people who will never spend a dime on an Anet product again.
I’m not quite at that level, but I’ve certainly lost any incentive I had to continue to fund something where the voice of the consumer is ignored. The thread I mentioned earlier has more than 16000 views. This is, for many, a game breaking issue, and it’s gone unresolved for months. Finally, a bug happened with an update that partially fixed the issue. Think about the irony here – a bug fixed a game-breaking issue that has been ignored by the devs for at least 9 months.
Now we have a dev promising to re-instate the bug.
The only reason I posted here (other than no little outrage that they’re this blind) is to push home, in a thread I can be reasonably certain a dev may look at, how dissapointed many of us are over the complete refusal to acknowledge outstanding bugs that have been in the game since Beta.
Anywho, carry on
Stale
Hint – if you double click with the left button, it will start auto-attacking on it’s own.
AItadis, left click starts auto-attack on it’s own, if you double click. If you can’t target the way that 99%+ of other computer games target, I’m really not sure what to tell you.
The point of this whole 12 page, 16k view thread is that targeting on right click should be either a) optional with a toggle box, or b) removed altogether.
I’d prefer a toggle – but now that at least sometimes it doesn’t target (which will make literally thousands of people happy) they’re promising to make sure it ALWAYS targets. As in, they are deliberately re-introducing a bugged mechanism, to be sure it stays bugged.
This is mind boggling.
(edited by stale.9785)
FWIW, my utilities are generally Stand Your Ground!/Retreat!/Wall of Reflection. Of them, the one I’m most likely to swap out is WoR for SY!
I still rock the AH build, GS and Staff, runed to clear conditions on shout.
Shy of actually playing FOR my party members, I’m not sure what else I could be doing to keep them upright. Almost 0 conditions, continual might stacking (faster kills = lower damage to party) the most dangerous of projectiles reflected, and Aegis when things get intense.
I can’t think of a circumstance where a spirit weapon would be more useful than what I run now. Really.
EDIT: I’ll also swap in HtL! over WoR on occasion, depending on what we’re up against.
Wait, there’s a thread with over 16000 views, and more than 500 responses about this issue, that has been ignored for 9 kitten months? One posting in the PvP section (you know, the least number of players in the bloody game?) and it get attention? And it’s the wrong frigging thing?
There are literally tens of thousands of players who want right click to target to be disabled, and one pvp player points out that it sometimes doesn’t target, and they’re fixing that?
Yeah, I give up – uninstalling. You guys make AE look GOOD.
Hope not to see you again..You are not gonna be missed. One attention from Devs is still WAY better than none…
And you wonder why GW2 isn’t popular.
Lol, since I have, undoubtedly, put more cash into Anet than any 3 other people you can name (At this point I’m just shy of $4000) I’m certain that I will be missed over time.
FWIW, if they were paying attention to how many players have disappeared over their lackluster response to customer concerns, things would change. They don’t care, or not enough, so nothing changes.
I came to GW2 with an entire alliance (almost 600 people) from GW1. A good chunk of that $4000 (actually $3900 and a bit) was buying accounts for people. (One for my wife, one for myself, 18 for guildies/friends.) Of the people who came to GW2 with me, exactly 5 of us still play, counting myself.
Each of us left because of game breaking bugs (such as the one they’re promising to keep broken here) or broken promises from the dev team.
Stealth, keep stroking your kitten man, I’m sure it feels good from behind a keyboard.
Peace, eh?
Stale
Something I figured out when they stopped fixing things or responding to player concerns. Stop giving Anet money.
Guys, you’re going to love this – apparently sometimes right click doesn’t target. Some PvP player cried about it, so they’re doing a hotfix to make sure that right click will always target.
Complete loss of faith. Even EA does better than this.
Wait, there’s a thread with over 16000 views, and more than 500 responses about this issue, that has been ignored for 9 kitten months? One posting in the PvP section (you know, the least number of players in the bloody game?) and it get attention? And it’s the wrong frigging thing?
There are literally tens of thousands of players who want right click to target to be disabled, and one pvp player points out that it sometimes doesn’t target, and they’re fixing that?
Yeah, I give up – uninstalling. You guys make AE look GOOD.
So, you guys are the one’s who want right click still regularly enabled. You know there’s a mutli-thousand view thread about this in the suggestion section, right? Asking for the ability to turn it off?
Yes, war and thief – the classes our “balance” devs play. Should we be surprised by the outcome?
Still like the ideas, and now it doesn’t make my eyes bleed. Well done, and reasonably well thought out.
Geotherma, you want entitled, pop into the pvp forum or the warrior one. He’s downright polite compared.
There’s no setting that helps, unfortunately – it’s not just flashes, it’s flicker rate. (think fireworks = ok vs strobe light = horribly evil.) The flamethrower is the only thing in game which strobes.
Exactly what the title says.
My wife is epileptic – for all the particle effects in GW2 – the ONLY thing that flickers enough to induce a seizure is the flamethrower. If someone could put some effort into altering the effect (simply changing how rapidly it flicks the shadows around it would probably do it) that would be great.
Guys, every daily for months now has involved wvw stuff. They also involve things that don’t require you to leave wvw.
Figure, each daily since christmas has involved gathering – you can do this without leaving wvw. There has been the caravan disruptor or repairs or wvw kills (sometimes all three). There have been daily kills and karma spender. None of these require you to leave wvw.
Hell, half the time I end up dragging my PvE centric self to WvW because it’s EASIER to get 10 world invader kills, or 5 caravan disruption credits, or 10 repair credits, than it is to do the other ones.
Each monthly has included “complete x events” which can be done in wvw. It also has always had “Kill x world invaders” which is purely wvw.
If everyone playing PvE exclusively HAS to go to wvw to get their stuff, it’s only fair that once in a great while the wvw crowd should venture out to PvE.
Remember, every major balance decision is made around pvp, regardless of it’s impact elsewhere.
On a very rare occasion, a skill will get un-nerfed in non-pvp settings, but it’s on such a whack-a-mole basis that there’s no way to predict it.
FWIW, blasting staff does NOT increase the hits from Meteor Storm. Also, the maximum number of hits possible from any of our AoEs is 25. 5 targets every second, over 5 seconds. Nothing at all can increase that.
It’s why grouping up in the red circle is the safest way to mitigate damage for a whole zerg faced with AoE spammers. Put 100 people into a field that can hit, absolute maximum, 25 targets. Odds are nobody is going to trigger it more than once, and most people won’t trigger it at all.
EDIT: Meteor storm actually bypasses the limit, making it possible to hit more – it has 5 people per meteor, in a small radius. You still won’t kill somebody with it, but you will get enough tags in to get decent bag return.
If you’re aiming for bags, that’s great, and it works. If you’re aiming to change the flow of battle, you’re better off running something other than staff.
Good lord dude – edit for clarity.
-make lists with definite beginnings and endings.
-use bullets for making points.
-don’t be afraid of double spacing when changing from one thought to the next.
-overall, i liked your ideas, but it’s actually painful to read.