(edited by stof.9341)
Adding one second delay? Who said that?
This ability is annoying yes but I fear such delay would make using it as a thief Shadow Refuge counter too hard to time right unless you were already on the right weapon set.
What? You don’t find it a bit absurd that the limiting factor in being able to run other GC builds are two profession’s gc builds?
Not as such. The very nature of GC builds in GW2 is something that kills very fast and dies very fast (when you don’t avoid the damage). So two glass canons that fight each other are bound to be something very brutal.
If thief and mesmer didn’t have any effective GC build, you’d get 1-2 other classes to be declared “the kings of GC” and preventing all the other GC builds to be effective.
The dailies would have been so much better if they were directly copied from GW1 dailies :’(
S/D is not bad either. Considering that #5 is situationally useful and that #2 and #3 are actually two skills each and not exactly spammed as many pretend. You should not constantly chain FS into LS because it’s predictable and it’ll cause you to get dodged out of your most important attack. And spamming #2 itself is a stupid mistake so you have to tactically prepare the first #2 and choose the right time to use the second.
I don’t see much usage for #4 though and for good reason : it’s a kind of chasing tool (applies cripple) but S/D already got #2 and #3 to do that job! Also, the attack is such a slow projectile it’ll inevitable fail against a target that is fleeing because it’ll be out of range by the time it connects.
does anyone know if there is a way to get it
Yes, I know
There isn’t, too late for you GW2 is full on temporary content and rewards now! Btw, I hope you got that new fancy helmet already.
to conclude, do yourself a favor and play some lol. it’s much more similar to gw1 than gw2 will ever be. it gives u a better pvp experience and u feel good about yourself when winning a match. who the hell wants to watch a counter get to 500 on cap points?
Or DotA 2 :p
I’d admit that since I started playing those games, the interest for GW2 PvP dropped a LOT. It just is more enjoyable somehow and I’m not sure why. Maybe mainly because the pacing of DotA 2 is a lot slower yet the team fights are a lot more frantic, brutal even. Or because while it’s hard to get into the game and know what you have to do, it’s still easy to understand what is going on.
Mostly, I’d say what I like the most is that people just DIE in DotA 2. When there’s some 1v1 going on for whatever reason, I see his HP go down, I see my HP go down, we trade skills and I die. And I see how close I was to win, I see maybe what I oculd have done to prevent that.
In GW2 we are dancing around each other, I use my skills, stuff gets blocked, evaded, misses, hits, misses, invul, heals 50% HP bar and we dance and dance. My condition bar fills up and threatens to wrap around to a second line, my target boon bar is in the same situation. There’s no time to even look at those icons cause there are too many of them, they blink in and out of existence so fast.
And so much more like this.
(edited by stof.9341)
Spear #5 spam is worse than spear #3 spam anyway Except in 1v3 or more situations but then Spear #5 spam is more of a stalling tactic than a killing tactic.
pressing 2x SAME spell give double pointz (3x triple and so on)
Define “pressing 2x SAME spell”.
PS : are you aware that Flanking Strike spam weaves between two skills which are Flanking Strike => Larcenous Strike => Flanking Strike => Larcenous Strike ?
I’d be rather ok with the current ticket system.
IF, the tickets were tradable. The fact they aren’t is stupid and in my opinion only diminishes the number of sales they get.
I find it weird giving some real rewards for the winning servers. Is the eternal rank 3 server not worthy of some reward better than the server that stomps each week the two EU T20 servers? Rewarding the “winning” server in a matchup would be hugely unfair and cause even more population issues in the top tiers.
also dont get whats the real problem at this topic, because when all have vigor rdy, why its not fine then?
Necromancers are still looking for their vigor boon.
Meaning it’s based off of your power.
“The lightning strike has a 1.1 damage coefficient.” means for every 1 power you have, the damage of the lighting strike increases by 1.1
For example, if you had 100 Power, the Lighting Strike would deal 955(+110) damage.
If you want to figure out exactly how much damage you’d do, the equation would be 955 + (1.1 x [Your Total Power]) ÷ Target’s Armor
That’s not how it works. It’s 1.1 × 955 (weapon damage roll) x power / target’s armor.
You mean, like that suggestion 4 posts above yours?
What? Naaaah, it’s an original idea :p
then strongest team would just let the weaker teams take the orb for the stat bonuses and be even stronger.
But then the weaker teams would still control at least 3 garrisons/keeps then. And they’ll get bonuses that are appreciable for them.
I’d like the orbs to come back with monetary, karma, points and maybe wxp bonuses, and giving the sides that do not control them combat bonuses to balance it :p
This is something I’d love to see in WvW more often : give bonuses to the losing teams! It gives the losing team some hope and if carefully tuned, nothing else. A really strong server currently can control the whole maps easily. With bonuses to the losers, they’d control 3/4 of the map? We can still associate that with a really strong server anyway so why note throw a bone to the loosing servers and give them some stuff to claim as their own?
Meh, I think they should instead transform the whole losing team into Moa for the rest of the round and prevent them from respawning at all. And reduce their movement speed by 50% too
There was a FPS with STR elements I played that had problems with griefers deconstructing the whole base. The solution? They changed the system. Deconstructing flagged the structure to be removed, and the next time a player wanted to construct something that would push the base past the maximum capacity, the game would remove some of the flagged buildings as appropriate.
I think we could use something similar here. Like building an arrow cart above capacity will automatically remove the least used arrow cart on the map (by least used I mean the oldest one used). If all the arrow carts on the map have been used in the last 30 minutes, we’ll still get the error preventing from building another one. Or we apply the “deconstruct flag” thing by a simple toggle. Since even if some jerk goes around flagging all siege, it’ll still only cause them to disappear if we try to build over capacity.
Disabling right click for Target only and not for Interact kind of defeats the point of the option in the first place. It will not prevent you from losing your selection when moving the camera with right click if you happen to click on an interactable object. It’ll just make it less likely to happen since only interactable objects will work and not everything selectable.
Make it lag somewhat and it should be ok.
A mesmer can create phantasms and clones with his mind, an elementalist can “ride the lightning” into a group of foes and send them flying, a guardian can create magical walls of energy… yet people are worrying about the real life physics of arrows?
Well you know, I’m not saying that arrow carts should respect physics just because they should. I’m saying it because I think the game would be better that way.
Not we can cut up the standard “it’s not realistic! but it’s doesn’t matter it’s magic! but then it’s not realistic so it’s bad!” discussion cycle and go back about Arrow Carts and their effects (position and negative) on WvW.
Well I remember a commander on our server use a stack of fireworks to better get the attention of the zerg to follow him. It was kind of annoying though :p
For now the only tweak I want to see in the downed state concerns the rally mechanic in PvP and WvW. It’s far too tolerant in my eyes and should only count players you’ve hit in the last few seconds.
Once arrow carts are fixed to respect the laws of the universe (and AoEs stop hitting people through walls) pots of oil will suddenly be buffed into the only siege weapon capable of killing the rams
They might need to add self inflicted friendly fire damage to catapults though to prevent the cheesy point blank catapult into wall thing. Such positioning would be nearly impossible to hit back with sieges if left unchecked.
“Corrupt Boon” turns Stability into Fear. A spinning thief is a VERY visual cue that he has stability on him and makes it a very obvious target for corrupt boon type abilities.
Deso loses mostly because we don’t have the players, at all.
And the funniest is that at the current week score, Viz loses 40 points and Deso wins 30 making it much more likely we’ll be matched against Viz again.
Rams would work as rams if they couldn’t be destroyed by physics defying arrow carts that shoot arrows that travel through solid walls from the safety of the tower/keep.
The only thing arrow carts need for now is to respect the laws of physics.
The matchups themselves aren’t as big a problem as the underlying Scoring and Rating System itself.
This is a recreational game activity not a competitive tournament where the chances are very high that matches will be imbalanced. The scoring system needs to have in-game mechanics that reward the weaker 2 Servers teaming up on the strongest and that funnel people into fights rather than away from them.
The current Rating System forces dominant Servers to squash opponents to maintain Rating (not good), encourages 2nd Place Servers to target the weakest Server to farm/maintain points/rating rather than fight the top Server, and rewards wXP Trains/Flipping way too much.
I’m not sure of the best ways to solve all these issues, but I have two suggestions to help balance scoring:
1) The 3rd Place Server in a match (by current score) receives Double Points for Objectives held in their own BL and EB
2) If the 1st Place Server’s Current Score exceeds a percentage threshold of the other two Servers – for example if Server 1 Score > 1.5 x (Server 2 Score + Server 3 Score) both other Servers receive Double Points for all holdings.I’m sure many more ideas are out there but something really needs to be done.
Well, an “easy” fix to push the two losing servers to focus on the top one is a “winner takes all” approach : Change the scoring system so that the top server gets 1 point per interval and the other two servers get nothing.
Also, as was said, we aren’t in some kind of progamer competition here, we are for fun. There should be NO bad effect from giving the currently losing at score/map control servers some kind of bonuses to make it more fun for them to play. Stuff like bonus stats, reduced supply siege costs etc…
Football teams don’t play the same 2 or 3 opponents every week! Just because you are number 1 doesn’t mean you only play number 2 or 3. Frequently the top team plays someone facing relegation and, surprise surprise, they mostly stomp on them.
Football games are 11v11. WvW score in GW2 is VERY strongly linked to population coverage.
I think the current system doesn’t value high enough the score difference. Last week, the Deso/Elona/BB match ended up with 241k Elona, 227k BB and 142k Desolation.
Yet, after the matchup, Desolation only lost 30 points and Elona lost a lot. The resulting ratings are 1980 for Elona and 1780 for Desolation.
Does the system consider that 200 rating points difference is worth matching servers for? 100 rating points difference means like 100k score difference and already a very unfun matchup.
So, why is Desolation matched up with a server 300 points above them this week?
Worse is, the current score means we’ll actually win points if it continues like that :/ That’s not how it should work!
The system values far too much the miserable points a completely outclassed server manages to grasp in a week.
Here is how to counter dodge build:
Roll a cheese condition damage build that just lays down condition damage AoEs. Condition damage cannot be dodged/missed/blocked/avoided from invulnerable status/avoided due to line of sight. GG.
If you recall this is supposed to be a skill based esport game. /rolleyes
You can dodge conditions. It’s very easy, you just need to dodge the attack that applies the bleed/burn/poison.
That would have been a good point if most sources of conditions were not no-CD auto attacks or persistent ground AoEs.
The fact is that condition damage specs are the only viable specs right now because there are so many ways to counter/avoid direct damage.
If condition damage did not do the ridiculous amount of damage it does now nothing would die. It has gotten to this state because of a fundamental flaw within the game. That is that there are no skillshots in this game, as a result high direct damage leads to QQ (eg. Oh no! Eviscerate does too much damage! Heartseaker does too much damage!). What people don’t realize is that a 10 stack bleed or a high condition build burn does more damage than eviscerate in the same amount of time it takes for eviscerate to land. Ofcourse, they don’t see the big numbers on screen and therefore do not QQ.
But you don’t see? There is little to no skill shots because the onus is on the receiver that has to dodge the high powered attacks.
If there was far far far fewer ways to dodge, ANet would have made the strong attacks harder to land in the first place to make the game less lethal.
It does seem to me that showing the ranks mostly caused people to complain more than ever.
Six pages because a glass ranger wants to stand a mile away from the fight spamming damage and resents having to stop for a moment to cast water field under it’s own feet?
Six pages because there’s something terribly wrong if a long range damage dealer who has good positioning KILLS HERSELF THROUGH RETAL after firing a single barrage into an enemy zerg. Yes, please tell me more about how it’s my fault and retal isn’t a broken mechanic because I fired a group of arrows into a group of enemies – god forbid, right? Where the hell else would someone fire a barrage into? Certainly shouldn’t be into a group of enemies, no sir! I must be one dumb cookie, forgive me for such a foolish notion.
Didn’t you read the memo? AoE is used for 1v1 fights because it’s plain better than single target, and single target skills are used against zergs because retaliation would kill or maim AoE users.
GW2 logic at work.
Any class can create clones as long as they can reflect a Mesmer scepter autoattack projectiles.
Here is how to counter dodge build:
Roll a cheese condition damage build that just lays down condition damage AoEs. Condition damage cannot be dodged/missed/blocked/avoided from invulnerable status/avoided due to line of sight. GG.
If you recall this is supposed to be a skill based esport game. /rolleyes
You can dodge conditions. It’s very easy, you just need to dodge the attack that applies the bleed/burn/poison.
Considering this is mostly thieves wanting to nerf guardians
Funny, most complains I saw in this thread come from rangers and engineers and I saw few thieves really complain about it. I even saw a guardian or two complain.
Your signature… it tells everything about you! :P
Bah, I haven’t played seriously my thief in ages :p
TBH it’s mostly my engineer that complains about retaliation too, my thief doesn’t care much.
Considering this is mostly thieves wanting to nerf guardians
Funny, most complains I saw in this thread come from rangers and engineers and I saw few thieves really complain about it. I even saw a guardian or two complain.
I’ve farmed my exotic armor set for my Hammer war in CoE itself with random pugs. It was as you said a weird war setup and certainly not DPS optimised, magnified by the fact I was using like, blue/green armor parts. Yet it wasn’t that slow either. We always did the destroyer in 2 or 3 passes.
Uh, of course you can choose your team comp after the match starts. Log out>character select>log in. The fact that you would post this says it all really. Blame matchmaking instead of figuring out how to win.
This is highly unpractical and there’s no guarantee that players will have enough time nor the alts ready to organize a working team in the first place.
Solo queue : you get random classes with random builds and so random roles. End result, you get a team with little chance to have correct synergy.
5 man queue : you can get completely random classes too but it’s your fault, more often than not you’ll be playing with a correctly constructed team with assigned roles for all players.
Solo queue is statistically MUCH harder to win with than 5 man queues. Thus it needs a split somehow. This isn’t DotA 2 where you select your team compo once the match starts and you can no matter who you are matched with, get something that works.
Definitely its weakness. Phantasms feel silly in Wv3 and some PvE situations. They die almost instantly in large battles (sometimes it seems like they spawn with 1 health)
It could have to do with this bug mentioned on the Signet of Illusion page on the wiki :
The health boost occurs 1-10 seconds for after the illusion is created.
If you are farming a dungeon, why aren’t you putting the highest DPS possible party in the first place? :p
Also, on an interesting side note, I think your definition of “DPS check boss” is completely different than the one used on the rest of the world. The Destroyer is not a DPS check at all.
The vendor only works for level 80 chars. And before someone asks, if you actually level to 80 in the WvW map, it won’t show up the new stuff until you leave the map and enter it again it seems. Or so I remember it happening on my alt.
Well, it wouldn’t be Spam Wars 2 if you couldn’t spam evades, dodges, boons, AoEs and particle effects.
I do agree with you here.
Hey, if you choose be be arrogant about it, you’re on your own. I don’t have problems with Ret off them. Continue being arrogant, it’ll get you really far in life /sarcasm
He’s completely right. Retaliation does a fixed damage value depending on the user that cast the boon (or maybe the one that is buffed) only. This damage value ignores everything about you and is directly substracted to your HP with no way to prevent it.
Also, it’s stupid to expect people to see if a zerg has lots of retaliation because it’s a zerg, the visual effect for retaliation is NOT clearly visible at range in a mass like that and you for sure aren’t clicking on everyone to see if they have the boon up.
To investors and NCSoft the only gems that count are those bought with real cash. The rest is just a sink! The added bonus being that it keeps inflation in check. There is your difference. They don’t give a kitten about gems or in game gold. All they care about is that people buy stuff with real money. For that and only that makes them money.
If the gem price in gold is stable, it means there’s as many gems traded for gold per day than gems bought with gold.
The answer to your question is quite simple. Because Anet want to limit possible options for getting this weapon. They want you to preferedly buy gems with real money or with in game gold. In the later case this works as a huge money sink. They only want acquisition through gambling. Which makes them the most money. If you could buy it off the TP it wouldn’t.
There is a fallacy. If there’s 1000 of a rare weapon in the game, it doesn’t matter of those 1000 weapons are tradable or account bound, it still means ANet got 1000 times the weapon price in gem in their bank.
Like SAB weapon skins..
38 gold for that greatsword. pft.
This problem would never have happened if the skins weren’t soulbound once used.
Imagine a world without Righteous Indignation. We could make deals with guilds from another server to swap Keeps over and over and over without that buff. Killing the Lord and claiming with a group of 20 people takes just a minute.
Keep Cap reward every 2min. Yah i like the sound of that. And if we cant make a guild-guild alliance for this farm, im sure we can get an agreement with a small roaming group and swap camps. Still good karma/exp/wxp farm.
So you got my vote! Remove RI!
Well that’s easy : no reward for tagging something that was captured less than 5 minutes ago
What is the purpose of that buff? All it does is favor zergs that can just cap a random camp, leech it of it’s supplies and go to the next and you cannot do anything to prevent it :/
If a server wants to keep their camps, then they should actually defend them!