While I don’t think the OP’s suggestion is exactly the change we’re going to go with, I thought I’d drop by and let you all know that the effectiveness of turret engineer is something we’re looking into very closely right now. Once our plans are a bit more concrete I’ll give an update.
Have a good weekend,
Grouch
Turret engi is not effective or even viable. It is good to see that anet knows that turret engis effectiveness is low and is looking closely at the problem. Looking forward to see the buffs to turret engi.
1) What is your favorite UNLOCKED title you don in this game (optional: why)?
I normally use Champion Phantom on all my characters. I like the word champion on the title.
2) If you could choose to wear ANY title what would it be?
Champiom Phantom or Champiom Shadow.
3)Pick a title you genuinely respect when you see a player with it and give a reason why this title reflects a positive feeling.
I normaly dont judge people based on titles because they are solely based on pure grind. WvW titles = grind, spvp titles = grind (you can have a 5% win/loss and farm enough games to win 150), pve titles = grind, gw1 title = grind in gw1, etc..
4)Pick a title you dislike seeing on a player and provide a reason why this title impacts you negatively.
Combat healer. Normally combat healer = noob
5)Make up ONE title you would like to see implemented into the game and provide a brief description/objective on how to obtain it or why you would like to see it as a new title to obtain.
No idea for this one.
(edited by xDudisx.5914)
If the eotm cap is the same as the normal wvw maps I would say it is something between 100 and 110. I had a /supplyinfo counting around 90 players on my eotm zerg during the double wvw xp weekend.
If the eotm cap is the same as the normal wvw maps I would say it is something between 100 and 110. I had a /supplyinfo counting around 90 players on my eotm zerg during the double wvw xp weekend.
This build works in wvw because it consists in run away with GS when you see that you are losing. In spvp if you do that you lose the point. In wvw it is ok.
Axe+sh/gs can be very good against people not running 1v1 builds or against bad players. If you happen to find something like a d/d ele, a sw/dg thief, a perplexity engi your only option is to run away. The good thing is that most builds that almost no one can chase a warrior running away with GS.
Hey!
But i tested it in SPVP, i was playing Hot Joins, so i was looking for fights, even out point. I just look for any 1v1. and i noticed its just too weak
thats why i think theres should be a nerf in SPVP
In spvp you don’t have acess to the -40% condi food.
In wvw:
-60% all condis
-93% movement condis
In spvp:
-20% all condis
-53% movement condis
On a build that has no condi clear other than cleansing Ire the change is huge. Also in spvp zerker is not the pve/wvw zerker. Spvp zerker is power-prec-ferocity-vitality. Vitatility for a warrior is not very good because of natural high base hp.
This build works in wvw because it consists in run away with GS when you see that you are losing. In spvp if you do that you lose the point. In wvw it is ok.
Axe+sh/gs can be very good against people not running 1v1 builds or against bad players. If you happen to find something like a d/d ele, a sw/dg thief, a perplexity engi your only option is to run away. The good thing is that most builds that almost no one can chase a warrior running away with GS.
Having a mouse with at least 5 buttons on the side helps. That way you can keybing healing +3 utilities +elite on the mouse and use normal 1-5 f1-f4 keys for the weapon skills + attunements.
They also said wvw ranks were going to be character bound, that exotic was going to be the final tier, etc….
Dungeons haven’t seen virtually any change since probably ac rework which was more than 2 years ago. Wishful thinking at best.
Also how is your comment related with the rally mechanic? Skiping or not is not what OP started discussing.
You brought a proposal of change which is related to skipping. I’m not sure why are you even asking this question.
Yes, they did some direct changes to dungeons. AC spider cast aoe even when stacking, TA spider that you can no longer reflect projectiles, fractal changes, etc…
Now if you look at the indirect changes we have lots of stuff: FGS nerf, norn’s elite nerf, might nerf from 35 to 30, etc…
It is not related to skipping. It is related to when killing a boss you get free rally from trash mobs. I don’t know how skipping is related to the rally mechanic because if you are skipping you are not even fighting and therefore not going in downed state.
Did you read the wrong post?
(edited by xDudisx.5914)
They should make so you can only rally in champs or legendary mobs. Suddenly dungeons are harder and less forgiving. For spvp the downed state is not a big problem because you can’t kill a player as easily as a trash mob.
Mobs are skipped.
Anet said they won’t change dungeons.
They also said wvw ranks were going to be character bound, that exotic was going to be the final tier, etc….
Also how is your comment related with the rally mechanic? Skiping or not is not what OP started discussing.
(edited by xDudisx.5914)
They should make so you can only rally from champs or legendary mobs. Suddenly dungeons are harder and less forgiving. For spvp the downed state is not a big problem because you can’t kill a player as easily as a trash mob.
(edited by xDudisx.5914)
The use blocks and reflects is an active play, but there are enemy skills that you cannot block or reflect. I support the idea of skills that you can’t dodge.
The point is that the list has basically everything that an engi can bring up to the table.
Weapon skills worse than warrior/guardian ones
Utilities worse than warrior/guardian onesEngi is not part of the meta.
no it does not. youve blatantly ignored every single good thing:
- slick shoes
- 5 targets on bomb auto, bigger and better cleave
- as much cc as wars/guards
- invuln(s)
- stealths/smoke
- multiple blasts
- fire
- water
- aoe condi clear
- up to 98% soft cc reduction
- multiple leaps
- heal reset (meaning more aoe condi clears) and stunbreak reset
the things engi truly lacks that either guard or war have in a front line build:
- strong stability
- aoe fury
- aoe swiftness
- warbanner
with the stab change, there is no longer such a thing as strong stab. and it promoted slick shoes to god tier utility. it just takes time to adapt, because tons of warriors and guardians have lots of inertia and dont wanna learn a new class that might actually require some thought.
- 5 targets on bomb auto, bigger and better cleave
the bomb has a dealy on its dmg different from guard/war auto and necros wells. If the enemy is moving to other direction the bombs have a hard time hitting.
- as much cc as wars/guards
Line of warding no target cap. Hammer 5 player stun. Warrior has flurry. Most engi cc is single target.
- invuln(s)
If you are not in the wrong place and dodge zerg bombs you don’t need invul. Also when using elixir S you are not doing dmg or anything.
- stealths/smoke
1/2 mesmers with veil do that job better than any engi.
- multiple blasts
- fire
- water
ele has 1 fire on a 6s cd
ele has 1 water on kitten and other on 20s untraited
- aoe condi clear
Not as good as guardian shouts+ purging flames or a warrior with warhorn+shouts
- up to 98% soft cc reduction
A warrior does the same
Like I said before. It is not that engis are bad is that it is better to just bring +1 warrior/guardian/ele/necro instead of an engi.
The question is not if engi is good or bad in a zerg. The question you should ask is "is it better to add 1 engi instead of another guardian/warrior ?
A few problems with the class:
1)Turrers are not mobile and die fast for AoE like all other AI skill.s
2)Gadgets: most of them are bad or selfish skills
3)Rifle: most skills are single target. Been a projectile makes it even worse
4) Pistol: same problem as the rifle. Been condi based makes it even worse on a zerg that runs -40% food and has some players with hoelbrak/melandru. Aoe cleansing is way too strong too.
5) Shield: Selfish weapon.
6)Tool kit: great in spvp and small scale but for a zerg it is lackluster. The autoatk is bad, #2 is small and does low dmg, #3 is single target, #5 is single target. The only good thing left is the block, but in a zerg if you are just blocking you are not doing much.
7)Elixirs: Elixir U is pure RNG. Elixir C not as good as purging flames or shouts. Elixir R revive is not as good as a war banner.
8) Flame thrower: die for retal. Not great dmg.
9) Elixir gun: no offensive pressure. The healing field is a light field. #3 is harder to use than a shout or warhorn.
10) Elites: Mortar is useless. Elixir X ir full RNG. Supply crate is ok for the stun but the turrets die too fast in a zerg.
whats your point in listing out all of the things that dont make engi meta and avoiding the things that will? i dont get it.
The point is that the list has basically everything that an engi can bring up to the table.
Weapon skills worse than warrior/guardian ones
Utilities worse than warrior/guardian ones
Engi is not part of the meta.
So because you feel the various elixirs are not what you feel as equals they are bad?..
Yes, if there is a better class to bring it makes the worse class bad. No reason to bring an engi instead of a guardian/warrior/ele/necro.
Warriors, guardians and eles offer way better group support than engi. Necros offer better dps.
Compare the engi sheild with a warrior warhorn. The shield is a selfish weapon. The warhorn has the same blast, clears more condis, converts them into boons, gives swiftness, vigor and causes aoe weakness.
Engi is not part of the meta. It is good for spvp but not for wvw zerging. The problem is the class that is not good for those situations. If it was a player skill problem we would see the top guilds running lots of engis and other under used classes. Unfortunately this is not the case. Every semi organized group has basically the same composition and builds. There are some classes that work in large fights and some that do not.
Not bothering replying everything you said because most of your statements make no sense anyway.
(edited by xDudisx.5914)
The question is not if engi is good or bad in a zerg. The question you should ask is "is it better to add 1 engi instead of another guardian/warrior ?
A few problems with the class:
1)Turrers are not mobile and die fast for AoE like all other AI skill.s
2)Gadgets: most of them are bad or selfish skills
3)Rifle: most skills are single target. Been a projectile makes it even worse
4) Pistol: same problem as the rifle. Been condi based makes it even worse on a zerg that runs -40% food and has some players with hoelbrak/melandru. Aoe cleansing is way too strong too.
5) Shield: Selfish weapon.
6)Tool kit: great in spvp and small scale but for a zerg it is lackluster. The autoatk is bad, #2 is small and does low dmg, #3 is single target, #5 is single target. The only good thing left is the block, but in a zerg if you are just blocking you are not doing much.
7)Elixirs: Elixir U is pure RNG. Elixir C not as good as purging flames or shouts. Elixir R revive is not as good as a war banner.
8) Flame thrower: die for retal. Not great dmg.
9) Elixir gun: no offensive pressure. The healing field is a light field. #3 is harder to use than a shout or warhorn.
10) Elites: Mortar is useless. Elixir X ir full RNG. Supply crate is ok for the stun but the turrets die too fast in a zerg.
Some people saying that if there is a +40% and a -40% to negate the other it is balanced to have them in the game.
Now imagine if there was a -70% direct dmg food and a +70% direct dmg food. Would you say it is balanced too?
Remove food from wvw is a terrible idea. They should keep the food and just tone down the ones that are too strong. Most foods have a weak or minor effect, but some are just op for a consumable.
For example +40% and -40% condi duration. A consumable been more effective than putting 6 points in one trait line is just terrible. A full rune set gives -25% at the most. Seems a terrible idea to make consumables have a higher impact than some runes/sigils/traits…
He is not posting gw2 names/accounts. The post is ok…
The vast majority of duelers are actually not very good at fighting, they just think they are. They are so used to fighting the same people (while refusing to fight so called cheese builds), that they never really hone their craft. If they really wanted good fights, they would PvP.
So, when I jump in its bad for the other guy and all my server mate can do is watch and complain. Enjoy the walk back from the WP.
Considering players from the same skill lvl, the one jumping in the fight always has the advantage. The enemy will have already used some cooldowns and you have the surprise effect. Some players posting on this topic have the false idea that people doing a 1v1 are better than any average wvw pug.
Anyone running a something close to an spvp or small scale meta build can jump in a 1v1 and have the big advantage.
For example a player playing something similar to spvp celestial d/d or staff can pretty much fight anyone in a 1v1 without much problem.The ones it can’t kill it can at least stale the fight for ages. In the very rare cases of the enemy hard countering they can FGS away and come back in a few seconds. Can keep doing this forever ruining duels all day long.
I used the celestial ele example because is one of my main, but there are several others builds that can do the same.
Endgame = post stuff on the gw2 forums.
The only case you should not kill the player dueling is if they have a bunch of guys watching the duel. In that case build a treb or arrow cart in the closest objective.
wow I just saw an amazing thief. this thief just kept stealthing and shadow stepping with major burst damage and condition damage was major. I was using Endure Pain, but this Thief still hit me hard through that with conditions. Was hard to CC the thief because some how he could get out my immobilize every time. And had constant weakness/glance blows.
Whats the best way to counter this in WvW?
If he has high direct dmg he should have almost 0 condi pressure. If he has high condi pressure the direct dmg will be a joke.
In any medium/large group the dmg conditions will be useless because any semi organized group will have a lot of aoe condi clears + the -40% condi duration food. You said you are a warrior you can also use doggeg march + melandru/hoelbrak and be almost immune to immobilize/chill/cripple.
Anyway you shouldn’t die in a 5v1. Might not be able to kill someone that specs everything into run away tactics, but you should not die… Try to copy paste a meta build and use food+sharpening stones.
Look at what weapon he is using. Pistol = condi. Dagger or sword = direct dmg.
If you see a duel in wvw near any tower/keep/camp etc go ahead and kill the enemy if you have the chance.
If you don’t have enough numbers to kill everyone make sure you build siege and/or call for help and they will be forced to move away from the objective.
If it is away from objectives I would just ignore and go do something else.
I don’t see condis becoming stronger than direct dmg or op in zergs. There are -40% food, -25% runes, aoe condi clear, -condi duration traits, etc…
Most heavy condi skills are single target anyway, unless people start bring a lot of epidemic necros. And even that requires a higher skill cap than the direct dmg meta.
Good news. I am glad that they fixed that bug.
So much QQ about the great change to stability.
If you think blobs are so bad with 0 skill and your group is so good then you shouldn’t be QQing on the forums. You should have no problems fighting the ‘’noob blob’’.
If you can’t fight the blob now after the stab change, then I have bad news for you. You were just wining because you had more guardians and stability were carring you…
Skill > numbers —> that’s how things should work-
Problem just is that most of players in guild really aren’t any better than players in blob so why the kitten you should win against bigger blob? Just because half of your players are guardians?
The truth has been spoken.
The stab change is great. Guardians and warriors are still usefull.
Working as intended.
Yeah, right. Warriors are still good for Banners, to rez the Driver when he gets pin-sniped. Great gameplay, i can’t wait to get on and play my Banner-bot. \s
Why should i play Warrior, when i can play my Necro and melt faces. I can’t remember the last time i was hit by a Hammer-stun, seriously.
Still a usefull class for removing/converting conditions, aoe healing shouts, aoe fury, vigor, swiftness and might. Aoe ressing banner.
Hammer stun was almost useless before the stab change because everyone had almost perma stab.
If you want to play necro then just play necro.
Are you talking about in the context of guild raid vs blob? Cause your average pug could care less about running stab or even having a build setup for WvW. So you’re statement isn’t true at all.
The only people running WvW builds were the ones dedicated to having a role in raid groups whether they were small or large. So hammer stun certainly wasn’t useless and in fact worked incredibly well vs unorganized blobs.
Seriously, those supporting the new stab talk like they were in an organized group. I assure you talking and shouting out commands in map or team chat and running your PvE build doesn’t comes even close to the effort and dedication an actual WvW guild goes through to rip your unorganized shamble of a zerg to shreds.
I was talking about any fight where the enemy team has 2 guardian per party rotating Stand your Ground and having the extra stab from virtue. As you said the hammer stun worked well against unorganized group. A lot of things work well agaist unorganized groups, that should not even be consider for balance purposes.
You are making assumptions about players that you don’t even know…
When you say that most players don’t even have a wvw build, how can you prove that? I think pretty much everyone has an idea of what to run in a zerg. Similar to spvp, a lot of players know the meta builds. Those builds are simple and easily accessible for anyone that search a little bit. Even metabattle has a solid base.
The new stability is great to make CC more usefull and reduce a little bit the stack hammertrain blob mentality.
Many, many uplevels play WvW. They are also easy to spot by their plain looking gear. Due to the trait system it’s very likely they have few or no traits or even the necessary skills. People with 80s would typically play their 80s in WvW (the exception being eotm but not relevant) knowing that going into WvW unprepared means you’re a rally bot. This is especially prevalent for new players that have little idea what’s going on and just follow the pugmander.
Literally, a pug would have to join a serious WvW guild to understand what’s even going and eventually learn how to setup for a role in WvW play.FYI, this stab changes is based entirely around the sPvP scene (small scale) so WvW isn’t considered anyways. WvW natual state is unbalanced or lopsided but we the players still try to go against the odds, don’t we? Unfortunately, the old stab gave organized player groups a fighting chance. Now the meta is all about landing the stuns and dropping nukes. Who’s ever foolish enough to push get wrecked so now we play this fishing-for-wipes game.
Are you kidding? For spvp the stab change is almost irrelevant. Most spvp fights consists of 1v1 or 2v2. Do you really thing players will waste 5+ CC to remove stab instead of just wait a few seconds and actually land the CC? Also in spvp some builds run 0 stab and the ones that have stab are on much higher cooldown/less abundant than in wvw where everyone has 2 shotu guardians giving aoe stab.
The only place where the new stab makes a difference is in a blob where you have too much aoe cc to remove the stacks.
(edited by xDudisx.5914)
The stab change is great. Guardians and warriors are still usefull.
Working as intended.
Yeah, right. Warriors are still good for Banners, to rez the Driver when he gets pin-sniped. Great gameplay, i can’t wait to get on and play my Banner-bot. \s
Why should i play Warrior, when i can play my Necro and melt faces. I can’t remember the last time i was hit by a Hammer-stun, seriously.
Still a usefull class for removing/converting conditions, aoe healing shouts, aoe fury, vigor, swiftness and might. Aoe ressing banner.
Hammer stun was almost useless before the stab change because everyone had almost perma stab.
If you want to play necro then just play necro.
Are you talking about in the context of guild raid vs blob? Cause your average pug could care less about running stab or even having a build setup for WvW. So you’re statement isn’t true at all.
The only people running WvW builds were the ones dedicated to having a role in raid groups whether they were small or large. So hammer stun certainly wasn’t useless and in fact worked incredibly well vs unorganized blobs.
Seriously, those supporting the new stab talk like they were in an organized group. I assure you talking and shouting out commands in map or team chat and running your PvE build doesn’t comes even close to the effort and dedication an actual WvW guild goes through to rip your unorganized shamble of a zerg to shreds.
I was talking about any fight where the enemy team has 2 guardian per party rotating Stand your Ground and having the extra stab from virtue. As you said the hammer stun worked well against unorganized group. A lot of things work well agaist unorganized groups, that should not even be consider for balance purposes.
You are making assumptions about players that you don’t even know…
When you say that most players don’t even have a wvw build, how can you prove that? I think pretty much everyone has an idea of what to run in a zerg. Similar to spvp, a lot of players know the meta builds. Those builds are simple and easily accessible for anyone that search a little bit. Even metabattle has a solid base.
The new stability is great to make CC more usefull and reduce a little bit the stack hammertrain blob mentality.
The elite could be similar to supply crate, but instead of turrets give us 3-4 spirit weapons. +2s aoe stun.
1 aoe skill and you got your SW elite skill wasted like the SW skills.. :P
warriors(as any other class with AOE ground skill) kill easilly SW with bow AOE condi skill, the momment weapon enters in aoe area dies pretty fast cant even reach target.p.s i play alot with SW build on wvw, if u miss the initial burst ur a dead players, also they are easy to kite/avoid or ignore due how slow they are.
i still dont see how a elite like that could be usefull.
Supply crate drops AI turrets with a stun and is one of the best elite skills in the game. It could work for SW deppending on the hp and armor given for the elite weapons.
The stab change is great. Guardians and warriors are still usefull.
Working as intended.
Yeah, right. Warriors are still good for Banners, to rez the Driver when he gets pin-sniped. Great gameplay, i can’t wait to get on and play my Banner-bot. \s
Why should i play Warrior, when i can play my Necro and melt faces. I can’t remember the last time i was hit by a Hammer-stun, seriously.
Still a usefull class for removing/converting conditions, aoe healing shouts, aoe fury, vigor, swiftness and might. Aoe ressing banner.
Hammer stun was almost useless before the stab change because everyone had almost perma stab.
If you want to play necro then just play necro.
The elite could be similar to supply crate, but instead of turrets give us 3-4 spirit weapons. +2s aoe stun.
The stab change is great. Guardians and warriors are still usefull.
Working as intended.
Hey!
I’m just dabbling with the idea, since cele engi and ele is a “thing” nowadays.
I know AikijinX once had a build which focused on life steals
Link: https://forum-en.gw2archive.eu/forum/professions/thief/Aikijinx-s-Life-Absorb-Build-Pictures/first
Has celestial been boosted since that build was first showed?
Depends on what you mean by viable and where you want to use the build.
As far as sPvP is concerned the truth is that celestial anything is viable because the celestial amulet is mathematically imbalanced. Since almost every attack that applies a condition also has some sort of power based hit associated with it, condi attacks basically get 1752 stats that benefit their attacks (zerker gets 2033). If the build uses any healing, it gets 1314 stats that benefit survivability (zerker gets 331).The key is to use condition based attacks. Even if your build uses no healing whatsoever, you still get more relevant stats than using any other amulet.
I tried 2 random celestial thief builds and they both performed…decently. Both probably allowed me to do leagues more total damage in a fight since I had to run away far less. Neither used leeching venoms so I don’t know about that build in particular.
http://gw2skills.net/editor/?fZAQNAoYVl0MpypdPx8J0PNBTRwdRwgXndHW1B-TpgPgAA7PYWGAA
Celestial Unicorn build you can try.
With that said, as far as using this build to hold points solo, you will always be better off using the classes that truly abuse celestial amulet like engi and elementalist.
Completely false statement. Celestial is only good for 3 classes, ele, engi and war. If you try to use celestial on guardian, mesmer, thief, ranger or necro it will be just reducing your build potential.
How many celestial thieves, mesmers, guardians, or necros did you see on tourneys?
If you consider sub optimal builds “viable” then the same can be said about every other amulet.
Does Sanctuary now constantly remove stacks if enemies stand in it?
Haven’t tested it yet, but I think it only removes stab when you cross the bubble.
If the guardian was not running full zerker he wouldn’t die so fast. Necro downed state working as intended. The only broken thing is the passive trait chill of death. It has the same problem as Incendiary Powder, completely passive and takes 0 skill.
(edited by xDudisx.5914)
And revenants are getting 50% up time mobile projectile absorb wall. Problem solved
FoV = field of view.
With the new camera options we can have a larger FoV. Larger FoV = lower fps
What if they give us the option to customize the collor of the hp bar UI so everyone is happy?
Yes. In one of my characters I had about 72% crit chance on AC, now it is 53%. I think the power went from 720 to 590. Pretty sure all stats got a reduction when inside ac, cm, etc…
Considering that in lvl 80 the same build had around 63% I think the scaling reduction was actually too strong.
For my ele:
Lvl 80: 63%
Old AC: 72%
New AC: 53%Are you sure all stats are afffected? My crit damage(ferocity) is still insanely high.
Well I notice a clear reduction on power and critical chance.
The build was similar to this
http://gw2skills.net/editor/?fFAQFAWnMISLDW9AmNAdEGAAACjREDA-TFBXgAA7PK/C1B0r+zjSQA-w
As the calculator shows should have around 62% crit chance at lvl 80. In the old AC it had around 72% now it has 53% in the new AC. The crit chance inside new AC is 203%. At lvl 80 (wvw) is aroudn 226%.
I don’t know the old numbers for my hp and armor but I think they also got reduced.
If you change the FoV from normal to Max it will drop your fps.
I have around 60 fps with the old FoV in HoTM. When changing to max FoV it drops to 30-40 fps.
Try setting your FoV to 50% of the bar (the same as the old one) and see if it goes back to old fps.
Yes. In one of my characters I had about 72% crit chance on AC, now it is 53%. I think the power went from 720 to 590. Pretty sure all stats got a reduction when inside ac, cm, etc…
Considering that in lvl 80 the same build had around 63% I think the scaling reduction was actually too strong.
For my ele:
Lvl 80: 63%
Old AC: 72%
New AC: 53%
Wait… quick question. Probably a dumb one but:
The stability pulses are not stun breaks, right? So if you strip stability and then hit the lich with a 3 second knockback RIGHT before his next stability pulses, he will still stay knocked down the full 3 seconds right?
Yes probably just a boon. They did’t say anything about stun break on the notes, so you probably have a 3s windown after removing it to use cc. But after 3s they get their stab back. Before the change after stab was removed the elite would stay the rest of its duration weak against ccs. One is not going to remove the boon every 3s.
Do you really thing they will remove such a good change for the entire game because of 1 specific siege weapon in 1 specific game mode becoming stronger in a few locations? Such a selfish idea.
No I expect them to fix it
How would they fix what is not broken?
Do you really thing they will remove such a good change for the entire game because of 1 specific siege weapon in 1 specific game mode becoming stronger in a few locations? Such a selfish idea.
is crit chance affected?
All stats are affected by the scaling.
Welcome to the world of classes that cannot strip boons. When players use a transform skill they lose they utilities and healing skills. That means that they have no access to stun breaker. Stability is here to prevent CC and let them make full use of their elites. Tomes, lich form, rampage, etc were almost useless after a player steal your stab. You were almost forced to leave the elite form after that. Now they are better.
So basically I came home from work and started doing my daily runs of payed dungeons for quick exp on alts. I eventually joined a run with 2 guys, where one initiated a kick on the other. I didnt think much about it and accepted the kick as Im used at people kicking those who dont pay or understand that it was a payed run. Then I realize that the guy I accepted the kick on could’ve actually been the dungeon owner, as he whispered me right after saying he recorded it all and is going to report me and my supposed “friend”, and get me banned (note that I didnt initiate the kick). I told him I didnt know much better, but it left me thinking what the policy says about this “system”? Selling dungeon paths in general must be a dodgy area, for instance I have had runs where Ive payed gold only to see it was a scam, and naturally I thought Anet couldn’t done anything about it as we put ourselves at such risk (when the system didnt intend us to use it this way).
Feel free to share thoughts about the subject and experiences. I understand there could be other threads about this, but I just wanted to voice this perticular case.
Shot answer: No, you will not get banned. There is a voting system to let players kick other players. If kicking was not intended there would be no kicking option. It also does not let 1 player alone kick others, you need more people accepting.
With the new FOV update arrow carts are extremly OP because they do not need any skill to aim (point and click) and can shoot through obstacles.
My suggestion would be to make them work like mortars/trebuchets. That way it would take at least a bit of skill to use them and they would get obstructed by walls, roofs etc.I support this idea. Maybe broaden the AoE circle a bit to compensate, but that would be more balanced.
edit: I didn’t read you carefully, but why would they be obstructed by walls? Their only purpose is to shoot over walls!
Because they are shooting in an arc. If you build the ac at the bottom of a wall it should not be able to hit the stuff right behind the wall.
One cannot try to apply real physics to an mmorpg. How do you explain stealth? And Infinite arrows/bullets? And Clones? The list of things that have no physical logic in the game is huge. It is not a physic simulator…
The FoV change is great. If something needs a nerf it would be superior siege dmg compared to regular one.
Since WvW has become defensive after this patch it has become extremely boring. The Arrow Cart meta that has instantly formed over this new patch has pretty much ruined open field fighting and makes it nearly impossible to take keeps. You may say “adapt and figure it out” but the only way to take keeps now is by using trebs. Rams are useless because of the AC buff. Catas too.
All that needs to be done is either limit the AC fire to only work if the AC itself has clear Line of Sight , or make ACs do no damage to siege. They are arrows anyway and shouldn’t be doing heaps of damage that they are doing right now to siege equipment such as rams.
How is the new camera “ruining open field fighting” ? Open field AC is working the same way as it did before FoV changes. The change is only affecting AC built in/near walls, because with the improved FoV you can target better. On open field you could target anything because there was no structure affecting the camera.
thats why i think theres should be a nerf in SPVP