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Burnfall.9573

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Everything posted by Burnfall.9573

  1. The fear is to prevent the Community of making false accusations against the real hackers
  2. > @"noiwk.2760" said: > > @"Burnfall.9573" said: > > > @"NorthernRedStar.3054" said: > > > Anet: "Okay, here's a nerf across the ENTIRE CLASS. Not once, not twice, BUT THRICE. You might want to specify what is it, exactly, that thief _is_ allowed to do even _moderately_ well? > > > > > > Because currently, it won't be damage. It won't be dueling. It won't be +1'ing. And it most definitely won't be roaming. > > > > > > > > > > Anet need to remove Stealth access from Professions including in their traits, food, runes, sigils etc.. and make it entirely Thief Procession mechanic. Stealth is a rogue specialization and is to be given solely and entirely to the Profession whose role it is specialized to and whose its identified to, whose its signature its design for, which is Thief Profession. In addition, with having a complete redesign given entirely to its holder > > > > **Next Balance Patch**- Remove Stealth access from Mesmer Profession, Elementalist Profession, Ranger Profession and Revenant Profession- > > > > -The Community already agree with having a redesign Stealth Mechanic and also agree with Stealth being a Rogue Specialization- > > > > **Thief Profession is The Rogue Specialization** > > thief also shouldnt have so much of it... stealth should be .. .like emergency skill... like omg im gonna die ill use my stealth.. > and not like.. ohh its fine my stealth got basically no cd and i can just use it to frustrate everyone i play against over and over after every time i burst them... the Community couldn't agree with you more
  3. > @"Stand The Wall.6987" said: > every nerf in pvp should be in wvw, especially damage ones. even more so for dmg since the stats are way higher in wvw. cd increases too usually. i DON'T think dmg nerfs in wvw should be in pvp obviously. > > > **+10** I will continue to warn Anet, whatever you do to one, you must also do to the other. There Should Not Be Found Of Any Favoritism Amongst The Game Modes. -PvP, WvW, PvE Community, we all share similar common interests, common goals, common struggles, similar stories....what we all have in common? we all play different game modes yet come together as a group to share our experiences- **Playing Favorite Will Only Result With Disastrous Ripple Effect To All Game Modes, Dividing The Community, Resulting With Endless Backlash By The Community As A Whole!!** -_until Anet understand this, the Community will continue to take matters into their hands by walking away and telling your competitors how you are dividing them_-
  4. > @"NorthernRedStar.3054" said: > Anet: "Okay, here's a nerf across the ENTIRE CLASS. Not once, not twice, BUT THRICE. You might want to specify what is it, exactly, that thief _is_ allowed to do even _moderately_ well? > > Because currently, it won't be damage. It won't be dueling. It won't be +1'ing. And it most definitely won't be roaming. > > Anet need to remove Stealth access from Professions including in their traits, food, runes, sigils etc.. and make it entirely Thief Procession mechanic. Stealth is a rogue specialization and is to be given solely and entirely to the Profession whose role it is specialized to and whose its identified to, whose its signature its design for, which is Thief Profession. In addition, with having a complete redesign given entirely to its holder **Next Balance Patch**- Remove Stealth access from Mesmer Profession, Elementalist Profession, Ranger Profession and Revenant Profession- -The Community already agree with having a redesign Stealth Mechanic and also agree with Stealth being a Rogue Specialization- **Thief Profession is The Rogue Specialization**
  5. > @"darren.1064" said: > > @"noiwk.2760" said: > > > @"JusticeRetroHunter.7684" said: > > > > > @"darren.1064" said: > > > > > > @"noiwk.2760" said: > > > > you only prove you are a kitten who think you can show off titles.. ok .. you ahve titles so everything you say is the truth.. well sorry mate.. 99.9999999999% of the people here who dont play thief dont like to fight against thief .. thief is a problem for everyone here even for bigger players than you are so take your arrogant approach with your meaningless titles and go bully someone else .. > > > > > > People forget how strong thief was 2 years ago...in comparison to now, it's a joke what's happened to thief. Darren is a top 100 player. He knows how to play thief I've dueled him many times, and I share his disdain for people that think thief is OP... It's ghost of it's former self...all the fun sucked dry from all weapons...all traits... > > > > > > > > > > > > > if he was more op .. doesnt mean its weak now.. you can not compare to what it was but to the builds you have currently ! > > its like speaking about spell breaker.. how op it was . and look now? or scourge? but its not how to think about it.. the fact is thief is still meta.. daredevil is still very strong class and im sorry you disagree. but thief dont need to have super mobility and still be able to kill every class.. > > The thing is, Thief isn't killing every class. Thief is another class that faces counters and weaknesses from multiple other professions. The easiest way to kill thief is literally one of the dozens of skills that forces a thief into revealed, however people don't have enough brain cells to bring those anymore usually, they just complain when a thief goes into stealth. I can think of 100 different counters for thief, but if you don't ever play it then you'll never discover them. We die in 2 hits, but you sure don't see us asking for more vitality or toughness. We just want these nerfs to stop and to see some added damage **because our current damage is rather pitiful.**
  6. > @"CutesySylveon.8290" said: > > @"felix.2386" said: > > > @"noiwk.2760" said: > > > > @"felix.2386" said: > > > > > @"noiwk.2760" said: > > > > > > @"CutesySylveon.8290" said: > > > > > > > @"felix.2386" said: > > > > > > > > @"CutesySylveon.8290" said: > > > > > > > > > @"felix.2386" said: > > > > > > > > > > @"CutesySylveon.8290" said: > > > > > > > > > > > @"mes.4607" said: > > > > > > > > > > > > @"Lilyanna.9361" said: > > > > > > > > > > > > > @"mes.4607" said: > > > > > > > > > > > > > > @"Lilyanna.9361" said: > > > > > > > > > > > > > > They removed ANOTHER amulet. This pvp is falling further into the dumpster. > > > > > > > > > > > > > > > > > > > > > > > > > > Cele amulet should have never came back > > > > > > > > > > > > > > > > > > > > > > > > And this is why the game is like this and several more people left. Nice job bud. > > > > > > > > > > > > > > > > > > > > > > The amulet did too much by design unfortunately > > > > > > > > > > > > > > > > > > > > Oh please, it had a lower stat value and still did too much? That's a sign we've got crappy options if Cele is too strong. What used it besides Renegade? > > > > > > > > > > > > > > > > > > > @"Lilyanna.9361" said: > > > > > > > > > > > @"mes.4607" said: > > > > > > > > > > > > @"Lilyanna.9361" said: > > > > > > > > > > > > > @"mes.4607" said: > > > > > > > > > > > > > > @"Lilyanna.9361" said: > > > > > > > > > > > > > > They removed ANOTHER amulet. This pvp is falling further into the dumpster. > > > > > > > > > > > > > > > > > > > > > > > > > > Cele amulet should have never came back > > > > > > > > > > > > > > > > > > > > > > > > And this is why the game is like this and several more people left. Nice job bud. > > > > > > > > > > > > > > > > > > > > > > The amulet did too much by design unfortunately > > > > > > > > > > > > > > > > > > > > ?? Did you not read the stats on that thing. It overall had LOWER stat values then ALL of the amulets currently within the game. Are you PURPOSEFULLY choosing to ignore that fact. When you picked celestial your RUNE mattered more because of how low the value was. Are you serious rn?? > > > > > > > > > > > > > > > > > > it's you guys who don't read the stats, celestial had higher vitality and toughness then paladin and did more damage then paladin with the combination of power/condition damage/precision/ferocity on top of having healing power > > > > > > > > > > > > > > > > > > i like how only noob with no idea complains about removal of these amulets. you are really just getting carried by builds really.. > > > > > > > > > > > > > > > > Two minor stats have a lower total than Cele, big whoop. It's 60 points, and Paladin is a trash amulet to begin with. I don't use Cele builds but I'm also not so bad I thought they were busted. If we had better stat options then Cele would be even less relevant, but idiots that like taking amulets away don't realize this. > > > > > > > > > > > > > > you realize what you saying make no sense right? > > > > > > > > > > > > > > you realize there's barely any stats with toughness, and paladin was supposed to be the tanky double defense stats, yet celestial not only has more defense stats, also does more damage if you build for hybrid. that's what we call busted. > > > > > > > > > > > > > > also celestial even nerfed, will only serve noobs to play cancer braindead build which will build toxicity to the game. > > > > > > > > > > > > > > and " If we had better stat options then Cele would be even less relevant" what does it even mean, are you asking for more busted stat, are you saying you don't care about balance, because this is what it sounds like, > > > > > > > > > > > > > > and yes you are skill less. > > > > > > > > > > > > Paladin is a bad stat combo, end of story. If you're complaining Cele was better because you're a hybrid build, then congrats it's doing its job. Does Cele do more damge if you aren't a hybrid build? No because you've got wasted stats, obviously. So you can try to cherry pick situations where Cele is better and act like there was no alternative or downsides to it, but it just makes you look stupid. Anet's been taking out tanky amulets for a while now because of whining people like you, so if you're upset Paladin, the supposed Tanky amulet, is so weak, be upset at yourself and Anet for removing every other option. Eventually we'll be down to nothing but Berserker stats because Marauders is too tanky and does too much damage. /s but not really > > > > > > > > > > > > > > > 100% the nerf to paladin was kitten.. it should;ve kept the 3k total start .. > > > > > and deleting celestial is another dumb kitten .. ... also they just ruined the meta even more.. so now it gonna be just tanky core necro guardians.. and daredevil metal.. nice.. > > > > > > > > Funny how you said nerf to paladin was kitten then complain about tanky builds. > > > > you people are really clueless and have no idea what you talking about don't you. > > > > > > the amu isnt the solution .. tanky core necro is tanky not just because of the amu.. sure its amu got 900 vit but its not why its op.. give reaper 900 vit will it be tanky ? no.. > > > and i didnt complain about core neco.. i said it will be part of the strict meta... i only have 1 complain and its stealth and daredevil the rest is fine as it is.. > > > > of course amulet isnt the solution, when most build using this amulet isn't toxic. > > with celestial, i'll teach you kids, has been toxic and busted whenever it become usable, it's either completely unplayed or if it's played it's toxic and busted. > > that only explain how flawed the design is. > > > > also the stat combination enables toxic braindead build with no skill. > > just like how toughness/vitality/condition damage will never make it to pvp, because it is toxic and stupid. > > You keep crying about toxic toxic toxic. What does that even mean? How is a stat combination toxic? It's not, it's just you whining about it because you couldn't handle or work around builds running it. I also missed calling out the stupidity of you saying Sage is Hybrid damage. Dude, just because it has power stats, which is literally EVERY AMULET BESIDES RABID, that doesn't make it Hybrid. You've got no ferocity, how tf do you plan to do any physical damage? working around builds is the wrong approach because all it is doing is delaying the root cause problem and making excuse for it to continue. Facing the problem and tackling it head on, is the solution that is needed to address it. Cele-Amulet was a key responsible player with Toxicity, removing it was the right approach. -I look forward to more removal Toxic key elements to follow suit in the following patch- Haven't we had enough of having to deal with the same repetitive past problems over and over again? If It Is So, Isn't It Time To Take Action To Prevent This From Happening Again?
  7. > @"noiwk.2760" said: > they dont really care for the competitive modes.. lets face it? who even play pvp? mostly bots.. and they dont complain about balance ! > the ones who still play.. use hacks.. so they also dont complain about balance. .they use hacks to bypass the balance! > if they cared even alittle bit.. they would;ve done something about the bots and hacking.. > for got sake even wvw is being filled with hacks.. now days.. why? because its 0 risk.. > people flying in wvw and teleporting.. > balance? meh Anet dont know what is balance.. and they dont bother to learn because as said.. they just dont care about competitive modes.. > for them its only pve and gemstore.. wvw/pvp can die for them.. i start to consider goin on another game.. **10/10** --Emotional--
  8. > @"Nimon.7840" said: > > @"Veprovina.4876" said: > > > @"Ansau.7326" said: > > > > @"Tseison.4659" said: > > > > All you guys complaining about Mesmer pulls when there’s other classes that can pull you off walls as well lol! You guys are hopeless, find something better to complain about... > > > > > > It's the theme of gw2 community. > > > - Mesmer has something powerful: NERF IT, KILL THE CANCER, UNFAIR, DELETE MESMER!!!! > > > - Rest of classes have the same or better: It's fine, l2p, but we have this other weakness so it's fair. > > > > That about sums it up. > > Basically Mesmers have been bullied by the community from day one, and Anet is enabling them. > > you guys noticed the date, the original post was created right? The date is to remind us that no lessons were learned from the past and situations will repeat itself endlessly until their core root are dealt with
  9. > @"knite.1542" said: > > @"Funky.4861" said: > > The whole thing is made of dull repetition. > > It's an MMO. Which content isn't repetitive it is more about content repetition, it is about the experience when doing content repetition. Does the experience increase or decrease?
  10. I understand what Urahara is saying. The game is boring and living world doesn't help to eleiviate the experience. WvW is the only game mode which make a little sense yet it fall into the same category as boredom. Guild Wars 2 is an 8 years old game and the reason why it' is falling behind being a fun game is Competiive Play iand is not required in Guild Wars 2 The game message is clear, Either Get Over It And Play The Way It Is!! or Leave!! If this what Urahara is saying, he/she is not alone because I see the message clearly
  11. to be Honest, Engineer Profession is a 'Jack of all trade" Profession, they shouldn't be killed of easily but shouldn't be outputting excessive amount of damages and being unkillable all at the same time. -It is either choose to be unkillable with outputting low damages or be killable with outputting high damages? Pick Your Role? --with the case of Thief Profession, it can not be compared to any Professions because its design willingfully allows it to break gaming industry rules and policies of Competitive Play-- **Yet till day, Thief Profession is allowed to remain a God-Tier Profession for 8 years+** Resulting with Thief Profession being eternally immune to nerfings How was their design was allowed to go un-noticed in the Profession design board in the first place? **Who thought designing a Profession with auto-reward-mistakes was competitive to begin with?!!** Redesigning Thief Profession From The Ground-Up, Is The Only Solution
  12. > @"Smoosh.2718" said: > > @"Obtena.7952" said: > > I don't get this expectation or complaint ... anet doesn't 'talk' about balance changes with players since ... ever? I mean, when they do, it's so vague and infrequent that no one should expect it to happen, especially with any sort of regularity, that's for certain. It makes no sense to complain expectations you create for Anet. > > Are you literally not seeing the sticky'd post by anet? > > https://en-forum.guildwars2.com/discussion/109025/upcoming-balance-notes/p1 > > Before this, they posted another asking for feedback and made changes before it went live. if i may, where is the connection with the Community for asking for feedback?
  13. > @"felix.2386" said: > > @"Anomaly.7612" said: > > > @"felix.2386" said: > > > why diversity is so bad? because thief that deletes anything trying to be a ganker, and holo excist and deletes everyone else > > > > Dude what is your personal beef with thief? All you do is talk kitten on thief yet don't back to what exactly they're doing that's so much more OP than other classes. Do you main a mesmer or something yet use the thief icon as your avatar to seem like a thief main? Explain your logic. > > ? my personally beef? yes i got beef after playing it myself in plat 2 and carried games, while the other build is holo, the rest of the builds are so limited and i dropped rating by playing them. > > i actually care about general balance, sorry. if u actually see my post history, you would see i can talked about full counter OP right before healbreaker became a thing. because that's how i feel about full counter for it being completely busted. > > i literally feel unfair for the other classes/builds how busted these two can be > and that it saddens me when 80% of the "top" pvpers are playing these 2 classes in ranked if you actually pay attention. because only these two classes are relevant in ranked. oh and the 20% plays rev https://forum-en.gw2archive.eu/forum/professions/thief/Nerf-Wish-list /joking aside https://en-forum.guildwars2.com/discussion/5424/nerf-wish-list since Guild Wars 2 beta and throughout the years, there has been countless threads with suggestions by Honest-Truth-telling Thief Profession players concerning the state of their Profession being non-competitive and un-fair to the ongoing, endless community concerns with their negative-unhealthy experience in dealing with Thief Profession “We will be known forever by the tracks we leave.” Thank You! for being Honest
  14. Thief Profession and Ranger Profession are the only Professions designed to access high output of Poison conditions. How does any other Profession have access to put output high poison condition damage? -18 stack is indeed excessive and out of place -
  15. > @"Bazsi.2734" said: > This thread is funny. How come warriors heal now, **nerf kill erase**! **Because That Is The Role Of Guardian Profession**
  16. > @"Justine.6351" said: > > @"Burnfall.9573" said: > > > @"ShadowCatz.8437" said: > > > > @"abelsgmx.7530" said: > > > > That pull can pull through doors > > > > > > Why are you waking up a two year old thread? There have been a lot of patches since 2018. > > > > As a Mesmer Profession main, this thread deserves to be awaken because it has not been resolved, In fact, it has worsen and has contributed by other by Professions. Pulling need to be removed from all of the Professions including Thief Profession, Guardian-Dragon Hunter, Engineer Profession because it is Toxic > > > > Being pulled around, pulled through walls, through objects, thrown up in the air like a yo-yo and falling in the ground in Instant Death should not be Allowed not be Tolerated because it doesn't give fair reaction to the opponent player > > > > For the health of the player experience, i asked that Pulling mechanics to be removed from all Professions > > > > > > Yeah instead of fixing pulls that throw people up into the air lets just remove ALL skills that pull... > It would be nice if I could play this game beyond smashing all the buttons in a rotation. Justine, there comes a time when nerfing is no longer the option and the only option remaining is to deal with it Severely-Face-To-Face, is by removing its Source, its Root Cause... once after all We both know including the Community that allowing Root Cause problems to continue, it will results in widespread problems 'quote' But what do you do when you have a problem at work? Do you jump straight in and treat the symptoms, or do you stop to consider whether there's actually a deeper problem that needs your attention? If you only fix the symptoms – what you see on the surface – the problem will almost certainly return, and need fixing over, and over again. Guild Wars 2 is an 8 Years old game, do you think the Community has had enough of having to deal with years of repetitive, continual and endless, un-resolved problems over and over again? Remember-**Anet has demonstrated to the Community that removing Root Cause problems work by removing sigils, runes in PvP**-. Do you think it is time to pull out the root to prevent it from happening again? Do you think the Community deserves a Healthy Fresh Start for once?
  17. > @"Fat Disgrace.4275" said: > > @"Burnfall.9573" said: > > > @"ShadowCatz.8437" said: > > > > @"abelsgmx.7530" said: > > > > That pull can pull through doors > > > > > > Why are you waking up a two year old thread? There have been a lot of patches since 2018. > > > > As a Mesmer Profession main, this thread deserves to be awaken because it has not been resolved, In fact, it has worsen and has contributed by other by Professions. Pulling need to be removed from all of the Professions including Thief Profession, Guardian-Dragon Hunter, Engineer Profession because it is Toxic > > > > Being pulled around, pulled through walls, through objects, thrown up in the air like a yo-yo and falling in the ground in Instant Death should not be Allowed not be Tolerated because it doesn't give fair reaction to the opponent player > > > > For the health of the player experience, i asked that Pulling mechanics to be removed from all Professions > > > > > > It's because mesmer is a toxic class with toxic design, right? Pulling is the focus here
  18. > @"ShadowCatz.8437" said: > > @"abelsgmx.7530" said: > > That pull can pull through doors > > Why are you waking up a two year old thread? There have been a lot of patches since 2018. As a Mesmer Profession main, this thread deserves to be awaken because it has not been resolved, In fact, it has worsen and has contributed by other by Professions. Pulling need to be removed from all of the Professions including Thief Profession, Guardian-Dragon Hunter, Engineer Profession because it is Toxic Being pulled around, pulled through walls, through objects, thrown up in the air like a yo-yo and falling in the ground in Instant Death should not be Allowed not be Tolerated because it doesn't give fair reaction to the opponent player For the health of the player experience, i asked that Pulling mechanics to be removed from all Professions
  19. > @"Sodeni.6041" said: > I stopped playing GW2 for 2 years and have returned to it about 3 weeks ago and yesterday I gave PvP a try again. > > I checked out some popular builds, current meta, did some unranked matches and then went into ranked. > > And holy cow, this PvP community is really toxic! I play Dead by Daylight a lot so I am familiar with toxic people and a toxic ommunity but I never thought it would be like that in GW2 as well. > > The first match I get called out a noob and moron for playing a scourge. I told them it's literally my first match but they didn't care and my team insulted me. Some matches later 2 guys of my team just go afk because they don't like each other and say they are wintrading. Then one of them whispers me and tell me I am a kitten for telling them to just play and argue outside of the match. Various times my team went crazy after losing and insulted each other for the dumbest reasons. I also encountered a few bots that were on my team. > > I thought GW2's community is nice and wholesome... well that might be true unless you go into PvP. I hope the devs adress these issues and check player reports to make PvP less toxic because it really kills the fun of this gamemode. I am sorry that has happened and i would like to say, not everyone in the community are Toxic, The Truth is, if you ask these Profession players why they are behaving Toxic, they will tell you. because the game design, the balance, it allows them to freely, willingly be as Toxic as they want. With endless Bad Designs, Broken Builds, Broken Mechanics, Broken Skills and as long Skills and Mechanics can be abused and spammed needlessly which allows them to behave this way and to go Un-Punished forever (back-end story) -Toxicity was Praised upon with having absolute no Sympathy for the WvW community who cared about their favorite game mode and was Gracefully Allowed to take over But there is a always a choice Either choose Toxicity or Not Again, i am sorry that that you went through this and nobody deserves to be treated this way, I hope there is an immediate plan to resolve this and to put an end to Toxicity as soon as possible because there will no longer be anyone left to care about the game anymore including what remains of the community -I Hope The Best For You- Burnfall
  20. > @"Lan Deathrider.5910" said: > > @"Dawdler.8521" said: > > > @"Pterikdactyl.7630" said: > > > > @"Burnfall.9573" said: > > > > > @"Heibi.4251" said: > > > > > As of late there is at least one guild using this Rune in WvW as a primary means of gaming the system. The guild has at least 10-20 players running this rune. The golems are there to soak up damage(considering AOEs hit random players in the area) and they have CC. This rune is vastly overpowered for WvW. 60 second lifespan 50,000 health and a 600 damage per second with CC on a 60 second cooldown. You have a golem with CC that does more damage per second than any player CC out there. Imagine 20 players using constant CC that you don't have to worry about reviving because they'll just respawn automatically because you're in combat. These golems make that guild almost unstoppable. Whole map queues can't kill them. With their golems constantly respawning they have more "players" than a map queue in their zerg. Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time. > > > > > > > > i suggest complete removal of the rune from the game alongside with other 'sleeper' game breaking runes > > > > > > > > - https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Air > > > > - https://wiki.guildwars2.com/wiki/Superior_Rune_of_Infiltration > > > > - https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Eagle > > > > - https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Centaur > > > > > > > > there are far worse ones..... > > > > > > > > -one of the root cause problem in all of this is, it is the ongoing continual repetitive problems of **Stacking**. Ranging from Professions stacking, rune stacking, sigil stacking, armor stats stacking, mechanic stacking, skills stacking. Its just too much of staking happening all at the same time, which is the source of all the problem- > > > > > > > > Example- Thief Profession, Guardian Profession can stack condition damages over conditions damages over condition damages all at the same time > > > > > > > > Stealth- Stacking Stealth on top of Stealth=Permanent Stealth, why? > > > > > > > > Like the Op states, groups are running the same runes and the runes are stacking on top of each other and creating a massive widespread affect of a Mountain of a Powerful Skill, all at the same time > > > > > > > > Superior Rune of the Golemancer- stats---Ferocity stacking on top of each other, why?? > > > > > > > > **Stacking is the core problem.... it is just too much happening, combining stackings all at the same time, why is the need to have so much of it?** > > > > > > > > -Suggestion- set a limit= (**Cap+Lock**) > > > > > > Rune of the Centaur game breaking? Am I missing something? > > Swiftness too OP. > > > > I've got some pack runes and firecracker runes for sale... Swiftness' especially on the Ranger Profession, is very dangerous
  21. > @"Kylden Ar.3724" said: > I can't wait for that expansion to bleed more veteran players when the game-play is kitten, but it will still sell like hotcakes to the fashion warrior crowds who want to make their obsessed anime fan waifu pillows in game. i don't think it will sell like hotcakes, in fact it will be the opposite, it will not sell that much. The last balance patch did not help to regain nor help to resolve any hope and assurance to the community including WvW community that efforts were made to help resolve years worth of neglect of their favorite game mode. A community no-matter what game mode it plays should not be divided nor be treated with Favoritism because history teaches us that, 'Playing Favorite will come back with a vengeance and will destroy everything that you have done' -Community consists of relationship, families, friends, common interests, common ideas, common stories etc..-they all play different game modes including WvW **The Community Does Not Only Play PvE or PVP Only!!** Guild Wars 2 community consists of Pve+WvW+PvP as a whole what do all those game mode have in common? common interest, common ideas, common struggle, etc... **Choosing to Favor one game mode will only results in dividing the community as a whole thus negatively impacting the community as a whole** This is the danger of creating division of community, what you do to the other, will also have an impact on the other, they are all connecting in every way. Resulting with the community as a whole being displeased and angry I believe this is already happening and it is too late. The results are in and will manifest itself on Guild Wars 2 expansion including its sale revenue. (i hope you understand)
  22. > @"Heibi.4251" said: > As of late there is at least one guild using this Rune in WvW as a primary means of gaming the system. The guild has at least 10-20 players running this rune. The golems are there to soak up damage(considering AOEs hit random players in the area) and they have CC. This rune is vastly overpowered for WvW. 60 second lifespan 50,000 health and a 600 damage per second with CC on a 60 second cooldown. You have a golem with CC that does more damage per second than any player CC out there. Imagine 20 players using constant CC that you don't have to worry about reviving because they'll just respawn automatically because you're in combat. These golems make that guild almost unstoppable. Whole map queues can't kill them. With their golems constantly respawning they have more "players" than a map queue in their zerg. Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time. i suggest complete removal of the rune from the game alongside with other 'sleeper' game breaking runes - https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Air - https://wiki.guildwars2.com/wiki/Superior_Rune_of_Infiltration - https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Eagle - https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Centaur there are far worse ones..... -one of the root cause problem in all of this is, it is the ongoing continual repetitive problems of **Stacking**. Ranging from Professions stacking, rune stacking, sigil stacking, armor stats stacking, mechanic stacking, skills stacking. Its just too much of staking happening all at the same time, which is the source of all the problem- Example- Thief Profession, Guardian Profession can stack condition damages over conditions damages over condition damages all at the same time Stealth- Stacking Stealth on top of Stealth=Permanent Stealth, why? Like the Op states, groups are running the same runes and the runes are stacking on top of each other and creating a massive widespread affect of a Mountain of a Powerful Skill, all at the same time Superior Rune of the Golemancer- stats---Ferocity stacking on top of each other, why?? **Stacking is the core problem.... it is just too much happening, combining stackings all at the same time, why is the need to have so much of it?** -Suggestion- set a limit= (**Cap+Lock**)
  23. > @"Veprovina.4876" said: > I'd like that just because i want some more love for WvW players. > But i honestly don't know how that would work, how would you get expansion and non expansion people on one battlefield? > Would you divide them? > Would the non expansion people be crippled by not having the expansion stuff? > If so that's pay to win, and that's going to ruin it for everybody. > > So in general - meh... > PvP and WvW content shouldn't really be paid for (although in some way it is - you cant't get HoT recipes in WvW if you don't own HoT i think, someone correct me if i'm wrong). The division is already here with years of PvP Only patches with regular years worth of PvE contents. 'what you ignore, spreads' the consequences of years of ignoring the WvW community are now spreading to all other game modes and can not be stopped
  24. > @"Swagg.9236" said: > what *exactly* makes it bad? If I personally had to say it in a single word: Movement (or rather, the lack of it). > > GW1's movement restricting mechanics like Crippled and percentile-based movement speed reduction had a purpose because people in all PvP modes generally had numerous, various, and specific places to go for victory conditions, and striking targets in motion often came with bonuses considering how (very nearly) every skillbar action locked players into a stationary animation. In fact, these victory condition locations were often so specific and intertwined with map mechanics (such as in the case with GvG or AB), that entire builds were designed and consistently used just to control movement and support one's team. However, Crippled in GW2 is more like a random, impotent nuisance or unjustified, anti-fun mechanic because nobody has any place to go but the 3 points in Conquest; and most people who go from point to point regularly either do so with scripted movement abilities, targeted teleports, or often just cleanse movement-restricting conditions. Chilled mostly falls into the same line; while the speed reduction on skill recharge does occasionally come into play, it's mostly just a movement snare and, more often than not, arbitrarily comes baked into skills that are almost always guaranteed to be used for purposes other than strictly applying Chilled. Most importantly, there's no reason for Chilled or Crippled if everyone is just going to dance around a 240 radius point while 240+ radius damage ticks are constantly pulsing, flickering and exploding all over it while anyone from either side are simultaneously present. And on top of all this, it's almost asinine to consider rewarding anyone for "striking a moving target" in GW2 because there is no real reason for anyone NOT to be constantly moving and simultaneously committing actions. At the very least, Immobilized prevents a target from dodging (a tangible effect that can have an impact on combat regardless of location), but as a standalone debuff, it's again something that is more often baked into rotations rather than it being the core focus of any given skill or build. > > Moreover, by making the points of contention so small in the Conquest mode, GW2 is doomed to a crippling dependence on homogeneous damage-mitigation effects that more or less compress the entire game and all of its classes into a single type of offensive build: the block/evade attacker. Revenant, Weaver, Thief, Guardian, Engineer are the most similar; they generally rely the most on attacking while simultaneously evading or pulsing passive damage. They are mostly just doing PvE rotations in PvP because it is so effective. Necromancer more or less plays exactly the same except it doesn't evade, rather relying on having double the health of every other class to last just long enough to participate in a fight. The only other builds which seem to vary from this formula are the "support" types (i.e. Healbreaker, support Ele, Firebrand if people still use it), however, these builds are truly the most solitaire-like of all in GW2: doing little more than watching the minimap, support is mostly just a game of cooldown whack-a-mole with little to do about positioning or timing. Since the offensive builds are always going to be grinding out rotation damage so long as they have access to their evade/block chains or point-wide damage applications, Conquest quickly becomes a mosh pit; and the only survivors are the players who are using the exact same, rotation-based playstyle (with maybe one other guy serving as a battery to keep the PvE chains churning). There is no creativity or expression. There is no player development; just a bunch of patch-note addicts waiting for the next number shuffle. > > What this collectively means is that raw movement (WASD keys) really doesn't matter in the grand scheme of things. Players run side-node decaps not because they have "really good movement," but because they have teleport skills, stability, and/or knock-back attacks (or, at least, that mild amount of sub-division was the case at one point, but now it works if even they're just running the generic, one-man-army build and decide to waddle toward a side-node point during a lull in a match). Movement on capture points doesn't matter whatsoever because all players on a contested point are guaranteed to get hit if they aren't passively mitigating the firestorm of damage with their builds' built-in evades, blocks and "invulnerability" periods. So now comes the question: In a game in which damage can't really miss (it's either aimed for you or its area of effect is so wide that it covers the entirety of the average capture node), and movement doesn't really matter since it's all pre-determined by build rather than raw, player input, **how is anyone supposed to be able to tell who is really good at the game? If we take away the classes, and the particle effects, and the builds, who is doing anything truly unique, and if we find something different, how wide of a gap really is that difference between the "super top big boi metaking" and the average person who just boots up GW2?** Great question, there are no way to tell who is really good anymore because of Guild Wars 2 removal of Profession core roles and their unique identity. Giving Professions equal access to The Holy Trinity archetype through shared designs, mechanics, skills, sigils, runes, ingredients etc.. are what widens the gap and hinders their uniqueness as to what differences of what they have offer to their roles Examples: Elementalist Profession excel equally in Tanks, Healer, DPS Warrior Profession excel equally in Tank, Healer, DPS Revenant Profession excel equally in Tank, Healer, DPS 'The main job of the healer is, and it is often argued that the only job of the healer is, to keep the health up of all party/group members. As stated above, a good healer will often be able to compensate for the lack of proficient tanking.' 'The main job of the tank is, and always will be, taking the attention off everyone else. This is done through the agro generation, as well as taunts. While this character will be doing damage to the mob/boss, that is often far less than a DPS.' 'DPS: These are the damage dealers. Their main, and arguably only job, is to remove the health from mobs/bosses, in the quickest and most efficient manner possible' **The Holy Trinity allows different Profession reasons to excel in different ways while enforcing their roles at the same time and assuring their identities remain intact to their core** -Mesmer Profession-Thief Profession sharing similar roles....should be Forbidden- (i hope i make sense)
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