No. Besides, the run taking so long is an important part of the strategy.
If the strategy is to be bored, you are correct. Otherwise, too much running is not a good idea.
They could have but look at all the hell they are getting for having the PVE people spend 2 minutes in EOTM to get that golem part. You can only imagine what they would say if they had to do whole events in there.
I personally think it would be nice, but then again I WvW more then I Pve.
but honestly, so what? ANET does what they want. Look at the eotm map. How many players want MORE pve in WvW? Unlikely that a hardcore WvW person would want that. They only did it to appeal to PvE people. So, basically they should go all in for 2 weeks. Have a major story there. Let the 3 sides fight after certain objectives. It would be fun.
Once the two weeks are over, remove all LS content from eotm, and remove a good amount of the core PvE there.
The new WvW map has plenty of achievements. They just aren’t LS achievements.
The purpose of this installment was to recap, investigate, draw theories/conclusions, and set up the last couple of chapters for the big finale. And they’ve done just that.
It was a boring release from a LS point of view. As others have said, all we did is click through a story basically. It wasn’t fun.
So, now not only do we need Badges of Honor from WvW for a Legendary, but we also have to have a certain WvW rank for it? Why not just add PvP Rank in there too?
I get some people like WvW, but there is NOTHING fun about it in my eyes. I refused to care about Legendaries initially because of the need of Badges of Honor, but the achievement chest made that easier. Luckily I got my Gift of Battle long before this change, but now we’re dragging people into content they don’t want to be a part of even more than before.
So why do I need to do dungeons to get a legendary? I don’t want to do dungeons.
Just deal with it.
How did FA get weaker after the addition of SoR guilds? It makes no sense. They must have lost guilds at the same time.
I’m disappointed by SoR falling apart. That means there is no true #3 server. Any of the current T2 servers will get wrecked by BG and JQ. Even worse is that T2 is actually pretty balanced right now especially if FA starts fighting like kittenain.
Another two examples: Someone announced they were leaving and signed off.
1. The person who was #1 in queue did not get in.
2. My personal queue spot did not improve
The queue is definitely NOT working.
Thieves don’t need buffs and they don’t need nerfs. Stealth is fine as well. You either kill the thief or they run away because they have no skill. Either way it is a win.
So at reset tonight, there was an immediate queue as expected. People in guild were yelling out their position and about 7 people all yelled that they were position 17.
Seems like a bug.
(edited by style.6173)
First, this LS installment was very lackluster. There are 3 achievements and they take maybe an hour to complete. It is very disappointing. I also think ANET missed a huge opportunity. For a 2 week period, they could have really integrated major LS events into the new mists map. That would allow people to decide whether to do the events, or kill people who try to do them. It would have been a whole other dynamic and would have been fun.
Of course after the two weeks, all PvE should then be removed from the mists map so that it can fit in better as a WvW place.
(today we lost 2 top mesmer players due to this, on top of the countless nameless elementalists which plead for fixes long time ago after getting the boot up their …..feet)
If a mesmer loses to a thief, then the mesmer is just plain bad. Mesmer is by far the best 1v1 class.
Let’s see what the 2 top NA pvp mesmers has to say about this. They recently re-rolled to Thieves.
tPvP != to 1v1
Elementalist.
Again the proof that you don’t want to hear a kitten about this class.Thousands of topics about :
Revert the Ride The Lightning nerf.
Revert Cleansing water trait nerf.
Revert Cleansing wave trait nerf.
Revert Elemental Attunement trait nerf.
Buff Focus skills.
Buff Arcane shield,3 blocks every 75 seconds,wow.
Buff Glyphs.
Buff Signets.
Changing lingering elements trait because is useless.
Conjurer weapons like engi’s kits.
Buff Arcane Precision.grandmaster trait,wow.You have NEVER talked about buffing any of this things,ty,really.
8% healing signet nerf,seriously?
how is possibile playing against a warrior that heals 1k every second.
how is possibile playing against a thief s/d that makes to you 3k-4k of autoattack,perma evades.
After 1 year of this stupid meta and after this “balance” notes i understand that there are no hopes for this game about pvp,do what you want with your broken game,i’m out like others already did it.Don’t forget about the other side of ele changes that are needed as well. There needs to be an AOE circle for meteor shower and it needs to do less damage.
I agree eles need buffs, but they also need the two changes above as well.
They are removing tornado+meteor shower, you can stop complaining about it now.
You see that where?
and that still doesn’t resolve the no circle issue. Anyway, this skill is fine in WvW and PvE, but needs a nerf in conquest. It takes zero still to sit far away and launch meteor shower against someone who is defending a point.
I agree that it needs a circle, but the only use the skill has in sPVP is to force people off a point for seven seconds. It’s hardly overpowered.
Except in a team fight it means you lose the point. That means meteor shower is OP.
I run into D/P thieves more and more, I guess people started to realise the “nerf” was a pure joke and it affected no one. I still permastealth everyday (without being traited for it) and solo cap keeps. (source=http://www.youtube.com/watch?v=N1jnqaW5BK4&feature=youtu.be)
The only reason I dislike D/P and think it’s OP, not so much because they can Stealth out of thin air and have a massive gapcloser by doing so + perma blind you at the same time.. that’s not really the reason I think this build is OP and should be looked at.
The real reason is the CONSTANT dazes whenever they realise they cannot kill you. You WILL die due to dazes. It happens about every encounter I have with D/P thieves in WvW.
This is if they are unskilled players, someone that is fairly decent at D/P is like a god and won’t die unless they overextend big time. I’m not entirely sure why Pistol offhand is superior over dagger, when dagger actually requires skill to stealth with? Hell it even costs the same amount of initiative. Of course this post is aimed at the build and no one specific, you have the full right to use something that works good, perhaps too good. Why wouldn’t you?
As D/D or P/D running with no stealth utilities, it’s a complete nightmare to play against D/P, because cowardly gameplay is rewarded so much ugh.
Source: I started out as a D/P thief, gained most of my “fame” doing so. (=http://www.youtube.com/watch?v=2ZOl-e8KCkY) I know what I’m talking about. This build has been OP since start and still is far superior. Defo the blinds on Black Powder are too much.
If this post feels like a rant, it is.
I’m on the verge of rerolling to D/P and win 1v5-10 fights as I used to in WvW.
TLDR version: I used to be good. I am not now. People have caught on to my P/D build and so I want to whine.
So far:
Med Guardians
Condition guardian
P/P weapon set for Thieves
Rangers
Eles (zerker)
Healing necromancer
Lifesteal necromancer
Mantra mesmer
Confusion-staking mesmer
Engineers
Engineers? No no no. Do you not see all the threads about decap engis or bunker engis? They are insanely strong right now and easy to play.
So… So far:
Med Guardians
P/P weapon set for Thieves
Rangers
ElesThey don’t have to be UP, just not OP…
Seems like a pretty short list so far…Melee spirit rangers are certainly OP.
Eles need buffs with the exception of meteor shower which needs a damage nerf and a red ring for the attack.
But it doesn’t need a damage nerf. Assuming you’re talking about high-damage builds, the amount of risk that accompanies using the skill makes it have to deal high damage.
On top of that, it’s really, really easy to move out of the AoE.
Sure you can hit crazy numbers in zergs, but who can’t?
It needs a red circle AND a damage nerf. The reason for the red circle is that you can’t dodge what you don’t see. You already take a good hit before you realize it is cast. Remember that most fights are not 1v1 and so you aren’t sitting there watching the ele cast it. Every other AOE skill has a circle and this should as well.
The damage is too high, at least in PvP. AOE should be weaker across the board, and this is just one example. Ele should have some of their single target skills buffed instead.
New game modes for existing maps – the quick and easy
Capture the Flag
Would work on pretty much all maps. Flags start at points A and C, must be taken (short pickup time) to home point (10?sec to reset flag). Flag carrier has reduced speed and can use weapon/utility skills, any teleport drops flag (very much like orb carrier on Spirit Watch). Very fast (3?sec) respawn times.Team Deathmatch
Simply disable capture points, as well as siege (treb, skyhammer). First to (50? kills) wins. Would a team of 5 be too small?Guild versus Guild
Here it is folks! 2 teams of up to 50 each face off on an all out deathmatch to see who is the better team! All points and siege disabled. First to (250? kills @ 50 ppl per team) wins. All stack on kill sigils disabled (corruption, life, bloodlust). Some champ RI NPCs added near spawn to prevent spawn camping.
CTF? Spirit watch is already too imbalanced towards certain classes. The only way I’d like this is if the flag carrier had NO skills except to run. The only option would be to drop the flag. That way it is fair across classes. It would also force people to defend more rather than watch some engi rocket boot his way to the point.
Team deathmatch? Yes please. Either first team to a certain number of kills (with a time limit) or everyone fights over one large conquest point. First to take it wins.
GvG? No thanks. This is better suited in WvW where players can have so many more combinations of armor/trinkets/food/etc. More strategy is good.
@OP: I like the idea of new maps and new game modes. I’m just worried with the map direction after spirt watch and then skyhammer. It seems like ANET is trying to introduce more gimmicks vs a core focus on PvP.
As for new game modes, I’m pretty much only interested in team deathmatch. My favorite match to watch is the weekly 2v2.
Unfortunately, skyhammer and spirit are the two worst PvP maps. Even more unfortunate is that those maps are the two newest so I don’t have a lot of confidence in the future.
No thanks. Mumble/TS is fine. If I want to talk to someone, I do. I don’t need it through the game. I wouldn’t talk to randoms anyway.
Engis in general are the easiest class to play right now. They need a huge adjustment.
The scoreboard is nice. That’s when I look to see my own stats.
Great to have you back. You have a great way of adding to a conversation or telling people they are plain wrong when it is appropriate. Will be nice to see more of your posts.
So Anet says they’re trying to listen to the views of the players more (see CDI).
To EoTM beta testers. Did Anet listen to your input? What were some suggestions that were/were not implemented?
So the answer is yes and no. First, you have to remember that there are a ton of beta testers and everyone had different opinions. They did implement some of the changes that were made. Some things they didn’t implement:
1. Amount of PvE on the map. Most felt it was too high. ANET actually argued that there is the same amount of PvE on this map as a regular WvW. Definitely not true when you factor in all the different buffs.
2. All cannons should be user fired. They kept some as user controlled and added some NPC cannons. For some reason, they said users had asked for those to be NPC. If so, that was a minority of beta testers for sure.
3. Too far to run to get into the action. ANET didn’t do anything about this and just changed the EOTM description to remove the quickly get into action part.
@OP:
Goodbye. These types of posts make me lol. Either leave or don’t, but stop threatening it.
it doesnt really. i play gs mes in zergs and it mostly hits 1 target. u are lucky if it hits 2-3 targets.
thats because you are targeting someone not bunched up in the melee train. i feel you from an aa standpoint, being a necro. we have good utility and ds aoe. said observation has convinced me that mesmers need good aoe on utility bar.
I’m fine with them getting an AOE, but they need a corresponding nerf to their 1v1 abilities. A mesmer who loses a 1v1 should be embarrassed.
Power engies are pretty balanced, be it a HGH rifle spec of a bomb kit/FT/TK spec or something. Or a static discharge spec, even though it “can” one shot people if youre glass and blow every utility at the same time, just like s/d eles, but neither of those seem OP since you are dead if you dont one shot your target, which makes more sense than other classes also being able to one shot people but still managing to survive anything in the same spec.
Condi engies are close to balance but it still seems too easy to apply condis without a lot of effort just by spamming grenades and pistol 2+3 while keeping a lot of survivability, but someone with more experience recently with those specs might disagree.
Bunker engis are crazy easy to play. The other specs are ok.
So… So far:
Med Guardians
P/P weapon set for Thieves
Rangers
ElesThey don’t have to be UP, just not OP…
Seems like a pretty short list so far…
Melee spirit rangers are certainly OP.
Eles need buffs with the exception of meteor shower which needs a damage nerf and a red ring for the attack.
You need to understand the ANET methodology.
Users: Condi damage is too high
ANET: Sounds good. Let’s nerf direct damage.
Users: AOE are too strong
ANET: Cool story. Let’s make them even stronger
Users: Passive skills should be less powerful than active skills
ANET: Agreed. Let’s make passive skills even more powerful
Users: Too much NPC in WvW is bad
ANET: Understood. Let’s create a new map and add even more NPCs to it.
Once you understand how ANET thinks, then you can better ask them for things.
@OP: If ANET is basically going to admit they messed up and then implement this ferocity change, they should at least give everyone the ability to change armor on a 1 time basis. Shouldn’t be too hard to do. The logic is built already for legendaries.
This new selection screen is great. I like being able to see the queues in each of the maps. Nicely done. I’d say this is the second best deliverable for WvW since go-live (the first being the elimination of culling).
It is actually a bug. We are currently investigating a fix and hope to have it fixed as soon as we can. We agree, we want you to see people’s names.
Good news. Seeing the names will be a nice add.
You don’t even need a guild for this. 10 guys can flip a map. Did it today. Rather funny just strolling for fort to fort and taking them with no resistance other than NPC.
That’s because this is a PvE map where you can kill people. Most people try to look at it as a WvW map and that isn’t the case.
I think both skyhammer and spirit should be removed from solo q. So, why?
Spirit
Any map that has a mechanic where you cannot use your skills is not balanced. Certain classes have the edge here
Skyhammer
A poor map design. At the very least, make skyhammer dodgeable.
More worrisome though is that the three newest maps from ANET, spirit, skyhammer, and eotm are the three worst maps to date. It doesn’t give me a lot of comfort for the future.
@OP: You need to look at the point here. The map itself is filled with a lot of NPCs. It is designed to try to get more PvE people to make a move towards WvW. It is not intended for the hardcore WvW player.
As for whether it is successful or not, it will depend. If it brings more people into WvW, then yes, it was successful. If it doesn’t, the map is a fail.
The new edge of the mists map fills the void.
The things I like about it:
- It’s concrete and sustainable game mode, where players provide the fun instead of AI
Not sure if you are serious or being a troll. This map is about small groups of players fighting NPCs with some occasional PvP. The AI is the main part of this map.
I think interest will fall from this map once the living story achievements are completed. It is too much PvE for a WvW player and the PvE people aren’t going to like getting killed.
I think you will see a small group of people who play here continuously, but overall anet should have listened to more of the feedback from the beta testers.
I think it depends on what you are looking for. If you want to explore a cooly designed map, this is it. If you are looking for great gameplay, this isn’kitten
Still hoping ANET will rethink the decision and keep glory. Of course reducing the emphasis on rank is another bad decision, but one thing at a time
As others have said, this should not count for map completion. I do think there should be vistas, poi, and skill points that people can get if they choose. It just shouldn’t count for the overall.
I think in this day and age, it’s a bit odd if you feel any strange feelings due to them being a lesbian couple. It’s more and more common for people to be in same-sex relationships.
I find it a more odd that you took the OP’s comments in a negative way. Seems like you were more looking for a soap box than in understanding what he said.
Too many tags would also be a problem. It gets annoying and would be distracting. I’d much more prefer commander tags that can turned on/off with the following options.
1. On for everyone to see
2. On for guild members to see
3. On for party members to see
4. On for squad members to see
5. Off
This game could use a serious reduction in spike damage and healing. They are actually in a unique position to do that since no-one would get kitten if healing took a hit to compensate for lower damage.
Wrong. The game needs a higher risk reward ratio. Spike damage should be INCREASED. At the same time the core amount of defense for those builds should be reduced. Likewise, if someone wants to run defensive, that should also be increased. On the flip side, their damage should see a nerf.
Right now, skills do not scale enough with the armor/trinkets that you select. That is what makes GC or pure tank so viable in tPvP. There needs to be greater consequences for gear selection.
This is a great move. It adds a lot more strategy to the game. Look at it as scouting.
Plus they prefer testing their code in production.
@OP:
In case you haven’t noticed, they have structured it so that you can pretty much do anything solo. For the things you can’t do solo, use the LFG tool.
The only people who complain about this will be people who lack any strategy. The good commanders will still win.
For your info, this skill was able to destroy keepdoors in wvw better than siege equipment and was exploited.
I don’t see how it’s possible for 5,000 (max) damage on a 35 second cooldown to take down a gate faster than a flame ram that deals 8k to the gate per hit.
Because there is more than 1 necro :p
@OP: A thread like this is pointless. You need to specific what type of game mode. Anyone who answers without specifying is either new or only plays in one game mode (PvE, PvP, or WvW). Even within those, there are differences, but the 3 are good at a high level.
only if you stop pushing far and dying making it a 3v4 mid
Hope you are never on any of my teams. You cannot win a game if you never push or decap far.
As I have said before the problem lies with Heartseeker in the same weapon set as Blinding Powder. Switching Death Blossom and Heartseeker would effectively “fix” the D/P issue most players have grown to hate.
Actually death blossom should be removed from D/D. A condi attack does not fit into a weaponset that also has the biggest burst.
It’s a hybrid setup. Mainhand dagger is direct damage, offhand dagger is support.
Most thieves never press the button for Death Blossom since we are initiative bound rather than timer bound. That skill only makes sense on a condition build and even then probably not that great for D/D. I wouldn’t mind if DB was switched out for something else preferably a utility skill with a blind or daze on it but D/D already seems fairly well balanced to me.
I’d like to see death blossom removed completely from D/D and instead add a new skill. At the same time, thieves should get a new weapon that would allow for melee condition attacks.