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Sylvia.4870

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Everything posted by Sylvia.4870

  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!
  16. > @"Tseison.4659" said: > I’d like for them to bring back the Ritualist outfit already or permanently add the outfit voucher in the gem store so we can choose which outfits we want. > > But to answer your question the outfits I’d like for them to add would be: > Luxon > Kurzick > Ancient > Imperial > Norn > And lastly, Obsidian :open_mouth: I wish!
  17. > @"Math.5123" said: > This happened about 4/10 games on legacy on hot release. Double bunker chrono, double tempest. By the five! :open_mouth:
  18. > @"Zacchary.6183" said: > With Infiltrator's Arrow and initiative gain being nerfed in PvP, I would like to give a brief history lesson on what happened the last time the thief profession's staples were touched without any compensation. Back before elite specs, Thief was a regular target of player-complaint-based balancing. This caused the balance team back then to whittle down the profession's effectiveness over time, eventually drawing on the concerns of Thief mains. At one point, when concerns that thief was being overnerfed came to a climax, the balance team did something incredibly underhanded. > > It started off with thread meant to collect the concerns of thief players. It was fine for the first few pages, but eventually it turned into a discussion between thief players with no interaction from the team. The Thief community was getting increasingly angry. When it came time for patch notes, not only did the thief receive more nerfs, but we also had fluffy word changes done to the tooltips without any functional changes to the skills themselves. What happened afterwards was an exodus from Thief to Warriors and Guardians(?), both the darling professions at the time. > > The reason this happened was not only due to a betrayal of trust but an unwillingness to listen to the people who actually play the profession. This could have been avoided if the team actually played Thief, which it was common knowledge they didn't, and had an active interest in balancing them. But instead it took an exodus from the profession to prompt this. The whole reason why it was not being played was due to a snowball effect stemming from this lack of knowledge. First off, the mechanics made it a weird profession to play and it could be really powerful in the hands of someone who knew what they were doing. It's simpler to use a rotation rather than manage resources. When it's effectiveness got nerfed into the ground, there was nearly no incentive to play it. Anet doing so would not only prove this but it would show the flaws of judgement cast upon it and the team would have to roll back nerfs, thus bringing back the ire of the player the nerfs catered to. > > Now, that was back then and circumstances have changed. But the concept is still the same. If Anet wants thief's mobility nerfed, they will have to compensate by buffing another aspect of defense. This means either through stealth or evasion, because the thief only has active defenses. The patch notes showed otherwise, however. Again, I just want to remind everyone. > > *And just a disclaimer, I am not ragging on the current team. It's been years and the company is changing all the time. So the actions of those back then don't apply to the team today, but it is still imperative to know where this perspective can lead. Even though there have been times for nerfing to the class already, some people never feel satisfied with any of them until the class doesn't exist in their eyes and always cry in the game chat or on the forums after being defeated or outsmarted by capable, clever thief players(not with cheating, pure abilities). There are always complaints from them, new and veteran on the class every year. ''Too long for staying in the shadow. Too many times for evading an enemy's attacks. Too much for travelling from one spot to a distant location. Etc.'' I have completely got accustomed to such complaints from those who don't play the class mainly.
  19. > @"mrt.7813" said: > > @"Caedmon.6798" said: > > 3k range what skill ? > > shoTbow 5 needs to be added to what ? > > invis needs to be reduced why ? > > Keep.garri hiding cant be done since theres a radar after a cap. > > 10 people run after One thief Why exactly ? > > > > Stop resorting to calling a spec with the C word because youre too bad to counter it....with 10 people. Theres such a thing as being outplayed,accept it or get better. Its clear that you have no experience playing thief but ask for nerfs about things you dont understand. > > > > the problem is here with the classes I play Even though I'm using all the cc skills How can these thieves escape? for example > ele focus air 5 ele water focus 4/5 revenant staff 5 warrior hammer all skill cc f1 etc How can they escape elsewhere within 1 second, even though we use such skills? If I were a new player np > > https://ibb.co/ncS4mL1 < sample picture I'm just wondering about this how can they get this far? > Thank you sir There are few skills, which make the thief manage to travel from one spot to another ; Shadowstep(Utility skill: Range:1,200 units) with Shadow Return(Range:1,200 units) for going back to the original position one activated Shadowstep, Sword: the second skill, the Infiltrator's Strike(Range:900 units) with the Infiltrator's Return(Range:1,200 units), the Preparation skill, the Shadowy Portal(Range:5,000 units), Rifle: the fourth skill for jumping from one's current spot to another, Shortbow: the fifth skill, the Infiltrator's Arrow(Range:600 units). Signet of Infiltrator(Utility skill: Range:1,200 units), allowing one to forward to one's targetted foe or targetted neutral being. Note: Shadowstep(Utility skill) is one of the few skills , which allows the thief to get out from being stunned. Once it is used, it can be activated again with another in the limitted duration[10 seconds], Shadow Return to break stun and cleanse 3 conditions(whether they are types of condition damage or conditions ; crippling, immoblilizing, weakness, vulnerablility, taunted, feared, slow, chilling, blindness).
  20. Even though I have already fixed the game files, reconnected the internet and restarted my computer, the lag still happens everywhere, the maps in Tyria, World versus World mode including the Lobby of Player versus Player mode. Ping is between 300 to 4,500+ and FPS drops from 30 to 2 severely. I can seldom move my character as I wish. It has been like this for a few days.
  21. > @"SweetPotato.7456" said: > Going out of the spawn alone, - one of the Alpine Borderlands, the blue one, I was not level 80 yet during that time, my engineer with her awesome flame thrower and bombs, started killing the Raptors with her awesome skills (hehe), I remember asking for help and if we need to kill them. There were no answer, so I look around, when out the other exit and had to start killing the Wargs ... ... it was not fun at all, ... I left. > > Not for a long time did I try to step into WvW again, this time I choose Eternal Battleground, Green Lowland was our keep, very happy there is a waypoint, took it, went out the front gate. Roam aimlessly into the center castle, The Stonemist! I went onto the wall, pretended to sentry the castle, low and behold! There was a breached ! I went closer and the "repair" action pop up, I hit F, and it prompted me that I needed supply to do so, lucky the supply hut was nearby, I got the supply, I started to repair the wall, "DO NOT REPAIR THE WALL" pop up in the chat window. "Why not?" I asked. there were no answer again, so I continue to repair the breached. After a while, "Some kitten is wasting supply on the wall" pop up in chat, follow by many LoLs , and "Let's them do it, it is going to upgrade anyway" .So, I asked "how can I upgrade the castle?" no answer again.... that was no fun at all... I left again.... > > I never return until much later. After I gone to the end of the world, fought the dragons and have "Been there and Done that" thinking I am very well equipped now, I went into the Eternal Battleground, saw a lot of players running together. I followed, the player with the tag, (didn't know it was a commander tag) drop some rams on a gate, I remember I have one of those, a flame ram, wanting to be helpful and trying out new things, I dropped my pretty little flame rams next to the commander's Superior Flame Rams. "NEVER DROP TRASH RAMS in ma squad! " follow by many other chat that I do not remember... and that's was it, I never return to WvW. I was on my Norn Ranger > > Believe it or not Ranger was not welcome! was laughed at even, neither was engineer. > > I didn't remember when I start WvW again, I am stuck there forever, it has become my fav game mode, I still have my Silver Dolyak finishers. That's a truly long story there, Lemon, my friend! >.<
  22. When I was new to World versus World mode, I was in one of the EU servers(for a short period), transferred to Eredon Terrace, one of the NA servers, had no armor equipped except weapons in a character(an elementalist at that moment) and joined the team's zerg to war day after day. fun times! lol
  23. Shortbow: the fifth skill, the Infiltrator Arrow costs 8 initiative points to use. The thief can no longer use it so often as he used to now. Once he uses it, he can use fewer weapon skills to fight against you.
  24. > @"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!
  25. > @"Yasai.3549" said: > > @"Sylvia.4870" said: > > > Death Blossom can grant evasiveness for a short moment and apply some condition damage along with physical damage; however, one is vulnerable after its animation has ended. > > Death Blossom is just a bad skill which finds use on a target that isn't moving and isn't actively biting yur face off. > It's garbage period, and it needs a rework. > > My suggestion is to turn it into a quick evade + cleaving skill. > Simple and does the job. > Nothing more nothing less. > > The unique AoE is just for flavour, but 300-300-300 wide Triangle is pretty generous for cleaving. I couldn't agree more! It should be reworked.
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