THat guild would break apart in 24 hours.
I like having a few things in this game that isn’t easymode/designed for casuals. Your going to have to put in effort to get your wvw xp.
It isn’t worst idea ever. It is actually a great idea. Their math guy just sucks.
There should be a limiter that prevents a server from going up or down more than 1 tier in a month. That would solve the problem entirely.
I think the T2 servers can do okay enough against T1 servers. For example, I think that TC vs SOR vs DB would be a solid round.
However, there is currently a server that was T4 two weeks ago that is facing a T1 this week. That shouldn’t happen ever.
Whatever math says that SoS should be going against SOR is bad math.
When I saw Devon say;
https://www.guildwars2.com/en/news/devon-carver-on-the-future-of-world-vs-world/
“World Abilities is a great feature, but it is one that takes a pretty dedicated player to take full advantage of due to the sheer amount of time required to gain significant rank.”I just felt like there was just a big slap in the face. If Devon himself can understand that it takes a sheer amount of time to gain wvw ranks it should just be changed to account wide instead of character bound. It’s really anti-alt friendly, there are instances that occur in wvw where you are playing and there is a situation where you think X profession would be really needed at the moment, e.g. You’re about to rush in and mesmer utilities would be really helpful but your team doesn’t have many at the moment.
If WxP was account bound I would gladly swap to X profession to do what I can to support my team but as it is, I’m too inclined to stick to my main. Our team lose out on possible advantages I might bring with another character due to my selfishness of wanting my WxP to progress on my main.
I had subsided with the changes after a while when it was implemented but this latest post where Devon himselkittennowledges that it takes a significant amount of time to gain wvw ranks just reheated my dislike for the character bound wxp. I still can’t see how Anet can justify that decision; “Oh when they reach max, rank they’ll just swap to another character and progress all over again! It’s fun and adds replayability!” …no. A dedicated WvW player tends to stick with 1 character as their main wvw guy. It would be kinda stupid to see one of your well known wvw commanders abandon his wvw commander character to start progressing his wvw rank on a different character.
No…. I like having different siege specs on different characters. Im looking forward to getting full boiling oil mastery on one character. However, I would not want to have it on all characters.
People will want you around if your a guardian regardless of what you are doing. Other profession aren’t desired as much in certain aspects of the game. For example, most people don’t really have any desire to have a ranger in their zerg.
The only thing that gets conditions off of you is something that specifically removes/cleanses them. Invuln doesn’t stop them.
Retaliation is ok . Solve zerg or Ac issue
^This. ACs need to be solved more than retal.
I was thinking that WvW is about strategy. But i can see it is not.
Strategy for me is enemy zerg in tight spot shooted by much smaller group and using advantage of AoE. Something like the movie 300. Few people able to stop big army because of choke point. Because of retail, its not possible.
But the only strategy seems to be get bigger numbers.
Zerg busting is more than possible. There are plenty of guilds that have made a point out of busting huge zergs with smaller zergs.
I’m from the EU, I mainly play on Elona Reach but I also played with some friends from other games on NA Servers. And I most definitively don’t want the servers to merge.
It’s not about lag, it’s about the fact that the current system works way way way better for EU servers than it does for NA servers.
Merging both servers to get a better time coverage for WvW would make thinks better for NA players but it would also make things worse for us EU players. Yes, we have night capping too, but it’s not on the same scale as it is on NA servers. In the EU a server can defend some towers, bay or hill with those players that work the evening and night shift and can only play during off hours. It’s not a even fight 24/7, compared to what is going on on some NA servers it’s almost perfect.
So no, merging EU and NA servers is nothing I want to see, ever.
Nightcapping wouldn’t exist if there was a full server of EU and NA players playing. The only real issue with this would be population. They would need to upgrade their servers before doing something like this.
This is a pretty easy problem to solve. Add more incentive to holding objectives simultaneously. That way zergs will be more likely to break up in order to maintain whatever incentive/buff they are receiving for holding stuff.
So for example, if you hold more than 3 towers, you gain some bonus to PPT. If you hold more than 3 camps at the same time, you gain some bonus to PPT.
Except read the issue about stacked servers.
It will just encourage people to transfer to stacked servers so they can keep winning.
So problem not solved. Try again. The easy solution isn’t always the best solution.
Well then. I’d say congrats to arena net on money made if anyone transfers servers for a single chest once a week that is more than likely going to drop a crap green and only reward 5 badges and a possible piece of siege. Considering that someone that WvWs consistently is getting at least 2 of these chests a day, 4 if they have a back log, I don’t see the issue with one more per week for winning.
I’d be fine with the reward being as insignificant as 100 wxp and a free piece of siege. The item chance can be removed from the victory chest. I’d just like to see some level of reward even if it has to be a crap reward to prevent server stacking..
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Symbols should not immobilize.
I would suggest:
1) re-making Glacial Heart: Symbols Chill on pulse.
2) Protectors Impact: Create a Symbol of protection when you are Immobilized or Frozen.
I really like the Glacial Heart aidea since Glacia Heart as it is pretty much is unusable.
I am a ranger.
I use a longbow. (Which is terrible enough as it is.)
I used barrage.
Retaliation ate through 8k HP. And that’s not just bad timing, these guardians spamming group retal have this up 24/7.
Wtf? That’s half my health bar. Even 100% confusion before nerf wasn’t this terrible.
Stop running glass cannon.
I think that it will work out in the long run. I can see how there would be some really good data after 2-3 weeks with this new system. For example, Sea of Sorrow’s isnt nearly ready for T2, but judging by their performance in T2, they’ll do fine in T3 instead of T4 where they used to be.
Eh, he’s right. IF you are mixing gems and exotics in your trinkets, then ascended may not always be worth it. However, in terms of pure numbers, ascended items do provide more stats.
It’d be easy enough to just add a chest for winning. Something just like the chest for leveling. Problem solved.
I don’t see any FA towers on TC bl. I don’t see any TC towers on FA bl. I see plenty of both on SoS bl. It’s fun having a tier 4 (should have gone to tier 3) server in tier 2 isn’t it? Let’s not pretend anyone on either side is looking for a good fight.
If SoS stood a chance of rallying this weekend, the approach both FA and TC have taken to SoS bl is preventing it from happening.
Let’s talk meta for a second, both TC and FA are servers who will focus on their home BL first, in fact on FA (I can’t speak for Tc) we have guilds who will not go anywhere else until our BL is ours. Welcome to tier two, where guilds will drop everything to resecure their BL. (Unfair, or smart play?
)Ummm, don’t put TC in the some group of stupid that FA is in. TC protects their home yes, but they don’t do it to the point that it becomes a detriment like FA does. You could literally send a group of 20 people over to FA’s home BL, and just have that group to charge at the 60-70 man zerg that shows up to stop them while you take everything else they have on any other map.
That was when BT/VK were there, FA’s not so much like this anymore.
Yes they are. I was literally a part of small groups that went and took a starting tower on FA and watched 70 of them show up to take it back while other groups just took everything else they had on other maps.
Siege has been buffed to stuipid levels, particularly ACs. If the day time crew sieges stuff properly before they logout, a shell night time force should be able to hold most of what you have.
I don’t see any FA towers on TC bl. I don’t see any TC towers on FA bl. I see plenty of both on SoS bl. It’s fun having a tier 4 (should have gone to tier 3) server in tier 2 isn’t it? Let’s not pretend anyone on either side is looking for a good fight.
If SoS stood a chance of rallying this weekend, the approach both FA and TC have taken to SoS bl is preventing it from happening.
Let’s talk meta for a second, both TC and FA are servers who will focus on their home BL first, in fact on FA (I can’t speak for Tc) we have guilds who will not go anywhere else until our BL is ours. Welcome to tier two, where guilds will drop everything to resecure their BL. (Unfair, or smart play?
)
Ummm, don’t put TC in the some group of stupid that FA is in. TC protects their home yes, but they don’t do it to the point that it becomes a detriment like FA does. You could literally send a group of 20 people over to FA’s home BL, and just have that group to charge at the 60-80 man zerg that shows up to stop them while you take everything else they have on any other map.
I think it will be good for FA and TC if they end up separated this match up. It gets pretty nasty in here.
I like sword when in a small group.
They should have kept that under cover until it was ready and definitely not yanking it the day before. I was truly looking forward to the possibility of getting away from FA for a week or two.
Eh. I was looking forward to a system that was based mostly around WvW, but I regularly do my monthly/dailies so I don’t have an issue with ascended gear. I doubt I’ll even waste my WvW badges on it.
Nah, I’d have it to provide a buff to charzooka. That was the point of the thread, to come up with ways to buff racial elites.
Yup, I don’t really understand the people that found MF hard or a group hard to find, but it is good that they are paying attention to those people.
Well this is kind of BS for players with highish ranks, It’ll be forever before I get my back log done.
Uh, thief or warrior. Thieves can disengage pretty easily. Warriors are fast enough that you shouldn’t be caught.
Don’t need more PVE garbage in wvw. This would only cause people to be out doing PVE crap rather than actually defending the tower.
you’re right in that from an activation time perspective, it’s only 1/4 of a second, but the strength lies in the fact that it can be cast during any other animation, thus the instant-ness.
I’d take it if it were say increases the damage of smite condition by 20% and makes it trigger instantly.
Seems like a waste to put a major trait into making smite condition trigger faster. The 5% of toughness to crit% seems like a much better choice.
Problem: Race Elites are rather sad at the moment. You can’t buff race elites through traits because that wouldn’t be fair.
Solution: So, add a bunch of new sigils that serve the sole purpose of augmenting race elites.
Mortar-
The change to mortar would be really nice. When mortar range comes up, people always devolve to the whole “others classes can’t go past 1500” argument, but classes other than Mesmer can’t teleport people across the map. I’d be fine with Engi’s getting decent range on the mortar.
Flamethrower-
Flame thrower needs to be adjusted so that the cone can hit 5 people in one blast.
Turret-
Your turret suggestions are actually good, but I would remove them. I don’t like any turret suggestions at all. Every time Anet spends a patch making changes to turrets, it is a completely wasted patch, and then they go and nerf other stuff to accommodate the useless buff they made to turrets.. They should focus on the parts of Engi that can actually be salvaged without a complete and total overhaul. Until they are ready to completely and utterly redo turret mechanics, they should just ignore them and fix everything else about the class. To that end, I wouldn’t even suggest any turret changes.
Maybe I am over reacting, but I main a Necro, have played Thief, Mesmer an Ele as well (though I found pre-nerf ele bunkering to be so distasteful that I refused to do it). Now that I have spent a little time focusing on my Guardian in tPvP as a bunker I feel a bit like I am fishing with dynamite.
What I mean by that is I pugged a group and we rolled some premades that we really had no business beating based on talent just because their guard was bad and they could not neut the mid point, ever, unless we chose to let them. I don’t consider myself to even be good at Guard at this point, and it just seems like the sustain/CC combination that I can bring to a match requires SOOOOO much from the opponent to take me off point that as soon as I have a point in control there is no possible way that 2 players are going to neut the point on me unless they are both better players than I am, or my team has focused elsewhere and I know I am suiciding for points.
Has this occurred to anyone else playing Guard? I guess what I am saying is that in a game where standing in the circle is the single most important thing it seems like the Guardian is far better suited than anyone to do that without having to sacrifice the ability to contribute to team fights.
Can someone help ease my conscience on this please? I really am enjoying the CC machine bunker style play, but I know that I could not reproduce this result on any of the other classes I have played, and that bothers me.
Honestly Guardians are extremely good at holding points due to how the class was built. They were made with the ideal that once you are in a fight, you are stuck there, and thus we have the tools to make that happen, well at least in t/sPvp at least. The issue with guardians though falls into other pvp like WvW, where forcing people to stand in a small circle for a length of time doesn’t happen, and it shows how bad the profession is for CC/Mobility in a larger field.
I honestly consider it a semi even trade, We cant catch people to kill them in WvW, so we can defend points well in s/tPvP. Though it does suck playing a roaming guardian in WvW for that point -.-
i run dps gs / sword focus instant medi build in tpvp. and i have no problem catching people with insane speed.
Does instant medi really make that much of a difference? I never tried it because it seemed like a wasted trait slot.
AC definitely needs a damage nerf across the board, not just damage done to other siege.
I have seen my fair share of buffs and nerfs since I started playing mmos with EverQuest. So I understand that people are afraid of nerfs and that ultimately the developers are the ones in power. They do read and listen to what we say but they may or may not agree with our solutions.
If anything conversation and discussion help highlight areas that may need looking at. The result may not be what we want but then continued discussion would be “feedback” to the changes.
Stagnant and works but a little clunky, or lots of changes that may help or sometimes not but continued progression? Some may like one or the other option more.
Oh well, yeh that is what the forums are for. Feel free to state and discuss your ideas. No one should be telling you not to.
However, after what was done to Engis, which leads to why I main a guardian now, I am in favor of just leaving guardian alone other than general bug fixing.
A well placed ring of warding is your friend.
I run power because my guild doesn’t like condition based people in WvW.
I’ve found some magi pieces to be nice, but you don’t want a full magi set.
I have seen many threads pop up here and there, some with good suggestions, others with not so good suggestions. The problem is the resounding response of the general guardian community which is “I don’t like it, Guardian’s are fine”.
I have one of every class and two guardians. I love the class and prefer it over anything else, but I do see problems and areas to be tweaked that could help balance us better, or fix broken or not fully fleshed out mechanics.
Still, why are we so adamant against changes and ideas more so than I have seen in other class boards.
Maybe I just see it more cause I’m here more.
Eh, as Anet has proven, they don’t care what the community thinks if they think the community is wrong. If Anet decides that guardians need a change, then regardless of what the community thinks, the change will occur.
To answer your question, anyone that has played classes that have undergone changes, it usually isn’t good. A buff is usually accompanied by a equal or larger nerf to something else. Most people are comfortable with the class and would prefer to keep it as it is rather than see it get broken by the buff/nerf balance game.
(edited by timidobserver.7925)
Yes you are right GUARDians shouldn’t be able to GUARD stuff.
(edited by timidobserver.7925)
Nice, DB and their paid help are really bringing it this week. It should be fun.
Here is a minor variation based upon the above for more ‘rounded’ stats and perhaps a bit more survivability:
You end up losing about 200 power, but you gain 2000 health, 200 healing, 200 condition damage and 10% crit damage. There is no other major variation in the stats except you are just two points shy of the 3000 armor goal.
The extra health and healing is the primary focused gain of this build variant.
Edit: You do also lose the 6 piece Soldier bonus of the ‘Shout’, however with Pure Voice already traited this shouldn’t be too significant of an impact. Then again, I could be wrong.
This is probably the most expensive guardian build I’ve ever seen, but it looks very solid.
I have a couple of serious questions.
1. Did the person that came up with the math for this graduate from high school.
2. To prove it, please upload a copy of your high school diploma.
As long as the the dungeons continue to be as good as flame and frost, I can live with the temporary aspect.
FA has a lot of PvEers that are enjoying the large amount of rare+ drops in Southsun right now.
Plus I watched another TC/DB Zerg say hello to one another then go in separate directions in FA BL. We know what you are doing.
Yes, FA does things like go off and fight randomly while people are taking their garrison or keeps. On the other hand, TC and DB will run right past you if they need to get somewhere and defend something.
Use all of your options for cc carefully and build to have some damage on your guardian and you should be good. If you are full tank, you won’t.
I run full tank and have no issues. Full tank build fights just last longer. The basic question comes down to your knowledge of class and skill with your build and class.
I can survive mesmers no prob when I am running full tank but I can’t actually kill half decent ones.
If you can then you are good. If im in my tank spec and a mesmer tries to gank me I just /wave and keep going where I was going. I don’t actually try to fight them though. Now, if im in my roaming set I’ll fight and win most of the time.
Yeh, I don’t care about balancing measures to Spvp. Hopefully this doesn’t get sent over to WvW since the boonway build isn’t really that effective in WvW. I mean you are very solid if you are defending against a few, taking camps, or doing whatever. However, it ultimately performs subpar when your group is facing more than 20-25 people. There is no reason to nerf it in WvW.
Use all of your options for cc carefully and build to have some damage on your guardian and you should be good. If you are full tank, you won’t.