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Sylvia.4870

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  1. > @"Bristingr.5034" said: > Yeah, we're against Maguuma this week. Both CD and TC are taking a "go kitten yourself" approach to them by simply not playing on EBG. They have been the worst server to play against. If you don't play on EBG, they whine and throw a fit because they're bored. Meanwhile, we're having fun playing the other team on all the other BLs. > > All they want to do is spawn camp and hump SMC. EBG's spawn is terrible, but that's why there's 3 other maps to play on. Oh dear! I never thought staying around the spawning area to kill enemies is still a thing! I admit that the spawning points in Eternal Battlegrounds are terrible. Barely I have the journey in it. I often roam in the others. (P.S I like to encounter with enemy roamers and learn their builds, mechanics, abilities and skillplay most of the time)
  2. > @"Will.6470" said: > So many things. > > WvW is not being played as intended. > We have servers actively tanking matches to avoid T1, then we have servers ignoring everything in the game mode except EBG/SMC actively tanking to stay in T4 to get "EpIc KdR" not making the connection Kdr is generally about numbers vs numbers lmao. > I don't have a solution to this, and being that its gone on for pretty much ever, I doubt Anet does or even cares. > Server transfers are bad, and being stuck on a bad server getting farmed is bad. > Winning should be good, not punishing. > > Rewards for completing Diamond multiple times... aren't rewarding. > You'd think we would be rewarded for actually playing the game for extended periods? Not in WvW I guess. > > Meta is a bit stale for sure and un-killable try hard blobs are so blase > > Builds aren't super terrible but the cheese is beyond anything we've seen in the past. > Every class has too much, and skills are bloated (cough Dolyak Stance). > > My list of obnoxious in no particular order: > Ranger > - 2 spam deleting people from 2k range (why is this still a thing?) > - boonbeast > - infinite immob > Thief > - deadeye in general > - condi thief.. honestly... > - unkillable bunker cheese > - stealth (even with all the anti stealth jazz its still cancer) > Revenant > -Condi herald/renegade is beyond obnoxious > Engi > -Support too stronk > -some bunker builds condi and power are so dumb > Ele > - insane damage when spec'ed with enough invulns to make warriors jelly > - 1v1 attrition nonsense is obnoxious > Mesmer > - condi/clone spam > - 1shot power invis > Necro > -Raid boss base necro (kitten) > -roll face scourge > -spin2win reaper > Gaurdian > -1 shot core (not many of them but still nonsense) > -DH's all the sudden became obnoxious, what the heck? > Warrior > -A guild name said it best "No aim no brain im a warrior [MAIN]" kek > > I'm prepared for the hate because most of you play these builds (why wouldn't you) but lets be honest, there's a lot of builds that need adjusting. > > All this being said, I think WvWs faults are just a result of Anet abandoning this game mode for far too long. If a ranger uses the second skill from the longbow, any reflection skills or interruption ones can stop his firing. Should a soulbeast be full of boons, those who can convert them to conditions or are capable of stealing boons will smile. Supposing that a deadeye loves to stay in the dark and waits for an opportunity to unleash a high damage on his target, one must strike him down fast(as long as one can still see him) and be aware of his fatal shots(for instance, Death Judgement). Assuming that one meets a condi thief, one needs to take him down as quickly as possible while watching out condition damage(Bleeding, Poison, Torment, Confusion). Stealth is one of the main sources for defenses of the Thief Profession (on condition that one gets used to its mechanics and can predict where a foe is, it will not be an issue). Talk about condi herald/condi revenant - he barely uses an effort to do anything on his foe(a lazy, cheesy build , to be precise.Too easy to play). Providing that one meets such a profession like these, one needs to avoid the crucial abilities that inflict condition damage and slay him with strong, quick combos(don't let him have a chance to heal himself at all!). Elementalist(whether a core one, tempest or weaver); of course, he is deadly when he can use his skills precisely and continuously. Without barriers and invulnerability, he is fragile with no doubts. To freeze him completely, one must land every skills on him accurately and constantly as long as he has no such defensive capacities. Provided that a mesmer creates clones along with phantasm ones, one is to catch the real creator of theirs and beware of his burst damage from the clones and the phantasm ones(whether it is power damage or condition damage). Talk about necromancer - if it is a reaper, one had better escape from the second skill of the shroud's mechanics perfectly or block it. Then, one needs to kite around for ensuring the fading of the shroud's life force from him. After that, one will have a chance to slay him(once his shroud is on cooldown: 10 seconds). Provided that it is a scourge(with death magic, blood magic and minions around as additional defenses), one must be calm and take out his health as swiftly as possible(no rushing on him if he still has barriers). Talk about guardian(whether it is a core one, dragonhunter or firebrand) - there is something common in all of them; their burning damage. To survive from it, one mustn't touch any of their essential capabilities(rushing toward a target while bringing blindness to him, spinning around to chain an enemy, placing an area of blue circle[which causes the burning damage]) If it is a dragonhunter, one needs to evade his shots and favorite traps as well as one can. Next, one is to ignore his shields if they are up on him(the blue shields around him; if it is the dome, don't use any ranged attacks - melee ones are effective on him). Once they are gone, one has an opportunity to cut him down. Talk about warrior - if it is a berserker, one must be prepared for the burst skill and escape from it by evasiveness, interruption or blocking. Should it be a spellbreaker, one mustn't be interrupted by his counterattack or one will be chained. Furthermore, one is to be careful from crowd control potentials( bull's charge, shield bash, Juggernaught mode with its own skills, the abilities from the hammer and daze from the mace). I hope these details will help you in a way or two to deal with such opponents like these. Good hunting ,sir! :)
  3. > @"anduriell.6280" said: > > @"Yasai.3549" said: > > Thieves are the apex predator of small scale and Roaming, that's their niche, that's their role. > > Either accept it or join them and play Thief too. > > > > No guarantees yu will do well on Thief though, usually those Thieves giving people alot of problems are ones which have been playing Thieves for very very very long time. > > > > Similarly, a Thief is utter dogdoodoo when it comes to Zerg combat and they instantly explode, even Frontline "dps Staff DD" builds are extremely fragile in Zerg combat. > > Thief is the most forgiving class in game, too many “instaSaved” buttons with stealth, evades and teleports. > Also does an immense damage burst. > > I agree PvP balance should be applied to wvw, it would make a healthier gamemode. Even if the Thief can do a lot of damage, the Thief doesn't have much toughness. It is not strange that the Thief is light. Too many ''Instasaved'' buttons with stealth, evasiveness and teleportation? With1 Healing skill slot, 3 Utility skill slots, 1 Elite skill slot and 5 weapon skil slots? I don't think so. One or a few wrong moves, the Thief will fall down.
  4. > @"Arheundel.6451" said: > > @"XerMeLL.6042" said: > > > @"anduriell.6280" said: > > > I'd like to share what needs to be nerfed and some way to buff other area so that nerf is not impacting the class as a whole. > > > > > > * **Greatsword is over performing in sPvP mode**. The block is too long making this weapon clearly too forgiving for the class. **I would reduce the block time to 1.5s seconds** leaving in 3s for WvW. Reducing the block will not be enough thou, because the other weapon combinations don't bring enough utility. _Axe#4 needs a wide corridor area of effect, Dagger#5 needs a teleport to target when hit_. > > > * **Ancient Seeds is an extremely passive trait which brings too much immob** in any game mode. That trait needs to be removed as no rework can make a trait which applies immobilize fun to play with or against to. > > > * **Multipliers on Soulbeast are too many**. It still can make absurd numbers like 10k mauls (against glass targets). Remove the 7% from fury as that is basically a constant extra damage, replace that minor with GM Oppressive Superiority which will make the Soulbeast to have less multipliers. It will also make the multiplier less consistent as it will apply depending on the enemy hp related to the ranger. I don't see Skills like Sic'em as an issue as those work the same as other classes have to increase burst for short time. > > > * **Druid has access to too many stealth sources**. Druid having access to smokescale F2 (lunar impact, warhorn, sword, Greatsword can apply stealth from there) + Celestial Shadows + Runes of the trapper makes too many sources of stealth which can be constantly applied during the battle. This will scale in the future if newer pets get additional combo fields or effects the druid may interact with. Remove access to pets F2, as such druid does does not have access to secondary effects from the pets. > > > * **Axe main hand is overperforming in all PvP modes, that single weapon can carry tank builds with little investment**. Axe a ranged weapon (900 range) does too much damage being able to hit for 4-5K with the autos. Splitblade can be a one shot skill if you hit with the 5 blades (2.5K each * 5 times ), Winters Bite can still deal more than a Maul with the additional range, no visual cue and the effects of weakness and freezing. The main culprit is the might from the auto attack which can build very fast with the bouncing attack. Remove might from the auto attack, that will bring the numbers down still allowing the ranger to build a burst with different skills/traits. Winters bite could benefit from an slower projectile and a more clear visual cue like a bigger projectile or an snow trail. **Honed axes should increase Expertise** ( 150 + 150 ) when equipped instead to empower the hybrid nature of the weapon. > > > * **Beastmastery traitline brings too much for the Soulbeast in any gamemode**. It does bring more damage and utility than skirmish and marksmanship with the extra stats, extra damage when at full hp and the extra movement speed increasing at the same time the tankiness of the soulbeast. Additional Stats and movement speed should be removed from the traitline and applied as baseline for all the pets. If the movement speed for the soulbeast is important can be applied as secondary effect in Essence of speed or as minor to the Soulbeast traitline. > > > > > > > > > > > > > how about we nerf the ranger and delete the thief class. > > He plays necro now so.....he'll ask for nerfs on anything that soft couter his new main....so if you're **a thief or ranger** get ready to be bombarded with nerf threads by @"anduriell.6280" . lol Oh dear.
  5. > @"XerMeLL.6042" said: > > @"anduriell.6280" said: > > I'd like to share what needs to be nerfed and some way to buff other area so that nerf is not impacting the class as a whole. > > > > * **Greatsword is over performing in sPvP mode**. The block is too long making this weapon clearly too forgiving for the class. **I would reduce the block time to 1.5s seconds** leaving in 3s for WvW. Reducing the block will not be enough thou, because the other weapon combinations don't bring enough utility. _Axe#4 needs a wide corridor area of effect, Dagger#5 needs a teleport to target when hit_. > > * **Ancient Seeds is an extremely passive trait which brings too much immob** in any game mode. That trait needs to be removed as no rework can make a trait which applies immobilize fun to play with or against to. > > * **Multipliers on Soulbeast are too many**. It still can make absurd numbers like 10k mauls (against glass targets). Remove the 7% from fury as that is basically a constant extra damage, replace that minor with GM Oppressive Superiority which will make the Soulbeast to have less multipliers. It will also make the multiplier less consistent as it will apply depending on the enemy hp related to the ranger. I don't see Skills like Sic'em as an issue as those work the same as other classes have to increase burst for short time. > > * **Druid has access to too many stealth sources**. Druid having access to smokescale F2 (lunar impact, warhorn, sword, Greatsword can apply stealth from there) + Celestial Shadows + Runes of the trapper makes too many sources of stealth which can be constantly applied during the battle. This will scale in the future if newer pets get additional combo fields or effects the druid may interact with. Remove access to pets F2, as such druid does does not have access to secondary effects from the pets. > > * **Axe main hand is overperforming in all PvP modes, that single weapon can carry tank builds with little investment**. Axe a ranged weapon (900 range) does too much damage being able to hit for 4-5K with the autos. Splitblade can be a one shot skill if you hit with the 5 blades (2.5K each * 5 times ), Winters Bite can still deal more than a Maul with the additional range, no visual cue and the effects of weakness and freezing. The main culprit is the might from the auto attack which can build very fast with the bouncing attack. Remove might from the auto attack, that will bring the numbers down still allowing the ranger to build a burst with different skills/traits. Winters bite could benefit from an slower projectile and a more clear visual cue like a bigger projectile or an snow trail. **Honed axes should increase Expertise** ( 150 + 150 ) when equipped instead to empower the hybrid nature of the weapon. > > * **Beastmastery traitline brings too much for the Soulbeast in any gamemode**. It does bring more damage and utility than skirmish and marksmanship with the extra stats, extra damage when at full hp and the extra movement speed increasing at the same time the tankiness of the soulbeast. Additional Stats and movement speed should be removed from the traitline and applied as baseline for all the pets. If the movement speed for the soulbeast is important can be applied as secondary effect in Essence of speed or as minor to the Soulbeast traitline. > > > > > > > > how about we nerf the ranger and delete the thief class. ArenaNet would have to return every gold coins, every bit of money in the real life and every gems to those who play the Thief profession if they deleted it from the game. What a joke.
  6. > @"Moradorin.6217" said: > > @"Sylvia.4870" said: > > > @"mrt.7813" said: > > > Hello friends > > > > > > I've been playing since 2013 This is lately the thieves got into the game > > > > > > How is it logic to fly 3000 range using a skill? > > > shotbow 5 time needs to be added > > > invisibility times need to be reduced > > > Keep / Gari Hiding Members Always non-stop. > > > 10 people run after a thief now it has become cancer-like I do not understand > > > what should we players do? I push logical explanation Regulations must come to thieves. > > > > > > we know the logic for thief but not that much When it comes 2 3, it goes out of range in 1 2 seconds no class like this If you run away and recover, dive behind you in 1 or 2 seconds and make waves, the crime here is in the areanenet team. > > > > > > 10 people run after a thief now it has become cancer-like I do not understand > > > what should we players do? I push logical explanation Regulations must come to thieves. we eventually have to swear or insult the games! > > > > > > Best regards > > > > > > > > > > Reduce the time for being in stealth? Want to cancel it? Use a tool, which causes the 'Revealed' debuff to them or use any skills that make them unable to enter stealth for a moment(Ranger, Revenant, Dragonhunter, Holosmith can counter the ones who use stealth well). Don't chase them if they desire to retreat to any friendly objectives of theirs. Want to lock them down? Use pulling skills, immobilizing skills, daze, knockdown, make them float into the air, make them stunned in one spot where they stand and use every main sources of damage you have to take them down. That's it. They will have no chances to run and fall down for real. You must time all of the skills on them accordingly and make sure they have no other utility skills and elite skills left to use against you. Good hunting, sir! > > not every class has access to revealed I know not all of the classes have the skills to reveal those who enter stealth. In World versus World mode, there is an item from siege weapon vendors makes one able to reveal those who are in stealth within a certain area(where a foe has been recently in stealth with Shadow Refuge, Smokescreen, Blackpowder or the fifth skill of the pistol in the off-hand of the Thief profession for combining with Heartseeker to access stealth).
  7. > @"whoknocks.4935" said: > > @"Sylvia.4870" said: > > Last night, I met one Dragonhunter, planting the traps around. Then, he entered stealth after completing the process to let them work for him while he was charging toward his opponent with ease. Talk about the traps. I get used to all of them, very predictable. > > They are predictable, but very spammable, and if get caught in the elite even once you are pretty much done, and not always you can just dodge it, and 60k damage burn stacks applied in literaly 2 skills will get the job done. > The problem is not how predictable it is, the problem is how trapper runes carry it, giving it kiting escape potential and easy F1 landing in stealth. > > And of course burn is such a broken mechanic. Yes, spammable, boring and annoying at the same time. It is fun for one who places the traps, not for one's foe who encounters with them. One of the easiest mechanics I have ever seen. I understand the feelings well.
  8. > @"Sylanna.1947" said: > yes, please remove stealth on demand from thieves, mesmers, and engis as well. Since you know, it's OP Hahahaha!!! You are so funny! Come now, there are ways to counterattack the ones who use stealth abilities, aren't there? How about taking them down as soon as possible when they're still visible before you?! How about learning their capacities(weapon skills, Utilities, Elite Skills) and enhancing your skills to overcome them? Are we still talking about the stealth ability from the Trapper Rune or some classes that grant one stealth? You seem confused, friend. lol
  9. Last night, I met one Dragonhunter, planting the traps around. Then, he entered stealth after completing the process to let them work for him while he was charging toward his opponent with ease. Talk about the traps. I get used to all of them, very predictable.
  10. > @"UNOwen.7132" said: > So basically make thief unplayable, and make 1v1s on nodes so entirely pointless that you can just start practicing synchronised dancing? You have spoken my language, mate.
  11. Staying in the shadow for an extended time always costs some initatives or some certain ablilities. Want to take Deadeye down so badly? Land all of the burst damage you have on him while he is visible to your eyes as soon as possible.
  12. Reduce non-targeted mobility of thief reducing decapability & escapability = Seriously? Infiltrator’s Arrow - Requires target. Range increased to 1200. Grants stealth on successful hit = Reminds me of the combination of Signet of Infiltration or Steal with Cloak and Dagger.
  13. > @"Vombs.5917" said: > -Disable warclaw in EBG & ABL. > (Enable warclaw & pips in EoTM) > > -Replace all water with land in EBG & ABL. > (Add haystacks to areas you would fall into water) > > -While in combat you cannot use doors. > > -Spawns now have closed off entrances/exits with portal doors to enter/leave. > > New orb buffs (stacking) > Green ABL orb: 5% all stats, +5 pips, +100% magic find > Blue ABL orb: 5% all stats, +5 pips, +100% magic find > Red ABL orb: 5% all stats, +5 pips, +100% magic find. > Holding all 3 orbs at the same time: When you inflict fatal damage to an enemy, skip downstate. Disable the ability to use the warclaw in World versus World mode = Just like old times! Enable warclaw and pips in EotM = This might make it come to life again. Replace all the water with land in EBG and ABL = It would be nice since one barely or never fights anyone in the water. While in combat, you cannot escape from any fights to any friendly structures' entrances = It would be really cruel and encourage one to fight till the end of one's breath at the same time. Spawns now have closed off entrances/exits with portal doors to enter/leave = This is already in the game, isn't it? New Orb Buffs(Stacking) = 15% to all stats, +15 pips (one would reach the rewards from the chests more swiftly) and +300% magic find(more chances to earn rare items!) = That would be so pleasing. Holding all of the Orbs in the interim: When one deals fatal damage to an opponent, the opponent will be eliminated instead of being in the Downed state before completely dying = It would be amusing.
  14. Let your friend play some other professions and she will know which one of them suits her the most in time. (P.S Talk about no dark themes. If I wanted to recommend a profession or two for those who were new to the game, I would say, Ranger:excels at firing arrows from afar and adept at fighting a foe in melee combat if necessary, Elementalist:adept at channelling the spells of the four elements; Fire[for both power damage and condition damage], Air[raw power damage, grants swiftness and some defenses], Water[for healing combos to survive dire situtations] and Earth[continuous, hard damage, grants toughness to withstand a foe's damage] and Warrior: straightforward, easy to play[but mastering it is otherwise], effective on melee combat for it is the warrior's main style.
  15. > @"Dragon.4782" said: > Hey guys! I know its a while till the anniversary but since last anniversary we got an outfit from an original guild wars character, Eve, I thought i would talk about this outfit that i think would work well in gw2: Cynn > > [https://wiki.guildwars.com/images/8/8d/Cynn.jpg](https://wiki.guildwars.com/images/8/8d/Cynn.jpg) > > [https://wiki.guildwars.com/images/f/f8/Elementalist_render.jpg](http://https://wiki.guildwars.com/images/f/f8/Elementalist_render.jpg) > > Like Eve (and Mhenlo whose outfit is also in the Gemstore as Monk's Attire), she was in all the original guild wars games. Her aesthetic is unique and memorable and it could certainly bring some flair for the true end-game content that is fashion wars. > > other skins i would like to see are the Kukri for daggers, and Gilded Edge for swords. > > [https://wiki.guildwars.com/images/0/09/Kukris.jpg](http://https://wiki.guildwars.com/images/0/09/Kukris.jpg) > > [https://wiki.guildwars.com/images/6/6d/Gilded_Edge.jpg](https://wiki.guildwars.com/images/6/6d/Gilded_Edge.jpg) > > What do you all think? What other outfits/skins would you like to see in the gem store that were from the original game? That would be pleasing!
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