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eliminate stealth stomping in wvw

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Posted by: urieldhynne.2743

urieldhynne.2743

Everyone should have a utility that reveals nearby foes.

And everyone should have easy access to stability. That are basic mechanics, core mechanics. Like run/mobility OUT OF COMBAT, break stuns, possibility to leave a combat, etc.

In all others games i played all classes had easy access to CORE/BASIC counter mechanics. The teamwork mechanics like healings, supports/boons, cleansing, mobility IN COMBAT, etc, is another story.

Arenanet removed the trinity in exchange to something worst by far, unbalanced as hell. No clue about what they did.

Stealth Thieves Still OP

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Posted by: urieldhynne.2743

urieldhynne.2743

Power thieves aren’t really an issue anymore. They took a huge hit with the ferocity nerf, every power build did really. D/P thieves are just trolls now and no threat, so don’t let them bother you. It’s the P/D condition thieves that you really need to worry about. That is seriously overpowered BS right there. I mainly use S/P and D/D on my thief and pretty much have zero chance of taking one of those cheesy builds down unless i get lucky and they mess up. It somewhat easier to kill them on my necro or warrior and sometimes on my ele if im running s/d and manage to nail them with the full burst rotation if theyre stupid enough to stand still for more than a second. They have a ridiculous amount of sustain and even more ridiculous condition damage that no amount of cleansing will save you from because the can stack it all back on you in seconds. I’d gladly welcome back the instakill pre-ferocity nerf power thief builds to be rid of that cheese.

I have no problem vs condi thief, and if i lose, at least i can try to fight.

Power thief stealth spammer is still an issue. They still hit a lot and without risk because the stealth spamming capabilities, the HIGH amount of evasions and blinds.

IS STILL pretty annoying to fight it, and is STILL almost impossible to kill a well played D/P thief. You said “troll”? i said “try and try and try following you until one of these try he kill you” you can’t run, you can’t kill him, you only can wait for the BS and HS spamming and try to survive, because if you are winning, they just disappear to try it again.

eliminate stealth stomping in wvw

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Posted by: urieldhynne.2743

urieldhynne.2743

Remove downed state, is a stupid mechanic anyway.

wtb, stealth need a rework, no real counter to the actual broken stealth mechanic, is stupid like the downed (rally machine) state and both are toxic to the game.

Serious imbalances in EotM.

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Posted by: urieldhynne.2743

urieldhynne.2743

This game is not about balance, is about zerging, spam buttons and farming. You are in a wrong game.

WvW Trophy items. (suggestion)

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Posted by: urieldhynne.2743

urieldhynne.2743

Please, merge all that trash trophies, no recyclables, in one item. Call it “WvW common useless trash with high drop rate” and we can stack it in only one bag slot.

Even the Spike and Needle share the same hated picture and stack separately. And is the most dropped item in the entire game. And no matter what you kill, you get one of it.

(edited by urieldhynne.2743)

Stealth Thieves Still OP

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Posted by: urieldhynne.2743

urieldhynne.2743

HS and BP in the same weapon set, without CD, with almost infinite initiative for SPAMMEABLE INVISIBLITY?

Is pretty balanced!

Add to that a lot of evasions and blinds.

HELL YEAH!

And don’t forget this, shadow step, 1200 range instant teleport has stun breaker.

Pretty legit design.

Megaserver eliminates identity

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Posted by: urieldhynne.2743

urieldhynne.2743

Identity should not be defined by a “server” which is an incredibly arbitrary tag. IMO identity in GW2 should be defined by guilds and their allies. This is particularly true of WvW. Server identity is a holdover from old school design requirements and has virtually no distinction.

Devs should read this before talk about the “server pride” when someone talk about wvw dead servers and the need of merging it.

Seperate guardian burning from other classes.

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Posted by: urieldhynne.2743

urieldhynne.2743

I see a lot of condi guardians, most played profession right now….
.

Really? In what format of play do these condition guardians exist?

Seriously?

Guardian is balanced = cop-out

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Posted by: urieldhynne.2743

urieldhynne.2743

The guardian is a pseudo support only, in a game with awful support system, and every class can do it if you build for that.

I play as support in every game, casual and competitive, i enjoy it a lot, but in gw2 is just awful, boring and almost useless, no target needed for teammates, is a spam fest of few buttons. DPS and CC is far better.

You are an stability buff machine.

Seperate guardian burning from other classes.

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Posted by: urieldhynne.2743

urieldhynne.2743

That should be great, are you game designer? Because Arenanet have a lot of them and they don’t do this, they believe burning is enough condition for “condi guardians builds”. I see a lot of condi guardians, most played profession right now….

But seriously… If they change it, as you said, the guardian’s burning to stack instead of duration, you can STACK IT and cover that condition with sigil and runes (condition on hit/crit), and you can deal decent damage.

I don’t understand arenanet anymore, i don’t know what they want to do with this game. I left my guardian long time ago…

Pros and cons of a Necro?

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Posted by: urieldhynne.2743

urieldhynne.2743

Mobility and the lack of stability is the most important problem as a necro by far.

Death penalty - or "IDC about being killed"

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Posted by: urieldhynne.2743

urieldhynne.2743

This game is for casual gamers, casual gamers get frustrated fast by death penalties or any kind of punishment for losing.

Casual games = High reward/No risk = Easy/No rollback for losing (insane amount of checkpoints) = No punishment for losing.

Is all about design for a determinate audience. Not a balance mechanic.

Proposal: decrease the player cap on WvW maps

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Posted by: urieldhynne.2743

urieldhynne.2743

If a player been hit for +5 enemies don’t drop loot = No more 40/60 men zergs in this game.

Remember the stealth

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Posted by: urieldhynne.2743

urieldhynne.2743

Stealth has no counter. There is no way or something actually you can do in the fight for counter it or play vs it. Whack a mole is not a counter, is not a real thing to do.

Shadow refuge is a free “alt-F4” from combat in only 60s cd. You can push/pull out? seriously? The thief can still dodge inside, and not so many classes can push/pull aoe without target. And the amount of buff the thief receive in stealth is enough to survive. Shadow refuge is good enough to be an elite skill with 180/240s CD.

Blocks should reveal the thief in blocked backstabs. To stop the ridiculous spamming.

Heartseeker is a joke, some thief only spam that, dash/low cost/no CD and high damage when you are low is too much. Need CD or more initiative points to cast it.

The problem is that is not stealth, that is invisibility, a perma invisibility. The problem is the amount of invisibility the thief can spam (or PU mesmer) and you actually can’t counter it, only wait for the enemy. The enemy has the absolute control over the fight. And you can’t change it. Only dish out damage where the thief or mesmer “MAYBE” is.

And another annoying thing? The thief who “lose” don’t run away, they try the fight again, and again, and again… pretty annoying, you can’t kill him, you can’t run away, only WP and avoid that annoying endless fight.

What class/build against thiefs solo roaming?

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Posted by: urieldhynne.2743

urieldhynne.2743

I just have difficulty killing them before they “poof” away. Maybe it’s a L2P issue =D

Is not a l2p issue. Is a design issue.

The l2p is the excuse of thieves to justify a broken mechanic.

What class/build against thiefs solo roaming?

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Posted by: urieldhynne.2743

urieldhynne.2743

If you face a good thief, you will never going to kill him, you will only force him to run away or stealth and reset the fight over and over.

I you aren’t a thief, even if the thief need to try 30 times to kill you, sooner or later you will die.

You need another infinite fighter (like GS warrior, D/D ele, PU mesmer), and always will be a tie or a “run away victory” never a kill.

Welcome to guild war 2 amazing combat mechanic.

[NA] Silver League: Predicted Rankings.

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Posted by: urieldhynne.2743

urieldhynne.2743

Is pretty obvious YB and FA only attack HoD mostly. Make sense from FA fighting for the first place, but idk about YB.

The perks of WvWvW instead of WvW. And they wanna make this tournament “competitive”…

Downed state

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Posted by: urieldhynne.2743

urieldhynne.2743

What is the real, design for, purpose of downed state in WvW?

Downed state is for:
Avoid players frustration to dying?
Rally in zergfights or rally killing NPCs?
To help in a 2v1 the team with 2 players i.e.?
etc… etc…

And is a pretty repetitive process. Without stability, Avoid/absorb the CC/teleport/etc, then execute him. With stability wait for the teleport/hide/etc, then execute…

For Devs (i read in old post) its bring tension to fights? I invite them to play WvW and see what Downed state actually do.

Devs, any future change to permastealth?

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Posted by: urieldhynne.2743

urieldhynne.2743

If you are perma stealth you don’t have initiative to kill anyone, and your utilities will be on cooldown. What’s the issue?

Seriously? you don’t need initiative to spam BSs, and you don’t need your utilities to spam stealth, and stealth regenerate initiative.

Devs, any future change to permastealth?

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Posted by: urieldhynne.2743

urieldhynne.2743

Another thing to check.

-Mobility to leave combat with easy (i am not talking about gapclosers), like warrior. 2 buttons “out of combat” free card.

-CC spam mechanic, promote the zerg fight and hammer train. And some classes haven’t stability at all, you cant balance a class with “must have a guardian partner”

-Downed state, only works to help who are more. In a 1v2 fight, downed state help the 2 players.

Devs, any future change to permastealth?

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Posted by: urieldhynne.2743

urieldhynne.2743

Devs, you have plans to change perma spameable stealth in wvw environment?

Permastealth still after april's giftpack?

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Posted by: urieldhynne.2743

urieldhynne.2743

Idk what it is with permastealth, I wvw all the time and don’t find it an issue. I think people don’t know how to deal with theifs maybe, and that gives them issues.
This strikes me as a l2p issue. Thiefs can be annoying, sure, but when it comes to being powerful in wvwvw, warriors, eles, necros, are way stronger.

The problem is not how to deal vs a thief, the problem is the thief has ABSOLUTE control over the fight end and start. If a good thief is losing they just perma stealth, reset everything and try again. If you kill the thief is a bad thief. You CANT kill a good thief, the victory comes when the thief run away permanently.

Most common situation in wvw is 3 or more players trying to kill a perma stealth/high mobility thief. The thief win? no. The ppl win? no. Is only a waste of time for everyone. And a funny moment for a trolling thief backstabbing and running away every time.

Thank you et al.

in Guild Wars 2 Discussion

Posted by: urieldhynne.2743

urieldhynne.2743

I have memory, i remember when Arenanet had no competition and ignored us for more than a year. I remember that very well.

The High Cost of Fashion

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Posted by: urieldhynne.2743

urieldhynne.2743

serenitygirl.1967, you stole the words of my mouth.

Arenanet, you SHOULD learn from DC Universe online about skins management. That game share “almost” the same policy and business model.

Permastealth still after april's giftpack?

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Posted by: urieldhynne.2743

urieldhynne.2743

This game is about avoid frustration, is because that is a casual game aimed for casual gamers.

Downed state, perma spameable stealth, high mobility (without target required, aimed to get out of combat and not gap closer enemy only) like GS warrior, etc, etc. Never in a game was more easy to get out of combat like GW2.

GW2 is about “dont die, because is frustrating” , better run away, and the winner has a “moral victory” – Win Win. Nobody lose. All happy.

Permastealth still after april's giftpack?

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Posted by: urieldhynne.2743

urieldhynne.2743

The diference of GW2’s stealth vs any other decent games is others games mechanics has detections and counter stealth.

GW2 just has a perma spameable invisibility.

Permastealth still after april's giftpack?

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Posted by: urieldhynne.2743

urieldhynne.2743

Nice big gift pack in april to prevent player migrate to TESO online, now you are “listening” the community after a year ignoring us, but what about perma stealth?

Same lopsided matchup 3 weeks in a row...

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Posted by: urieldhynne.2743

urieldhynne.2743

You don’t understand. “try to match similar strength servers” = FAIL because i am in the SBI/DB/SoR match up and is unbalanced as hell, like OP said, 400 – 150 – 50. For 3 week in a row.

The current “fair and balance improve matchup” arenanet made is a BIG FAIL, was better before, because was the same unbalanced thing with more variety at least.

That reasoning is a BIG FAIL. You don’t care about why or how, nor for within what context, so your argument is FAIL: A BIG FAIL.

What are you talking about? They match this matchup for 3 week in a row because for them is “balanced” but this matchup ended with a BIG or INSANE difference every week, that has no sense, and is not only this matchup. That is because the matchup system is automatic. Because their argument is “less variety but more balanced matchup” but is not, is “less variety and same unbalanced matchup as always”

Same lopsided matchup 3 weeks in a row...

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Posted by: urieldhynne.2743

urieldhynne.2743

No win scenario for Anet

1. Try to match similar strength servers to battle each other = people complain about lack of variety.

2. More random matchups = people complain about fighting servers that are way stronger/weaker than their own. Too many blowouts.

I’m sure Anet, and all of us, would love to hear the solution. Complaining is easy, obviously. Tougher to solve the issue.

You don’t understand. “try to match similar strength servers” = FAIL because i am in the SBI/DB/SoR match up and is unbalanced as hell, like OP said, 400 – 150 – 50. For 3 week in a row.

The current “fair and balance improve matchup” arenanet made is a BIG FAIL, was better before, because was the same unbalanced thing with more variety at least.

A Complete List of WvW Bugs (FOR ANET)

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Posted by: urieldhynne.2743

urieldhynne.2743

Nice thread. I don’t know how many of these issues we can feasibly tackle, but I’m sure you’ll see at least a few fixes come from this.

Yeah Tyler, i understand you. You have no time for fix all the bugs. That happen when you leave the work for another day and another and another, because a lot of these bugs has 1 year old. Now you have a LOT OF ACCUMULATED work to do.

I understand you was doing another thing, too much time with the living history, and PvE content, you lose the WvW part of this game. This game is about LH Farming right now. And that was your choice.

Same lopsided matchup 3 weeks in a row...

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Posted by: urieldhynne.2743

urieldhynne.2743

I don’t care if the match up is the same every week if it is fun to play. They do that for balanced matchups. Right now my matchup is pretty unbalanced (like 400-150-50) every week. And i see that in almost every matchup.

Arenanet you are destroying WvW in every change you made. Season 2 don’t gonna to save you from the new MMORPG coming this year.

This MUST be fixed before 28/3

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Posted by: urieldhynne.2743

urieldhynne.2743

Nah, they are too busy dealing with Scarlet.

No tickets for servers below 9? [Answered]

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Posted by: urieldhynne.2743

urieldhynne.2743

You don’t have a idea how much effort some guild does to keep the server up the entire season. That WvW tickets should win every week (in less proportion) for those who do a weekly wvw achievements.

And give to the WvW community better reward, equal in time spend as PvE. Still, thank you, because you know, WvW season 1 reward was a really funny joke and everything is better than that. Even this tickets.

Pricing good step, but not perfect because..

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Posted by: urieldhynne.2743

urieldhynne.2743

NA rank 1-12 2400

Seriously? I don’t wanna sound offensive, but, are you drunk when you are planing these changes dear devs? Really, seriously?? The community is the only one who see how this gonna end?

I mean, seriously?

Well, i have until march 18 to get out of my server…

WTB the rewards still suck. You don’t have a idea how much effort some guild does to keep the server up the entire season. That WvW tickets should be win every week (in less proportion) for those who do a weekly wvw achievements.

When will Anet realize?

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Posted by: urieldhynne.2743

urieldhynne.2743

The majority don’t want server merges and there is no reason for it. If you are kitten about the wvw on your server, just transfer. If you don’t want to pay to transfer, that’s just too bad.

Why the majority enjoy playing in a desert wvw? Because is that. I play in t3 server and is pretty empty. I only can fight SOMETIMES if i follow the zerg.

Roaming is dead. You need to walk a LOT for a fight. Basically you only do PvE and PvD in tiers below T1 or maybe T2.

Looking for a new server

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Posted by: urieldhynne.2743

urieldhynne.2743

Dont leave T1. I am in t3 and faced some t2 servers and is pretty empty the WvW.

I was on server of bottom tiers and is the dead… you have to walk a lot for a fight if you roam or stick to the only current zerg around doing PvD.

And will be worst in the next months. Dont leave t1.

WvW getting monotonous

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Posted by: urieldhynne.2743

urieldhynne.2743

3. Enemies die in pvp…without stupied rallybringers and they run from start point!

Pretty much this. Big fail from arenanet the downed state in pvp/wvw. If you die respawn far away, that is pvp. Downed state is a PvE idea from PvE devs.

Let's accept WvW for what it is....

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Posted by: urieldhynne.2743

urieldhynne.2743

It would only suck if you’re a PPT zergling. T1 is garbage for anything but blob v blob. If you want good guild vs guild fights you go T2. If you want good roaming you go T3 or lower (although the skill level as you drop tiers is questionable).

I faced skilled roamers when i was on the bottom tier (rank18-22) than in t2/t3 where i am now. The problem is that it is hard to find fights in desert wvw servers, pretty boring.

WvW getting monotonous

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Posted by: urieldhynne.2743

urieldhynne.2743

TESO is new and exiting (and free at the moment). Of course they will have many people playing right now. But what about 1,5 years after release? Will it still be as awesome and full of people?

TESO will be face the same destiny that GW2, the two games has BIG design issues in their core mechanics. Both try to implement new things… both fail. Sadly GW2 is going down right now to the end. And is not because new games where released. WoW faced a lot of new game in his lifetime, beat them all only with expansion without changing to much the essence of the game, and that is because they have a good core mechanic, always fun to play with.

Collaborative Development: Edge of the Mists

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Posted by: urieldhynne.2743

urieldhynne.2743

Only 7 pages in 7 days? That prove players don’t care anymore what do you do to WvW. Players don’t trust on you anymore.

Hopefully this help you to take conscience about what do you did in the past for WvW and what do you need to do now. Maybe you need to start reading the old already posted topics.

But, sincerely, for me, now is pretty late. Take that as a lesson from this CDI, don’t ignore the community for too long.

Defense against guards ability

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Posted by: urieldhynne.2743

urieldhynne.2743

That ability don’t work with players. Only guards (superv, lords, sentinels, etc)

But you take it for the Applied Fortitude buff which is great.

1 – 1% reduced damage from guards
2 – 2% reduced damage (total) from guards
3 – 3% reduced damage (total) from guards
4 – 4% reduced damage (total) from guards
5 – 5% reduced damage (total) from guards
6 – All Defense against Guard abilities count against lords and supervisors
7 – 7% reduced damage (total) against guards, lords, and supervisors
8 – Gain Retaliation for 10 seconds when you negate damage from guards, lords, or supervisors This effect can trigger only once every 20 seconds.
9 – 10% reduced damage (total) against guards, lords, and supervisors
10 - Gain 1 stack of Applied Fortitude when killing a guard, lord, or supervisor
Applied Fortitude: Each stack grants 50 vitality (max of 5 stacks, stacks are lost on death)

(edited by urieldhynne.2743)

Sick of Hammer Trains

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Posted by: urieldhynne.2743

urieldhynne.2743

you dun need a lot of rangers to do it, its just a case where the more you got the more efficient it is. It all comes down to the durations that rangers have at their disposal;
Dog; 4.5 seconds Immob, 11.5 seconds cripple 16 sec CD
MT; 3,5 seconds immob, 10x 3,5 seconds cripple 20 sec CD
Entangle; 14x 1.75 immob. 120 sec CD
Bonus CC;
Alpine Wolf – 6,5 seconds Chilled, 11,5 seconds Cripple. 24 sec CD
Barrage (LB 5) 12×2.75 seconds cripple. 30 sec CD

Doesnt matter what you can reduce the durations by, that is what ONE ranger produces in AOE CC. that is a SINGLE ranger. Now multiply that by 5 and you understand how doomed you are if a party of 5 rangers really want to CC you.

I used to play in a organize zerg with my guild. The soft CC wasn’t a problem at all. With guardians (traited virtues) 1 or 2 for party and hammer/horn warrior… too much condition reduction, too much condition cleanse. Is more problematic the necro’s blind well if you don’t paid attention for example, you miss a lot with that because that renew every second and your dogged march don’t work on blinds. Or boons removal, if you lose your stability you can be heavily CCed by the enemy’s hammertrain.

Sick of Hammer Trains

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Posted by: urieldhynne.2743

urieldhynne.2743

It works, been using that rotation against warriors many many many many times.
Almost all warriors run melandru + lemongrass + dogged march these days.
It isn’t that hard, yes warriors can reduce the duration a LOT. However the lowest iv’e seen a warrior reduce my immob duration was from 7 seconds to 1.5 seconds… That is absolute max. At that point i had +40% duration and he had prolly all the -duration he could muster. even so, Signet melee build you can get +70%, dooming all warriors as their negative duration will only be -23% to my original duration which is over 2 seconds.

Yes you can get the duration down, a lot, but not enough to 100% “remove” it.

Idk how it work, but never ever a ranger can immobilize my tanky warrior for more than 0.5 sec and that is because i use cheap food (36% condi duration)

Maybe with a lot of condi duration, so you need a full condi duration “squad” with a lot of AOE immobilization (with low CD) and pretty coordinated to stop a hammerspam unorganized zerg. And still, thats warrior can blow up your immobilization with the horn.

I have a warrior, i know how powerful and op is the hammer train and the warrior itself. I used to play with the hammer build 0.10.30.0.30 full zerker and they do a great job nerfing it. That affect me? of course, was the build i used to use. but was pretty op. Like the lowCD in one weapon AoeCC nowadays.

Sick of Hammer Trains

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Posted by: urieldhynne.2743

urieldhynne.2743

Coordinate Ice Spike/Meteor showers from your staff eles. Along with Null fields and Static fields, this would drop them near instantly.

Backline squishies deal a lot more damage than hammer trains.

meh, want anti hammer train? bring some rangers with muddy terrain and entangle and a bunch of soft CC. Watch them stand there helplessly eating whatever your zerg can dish out.

Runes of Melandru + Bowl of Lemongrass Poultry Soup + Dogged March

And if you want, horn traited.

Easily the core of any zerg hammer warrior.

yes that reduced the immob duration to about 1 second. However this is important and some people fail to understand this concept; Chaining skills counters the counter.

So say you got 5 rangers;
Each has Entangle + Krytan Drakehound + Muddy Terrain. 3 AOE immob sources. Each capped at 5 (MT was fixed in december/november and buffed from 3 to 5) players.

So ranger one fires off the pet, who knows if it goes off but we assume it does, for once. The dog pet can also provide cripple if traited for it.
Then applies muddy terrain. This also applies 10x cripple pulses, each delivering 4-6 seconds cripple, so even if you DO manage to “ignore” immob, you will still be slowed.
Then ranger one fires off Entangle.
Ranger one is now on full CD, Ranger two starts using the same rotation untill he/she is on full CD, then ranger 3,4,5 follows this pattern.

Regardless of how much -condi duration you got, regardless of dogged march, melandru or mobile strikes, your frontline will still be bogged down by anywhere between 12-70 seconds of immob.

It does not take much skill to pull this maneuver off, it only takes a single commander with an IQ above a single digit and 5 players willing to listen. Neither of which is that rare of an commodity in WvW.

Is not how that works. I have my warrior with that setup and i am immune to cripples, chills and immobilizes. With the horn traited i can remove that effects from my allies.

Sick of Hammer Trains

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Posted by: urieldhynne.2743

urieldhynne.2743

Coordinate Ice Spike/Meteor showers from your staff eles. Along with Null fields and Static fields, this would drop them near instantly.

Backline squishies deal a lot more damage than hammer trains.

meh, want anti hammer train? bring some rangers with muddy terrain and entangle and a bunch of soft CC. Watch them stand there helplessly eating whatever your zerg can dish out.

Runes of Melandru + Bowl of Lemongrass Poultry Soup + Dogged March

And if you want, horn traited.

Easily the core of any zerg hammer warrior.

Collaborative Development: Edge of the Mists

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Posted by: urieldhynne.2743

urieldhynne.2743

Topic Goal:
The Edge of the Mists features numerous changes to the standard WvW mechanics.The most notable changes are: Scoring on capture of objectives, scaling creatures, new and more difficult NPCs, unique bosses at each objective, increased emphasis on verticality, more chokepoints, a much shorter match time, and destructible terrain.

The most notable changes? Seriously? The MOST notable change is the possibility of any server join in a different faction every week.

Of the changes included, which would you like to see implemented in the standard WvW maps?

You need to apply the “join a team for a week” to the current WvW. Server vs Server is just not working. Gold on the table for transfers is killing the already killed WvW balance. Servers are dying, timezones are unfair, and pay2transfer is uncontrollable.

Guilds paying a lot of gold for transfer entire guilds to cover timezones or massive migrations are a reality. You need to HIT that. If not, this game has no sense at all.

Just too many serves for the current WvW population.

Devon Carver

Devon Carver, do your job, WvW is dying. Stop trying and prioritizing minors mechanics, and work in the overall balance.

And there is players who only play WvW and they are getting boring, i find myself playing only few hours a week because WvW is empty, and i am in a T3 server.

Sick of Hammer Trains

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Posted by: urieldhynne.2743

urieldhynne.2743

WOW! is really glad to see too many pro players helping newbies. Dodge, positioning, stability, that is great. They forgot that mechanics since the lvl1 tutorial!

Now the game seems balanced! : ) Nothing to fear a 20+ hammer warriors spamming CC without almost CD!

And, by the way, i have a hammer warrior, because is kittening overpower in zerg play.

What are ArenaNet trying to do?

in WvW

Posted by: urieldhynne.2743

urieldhynne.2743

What are ArenaNet trying to do?

ArenaNet is trying to defeat Scarlet, no resources left for anything else. Leave WvW and help to stop Scarlet’s invasions, for the love of Tyria.

When is soon?

in WvW

Posted by: urieldhynne.2743

urieldhynne.2743

Soon = Too late.

WvW is already dying anyways.

Where will WvW be in 2-3 years?

in WvW

Posted by: urieldhynne.2743

urieldhynne.2743

2 or 3 years? WvW? In the current state and with the current arenanet plans, i dont give more than 1 year to the entire game. They need to do something about WvW and this game. Farmfest and living world is not a “forever fun”, you know.

They have a lot of empty servers. I think, right now, they need to cut an a half the servers and unbound from servers the inactive (for months) accounts. They have more inactive accounts than active ones i guess.