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Burnfall.9573

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Posts posted by Burnfall.9573

  1. > @"Psycoprophet.8107" said:

    > Yeah I've seen this exact hack done on guards, wars and mirage. It's funny to leave ur gate at start and as u speed there with infiltrator arrow and dash u see a warrior from the other team standing on ur home node before u even get there lol this is among the many common hacks u can just google to download.

    > Perma swiftness/quickness

    > Reheal to full at a certain hp percentage

    > Self rez etc there common if u actually look out for them.

    > One match our team got a kick out of the opponents guardian that would teleport back to mid as soon as it respawn, did this all match and sent "lol" when asked about it via chat.

    > Gw2 for its size probobly had the lowest pvp population out of all comparable mmo's so just have fun with it and **take nothing serious** and ull enjoy the e experience more:)

     

    **+1**

     

    in other word, the game doesn't take healthy fair competitive seriously

     

    you know Psycoprophet, you and i can agree to this

     

    side note-this is why stealth must be removed in the game and only leaving Mesmer Profession with teleport. Thief hackers and exploiters are making excuses to Thief Bad Design and are getting away with it easily. No wonder why Thief has the most less punishments for hacking and exploits than other Professions who attempts to do the same thing as them

     

    side note 2- i have taken your advice in spending some time 'learning the ropes with my Thief character in WvW and PvP...the experience was sad. The fear from the enemy players was heartbreaking. All the enemies who saw me ran away from me even in zerges... even when i didn't attack them at all. I finally get to experience the trauma of fear by other players through Thief eyes.

     

    Not only that, the enemy players became very anxious when they saw me, it made me feel horrible that they didn't want to fight with them

     

    No one want to be afraid of fighting another Profession knowing well they will die no matter what the outcome is. This is why Thief design need to be seriously addressed because the population does not want to fight them and why they chose to not play the game at all. Resulting in the population drop by leaving the game entirely because of their unhealthy experience when dealing with Thief.

     

    -sorry for long post, it's just my personal experience, i did not enjoy the experience at all and i finally felt what others felt-

     

    (sure its a game but the experience should be competitive and fun and that is why i believe Anet continually fail to understand )

     

    (It's about seeing Thief opponent through Thief eyes that matters, not Thief)

  2. > @"apharma.3741" said:

    > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > easy solution: remove stealth from the game. No need for reveal anymore. Everybody happy.

    > >

    > > Well, apart from some one-shot-stealth-abusing thief players. But you had 8 years to ruin the game for everybody else. Time to stop.

    >

    > Who hurt you? I've stealthed past people without being invisible because a lot of players are completely unaware of their surroundings, these are often the same player who spout this "remove stealth from the game" nonsense.

     

    It's not about 'hurting you', it's about giving each players an equal fair chance of healthy competitive experience. Wouldn't you agree?

  3. > @"Lily.1935" said:

    > > @"Burnfall.9573" said:

    > > > @"Lily.1935" said:

    > > > > @"Thornwolf.9721" said:

    > > > > > @"Lily.1935" said:

    > > > > > > @"Thornwolf.9721" said:

    > > > > > > > @"Lily.1935" said:

    > > > > > > > > @"LucianTheAngelic.7054" said:

    > > > > > > > > **Absolutely down for Scepter + Focus Revenant**, even if it ends up not being Ritualist related (Khilbron for instance would be a great choice). I also think if both Necromancer and Rev were to get "Ritualist" Specs, that Necromancer could get the "more ritualist" spec while Rev could get more channeling magic aspects of it, with a matching legend. This way they wouldn't have to go all in necessarily on Ritualist for Revenant (especially since Kalla is already a "spirit summoning" spec). I think your version of it though is quite interesting! And Usoku would be a more interesting choice than Togo or other big ritualist names. Only other one I would consider would be Razah

    > > > > > > >

    > > > > > > > People seem to think I hate revenant. I don't. I actually love the class. It fluctuates between my top 4 all the time. So if I was to design a ritualist spec I would want it to be as good and diverse as my 3rd favorite profession in GW1.

    > > > > > > >

    > > > > > > > Revenant doesn't have a lot to do at range unfortunately. And even with my design they still lack a real ranged option to pair with Usoku. They're an extremely martial profession, more so than most. Which puts me in a bind when trying to design a ranged spec for them.

    > > > > > > >

    > > > > > > > Even just playing as a renegade and trying to juggle Kalla with another legend I find myself in this awkward spot as there isn't another ranged option aside from Mallyx's corrupt enchantment spell. This is a hurdle for their design when trying to design ranged specs.

    > > > > > > >

    > > > > > > > Revenant honestly needs more core skills to round out its kit. One more legend would do the trick maybe 1 extra skill for each legend and a set of signets. But that's beyond the point.

    > > > > > > >

    > > > > > > > I do agree the best possible spec for revenant would use greatsword and be more melee focused because that's where revenant shines.

    > > > > > > >

    > > > > > > > But more on topic I'm actually proud of my unique mechanic concept. Filling the flavor of urns while keeping it uniquely revenant.

    > > > > > >

    > > > > > > They could do razah in invocation due to him being anything he desires to be, so he could fill any role we need him to fill. And give us scepter + focus as a core weapon set which do just as trident does underwater swap to fit our legends at the time. This would give us a "Ritualist" spec and legend of sorts, and would keep us from becoming a ritualist which could then in turn leave it for the necromancer. So that way both have something to do with them, just Razah is like a primordial extra-dimensional being who formed in the mists much like the six gods. So he is more about the mists, and doesn't really use the skills and theme of the ritualist as much as being a homage to the class in a different way.

    > > > > > >

    > > > > > > Then the real ritualist spec could go to the necromancer, and both can be happy and both win. Revenants channel an otherwise god level mist being who is still alive somewhere, and is unique in of himself as well giving us another legend and core weaponset. And necromancers get an E-spec which is all about the ritualist playstyle, which would probably make me play my necro more. (Don't like how they are handled in guild wars 2 right now.)

    > > > > > >

    > > > > > > This also opens us up to getting a norn legend, for the E-spec for Rev and getting either duel daggers (I hope so) or greatsword(Everyone wants it, for some reason.) I feel like this core addition to rev will have to come out in the saga and I HOPE they will do it. Leave invocation as it is and make Razah a legend about siphoning health and imbuing ones self with the mists to be defensive. This would make him good with any legend and if his utilies swapped based on your stat-set to fit the role better that could be cool, I feel like we could even have some throw backs to abbadon here and maybe some margonites. Who knows~

    > > > > >

    > > > > > Razah is an extremely minor note character. He was never that important, just a gimmick of GW1. I liked Razah, but he wasn't that important.

    > > > >

    > > > > Doesn't matter if he is important, he fits the bill. He is a mist being so compared to togo he is VASTLY more powerful just off the bat; That and I mean you could shove togo here and make it so he is our invocation legend. I just DO NOT want Rit on rev; I don't care how they justify it and I don't care how they try to sell it, do not shove that class into this one when this one already has its own issues. I trust it going to necromancer far more, because at least then I have confidence it could be done correctly and heck they could add in a ritualist head-piece for the light armor classes. Or even ritualist armor ..... there ya go.... But do not take my rev and shove togo in it as an elite spec... I don't think we can handle another kalla.

    > > >

    > > > I don't want Rit on Revenant either. I'd prefer it to get its own profession entirely. But that's a different topic.

    > >

    > > **+1**

    > >

    > > Ritualist and Necromancer share the same chemistry while Revenant never existed in Guild Wars. I agree with you as well to have Ritualist as its own Profession. Necromancer/Ritualist are the perfect match to each other and should remain so.

    > >

    > > side note-

    > > here is a very old video of a Necromancer/Ritualist in harmony

    > >

    > >

    > >

    > >

    >

    > I should do a playthrough of GW1 again. I reinstated it and it's still fun. The ritualist is still one of my favs.

     

    Guild Wars 1 is indeed fun and i am happy that you are enjoying it. I miss the Ritualist....it is also mine as well and i believe it is the best unique profession design profession in gaming

     

    i even have the collection

    sample-

    ![](https://i.imgur.com/tkMwv3G.jpg "")

     

     

     

    -here is an interesting thread i would like to share with you-

     

    https://en-forum.guildwars2.com/discussion/18941/will-ritualists-ever-become-a-playable-profession

  4. > @"Sobx.1758" said:

    > > @"Burnfall.9573" said:

    > > > @"Sobx.1758" said:

    > > > > @"Burnfall.9573" said:

    > > > > > @"Sobx.1758" said:

    > > > > > > @"Thornwolf.9721" said:

    > > > > > > > @"Sobx.1758" said:

    > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > @"Sobx.1758" said:

    > > > > > > > > > > @"Burnfall.9573" said:

    > > > > > > > > > > > @"Sobx.1758" said:

    > > > > > > > > > > > > @"Burnfall.9573" said:

    > > > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > > > > > > > @"LucianTheAngelic.7054" said:

    > > > > > > > > > > > > > > > > > > **Absolutely down for Scepter + Focus Revenant**, even if it ends up not being Ritualist related (Khilbron for instance would be a great choice). I also think if both Necromancer and Rev were to get "Ritualist" Specs, that Necromancer could get the "more ritualist" spec while Rev could get more channeling magic aspects of it, with a matching legend. This way they wouldn't have to go all in necessarily on Ritualist for Revenant (especially since Kalla is already a "spirit summoning" spec). I think your version of it though is quite interesting! And Usoku would be a more interesting choice than Togo or other big ritualist names. Only other one I would consider would be Razah

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > > People seem to think I hate revenant. I don't. I actually love the class. It fluctuates between my top 4 all the time. So if I was to design a ritualist spec I would want it to be as good and diverse as my 3rd favorite profession in GW1.

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > > Revenant doesn't have a lot to do at range unfortunately. And even with my design they still lack a real ranged option to pair with Usoku. They're an extremely martial profession, more so than most. Which puts me in a bind when trying to design a ranged spec for them.

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > > Even just playing as a renegade and trying to juggle Kalla with another legend I find myself in this awkward spot as there isn't another ranged option aside from Mallyx's corrupt enchantment spell. This is a hurdle for their design when trying to design ranged specs.

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > > Revenant honestly needs more core skills to round out its kit. One more legend would do the trick maybe 1 extra skill for each legend and a set of signets. But that's beyond the point.

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > > I do agree the best possible spec for revenant would use greatsword and be more melee focused because that's where revenant shines.

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > > But more on topic I'm actually proud of my unique mechanic concept. Filling the flavor of urns while keeping it uniquely revenant.

    > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > They could do razah in invocation due to him being anything he desires to be, so he could fill any role we need him to fill. And give us scepter + focus as a core weapon set which do just as trident does underwater swap to fit our legends at the time. This would give us a "Ritualist" spec and legend of sorts, and would keep us from becoming a ritualist which could then in turn leave it for the necromancer. So that way both have something to do with them, just Razah is like a primordial extra-dimensional being who formed in the mists much like the six gods. So he is more about the mists, and doesn't really use the skills and theme of the ritualist as much as being a homage to the class in a different way.

    > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > Then the real ritualist spec could go to the necromancer, and both can be happy and both win. Revenants channel an otherwise god level mist being who is still alive somewhere, and is unique in of himself as well giving us another legend and core weaponset. And necromancers get an E-spec which is all about the ritualist playstyle, which would probably make me play my necro more. (Don't like how they are handled in guild wars 2 right now.)

    > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > This also opens us up to getting a norn legend, for the E-spec for Rev and getting either duel daggers (I hope so) or greatsword(Everyone wants it, for some reason.) I feel like this core addition to rev will have to come out in the saga and I HOPE they will do it. Leave invocation as it is and make Razah a legend about siphoning health and imbuing ones self with the mists to be defensive. This would make him good with any legend and if his utilies swapped based on your stat-set to fit the role better that could be cool, I feel like we could even have some throw backs to abbadon here and maybe some margonites. Who knows~

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > Razah is an extremely minor note character. He was never that important, just a gimmick of GW1. I liked Razah, but he wasn't that important.

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > Doesn't matter if he is important, he fits the bill. He is a mist being so compared to togo he is VASTLY more powerful just off the bat; That and I mean you could shove togo here and make it so he is our invocation legend. I just DO NOT want Rit on rev; I don't care how they justify it and I don't care how they try to sell it, do not shove that class into this one when this one already has its own issues. I trust it going to necromancer far more, because at least then I have confidence it could be done correctly and heck they could add in a ritualist head-piece for the light armor classes. Or even ritualist armor ..... there ya go.... But do not take my rev and shove togo in it as an elite spec... I don't think we can handle another kalla.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > I don't want Rit on Revenant either. I'd prefer it to get its own profession entirely. But that's a different topic.

    > > > > > > > > > > > >Revenant never existed in Guild Wars.

    > > > > > > > > > > >

    > > > > > > > > > > > You keep using this ("in gw1 it was like x!") as if it's any kind of argument. But it exists in gw2 and that's what we play, so it really isn't an argument at all. :(

    > > > > > > > > > >

    > > > > > > > > > > instead of tracking me down whenever i mention Guild Wars in my posts, try to understand why. Even the Op agrees and others agree with Ritualist being the best fit for Necromancer specialization, all i am doing is agreeing with them

    > > > > > > > > > >

    > > > > > > > > > > and yes.....once again, I am mentioning Guild Wars 1 because this forum mentions a Profession in it

    > > > > > > > > >

    > > > > > > > > > How am I tracking you down? I just answered in another thread in this subforum, lmao. Big ego I see :+1:

    > > > > > > > >

    > > > > > > > > The be fair, guild wars 2 exists solely because guild wars 1 did. Everything we've done has been tied to the original game, all of the left over plot threads we've explored were left over from the original game. Guild wars 2 would never of exists without guild wars, and perhaps instead of it trying to be its own thing it should be a legitament attempt at a sequel with more MMO-based features? As of now its been anything but the true successor to its superior predecessor. (When it comes to class Idenitity, theme, lore and story.)

    > > > > > > > >

    > > > > > > > > Guild wars 2 tried too hard to be everything but a guild wars game, it never to me felt like guild wars and feels like a game set in a world within the one guild wars set up but it is not the same thing. It to me is much like Age of Sigmar Vs Original Warhammer fantasy, Original fantasy is VASTLY superior but the move was made for the sake of innovation and new flashy things. But original fantasy is more successful, was more successful and age of sigmar kind of pushed out their core audience who supported them fervently for a more fly by night audience who just jumps at whatever is new.

    > > > > > > > >

    > > > > > > > > Guild wars 2 did much the same, it sacrificed its audience and those who loved guild wars 1 for people who probably don't and never will care about lore or story-telling. There are a few vet's left from GW1 but to me it always seems like there are so few of them, mainly because guild wars 2 has NONE of the features we consider integral to the franchise. (Guild battles, alliance battles, guilds meaning something, Guild systems, Actual guild halls not just trophy racks...)

    > > > > > > >

    > > > > > > > I mean if all you want is "more lore" and barely visible changes over the previous titles released yearly, then just stick to EA games. Being unable to move on must be pretty sad, but expecting gw2 to just exapnd on the lore while keeping everything else the same doesn't seem like a resonable request.

    > > > > > >

    > > > > > > An Ea game? Lmfao, clearly you have either limited taste or can't see EA can't make good games to save their life.

    > > > > >

    > > > > > You... uh... you failed to understand what I've wrote.

    > > > >

    > > > > do you think that your attitude need adjustment?

    > > >

    > > > I don't see the relevance between what you just wrote and what you've quoted. But no -instead I think you need to move on and understand that gw2 is it's own game or you should move back to gw1 for some of those extra sentimental feelings you're seemingly looking for. Seems pretty obvious to me.

    > >

    > > because whenever i mention anything having to do with Guild Wars. it irritates you and offends you

    >

    > It doesn't irate and offend (I don't even understand where that conclusion came from?) me in any way. I'm stating that it's not an argument and these are different games, because that's a fact. Apparently you think it's somehow personal :D

    > You seem to suggest that things in gw2 need to be in a certain way, "because gw1 did it like this!", but that's just false. That's all. Gw2 isn't and shouldn't be gw1, it's not just the next expansion for the first game, it's a new game -whether it takes from the previous lore or not. What's so hard to understand about it?

     

    nothing personal as well. i understand your perspective and respect your beliefs when it comes to Guild Wars

  5. > @"Sobx.1758" said:

    > > @"Burnfall.9573" said:

    > > > @"Sobx.1758" said:

    > > > > @"Thornwolf.9721" said:

    > > > > > @"Sobx.1758" said:

    > > > > > > @"Thornwolf.9721" said:

    > > > > > > > @"Sobx.1758" said:

    > > > > > > > > @"Burnfall.9573" said:

    > > > > > > > > > @"Sobx.1758" said:

    > > > > > > > > > > @"Burnfall.9573" said:

    > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > > > > > @"LucianTheAngelic.7054" said:

    > > > > > > > > > > > > > > > > **Absolutely down for Scepter + Focus Revenant**, even if it ends up not being Ritualist related (Khilbron for instance would be a great choice). I also think if both Necromancer and Rev were to get "Ritualist" Specs, that Necromancer could get the "more ritualist" spec while Rev could get more channeling magic aspects of it, with a matching legend. This way they wouldn't have to go all in necessarily on Ritualist for Revenant (especially since Kalla is already a "spirit summoning" spec). I think your version of it though is quite interesting! And Usoku would be a more interesting choice than Togo or other big ritualist names. Only other one I would consider would be Razah

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > People seem to think I hate revenant. I don't. I actually love the class. It fluctuates between my top 4 all the time. So if I was to design a ritualist spec I would want it to be as good and diverse as my 3rd favorite profession in GW1.

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > Revenant doesn't have a lot to do at range unfortunately. And even with my design they still lack a real ranged option to pair with Usoku. They're an extremely martial profession, more so than most. Which puts me in a bind when trying to design a ranged spec for them.

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > Even just playing as a renegade and trying to juggle Kalla with another legend I find myself in this awkward spot as there isn't another ranged option aside from Mallyx's corrupt enchantment spell. This is a hurdle for their design when trying to design ranged specs.

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > Revenant honestly needs more core skills to round out its kit. One more legend would do the trick maybe 1 extra skill for each legend and a set of signets. But that's beyond the point.

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > I do agree the best possible spec for revenant would use greatsword and be more melee focused because that's where revenant shines.

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > But more on topic I'm actually proud of my unique mechanic concept. Filling the flavor of urns while keeping it uniquely revenant.

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > They could do razah in invocation due to him being anything he desires to be, so he could fill any role we need him to fill. And give us scepter + focus as a core weapon set which do just as trident does underwater swap to fit our legends at the time. This would give us a "Ritualist" spec and legend of sorts, and would keep us from becoming a ritualist which could then in turn leave it for the necromancer. So that way both have something to do with them, just Razah is like a primordial extra-dimensional being who formed in the mists much like the six gods. So he is more about the mists, and doesn't really use the skills and theme of the ritualist as much as being a homage to the class in a different way.

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > Then the real ritualist spec could go to the necromancer, and both can be happy and both win. Revenants channel an otherwise god level mist being who is still alive somewhere, and is unique in of himself as well giving us another legend and core weaponset. And necromancers get an E-spec which is all about the ritualist playstyle, which would probably make me play my necro more. (Don't like how they are handled in guild wars 2 right now.)

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > This also opens us up to getting a norn legend, for the E-spec for Rev and getting either duel daggers (I hope so) or greatsword(Everyone wants it, for some reason.) I feel like this core addition to rev will have to come out in the saga and I HOPE they will do it. Leave invocation as it is and make Razah a legend about siphoning health and imbuing ones self with the mists to be defensive. This would make him good with any legend and if his utilies swapped based on your stat-set to fit the role better that could be cool, I feel like we could even have some throw backs to abbadon here and maybe some margonites. Who knows~

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > Razah is an extremely minor note character. He was never that important, just a gimmick of GW1. I liked Razah, but he wasn't that important.

    > > > > > > > > > > > >

    > > > > > > > > > > > > Doesn't matter if he is important, he fits the bill. He is a mist being so compared to togo he is VASTLY more powerful just off the bat; That and I mean you could shove togo here and make it so he is our invocation legend. I just DO NOT want Rit on rev; I don't care how they justify it and I don't care how they try to sell it, do not shove that class into this one when this one already has its own issues. I trust it going to necromancer far more, because at least then I have confidence it could be done correctly and heck they could add in a ritualist head-piece for the light armor classes. Or even ritualist armor ..... there ya go.... But do not take my rev and shove togo in it as an elite spec... I don't think we can handle another kalla.

    > > > > > > > > > > >

    > > > > > > > > > > > I don't want Rit on Revenant either. I'd prefer it to get its own profession entirely. But that's a different topic.

    > > > > > > > > > >Revenant never existed in Guild Wars.

    > > > > > > > > >

    > > > > > > > > > You keep using this ("in gw1 it was like x!") as if it's any kind of argument. But it exists in gw2 and that's what we play, so it really isn't an argument at all. :(

    > > > > > > > >

    > > > > > > > > instead of tracking me down whenever i mention Guild Wars in my posts, try to understand why. Even the Op agrees and others agree with Ritualist being the best fit for Necromancer specialization, all i am doing is agreeing with them

    > > > > > > > >

    > > > > > > > > and yes.....once again, I am mentioning Guild Wars 1 because this forum mentions a Profession in it

    > > > > > > >

    > > > > > > > How am I tracking you down? I just answered in another thread in this subforum, lmao. Big ego I see :+1:

    > > > > > >

    > > > > > > The be fair, guild wars 2 exists solely because guild wars 1 did. Everything we've done has been tied to the original game, all of the left over plot threads we've explored were left over from the original game. Guild wars 2 would never of exists without guild wars, and perhaps instead of it trying to be its own thing it should be a legitament attempt at a sequel with more MMO-based features? As of now its been anything but the true successor to its superior predecessor. (When it comes to class Idenitity, theme, lore and story.)

    > > > > > >

    > > > > > > Guild wars 2 tried too hard to be everything but a guild wars game, it never to me felt like guild wars and feels like a game set in a world within the one guild wars set up but it is not the same thing. It to me is much like Age of Sigmar Vs Original Warhammer fantasy, Original fantasy is VASTLY superior but the move was made for the sake of innovation and new flashy things. But original fantasy is more successful, was more successful and age of sigmar kind of pushed out their core audience who supported them fervently for a more fly by night audience who just jumps at whatever is new.

    > > > > > >

    > > > > > > Guild wars 2 did much the same, it sacrificed its audience and those who loved guild wars 1 for people who probably don't and never will care about lore or story-telling. There are a few vet's left from GW1 but to me it always seems like there are so few of them, mainly because guild wars 2 has NONE of the features we consider integral to the franchise. (Guild battles, alliance battles, guilds meaning something, Guild systems, Actual guild halls not just trophy racks...)

    > > > > >

    > > > > > I mean if all you want is "more lore" and barely visible changes over the previous titles released yearly, then just stick to EA games. Being unable to move on must be pretty sad, but expecting gw2 to just exapnd on the lore while keeping everything else the same doesn't seem like a resonable request.

    > > > >

    > > > > An Ea game? Lmfao, clearly you have either limited taste or can't see EA can't make good games to save their life.

    > > >

    > > > You... uh... you failed to understand what I've wrote.

    > >

    > > do you think that your attitude need adjustment?

    >

    > I don't see the relevance between what you just wrote and what you've quoted. But no -instead I think you need to move on and understand that gw2 is it's own game or you should move back to gw1 for some of those extra sentimental feelings you're seemingly looking for. Seems pretty obvious to me.

     

    because whenever i mention anything having to do with Guild Wars. it irritates you and offends you

  6. > @"Sobx.1758" said:

    > > @"Thornwolf.9721" said:

    > > > @"Sobx.1758" said:

    > > > > @"Thornwolf.9721" said:

    > > > > > @"Sobx.1758" said:

    > > > > > > @"Burnfall.9573" said:

    > > > > > > > @"Sobx.1758" said:

    > > > > > > > > @"Burnfall.9573" said:

    > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > > > > > @"LucianTheAngelic.7054" said:

    > > > > > > > > > > > > > > **Absolutely down for Scepter + Focus Revenant**, even if it ends up not being Ritualist related (Khilbron for instance would be a great choice). I also think if both Necromancer and Rev were to get "Ritualist" Specs, that Necromancer could get the "more ritualist" spec while Rev could get more channeling magic aspects of it, with a matching legend. This way they wouldn't have to go all in necessarily on Ritualist for Revenant (especially since Kalla is already a "spirit summoning" spec). I think your version of it though is quite interesting! And Usoku would be a more interesting choice than Togo or other big ritualist names. Only other one I would consider would be Razah

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > People seem to think I hate revenant. I don't. I actually love the class. It fluctuates between my top 4 all the time. So if I was to design a ritualist spec I would want it to be as good and diverse as my 3rd favorite profession in GW1.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > Revenant doesn't have a lot to do at range unfortunately. And even with my design they still lack a real ranged option to pair with Usoku. They're an extremely martial profession, more so than most. Which puts me in a bind when trying to design a ranged spec for them.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > Even just playing as a renegade and trying to juggle Kalla with another legend I find myself in this awkward spot as there isn't another ranged option aside from Mallyx's corrupt enchantment spell. This is a hurdle for their design when trying to design ranged specs.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > Revenant honestly needs more core skills to round out its kit. One more legend would do the trick maybe 1 extra skill for each legend and a set of signets. But that's beyond the point.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > I do agree the best possible spec for revenant would use greatsword and be more melee focused because that's where revenant shines.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > But more on topic I'm actually proud of my unique mechanic concept. Filling the flavor of urns while keeping it uniquely revenant.

    > > > > > > > > > > > >

    > > > > > > > > > > > > They could do razah in invocation due to him being anything he desires to be, so he could fill any role we need him to fill. And give us scepter + focus as a core weapon set which do just as trident does underwater swap to fit our legends at the time. This would give us a "Ritualist" spec and legend of sorts, and would keep us from becoming a ritualist which could then in turn leave it for the necromancer. So that way both have something to do with them, just Razah is like a primordial extra-dimensional being who formed in the mists much like the six gods. So he is more about the mists, and doesn't really use the skills and theme of the ritualist as much as being a homage to the class in a different way.

    > > > > > > > > > > > >

    > > > > > > > > > > > > Then the real ritualist spec could go to the necromancer, and both can be happy and both win. Revenants channel an otherwise god level mist being who is still alive somewhere, and is unique in of himself as well giving us another legend and core weaponset. And necromancers get an E-spec which is all about the ritualist playstyle, which would probably make me play my necro more. (Don't like how they are handled in guild wars 2 right now.)

    > > > > > > > > > > > >

    > > > > > > > > > > > > This also opens us up to getting a norn legend, for the E-spec for Rev and getting either duel daggers (I hope so) or greatsword(Everyone wants it, for some reason.) I feel like this core addition to rev will have to come out in the saga and I HOPE they will do it. Leave invocation as it is and make Razah a legend about siphoning health and imbuing ones self with the mists to be defensive. This would make him good with any legend and if his utilies swapped based on your stat-set to fit the role better that could be cool, I feel like we could even have some throw backs to abbadon here and maybe some margonites. Who knows~

    > > > > > > > > > > >

    > > > > > > > > > > > Razah is an extremely minor note character. He was never that important, just a gimmick of GW1. I liked Razah, but he wasn't that important.

    > > > > > > > > > >

    > > > > > > > > > > Doesn't matter if he is important, he fits the bill. He is a mist being so compared to togo he is VASTLY more powerful just off the bat; That and I mean you could shove togo here and make it so he is our invocation legend. I just DO NOT want Rit on rev; I don't care how they justify it and I don't care how they try to sell it, do not shove that class into this one when this one already has its own issues. I trust it going to necromancer far more, because at least then I have confidence it could be done correctly and heck they could add in a ritualist head-piece for the light armor classes. Or even ritualist armor ..... there ya go.... But do not take my rev and shove togo in it as an elite spec... I don't think we can handle another kalla.

    > > > > > > > > >

    > > > > > > > > > I don't want Rit on Revenant either. I'd prefer it to get its own profession entirely. But that's a different topic.

    > > > > > > > >Revenant never existed in Guild Wars.

    > > > > > > >

    > > > > > > > You keep using this ("in gw1 it was like x!") as if it's any kind of argument. But it exists in gw2 and that's what we play, so it really isn't an argument at all. :(

    > > > > > >

    > > > > > > instead of tracking me down whenever i mention Guild Wars in my posts, try to understand why. Even the Op agrees and others agree with Ritualist being the best fit for Necromancer specialization, all i am doing is agreeing with them

    > > > > > >

    > > > > > > and yes.....once again, I am mentioning Guild Wars 1 because this forum mentions a Profession in it

    > > > > >

    > > > > > How am I tracking you down? I just answered in another thread in this subforum, lmao. Big ego I see :+1:

    > > > >

    > > > > The be fair, guild wars 2 exists solely because guild wars 1 did. Everything we've done has been tied to the original game, all of the left over plot threads we've explored were left over from the original game. Guild wars 2 would never of exists without guild wars, and perhaps instead of it trying to be its own thing it should be a legitament attempt at a sequel with more MMO-based features? As of now its been anything but the true successor to its superior predecessor. (When it comes to class Idenitity, theme, lore and story.)

    > > > >

    > > > > Guild wars 2 tried too hard to be everything but a guild wars game, it never to me felt like guild wars and feels like a game set in a world within the one guild wars set up but it is not the same thing. It to me is much like Age of Sigmar Vs Original Warhammer fantasy, Original fantasy is VASTLY superior but the move was made for the sake of innovation and new flashy things. But original fantasy is more successful, was more successful and age of sigmar kind of pushed out their core audience who supported them fervently for a more fly by night audience who just jumps at whatever is new.

    > > > >

    > > > > Guild wars 2 did much the same, it sacrificed its audience and those who loved guild wars 1 for people who probably don't and never will care about lore or story-telling. There are a few vet's left from GW1 but to me it always seems like there are so few of them, mainly because guild wars 2 has NONE of the features we consider integral to the franchise. (Guild battles, alliance battles, guilds meaning something, Guild systems, Actual guild halls not just trophy racks...)

    > > >

    > > > I mean if all you want is "more lore" and barely visible changes over the previous titles released yearly, then just stick to EA games. Being unable to move on must be pretty sad, but expecting gw2 to just exapnd on the lore while keeping everything else the same doesn't seem like a resonable request.

    > >

    > > An Ea game? Lmfao, clearly you have either limited taste or can't see EA can't make good games to save their life.

    >

    > You... uh... you failed to understand what I've wrote.

     

    do you think that your attitude need adjustment?

  7. > @"Sobx.1758" said:

    > > @"Burnfall.9573" said:

    > > > @"Sobx.1758" said:

    > > > > @"Burnfall.9573" said:

    > > > > > @"Lily.1935" said:

    > > > > > > @"Thornwolf.9721" said:

    > > > > > > > @"Lily.1935" said:

    > > > > > > > > @"Thornwolf.9721" said:

    > > > > > > > > > @"Lily.1935" said:

    > > > > > > > > > > @"LucianTheAngelic.7054" said:

    > > > > > > > > > > **Absolutely down for Scepter + Focus Revenant**, even if it ends up not being Ritualist related (Khilbron for instance would be a great choice). I also think if both Necromancer and Rev were to get "Ritualist" Specs, that Necromancer could get the "more ritualist" spec while Rev could get more channeling magic aspects of it, with a matching legend. This way they wouldn't have to go all in necessarily on Ritualist for Revenant (especially since Kalla is already a "spirit summoning" spec). I think your version of it though is quite interesting! And Usoku would be a more interesting choice than Togo or other big ritualist names. Only other one I would consider would be Razah

    > > > > > > > > >

    > > > > > > > > > People seem to think I hate revenant. I don't. I actually love the class. It fluctuates between my top 4 all the time. So if I was to design a ritualist spec I would want it to be as good and diverse as my 3rd favorite profession in GW1.

    > > > > > > > > >

    > > > > > > > > > Revenant doesn't have a lot to do at range unfortunately. And even with my design they still lack a real ranged option to pair with Usoku. They're an extremely martial profession, more so than most. Which puts me in a bind when trying to design a ranged spec for them.

    > > > > > > > > >

    > > > > > > > > > Even just playing as a renegade and trying to juggle Kalla with another legend I find myself in this awkward spot as there isn't another ranged option aside from Mallyx's corrupt enchantment spell. This is a hurdle for their design when trying to design ranged specs.

    > > > > > > > > >

    > > > > > > > > > Revenant honestly needs more core skills to round out its kit. One more legend would do the trick maybe 1 extra skill for each legend and a set of signets. But that's beyond the point.

    > > > > > > > > >

    > > > > > > > > > I do agree the best possible spec for revenant would use greatsword and be more melee focused because that's where revenant shines.

    > > > > > > > > >

    > > > > > > > > > But more on topic I'm actually proud of my unique mechanic concept. Filling the flavor of urns while keeping it uniquely revenant.

    > > > > > > > >

    > > > > > > > > They could do razah in invocation due to him being anything he desires to be, so he could fill any role we need him to fill. And give us scepter + focus as a core weapon set which do just as trident does underwater swap to fit our legends at the time. This would give us a "Ritualist" spec and legend of sorts, and would keep us from becoming a ritualist which could then in turn leave it for the necromancer. So that way both have something to do with them, just Razah is like a primordial extra-dimensional being who formed in the mists much like the six gods. So he is more about the mists, and doesn't really use the skills and theme of the ritualist as much as being a homage to the class in a different way.

    > > > > > > > >

    > > > > > > > > Then the real ritualist spec could go to the necromancer, and both can be happy and both win. Revenants channel an otherwise god level mist being who is still alive somewhere, and is unique in of himself as well giving us another legend and core weaponset. And necromancers get an E-spec which is all about the ritualist playstyle, which would probably make me play my necro more. (Don't like how they are handled in guild wars 2 right now.)

    > > > > > > > >

    > > > > > > > > This also opens us up to getting a norn legend, for the E-spec for Rev and getting either duel daggers (I hope so) or greatsword(Everyone wants it, for some reason.) I feel like this core addition to rev will have to come out in the saga and I HOPE they will do it. Leave invocation as it is and make Razah a legend about siphoning health and imbuing ones self with the mists to be defensive. This would make him good with any legend and if his utilies swapped based on your stat-set to fit the role better that could be cool, I feel like we could even have some throw backs to abbadon here and maybe some margonites. Who knows~

    > > > > > > >

    > > > > > > > Razah is an extremely minor note character. He was never that important, just a gimmick of GW1. I liked Razah, but he wasn't that important.

    > > > > > >

    > > > > > > Doesn't matter if he is important, he fits the bill. He is a mist being so compared to togo he is VASTLY more powerful just off the bat; That and I mean you could shove togo here and make it so he is our invocation legend. I just DO NOT want Rit on rev; I don't care how they justify it and I don't care how they try to sell it, do not shove that class into this one when this one already has its own issues. I trust it going to necromancer far more, because at least then I have confidence it could be done correctly and heck they could add in a ritualist head-piece for the light armor classes. Or even ritualist armor ..... there ya go.... But do not take my rev and shove togo in it as an elite spec... I don't think we can handle another kalla.

    > > > > >

    > > > > > I don't want Rit on Revenant either. I'd prefer it to get its own profession entirely. But that's a different topic.

    > > > >Revenant never existed in Guild Wars.

    > > >

    > > > You keep using this ("in gw1 it was like x!") as if it's any kind of argument. But it exists in gw2 and that's what we play, so it really isn't an argument at all. :(

    > >

    > > instead of tracking me down whenever i mention Guild Wars in my posts, try to understand why. Even the Op agrees and others agree with Ritualist being the best fit for Necromancer specialization, all i am doing is agreeing with them

    > >

    > > and yes.....once again, I am mentioning Guild Wars 1 because this forum mentions a Profession in it

    >

    > How am I tracking you down? I just answered in another thread in this subforum, lmao. Big ego I see :+1:

     

    history never lie :)

  8. > @"Sobx.1758" said:

    > > @"Burnfall.9573" said:

    > > > @"Lily.1935" said:

    > > > > @"Thornwolf.9721" said:

    > > > > > @"Lily.1935" said:

    > > > > > > @"Thornwolf.9721" said:

    > > > > > > > @"Lily.1935" said:

    > > > > > > > > @"LucianTheAngelic.7054" said:

    > > > > > > > > **Absolutely down for Scepter + Focus Revenant**, even if it ends up not being Ritualist related (Khilbron for instance would be a great choice). I also think if both Necromancer and Rev were to get "Ritualist" Specs, that Necromancer could get the "more ritualist" spec while Rev could get more channeling magic aspects of it, with a matching legend. This way they wouldn't have to go all in necessarily on Ritualist for Revenant (especially since Kalla is already a "spirit summoning" spec). I think your version of it though is quite interesting! And Usoku would be a more interesting choice than Togo or other big ritualist names. Only other one I would consider would be Razah

    > > > > > > >

    > > > > > > > People seem to think I hate revenant. I don't. I actually love the class. It fluctuates between my top 4 all the time. So if I was to design a ritualist spec I would want it to be as good and diverse as my 3rd favorite profession in GW1.

    > > > > > > >

    > > > > > > > Revenant doesn't have a lot to do at range unfortunately. And even with my design they still lack a real ranged option to pair with Usoku. They're an extremely martial profession, more so than most. Which puts me in a bind when trying to design a ranged spec for them.

    > > > > > > >

    > > > > > > > Even just playing as a renegade and trying to juggle Kalla with another legend I find myself in this awkward spot as there isn't another ranged option aside from Mallyx's corrupt enchantment spell. This is a hurdle for their design when trying to design ranged specs.

    > > > > > > >

    > > > > > > > Revenant honestly needs more core skills to round out its kit. One more legend would do the trick maybe 1 extra skill for each legend and a set of signets. But that's beyond the point.

    > > > > > > >

    > > > > > > > I do agree the best possible spec for revenant would use greatsword and be more melee focused because that's where revenant shines.

    > > > > > > >

    > > > > > > > But more on topic I'm actually proud of my unique mechanic concept. Filling the flavor of urns while keeping it uniquely revenant.

    > > > > > >

    > > > > > > They could do razah in invocation due to him being anything he desires to be, so he could fill any role we need him to fill. And give us scepter + focus as a core weapon set which do just as trident does underwater swap to fit our legends at the time. This would give us a "Ritualist" spec and legend of sorts, and would keep us from becoming a ritualist which could then in turn leave it for the necromancer. So that way both have something to do with them, just Razah is like a primordial extra-dimensional being who formed in the mists much like the six gods. So he is more about the mists, and doesn't really use the skills and theme of the ritualist as much as being a homage to the class in a different way.

    > > > > > >

    > > > > > > Then the real ritualist spec could go to the necromancer, and both can be happy and both win. Revenants channel an otherwise god level mist being who is still alive somewhere, and is unique in of himself as well giving us another legend and core weaponset. And necromancers get an E-spec which is all about the ritualist playstyle, which would probably make me play my necro more. (Don't like how they are handled in guild wars 2 right now.)

    > > > > > >

    > > > > > > This also opens us up to getting a norn legend, for the E-spec for Rev and getting either duel daggers (I hope so) or greatsword(Everyone wants it, for some reason.) I feel like this core addition to rev will have to come out in the saga and I HOPE they will do it. Leave invocation as it is and make Razah a legend about siphoning health and imbuing ones self with the mists to be defensive. This would make him good with any legend and if his utilies swapped based on your stat-set to fit the role better that could be cool, I feel like we could even have some throw backs to abbadon here and maybe some margonites. Who knows~

    > > > > >

    > > > > > Razah is an extremely minor note character. He was never that important, just a gimmick of GW1. I liked Razah, but he wasn't that important.

    > > > >

    > > > > Doesn't matter if he is important, he fits the bill. He is a mist being so compared to togo he is VASTLY more powerful just off the bat; That and I mean you could shove togo here and make it so he is our invocation legend. I just DO NOT want Rit on rev; I don't care how they justify it and I don't care how they try to sell it, do not shove that class into this one when this one already has its own issues. I trust it going to necromancer far more, because at least then I have confidence it could be done correctly and heck they could add in a ritualist head-piece for the light armor classes. Or even ritualist armor ..... there ya go.... But do not take my rev and shove togo in it as an elite spec... I don't think we can handle another kalla.

    > > >

    > > > I don't want Rit on Revenant either. I'd prefer it to get its own profession entirely. But that's a different topic.

    > >Revenant never existed in Guild Wars.

    >

    > You keep using this ("in gw1 it was like x!") as if it's any kind of argument. But it exists in gw2 and that's what we play, so it really isn't an argument at all. :(

     

    instead of tracking me down whenever i mention Guild Wars in my posts, try to understand why. Even the Op agrees and others agree with Ritualist being the best fit for Necromancer specialization, all i am doing is agreeing with them

     

    and yes.....once again, I am mentioning Guild Wars 1 because this forum mentions a Profession in it

  9. > @"Lily.1935" said:

    > > @"Thornwolf.9721" said:

    > > > @"Lily.1935" said:

    > > > > @"Thornwolf.9721" said:

    > > > > > @"Lily.1935" said:

    > > > > > > @"LucianTheAngelic.7054" said:

    > > > > > > **Absolutely down for Scepter + Focus Revenant**, even if it ends up not being Ritualist related (Khilbron for instance would be a great choice). I also think if both Necromancer and Rev were to get "Ritualist" Specs, that Necromancer could get the "more ritualist" spec while Rev could get more channeling magic aspects of it, with a matching legend. This way they wouldn't have to go all in necessarily on Ritualist for Revenant (especially since Kalla is already a "spirit summoning" spec). I think your version of it though is quite interesting! And Usoku would be a more interesting choice than Togo or other big ritualist names. Only other one I would consider would be Razah

    > > > > >

    > > > > > People seem to think I hate revenant. I don't. I actually love the class. It fluctuates between my top 4 all the time. So if I was to design a ritualist spec I would want it to be as good and diverse as my 3rd favorite profession in GW1.

    > > > > >

    > > > > > Revenant doesn't have a lot to do at range unfortunately. And even with my design they still lack a real ranged option to pair with Usoku. They're an extremely martial profession, more so than most. Which puts me in a bind when trying to design a ranged spec for them.

    > > > > >

    > > > > > Even just playing as a renegade and trying to juggle Kalla with another legend I find myself in this awkward spot as there isn't another ranged option aside from Mallyx's corrupt enchantment spell. This is a hurdle for their design when trying to design ranged specs.

    > > > > >

    > > > > > Revenant honestly needs more core skills to round out its kit. One more legend would do the trick maybe 1 extra skill for each legend and a set of signets. But that's beyond the point.

    > > > > >

    > > > > > I do agree the best possible spec for revenant would use greatsword and be more melee focused because that's where revenant shines.

    > > > > >

    > > > > > But more on topic I'm actually proud of my unique mechanic concept. Filling the flavor of urns while keeping it uniquely revenant.

    > > > >

    > > > > They could do razah in invocation due to him being anything he desires to be, so he could fill any role we need him to fill. And give us scepter + focus as a core weapon set which do just as trident does underwater swap to fit our legends at the time. This would give us a "Ritualist" spec and legend of sorts, and would keep us from becoming a ritualist which could then in turn leave it for the necromancer. So that way both have something to do with them, just Razah is like a primordial extra-dimensional being who formed in the mists much like the six gods. So he is more about the mists, and doesn't really use the skills and theme of the ritualist as much as being a homage to the class in a different way.

    > > > >

    > > > > Then the real ritualist spec could go to the necromancer, and both can be happy and both win. Revenants channel an otherwise god level mist being who is still alive somewhere, and is unique in of himself as well giving us another legend and core weaponset. And necromancers get an E-spec which is all about the ritualist playstyle, which would probably make me play my necro more. (Don't like how they are handled in guild wars 2 right now.)

    > > > >

    > > > > This also opens us up to getting a norn legend, for the E-spec for Rev and getting either duel daggers (I hope so) or greatsword(Everyone wants it, for some reason.) I feel like this core addition to rev will have to come out in the saga and I HOPE they will do it. Leave invocation as it is and make Razah a legend about siphoning health and imbuing ones self with the mists to be defensive. This would make him good with any legend and if his utilies swapped based on your stat-set to fit the role better that could be cool, I feel like we could even have some throw backs to abbadon here and maybe some margonites. Who knows~

    > > >

    > > > Razah is an extremely minor note character. He was never that important, just a gimmick of GW1. I liked Razah, but he wasn't that important.

    > >

    > > Doesn't matter if he is important, he fits the bill. He is a mist being so compared to togo he is VASTLY more powerful just off the bat; That and I mean you could shove togo here and make it so he is our invocation legend. I just DO NOT want Rit on rev; I don't care how they justify it and I don't care how they try to sell it, do not shove that class into this one when this one already has its own issues. I trust it going to necromancer far more, because at least then I have confidence it could be done correctly and heck they could add in a ritualist head-piece for the light armor classes. Or even ritualist armor ..... there ya go.... But do not take my rev and shove togo in it as an elite spec... I don't think we can handle another kalla.

    >

    > I don't want Rit on Revenant either. I'd prefer it to get its own profession entirely. But that's a different topic.

     

    **+1**

     

    Ritualist and Necromancer share the same chemistry while Revenant never existed in Guild Wars. I agree with you as well to have Ritualist as its own Profession. Necromancer/Ritualist are the perfect match to each other and should remain so.

     

    side note-

    here is a very old video of a Necromancer/Ritualist in harmony

     

     

     

  10. > @"gabo.6130" said:

    > arena net does not learn

    > the problem of pvp are the opportunistic players and the bad pairings

    > Why do we always have to have repeated professions in pvp games?

    > Why should there be groups in pvp games when we use the pairing queue individually?

    > they must remove the repeated professions and that the players do not change professions.

    > the groups must be removed, for that there are custom arenas and tournaments.

    > the problem is the inequality of the pairings

    > they will never get a balanced pvp while these problems always exist, and players always take advantage of the OP professions.

    > they throw a patch and what is the first thing players do? They look for the profession that has been more broken or has more endurance and damage, it is always the same, and it is extremely annoying for those who play individually. They change their profession when they feel like it according to what they think is best for their group and what they see of the opposite group.

    > I am going to give a frustrating example: I usually do not play fortress mode in pvp, but I wanted to vary and see how it was after the patch, I was almost 30 minutes waiting for the game, when we played, because we lost it, when I see the end, it turns out that they were the 5 group together, there were 3 ranger, 2 necros and a guardian, is that equality? that kind of thing is often seen in pvp and what causes is frustration and desire not to play pvp anymore, I have 4 years playing pvp, but imagine the new players that were in my group if there were any, in case of any Be sure I don't feel like playing anymore.

    > because they believe that anet never gets anything after each patch, 4 years and it's always the same.

    > It is my point of view and I think this is one of the main problems of pvp. apart from playing with new players because of the low comedy that exists today, but how does the pvp grow like this? always the same.

    > I remember when pof came out, everyone used necro and the pvp was an unplayable hell, then recently they left the OP scrap metal and they were annoying that they all used them.

    > they leave broken classes and apart from this having to bear them multiplied by a thousand in each pvp game.

    > The idea of ​​the pvp is that each profession fulfills its role as much as possible, not having professions that play the role of all and incidentally having to endure them repeatedly.

    > that a class withstand more than 3 players alone I do not see it well. unless it is very good and the opposites are very new.

    > Recently I played a game where we could not take the bases, there was an elementary at home that could not be killed quickly, there were two broken necros that could not be killed quickly, one stayed in far and another annoying at home, apart a thief and A mesmer who went from one place to another. These kinds of things are the ones that frustrate, far from the thousands of patches they have released for years.

    > and by the way the disconnected, those who get upset and stay afk because of this and not have an option to leave the game without being penalized, and have to wait for your valuable time to be spent while the bad match is over.

    > many will say, is that it is unrank, because both in the free and in the rank there must be a good match, I like to play the free ones and not precisely to test builds, and when I make changes in my build they are small adjustments or some weapon I want to try, but I always play to win and it is not fair to have to endure this kind of thing just because they are free. As I said before, whoever wants to go to the group are the custom arenas and tournaments, now there is a 2v2 mode. players should get used to playing and learning individually without being carred and unless they take advantage of using classes that are broken. whoever wants to go with his friend to go to 2v2 and put a 3v3 too, and make a free mode for this. I haven't played 2v2 and I'm not interested in doing it because I don't see any sense. I like more the conquest mode that I have played for years, but as a player I want it to be as fair as possible, both free and rank, and not this usual disaster.

     

    **+10**

     

    'History shows that both those who do not learn history and those who do learn history....'

     

    very well said

  11. > @"Shena Fu.5792" said:

    > The problem is Anet doesn't even know what they themselves want, but try to read the players' mind on why they detest and avoid raids? I mean, conceptually what's the difference between dungeons, fractals, raids, and now strike missions? They're the same genre of content, but for some reason Anet wants to splinter the content, and consequently also splinter the playerbase.

    >

    > As for easier raids, shouldn't the solution be to use the same maps, but provide varying levels of difficulty? Like the dungeons with easier story mode and harder exploration modes. So that players can familiarize with the same map, mechanics, and encounters. What doesn't relate is how completing strike missions would help with raids, when their requirements are totally different--possibly even opposite and counterproductive of each other.

    >

    > Unfortunately, what don't differ between modes are the elitism and toxicity with certain raiders (where raider here generally means players who devote to instanced, small group, high difficulty content, including in GW2 dungeons, fractals, raids, and strike missions). The elitism, toxicity, arrogance, exclusion, etc. will persist due to the nature of this type of content. And this type of behavior won't vanish just because difficulty is altered. As we have seen for dungeons and fractals, and now strike missions, some devoted players will always want to do it faster, better.

    >

    > So the elitism and exclusion remains; just because you call these contents different names won't make the issues magically go away. It's inherent in this type of content. And why huge portion of the playerbase won't engage in any similar content--it's the principle of the matter.

     

    **+10**

     

    you are outrightly correct. Those are the exact reasons why i don't raid and do not have any intention of doing so

  12. > @"Mechanix.9315" said:

    > > @"Burnfall.9573" said:

    > > > @"Mechanix.9315" said:

    > > > > @"ArlAlt.1630" said:

    > > > > Can be kited. Move along.

    > > >

    > > > Most builds cant, also imagine kiting while u have perma 10 torment stacks, good luck running away.

    > > >

    > > > Anyway the problem is mostly when fights are 3v3 or 5v5, that kind of small scale roaming. And of course if you have pugs around they will just melt and rally bot, because they will keep moving.

    > > >

    > > > If people cant realize how broken is, and instead complain about thief, then im done no reason to keep reading forums.

    > >

    > >

    > >

    > > it is broken and an insult to Necromancer Profession

    >

    > That guy is even skill clicking :facepalm:

     

    Aaron played well, it is Revenant Profession mechanics and skill designs which need to be seriously addressed

  13. > @"Mechanix.9315" said:

    > > @"ArlAlt.1630" said:

    > > Can be kited. Move along.

    >

    > Most builds cant, also imagine kiting while u have perma 10 torment stacks, good luck running away.

    >

    > Anyway the problem is mostly when fights are 3v3 or 5v5, that kind of small scale roaming. And of course if you have pugs around they will just melt and rally bot, because they will keep moving.

    >

    > If people cant realize how broken is, and instead complain about thief, then im done no reason to keep reading forums.

     

     

    it is broken and an insult to Necromancer Profession.

    side note: Superior Rune/Sigil of Tormenting is designed to be mastered with only two Professions- Necromancer and Mesmer. How does Revenant Profession using Torment triumphed over others at ease?

  14. > @"Tibicia.8315" said:

    > Please, for the love of Dwayna, can we stop this? Please, please, please quit adding shiny graphics to WvW. Quit designing PvE items for WvW. (This is starting to look like one of those really junky Korean pay to win games that most of us chose to avoid...if I wanted to play one of those, well, there are plenty out there that look like drug induced hallucinations of fireworks that would make a 5-year old jump up and down in glee) People with graphics or connectivity issues are suffering, and some of these guys are really good players who I greatly enjoy gaming with. I've known several players who have now quit this game, they did so because of the DC's (much due to graphics bombs) and I miss them! Instead, the good players are being replaced with the really awful random-knock-back-because-I-have-no-idea-what-button-I'm-pushing rangers, who ask if we can capture a tower so they can get a WvW mount. Plus that new bear mount has a graphic that looks like an explosion, and every time I see it, I think some enemy is attacking. It's getting annoying as ...a-bad-word-that-would-get-me-banned...

    >

    > Please, please, please, stop this horrible downward spiral into unartistic, graphical overload. Instead, please focus on the actual content. Keep the blinding graphical explosions and ugly floating orbs in PvE.

    >

    > Thank you!

     

    **+10**

     

  15. > @"msalakka.4653" said:

    > Necro needs to be nerfed hard because thief has too much stealth and condi rev something something. And remove that remaining dodge from Mirage already kitten. WvW should be nothing but two Healway Guardians dueling - good thing we're already halfway there.

     

    Necromancer is a condition base Profession and Revenant Profession is not. (Absolutely no professions condition damages must excel Necromancer conditions.) So this is why Revenant Profession must be seriously, harshly dealt with and leave high condition damages to its rightful profession- Necromancer

  16. > @"vesica tempestas.1563" said:

    > > @"NICENIKESHOE.7128" said:

    > > Strike have an important goal to give players a ladder to practice before reaching raid, because the dev said there are significant differences in average dps between open PvE and raid. In a sense Strike is for people who already want to get into raid but want a stepwise approach before starting wing 1, if you're not interested in group content where dps is part of the challenge, then Strike is simply not targeting you.

    > >

    > >

    > > This is literally the easiest build there is that can consistently make high dps in strike/raid. Just spam every skill behind/beside boss except F1, skill 3 and heal...

    > > Sure its not top, but it also doesn't take much effort to score decent spot in raid as dps and allows players to focus on mechanics

    >

    > As other have said, devs have missed the mark. Doing strikes is not going to entice players to raid. Players dont want to raid because of many things:

    >

    > - time commitment

    > - min maxing/focus on trinity

    > - voice comms rwquiremrnts

    > - forced to use certain builds

    > - elitism (real and perceived)

    >

    > Doing strikes doesn't automagicallty fix these. All strikes demonstrate is that players do want to enjoy 10 man fights if the tuning is at a casual level.

    >

     

    **+1**

    pretty much on point

  17. > @"Psycoprophet.8107" said:

    > > @"Thornwolf.9721" said:

    > > > @"Teratus.2859" said:

    > > > > @"Thornwolf.9721" said:

    > > > > > @"Psycoprophet.8107" said:

    > > > > > > @"Drennon.7190" said:

    > > > > > > > @"Teratus.2859" said:

    > > > > > > > It's been a while but today I got reminded of exactly why I hate playing against thieves.

    > > > > > > >

    > > > > > > > Deadeye ambush.. pew pew pew STEALTH!!

    > > > > > > > several seconds later pew pew pew STEALTH!!

    > > > > > > > several seconds later pew pew pew STEALTH!!

    > > > > > > > few more seconds later pew pew pew STEALTH!!

    > > > > > > >

    > > > > > > > Oh and this was one of several encounters with thieves using the same tactic on multiple different builds.. pop in, few hits, run away invisible before taking damage.

    > > > > > > > It's so kitten annoying and cheap and there is far too little counter to this kind of troll playstyle.. specially when they have so much mobility and can even fast stomp a downed player and run away again.. invisible.. and nobody can do anything about it.

    > > > > > > >

    > > > > > > >

    > > > > > >

    > > > > > > So thieves playing the way they are designed to play?

    > > > > >

    > > > > > I love op posters like this lmao literally in first few sentences I already kno thier completely clueless. Thiefs need damage nerfed more, my dp sets up 3.5k backstabs on power builds and 250-350 dagger autos and sometimes rarely breakes1k on last auto chain hit, yeah nerf the damage lol. Then less mobility cuz u kno that's why it's got 11k base hp and low toughness cuz it's got great mobility like all rogue classes do so let's also nerf mobility. Aka high I'm op and pretending to care and be less bias than other players, that said I dislike thief and want it unuseable. Here's a list of others as well. These changes would force them even more into the already lame +1 decap role while making them even better in raids and zergs, u kno being kitten at the few things it's good at lmao.

    > > > > >

    > > > > > Like seriously.

    > > > >

    > > > > I don't hate thieves I just think they have a lot of loaded stuff in their kit that could use some toning back? I feel the same way about all the classes, I just want them to nerf what is broken and NOT remove what makes them unique and different from one another.

    > > >

    > > > Stealth alone is all.

    > > > I have no issues with thieves mobility or their damage, it's their abundance of cheap stealth mechanic that makes me hate fighting them because there is very little counter to it.

    > > > It leaves thives with an almost unique ability to be annoying trolls that are capable of harassing multiple players with very little risk.

    > > >

    > > > In PvE it's fine but in competitive stealth shoud come with restrictions.. for starters not being able to use it without some kind of timed CD.. Stealthed ambuses dealing more damage yeah fine.. but thieves should suffer a several second reveal debuff for it.

    > > >

    > > > By all means increase stealth duration hell even mobility too and give theives the ability to scout exceptionally well while invisible etc.. but if they choose to engage an enemy they should not be able to cheese fights by abusing stealth the way they currently can.

    > > >

    > >

    > > All I said is they need to choose one. I don't feel them having mobility and the POTENTIAL for stealth is fair, I feel that one subsequently makes the other OP so one has be to be toned back to make room. I don't want them to be trash, I hate when people assume that because I don't agree with the design they've been given because for one it makes it hard to make E-specs and two it makes it difficult to balance.

    > >

    > > You want stronger damage and presence? Well sacrifice a bit of stealth or mobility and I could justify it....

    >

    > Trust me most thief's would love to give up some stealth to get some of their general damage back.

     

    how about not have neither and keep their mobility?

  18. > @"Sobx.1758" said:

    > > @"Burnfall.9573" said:

    > > > @"Sobx.1758" said:

    > > > > @"Burnfall.9573" said:

    > > > > _without Mesmer/Gwen....there would not be Guild Wars.....franchise.. It is crucial for Mesmer Profession identity to be return to its root core to preserve Guild Wars name_

    > > >

    > > > This is gw2, if you want to play gw1, go play gw1.

    > >

    > > did you know that Cantha is from Guild Wars 1?

    >

    > How is this relevant to what I wrote?

     

    Cantha is Guild Wars 1 and we are all heading back there

  19. > @"Sobx.1758" said:

    > > @"Burnfall.9573" said:

    > > _without Mesmer/Gwen....there would not be Guild Wars.....franchise.. It is crucial for Mesmer Profession identity to be return to its root core to preserve Guild Wars name_

    >

    > This is gw2, if you want to play gw1, go play gw1.

     

    did you know that Cantha is from Guild Wars 1?

    https://wiki.guildwars.com/wiki/Cantha

     

     

    'Guild Wars: GWEN Trailer'- 'Eye of the North'

     

  20. > @"Turkeyspit.3965" said:

    > > @"Burnfall.9573" said:

    > > many lonely..painful years,

    >

    > Huh? Necromancers have minions by the truckload! How could they ever feel lonely? Neither Ele, Ranger or even Renegade can summon as many friends as the Necro, and while Engys can bring out about as many turrets, all they are good for is to hang their laundry on to dry.

    >

    >

     

    compare with the other Professions 'pets', how long does Necromancer Profession survives just as Necromancer did before? Interesting quite enough, even 'tank' Necromancer now aren't even using minions so yeah!! we are use to it, with our pets being useless to us so, this is our way of survival.

  21. > @"Mea.5491" said:

    > > @"Dante.1763" said:

    > > > @"Mea.5491" said:

    > > > _"Making group content required for the story is a step backwards."_

    > > >

    > > > Then you would cry in FFXIV, story is locked behind DOZENS of non-soloable dungeons and trials, lol. GW2 has a ridiculously LOW amount of FORCED group content for a massively **multiplayer** game. :tongue:

    > >

    > > Maybe thats why we are playing this game and not that one.

    >

    > Maybe that's why FFXIV is successful and GW2 is having issues. I love GW2 but too often it feels like a single-player game for an MMO. Solo players always cry when we get multiplayer content in a multiplayer game. It's sad.

     

    **+10**

     

    i completely agree with you including the Op. The Truth to the matter is, Guild Wars 2 is having serious identity crisis, it just really doesn't know what it want to be and that is where the root cause problems lies especially when it comes to this.

     

    Wasn't this the whole reason behind it abandoning the Holy Trinity System to begin with?

     

    Wasn't this the whole idea behind the removal of the Holy Trinity to not rely on group content and solo play instead?

     

    'Guild Wars 2 is the sequel to ArenaNet’s flagship title, Guild Wars. GW2 aims to fix a lot of what’s “wrong” in the MMO world. With reworked combat mechanics, a focus on Dynamic Events, voiced quest dialog, several new professions, fan-favorite races, and the massive open world of Tyria, Guild Wars 2 is far more epic in scope than the original… while still retaining the F2P business model. The reliance on a holy trinity of class-roles is gone too, with every profession in GW2 being able to take on several roles, including that of a healer. '

     

     

     

  22. > @"Turkeyspit.3965" said:

    > > @"KrHome.1920" said:

    > > Core bunker necro is a joke. I've fought dozens of them now and I just punch them for 30 seconds until they die. That's it. They can't even fight back. They can't run away. I don't even need to heal. They are a joke. Today I've beaten a duo of these. First I focussed the first one, stunned the second for 2 seconds, stomped the first one and then killed the second one.

    > >

    > Playing with what, may I ask? I've witnessed a Core Necro require 3 players to take down. Myself and 2 other roamers took at least 30 seconds to burn through his shroud and then Lich form. I can't even imagine what that would have looked like had it been 1v1.

    >

     

    for 8 years; Necromancer Profession was the punching bag Profession; being the first target to be killed and being the last to escape dying. The first Profession to sacrifice themselves for others knowing that they will likely die once the enemy zerges arrives, No other Professions would ever would wanted to take their place of being the easy target until now.

     

    Don't you think after so many lonely..painful years, Necromancer deserves to feel alive.....a little bit longer?

     

    ![](https://i.imgur.com/va8Vkm3.jpg "")

     

  23. > @"ArlAlt.1630" said:

    > Nerf Thief, sincerely Mesmer.

     

    infact, both Thief/Mesmer Professions need to be completely redesigned from the ground up instead of having years of wasteful unresolved with unworthy 'nerfs'

     

    ex-it is like forcing to change water to turn into oil which will never happen because their identities and root cores will never allow it

     

    -Nerfing must no longer be an option for them because their designs will not allow it-

     

    https://wiki.guildwars2.com/wiki/Professions_reveal

    Mesmer was the last Profession to be revealed in Guild Wars 2

     

    ![](https://i.imgur.com/bKto1J8.jpg "")

     

    _without Mesmer/Gwen....there would not be Guild Wars.....franchise.. It is crucial for Mesmer Profession identity to be return to its root core to preserve Guild Wars name_

  24. > @"Thornwolf.9721" said:

    > > @"Jugglemonkey.8741" said:

    > > > @"Burnfall.9573" said:

    > > > > @"DemonSeed.3528" said:

    > > > > That build is an easy kill lol. Now p/d is suddenly a problem?

    > > > > ps - do you have some kind of rss feed or something to alert you whenever thief related stuff gets posted on youtube? it's hilarious. You could actually be spending all this time creatively thinking about sane fixes for thief players but instead chose to go down the toxic road. Please, if anything see how this isn't a good look.

    > > >

    > > > Power, Condition and Bunker is how Guild Wars 2 balance itself. Just like everyone else,Thief Profession adjusts itself with the meta of choice.

    > > >

    > > > The Toxic road in all of this is and why this isn't a good look is...... for the past 8 years......there is nothing new to this

    > > >

    > > > -No Lessons Were Learned-

    > > >

    > > > 1. Thief Profession can still +1 shot

    > > > 2. Thief Profession condition is still Toxic

    > > > 3. Thief Profession can still perma-stealth

    > > > 4. Thief Profession can still stack stealth

    > > > 5. Thief Profession Mechanics and Skills remain Toxic

    > > > 6. Thief Profession Teleport continue to be exploitable

    > > > 7. Thief Profession is still Bad Design

    > > >

    > > > The only remedy to this is for a complete redesign or to completely remove this profession altogether

    > > >

    > > > **until than......Guild Wars will never coexist with Toxicity**

    > > >

    > > > ![](https://i.imgur.com/Y4ifWoO.jpg "")

    > > >

    > >

    > > As I've said before, you just straight up hate thief. You base your position on that emotional reaction rather than relying on on any logical argument. It's fine to hate the class, just admit it for what it is dude.

    > >

    > > On a more personal note, be careful how you quote the Bible. I don't imagine God likes His words being taken out of context any more than we do.

    >

    > As someone indifferent I think thief getting a rework to remove stealth, and give them more interesting/fun tools would be good for everyone.Thieves would feel better and people would probably enjoy fighting them more. Leave stealth to say... one elite spec? Like thats dead-eyes gimick and its strictly tied to them due to the way they function, but core and daredevil rely more on fluid movements and precise strikes. Turn shadow arts into shadow magic, and make them have a form of magic of their very own as it already feels as if it is magic. Make them feel unique to what their aesthetic and role within fantasy, and fantasy worlds are at this stage in the game and make them stand apart from rogues.

    >

    > This then would give new E-specs and our current ones a defined role, at least better and more defined with what we have now.

    >

    > Core= Brawler, based on under-handed tactics but more sustained fights.

    > Daredevil= quicker but squishier, based on shut-down builds and quick bursts followed by escapes.

    > Deadeye=Stealthy, burst with limited value due to its single target potential and the fact that stealth can't be stacked or made permanent anymore.

    > future=anything

     

    **+10**

     

     

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