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Chips.7968

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Everything posted by Chips.7968

  1. > @"XerMeLL.6042" said: > then when he is about 10% he VANISHED (i lost my target) and after 2 sec i saw him on the bridge near sentry then he seems to blink again(he vanished) and I thought somebody else was attacking me but he is that Asuran Warrior. No one is with us during that time. That does sound just like someone teleporting around alright. They do exist, someone put a video of (was it a condi rev) in SM doing it when in down state so could safely self res and then teleport back to fight.
  2. > @"XerMeLL.6042" said: > The warrior i fought 1v1 is in the Panglos Camp and we are dueling alone, then when he is about to die he stealth and i saw him on the bridge. and no i didn't lag. he vanished again came back to me like a thief. and no we dont have anyone with us. This isn't to say what you are saying isn't true, but here's an example of the Norn elite snow leopard being used which could explain it as an alternative? At the time I didn't *notice* this so it was unexpected (about 10-15s in is where you see the ele, and then it change). However, I have had warriors use it occasionally in the past - both to escape and to attack. Could this explain what you've seen? https://wiki.guildwars2.com/wiki/Become_the_Snow_Leopard (using 5 then maybe 4, so prowl then maybe dash to run in your case. In this case I think 5 for stealth then straight out of the form to channel + teleport the churning earth that hits for 12k - giving a very sizeable stealth opener. They've obviously practiced this a fair amount and enjoy it).
  3. > @"Leonidrex.5649" said: > the fact that thief could kitten up their get away tool and still get away is the reason this nerf is in place, if I kitten up my blink I die as it should be, and hopefully thief will die on kitten ups one day Is blink a utility or weapon skill? Shadow step is a utility skill with 50s cooldown vs 35s is it? Both are stun breaks. Are you trying to say if they fail their shadowstep they can still switch to short bow and IA away, or were you comparing a utility stun break teleport with a weapon skill.
  4. No, because last time we got desert map - its obnoxious terrain and mechanics indicate they have little understanding of the attraction wvw had. Literally everything people enjoyed was made less enjoyable with that monstrosity. To *me* this has generated the fear that another attempt will get it equally as wrong; they'll then double down, resulting in another segment of the player base giving up. But that's just my opinion :D Not actually adverse whatsoever to changes in principle, just history has shown you should be :dizzy: > @"Al Masone.1274" said: > wvw is not pvp, even if it mostly revolves around it. There should be more nuance to it in terms of more reliance on enviromental tools and possibly have a more marked pve element, in terms of npc soldiers and commanders fighting all over the map. > If you want to play pvp just play pvp. > Worst thing is seeing people "duel" or just squatting in wvw and even get mad if you attack them. They're taking away space from people who actualy enjoy big fights and sieges, because they are obviously afraid of real pvp with any element of competition. PvP mandates objectives rather than just fighting opposition players you may *randomly* meet for fun. People get really angry if you just try to fight 1v1 in that very time bounded environment. Of course the alternative in WvW is the duellers who do you no harm become the gankers people complain about incessantly and rage pm. But bottom line, WvW does enable large scale fights, but that isn't the rule of WvW. You can contribute in a number of ways, or just have some fun; it's far more social too in many ways.
  5. > @"Jura.2170" said: > Things like megaservers and the alliances anouncement changed WvW. Ppl stopped caring about ppt and server pride or just left the game. Most scouts quit too. Most WvW players left are the ones who like fights most and ignore things like defending, sieging and ppt score WvW dailies are more attuned to aggressive objective attacking than defending imo. Capture camp/keep/tower/ruins/guard points, vs a single objective defender. Not remotely saying that's the cause or a fix, just saying there are aspects of wvw that are designed to get people taking objectives instead of caring about holding them (beyond ppt). Furthermore, scouting endlessly doesn't really contribute to your participation nor daily achievements But at the end of the day it's dead boring and uninvolving. Even the most dedicated of scouts would have to ask themselves why bother. If there'd be something to address that then maybe it'd help but honestly surely the players themselves just get tired if the only ones doing it. Needs incentive for others to share the burden for 10 mins.
  6. Lets hope their first suggestion is "get rid of downed state". Or at the very least, rallying from npc characters (e.g. guards).
  7. I can't help but think the change is to ensure people can secure thief kills (can't kite/disengage as fast), perhaps secondarily to stop nearly every thief running short bow. Or maybe it's a positioning for a future change as was the alterations to acro line? Going to try to get used to it - it's going to take a while as habits are difficult to break (i.e. use of shortbow to move around out of combat - it was only ever used in combat really to disengage if becoming outnumbered. Now will just have to respawn). The real significant annoyance is that it used to be if you were trying to teleport up somewhere (or along), if it fails (lets be honest, teleports regularly fail and just remove init in this game) you could at least try again. With this change, you can't... and if you do, you'll have zero init whatsoever. If it only EVER removed init on a successful port-to-target then I'd be less concerned. If people are really that upset about it I don't think posts are going to make the slightest difference... vote with your feet instead.
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