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ZDragon.3046

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Posts posted by ZDragon.3046

  1. > @"FtoPScrub.5476" said:

    > It's not really that great of a duelist in PvP. It's very strong, meta even, but not because dueling potential.

     

    it kind of is so long as it gets the first strike. Once its got the advantage its very hard to make a comeback against it especially if they have not used the herald heal yet. Not to mention them popping the heal = free pressure with no risk. ITs a pretty solid duelist i have to say. Its not as good as mesmer but i would say its up there with warrior and ranger.

     

    Side note i think the weapon damage on the skills are fine the boons just need a bit of culling. For the most part boons are what drive damage to unacceptable levels in the current meta. On most builds if you strip the might away their damage usually goes right along with it. Also zerker ammy prob needs to be rebalanced stat wise. Also the range of the active instant aoe blind tends to bother me a bit. IT blinds from pretty far. I feel like its similar to how the holo hammer was you get hit by it when you are not even the main intended target cause the radius is just massive. That could stand to shrink just a bit.

  2. > @"shadowpass.4236" said:

    > I'm fine with condi removals being instant/almost instant cast but unblockable boon strips should really have a 1/2 second cast time and visible animation to them. I totally understand the need for boon removal but stuff like Arcane Thievery and Corrupt Boon are pretty easy to use considering how impactful they are.

    >

    > There's no way to really reactively dodge these skills and considering the latter is a hard CC when corrupting stability, it's no better than any other instant/almost instant cast hard CC.

     

    I kind of agree to some extent but....

     

    Basically any time i see some one speak on corrupt boon i automatically think arcane should get the same treatment if not worse cause they both have the same issue, both are fast, both deal with boons and conditions, both are hard to dodge, I think in most situations arcane is a bit more oppressive though cause it always sticks a person with a healthy amount of slow on hit (always) ontop of taking boons. Even if no conditions are thrown back. I almost never see mesmer cast this skill i only know i got hit with it because im suddenly slowed. There is usually too much chaos going on to easily see when its cast.

     

    The slow is more of the tell and not the cast of the skill itself in general this skill does need to be looked at but i cant say how they should change it

     

    At the same time i struggle handle the idea of nerfing corrupt boon considering it does not clear conditions from the caster it actually inflicts conditions on the caster. I kind of hate how necro has skills that apply self punishment while other professions have similar skills that can be at times much more or just as impactful with no self cost other than a cd time, in-fact arcane rewards you with quickness for landing it so i mean "concern.jpg"! So when comparing to corrupt boon we must be a bit mindful of that. Its dumb to have two skills do very similar things when one has a self risk cost and the other does not yet some how the one with no self risk is some how more impactful than the one with self risk. Necro has a a few skills like this that can be seen a s similar to other profession skills that are more effective without the self afflictions. I have no issue with self afflictions but i generally expect skills with self afflictions to be more effective than ones without such a thing and not just having self afflictions "because thematic"

     

    Even if both hit when you have boons there is no promise that corrupt boon will hit the stability because some professions pour on boons like no ones business and can cover it. But once again if arcane hits you you are promised to inflict slow every time regardless of what boons you have.

     

     

  3. The damage on most skills are fine actually the issue is usually the boons boosting stats up to points things are not tolerable there are a few exceptions like mesmer 1 shot builds that need to be adressed as that can 1shot people without having an obserd amount of boons applied. but in most cases like rev, warrior, ranger, etc its just the boons for the most part that give too much sustain or damage in some cases both.

     

    - Lower damage on CC skills make them like the cc skills in rampage especially if those cc skills have things like unblockable or evade attached to them.

    - Cull boons back so that there is no such thing as 40+ seconds of vigor, protection, regeneration. Make might burst beyond 15 or 20 stacks super limited to short time frames for solo self application.

    - Address no tell issues, 1 shot builds from stealth for example.

    - Address support specs having too much offensive power while keeping the benefit of the sustain built into their kits for their intended purposes of being played as support (mostly looking at firebrand here)

     

    Power creep in pve is a bit less of an issue because if they want in some cases they can force people to bring healers, and boon support much like they do in raids by adding mechanics pure full dps cant sustain. For open world i see no issue with going full glass considering there are usually other people around you it wont really matter. It really only matters in maybe future strikes, fractals, and raids where you want to some times have players invested into healing and boon support.

     

    Most of the power creep issues players will have issue with will be in wvw and spvp.

     

  4. > @"Astralporing.1957" said:

    > > @"ZDragon.3046" said:

    > > > @"Teratus.2859" said:

    > > > If you want to duel do it in PvP where that 1v1 stuff belongs.

    > > This is not true tbh i see people dueling in WvW all the time you just need to know where to look and go so you wont get interrupted by zergs passing by. Even so most people recognize a duel and wont bother it. If someone does bother it they get promptly erased by the onlookers or other members participating in the duel.

    > Isn't that exactly the point? Groups of people dissatisfied of what WvW is are trying to enforce different sets of rules for some parts of that mode on people that were fine with the base rules ("if it's red, it's dead"). And if someone tries to play the mode as intended, they get punished for that.

     

    Not really people just like to duel its a game with pvp an anet has no dueling mode where as almost every other mmo game does so no... none of what you said here is really the point of why people duel in wvw.

     

    IF you get punished for running into a group of people and attacking them on sight and they erase you then to them you were red and now dead technically the only thing being punished is the persons lack of common for running into a 1 vs x regardless whos side those players are on. You have full right to attack people dueling but dont be upset when they attack you back.

     

    > And all of that for no gain at all - SPvP is a far better environment for this kind of duels, there's no reason to disrupt WvW for that.

     

    This is also not true, they want to duel without the restrictions that spvp has on stats, runes, and sigils. So they do it in WvW when situations allow it. This allows full freedom of builds and stats options you would never be able to get in spvp.

     

    Yes people also use private Spvp rooms for dueling and 1v1 tournaments.

    In the same breath does this mean people are always dissatisfied with standard spvp? Not always no.... Would you still get (in your words) punished for interrupting those in that case... yes you certainly would.

     

    Just anet does not offer a 1v1 mode or a dueling mode and and regardless of what game you look at people will find ways to 1v1 one another because its just a thing people like to do.

  5. I often just try to avoid both because most warriors tend to use the m back to back just to gap close regardless of order its just JUMP JUMP press 3 when in melee range. When used rapidly back to back it can be super hard to read accurately which one is which in the moment of the action.

     

    I think this is one of the most fair arguments ive seen in terms of warrior issues that probably should be addressed at some point.

  6. > @"Psycoprophet.8107" said:

    > Yes but ur engage/disengage potential should be part of ur class or spec decision in combination with skill and map awareness not a mount that allows all classes have both optimal engagement and disengagrment potential as in a open world pvp mobility not just in combat should be a strength only certain classes have as a counter to weaknesses in others.

    Even so whats just to stop someone from way pointing to safety to just avoid the engagement before you can put them into combat. Choosing to no engage goes beyond class and spec decisions. Not to mention whats to stop people then from just running a larger number of professions that have the power to just disengage when they want then you would demand nerfs from that class which is totally unfair because they picked that class for that reason. The same goes if people pick a large number of professions who want to force engagement people demand nerfs and then you cant engage despite picking the class for that reason. IT really does not matter. The mount ideally should be useful i doubt anet will remove it and its safe to say that option is not on the table.

     

    > What if somthing was added to make all classes have the zerg impact potential fbs have? There'd be a uproar by all but classes that are weak in zergs.

    There is, its called scourge and people hated it with a passion.

     

    I do not consider warclaw as effective as FB personally

     

     

  7. > @"Psycoprophet.8107" said:

    > > @"ZDragon.3046" said:

    > > > @"ArchonWing.9480" said:

    > > > > @"ZDragon.3046" said:

    > > > > > @"Strider Pj.2193" said:

    > > > > > > @"ZDragon.3046" said:

    > > > > > >

    > > > > > >. **Not every person wants to be forced into a fight especially if they are trying to get to a specific place.**

    > > > > >

    > > > > > Then I would suggest they don’t want to be in an open world PvP zone.

    > > > > >

    > > > > Not what i mean. Let me give a bit more detail.

    > > > > If a keep is under attack and you die and you want to get back to the keep, but spot a roamer coming toward on the way there in the distance and want to prioritize getting to the keep.... Why should the roamer just instantly have the power to force you into combat with 0 counter play? Thats all im saying the roamer attempting to force you into combat is fine but there should still be some form of counter play in the event you just want to go to the Keep to defend.

    > > >

    > > > Have you tried not dying? That's a pretty good counterplay.

    > > >

    > >

    > > Sure have that works right now thats why people want warclaw changed lol cause you can choose not to die by just not engaging in most cases. Glad you asked ;)

    >

    > This^

    > No matter what changes to wvw anet makes as long as players can pick and choose when the engage in a fight wvw will remain a dying game mode as that choice deletes a huge natural dynamic within the mode and deletes almost all risk venturing around, like a lesser version of just deleting pvp from a pvp mode. Not surprising anet cant see that tho and gues money is most important factor being skin sales etc.

     

    Im not so sure its this clear cut there should always be a choice to not engage or disengage from a fight thats called strategy. There is not a single competitive game where choosing not to engage or to disengage a fight is not a option that a player is not allowed to use for their own strategic reasons. You see this with small zergs vs big zergs all the time. If there is a 10 man squad and a squad of 30+ people comes running along you do not engage that because you automatically know the result. There are no traps or environmental strats that you can use to cut their numbers in half to make the fight more even so you dont engage.

     

    If you sit here and say you dont ever "not engage" a fight especially when the advantage is obvious not yours everyone is going to know you are telling a massive lie its a perfectly acceptable thing to not engage for 1 reason or another.

    Should there be attempts or tools to force engagement? Yes, sure

    Should those attempts always work? No....

     

    What kills the wvw game mode is not what you said but more of the fact that its become these big blob fest of players that anet cant balance the game around. WvW is already in itself meant to be an some what unbalanced game mode due to the sheer number of players involved in a single map but with such large numbers of players being concentrated in small spots it makes it even more unbalanced that intended. Then you have the issue of rewards for defending / taking objectives. Then you have the issue of the missing PvE elements in this mode that make it a lackluster PvEvP mode there are no outside keep, tower, camp objectives that are ever serious contest for players to battle over.

  8. > @"Strider Pj.2193" said:

    > > @"ZDragon.3046" said:

    > > > @"ArchonWing.9480" said:

    > > > > @"ZDragon.3046" said:

    > > > > > @"ArchonWing.9480" said:

    > > > > > > @"ZDragon.3046" said:

    > > > > > > > @"Strider Pj.2193" said:

    > > > > > > > > @"ZDragon.3046" said:

    > > > > > > > >

    > > > > > > > >. **Not every person wants to be forced into a fight especially if they are trying to get to a specific place.**

    > > > > > > >

    > > > > > > > Then I would suggest they don’t want to be in an open world PvP zone.

    > > > > > > >

    > > > > > > Not what i mean. Let me give a bit more detail.

    > > > > > > If a keep is under attack and you die and you want to get back to the keep, but spot a roamer coming toward on the way there in the distance and want to prioritize getting to the keep.... Why should the roamer just instantly have the power to force you into combat with 0 counter play? Thats all im saying the roamer attempting to force you into combat is fine but there should still be some form of counter play in the event you just want to go to the Keep to defend.

    > > > > >

    > > > > > Have you tried not dying? That's a pretty good counterplay.

    > > > > >

    > > > >

    > > > > Sure have that works right now thats why people want warclaw changed lol cause you can choose not to die by just not engaging in most cases. Glad you asked ;)

    > > >

    > > > Well, also meant the dying and returning to keep part. If you die less, you would have to run back less and thus the chances of any of this acutally mattering regardless of the status of the mount seems inconsequential either way.

    > > >

    > > > But I mean, killing the enemy is a good counter; and I don't see why you or your enemy should get more preference. And if the situation in the keep is so severe that you are dying over and over, then you should have fellow teammates running back with you anyways. And the counterplay is simply just strength in numbers.

    > >

    > > Besides risk are what makes the game fun if everyone played 100% super safe all of the time the game would be dead boring.

    >

    > Exactly. This is why Warclaw needs more nerfs. ?

     

    I dont define warclaw as 100% safe even at the moment but if the ideal is to nerf it so that its risk far exceeds the mild reward its built to provide thats not good design either. Its certainly safe to an extent (depending on area and zone controlled) and im fine with movment speed reductions and 1 less evade i just hope they dont make its speed = to standard swiftness running thats just gonna feel a bit lame tbh. AT that point depending on your profession it might be questionable as to why you would even use it.

  9. > @"ArchonWing.9480" said:

    > > @"ZDragon.3046" said:

    > > > @"ArchonWing.9480" said:

    > > > > @"ZDragon.3046" said:

    > > > > > @"Strider Pj.2193" said:

    > > > > > > @"ZDragon.3046" said:

    > > > > > >

    > > > > > >. **Not every person wants to be forced into a fight especially if they are trying to get to a specific place.**

    > > > > >

    > > > > > Then I would suggest they don’t want to be in an open world PvP zone.

    > > > > >

    > > > > Not what i mean. Let me give a bit more detail.

    > > > > If a keep is under attack and you die and you want to get back to the keep, but spot a roamer coming toward on the way there in the distance and want to prioritize getting to the keep.... Why should the roamer just instantly have the power to force you into combat with 0 counter play? Thats all im saying the roamer attempting to force you into combat is fine but there should still be some form of counter play in the event you just want to go to the Keep to defend.

    > > >

    > > > Have you tried not dying? That's a pretty good counterplay.

    > > >

    > >

    > > Sure have that works right now thats why people want warclaw changed lol cause you can choose not to die by just not engaging in most cases. Glad you asked ;)

    >

    > Well, also meant the dying and returning to keep part. If you die less, you would have to run back less and thus the chances of any of this acutally mattering regardless of the status of the mount seems inconsequential either way.

    >

    > But I mean, killing the enemy is a good counter; and I don't see why you or your enemy should get more preference. And if the situation in the keep is so severe that you are dying over and over, then you should have fellow teammates running back with you anyways. And the counterplay is simply just strength in numbers.

     

    Well i mean true but generally one group or the other is going to die eventually there are often 40+ reasons that could contribute to a death running around so trying as hard as you wont wont turn your odds of being killed to 0% at any given time if you are actively engaging in combat. Besides risk are what makes the game fun if everyone played 100% super safe all of the time the game would be dead boring.

  10. I would just say make it a instant backwards version of shadow step but thats a pipe dream lol. Instant break stun and move to location leaving a wurm in your previous location that you can port back to with a 2nd activation.

     

    But if its gonna stay as is it should at least hide in the ground when its not in range/agro'ed to attack anything so people cant attack it or so its not so obvious where its been placed.

     

    Wurm works good as it is now but its just a bit out of date for my taste personally.

     

    I honestly dont see wurm changing any time soon though.

  11. > @"Teratus.2859" said:

    > > @"Voltekka.2375" said:

    > > > @"Teratus.2859" said:

    > > > > @"Voltekka.2375" said:

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

    > > > > > > @"Voltekka.2375" said:

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

    > > > > > > > > @"Voltekka.2375" said:

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

    > > > > > > > > > > @"Voltekka.2375" said:

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

    > > > > > > > > > > > > @"Voltekka.2375" said:

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

    > > > > > > > > > > > > > > @"Voltekka.2375" said:

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

    > > > > > > > > > > > > > > > > @"LucianDK.8615" said:

    > > > > > > > > > > > > > > > > Anet should not have let it be useable in PvE, leading many to not really understand that its a pure wvw mount.

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

    > > > > > > > > > > > > > > > Strongly disagree, if it were not usable in PvE Anet wouldn't have mady anywhere near the kind of money they did from Warclaw skins.. not to mention more recent packs include the Warclaw in them so if you unlocked a RNG warclaw skin players would be justifyably annoyed that they wasted money because they didn't have the mount nor want it because it's only usable in WvW and they don't like the gamemode.

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

    > > > > > > > > > > > > > > > Warclaw is primarily a WvW mount, everyone knows that.. but it is also serves a role as a default core world mount for players who do not want to rush ahead to PoF to unlock the Raptor.

    > > > > > > > > > > > > > > > The only restriction on it being that you need PoF to unlock the Warclaw which is something I strongly do not agree with, it should be made available to everyone without needing an expansion.

    > > > > > > > > > > > > > > > This would not only encourage people to come to WvW to get the mount but it will also encourage them to buy the expansions/PoF at least to unlock the better ones.

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

    > > > > > > > > > > > > > > Mounts are a PoF thing. That shouldnt change.

    > > > > > > > > > > > > > > Moreover, it is MUCH easier to unlock the raptor for a new player than warclaw, you should know that. Warclaw needs a whole reward track (pretty sure 8 hours for a new player in wvw will be absolute hell), plus a keep capture (which on many days is impossible, depending on matchup). Anet made a wvw-only useful mount (which wvwers didnt even ask for) . Pve has raptor, jackal, skimmer, bunny, Skyscale, Griffon, Beetle. Which place will a pve-updated warclaw fill?

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

    > > > > > > > > > > > > > Yes but you need the expansion and have to skip ahead to unlock the raptor and not everyone is ok with doing that.

    > > > > > > > > > > > > > If Warclaw were available to all as it should be since WvW is core game content it would function as a base mount and fix mobility problems in both WvW and PvE that often result in people without PoF being left out and unable to keep up with other players because they have no mounts.

    > > > > > > > > > > > > > Warclaw won't remedy that entirely but it will help a lot and give players much more incentive to pick up PoF, it'll also function as a big non-expansion end game reward to persue that they can obtain and use on all new characters going forward to.. a big enticement for people to try/play WvW which currently they do not have.

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

    > > > > > > > > > > > > > There's simply no reason not to do this imo and many good reasons to do it.

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

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

    > > > > > > > > > > > > If people cant be bothered to "skip ahead" and do minutes' worth of pve to get raptor, I am pretty confident they will have a LOT more trouble in a competitive mode, where gankers wait to oneshot those poor new players. No, warclaw shouldnt be free to get. It is primarily a wvw mount, mounts are a PoF exclusive thing. Wvw being a core mode has nothing to do with it.

    > > > > > > > > > > > > People should buy PoF if they want mounts, in the way they should buy HoT and/or PoF for their unique specs. Theyre cheap enough.

    > > > > > > > > > > >

    > > > > > > > > > > > It's got nothing to do with not being bothered to skip ahead.. people mainly don't do it becuase of story spoilers!

    > > > > > > > > > > > I played through the entirity of LW2, HoT and LW3 with a friend a little over a year back with him refusing to skip ahead because he didn't want to spoil the story for himself.

    > > > > > > > > > > > Saying people can't be bothered is just rude and insulting.. they put far more effort into refraining skipping ahead for their mounts than the single day of work I spent getting my Warclaw.. and I'm not a regular WvW player nor did I run any kind of meta or competative builds.. I got my Warclaw just fine with a PvE build and much of it was runing around alone.

    > > > > > > > > > > >

    > > > > > > > > > > > If you want WvW to be better then you need more people playing it and to get more people playing it you need to incentivise them to play it.. otheriwse people are not going to waste their time on a gamemode they're constantly told is dying and full of elitist players that don't want them there.

    > > > > > > > > > >

    > > > > > > > > > > Many pvers got warclaw. I was there during its release and the huge queues. Queues dropped. Pvers got their shiny and left. They arent playing wvw. No incentive there. Warclaw drove more wvwers away than it drew in. I cannot really understand why everything in this game has to cater to pve players, isnt like 95% of the content pve oriented? Cant wvw have its one, unique thing?

    > > > > > > > > > >

    > > > > > > > > >

    > > > > > > >

    > > > > > > > > That is YOUR opinion. Unless you will/should somehow dictate to everyone how they spend their time and money. God forbid they have fun in different modes

    > > > > > > >

    > > > > > > > That's not an opinion it's a fact, Devs invest in PvE far more than PvP and WvW because it where the vast majority of players are and what they want more of, it's where they make almost all of their money and PvE content is the biggest, continuous selling point of the game.

    > > > > > > >

    > > > > > > > I'm not saying you can't enjoy different game modes, I said it makes no sense why you'd buy or invest in a MMORPG if you limit yourself to an extremely small part of it's content.

    > > > > > > >

    > > > > > > That is precisely what you said: "Frankly if you buy a MMO exclusivley to play PvP that's like buying a car just to drive up and down a driveway.. or installing a game and only bothering with 1% of it's content.. that makes no sense at all."

    > > > > > >

    > > > > >

    > > > > > I didn't however say you couldn't do it as you're implying, only that it doesn't make sense to buy a game and dismiss the vast majority of it's content.

    > > > > > Most would agree that makes little to no sense, specially if you're paying money for it.

    > > > > >

    > > > > > > > > The vast majority of devs work on PvE stuff, wvw has... Half a dev, at best. Pvers wont magically love a competitive mode where their toon gets killed over and over, unless they can skip pvp. Numerous tips on how to get GoB without meeting enemies exist, eotm perma karma trains were just that, (cap and recap cycles with no fights), to name a few. The "elitist pvp/wvw" crowd had its own rules. People need to adapt to said gamemodes, not the other way around.

    > > > > > > >

    > > > > > > > Yes but if you want more dev attention then you need WvW to be more popular otherwise they are never going to justify wasting significant dev time on it.. that's my point.

    > > > > > > Dev attention means freebies for pvers?

    > > > > >

    > > > > > > No, actually, noone wants a mode changed to cater to pver mentality. And this has been proven time and again with the death of eotm when regular exp was removed and rewards were nerfed. If people enjoyed the pvp elements, they would have stayed cause that certainly didnt change. Guess what, everyone left.

    > > > > >

    > > > > > No it means a better game for everyone.

    > > > > >

    > > > > > You do realize WvW is based in a PVEVP setting right? It is NOT! pure PvP as duelists and solo roamers tend to treat it.

    > > > > > If anything WvW has had it's more PvE elements butchered over the years partly because of complaints by WvW players and the actual WvW experience has died because everyone would rather cap and recap, duel or solo roam than actually stage and fight big battles which is what the mode was designed for and what should be a regular occurance there.

    > > > > > You can't blame Pver's and dev neglect for that.. that was all on you guys.

    > > > > >

    > > > > > WvW doesn't need to cater to Pver mentality but it does need to change and return to what WvW is supposed to be.. and everyone needs to adapt to that or just accept that WvW is never going to get any better.

    > > > > >

    > > > > > > > For the record the cap and recap cycles with no fights are one of the biggest reasons I hated WvW for years.. that kitten is insufferably boring and completely mindnumbing.

    > > > > > > EotM did this, pvers did endless ktrains with all wvw rewards plus pve rewards, eotm died when rewards were nerfed. They dont step into wvw cause they hate the pvp part of wvw. This should be clear. Warclaw has nothing to do with this, considering that a lot of pvers got the mount and never reentered wvw.

    > > > > >

    > > > > > Yes I remember that time and all the awesome big battles I had due to the large number of players playing the game mode.. My favourite was when my server's army had a 35minute standoff with another, It was awesome even though we eventually lost it.

    > > > > > Removing the rewards is connected in part to the butchering of PvE elements from a PvEvP game mode that I mentioned above, and that was largely to blame for such a population drop in the first place.

    > > > > > You can't put that on Pve players because when the rewards stopped and the pver's left the WvW players continued the same cap and recap stuff only now it wasn't rewarding and became very boring because all the big battles which were the best part of WvW went away because the players now avoided them.

    > > > > >

    > > > > > > > WvW is supposed to be a place for big chaotic battles not avoiding them.. that's what most people want when they go there and the absense of them is what makes many of us leave.

    > > > > > > I dont know which server you are in, but if you have a shortage of fights, move to a server that suits you better. Wvw has battles, of course it does, but every reset is plagued by lag, huge lag, making it unplayable. I have yet to hear about a server that doesnt fight, at least in EU. Eotm had that absence of battles, people avoided each other.

    > > > > >

    > > > > > Seafarers Rest, I used to get my battles often enough back in the day, not so much now though.

    > > > > > Either my squad runs or theirs does.

    > > > > > Only time I get any kind of battle is if a group of people decide to defend a location which is rare, usually they abandon it and just recap it later.. because it's more rewarding than defending.

    > > > > >

    > > > > > > > Those battles can only exist as a result of players participating and organizing them.. if the WvW elites are not actively doing this then they are part of the problem that's killing the game mode.

    > > > > > > WvW is organized, comms ask for specific classes abd builds to maximize efficiency. Pvers cant change their mindset, play pve builds, die over and over, complain about wvw being toxic, leave. I play many hours of wvw each day, I keep seeing this every day.

    > > > > >

    > > > > > Yep been those kinds of squads too.. and they often avoid big skirmishes as well choosing only to engage if they know they will win.

    > > > > > I've even had an instance where I've been following a huge squad and a huge enemy squad runs past.. we size each other up and then both squads just walk away because they don't want to fight each other.. I logged out after that and didn't come back to WvW until the Warclaw was released because it annoyed me so much.

    > > > > >

    > > > > > > > I see far too much 1v1 nonsense and solo roaming popularity in WvW, roaming has a place but not if everyone would rather do it than form an army and actually go to war with another one.. that's what the game mode exists for.

    > > > > > > >

    > > > > > > If you dont like it, dont roam. Roaming has a special place in the way of denying supply, sneaky camp caps, distracting the enemy, cutting off reinforcements. Again, you cant tell people how to play. Yet you do.

    > > > > >

    > > > > > It does have a place, but not if everyone is doing it and having 1v1 duels..

    > > > > > Being forced into the role because nobody wants to do anything else is partly what is killing WvW.

    > > > > >

    > > > > > > > > I urge you to see dev communicating and updated in wvw. Please tell me about what they changes how often those changes get implemented. Bugs still exist after 7 years of wvw, unfixed bugs.

    > > > > > > >

    > > > > > > > > It is ONE dev working on wvw and not even full time, at that. I am pretty confident this isnt slowing down pve development. Wvwers (surprise!) spend gems on cosmetics, transfers etc much like other players.

    > > > > > > >

    > > > > > > > > Pvers came to wvw when pips were introduced, saw they have to invest time and gear, and left just as fast. For the last time, you cannot make people like pvp. Unless they can skip it.

    > > > > > > >

    > > > > > > > Again, more dev attention requires more popular WvW which means you need more players.

    > > > > > > Again, pvers will only enter wvw if rewards are substantially buffed and pvp elements nerfed.

    > > > > >

    > > > > > Buffed rewards would help but so would WvW actually being WvW and not the pseudo PvP joke it's become.

    > > > > > As I said most people who want to PvP go to PvP., and that's where they belong.

    > > > > > WvW is for PvEvP and you guys treating it like PvP is part of the problem that's killing it.

    > > > > >

    > > > > > > > There's little the Devs can do to fix this when the thing that sells people on WvW is content that players have to create and participate in.

    > > > > > > >

    > > > > > > Players hate content cause they hate seeing their toon die.

    > > > > >

    > > > > > That's just ridiculous, nobody would play the game if that was the case.

    > > > > >

    > > > > > > > > So why change warclaw? Leave it as it is.

    > > > > > > >

    > > > > > > > > You dont even know what incentive you want."a better pve warclaw will make me like... Wvw,!" HOW? How will a mount which has 0 place in pve (plenty of other mounts) will make people like wvw?

    > > > > > > >

    > > > > > > > I'm not arguing to "change" it.

    > > > > > > > I'm arguing to make it far more accessable to everyone by removing the PoF requirement, thus making Warclaw serve as a genuine core game endgame reward for people to persue, a bigger incentive to more people to come to WvW to get it and fixing the mobility gap issue that currently exists in both PvE and WvW that is punishing people, turning them away from WvW and making them feel like Path of Fire is pay to win because of the exclusive mount access.

    > > > > > > >

    > > > > > > Fractals are Core content, too. Should we allow people to have HoT/PoF specs to "draw more people in"? Nope.

    > > > > > > PoF has the strongest specs for wvw. The mount

    > > > > > > It is accessible to those who wvw, provided they buy PoF. Everyone else doesnt need it. 7 PoF mounts are enough. "p2w" could apply as far as the specs are concerned, but... Warclaw? Really?

    > > > > >

    > > > > > Elite Specs don't replace core classes, they add to them and there are plenty of viable core builds that don't use elite specs.

    > > > > > Mounts on the other hand create a huge mobility gap between players that have them and players that dont, in WvW where players need to stay together in large groups.. not having access to a mount because you don't have the expansion puts you at a massive disadvantage and practically forces you to solo roam which for a new player is the fastest way to kill their interest in WvW.

    > > > > > If you don't think that is a problem then im inclined to believe that you simply don't want new players there in the first place.

    > > > > >

    > > > > > > > Warclaw as a mount is fine imo in both game modes and the only place it should be buffed or granted new abilities is in WvW and only WvW.

    > > > > > > Its not fine. It ruined many wvw aspects, added to lag, while it catered to pvers not liking to get ganked. And thats why they announced they will nerf it even further. Rightly so.

    > > > > >

    > > > > > What WvW aspects would those be? do elaborate on your complaints because I don't have any.

    > > > > > As for the lag.. I don't get it often but then I have a good Pc and a fast connection which is pretty much essential for a gamemode like WvW anyway.

    > > > > >

    > > > > > > > I maintain my stance that WvW is more enjoyable and less tedious since it's introduction but that is my opinion.

    > > > > > > >

    > > > > > > To you, a pver, it certainly is. To me, not really. I mentioned things above.

    > > > > >

    > > > > > Mostly a Pver, I can enjoy all game modes providing they are fun and WvW isn't fun in it's current state largely because there is no WvW in WvW and far too much PvP.

    > > > > >

    > > > > > > > The only incentive I need to play more WvW is for WvW to actually be a WvW game mode and feature WvW battles.. the absense of WvW content is what puts me off playing it and that's because players would rather solo roam or duel or run around capping and recapping instead of actually staging battles.

    > > > > > > You vastly underestimate roaming.

    > > > > >

    > > > > > No, im forced to do it almost every time I go there.

    > > > > > It's boring and the only action it gives is solo capping or small pvp skirmishes which are far more enjoyable in actual PvP as that's what PvP is for in the first place.

    > > > > > WvW is for big battles between armies of players and those big battles are a rarety in it.

    > > > > >

    > > > > > > > In it's current form WvW is far more like a giant PvP map.. if I want to duel people then I'll go to PvP, I go to WvW for the Warzone which rarely ever exists.

    > > > > > > >

    > > > > > > It is a pvp map cause wvw is a... Mainly pvp mode. How is that surprising?

    > > > > >

    > > > > > It's PvEvP.

    > > > > >

    > > > > > > > > No big investments have been made to wvw, if you were even remotely aware, that is. Alliances, for example, were annnounced years ago. See how that worked out to this day. Balance has been neglected for years. Powercreep pve raids brought ruined wvw, among other things

    > > > > > > >

    > > > > > > > You got 2 new maps and everyone complained about them.. personally I like Desert borderlands and EOTM, at least a lot more than the standard Borderlands map which is mindnumbingly boring to play on after so many years.. I would gladly see the dupicate maps replaced with new ones.

    > > > > > > > Alliances is something im very much looking forward to as well yet no matter how many times the devs say it will be done when it's done all I ever see are people complaining about it.

    > > > > > > > I knew it would be a long wait and im still waiting too.

    > > > > > > >

    > > > > > > Imagine pvers waiting for a new living world episode for 2 years. Hah.

    > > > > >

    > > > > > We've been waiting for the next expansion for over 2 and probably will have to wait another year or 2 for it.

    > > > > > I'm waiting on alliances just like you, you don't need to keep making salty jabs at content you have full access to but choose not to play.

    > > > > >

    > > > > > > > Again though these issues come down to dev time and that is something they are not going to waste on a gamemode that most people don't play and there is very little they can do to make it more fun.

    > > > > > > They dont play it cause, again, pvp isnt for everyone.

    > > > > >

    > > > > > Again it's not PvP it's PvEvP, they're not the same thing and they cater to different people.

    > > > > > Some don't like WvW so the go to PvP.

    > > > > > Some prefer to stay in PvE.

    > > > > > And some don't care for PvP and want to exprience WvW as a WvW game mode not a pseudo PvP game mode which isn't fun to them.

    > > > > >

    > > > > > > > Players make the battles and the battles are the content.. so it falls on players to make WvW fun not the devs and that's where so much has gone wrong imo as many players have done the opposite and made WvW a very boring and un-fun place instead.

    > > > > > > >

    > > > > > > Players make metas, builds etc. Pvers play "however they want". They get farmed. People dont tag up anymore. Not surprising.

    > > > > >

    > > > > > Because a lot of the WvW commanders have given up and moved on.. largely because they got fed up with the state of WvW.

    > > > > > This isn't Pvers fault it's WvW players fault.

    > > > > >

    > > > > > > > As for Powercreep and balance issues.. I have been fully 100% behind splitting all skills/traits in every game mode since Gw2 was released 7 years ago.

    > > > > > > > WvW, PvP and PvE balancing conflicts have always been a massive pain in the kitten since the game came out.. what works in one doesnt in others, fix a balance problem in one and break it in others it's an absolute disaster.

    > > > > > > > Each mode should be split and balanced individually to suit that game mode, that is just basic common sense and it baffles me why the devs still havent fully done this.

    > > > > > > Because pve is their main target, which you fully agree with. Cant understand why youre baffled.

    > > > > >

    > > > > > That has nothing to do with it.

    > > > > > The only way non skill splitting makse sense is if Gw2 was an open world PvEvP game in general.. but it's not.

    > > > > > It has 3 disctinctly different game modes that should be balanced individually, it's more resources and time initially sure but it's also common sense and saves you far more trouble down the road.

    > > > >

    > > > > "wvw has too much pvp". There we have it.

    > > > > Good day.

    > > >

    > > > WvW a PvEvP game mode has no PvE, no WvW and only really bad PvP due to elitist toxic players who think they own the gamemode but they also wonder why it's dead.. and can't accept the hard truth they are the reason.

    > > >

    > > > Good day.

    > >

    > > "World versus World (also known as WvW, and sometimes referred to in-universe as the Mist War) is a combination Player versus Player/Player versus Environment game mode where players from three different worlds (which can involve 6+ servers), battle in the Mists. It features open-world combat on five large maps with up to several dozen players per map. In World versus World, players can besiege objectives such as Keeps and Towers with siege weapons, and battle over resources, as well as complete other PvE-type content to win World Experience for themselves."

    > >

    > > Plenty of pve, I think. Cap structures, and other objectives.

    >

    > I wouldn't call that PvE, those structures are part of the WvWPvP experience, capture and hold them but nobody bothers with the hold part.

    > More rewarding to let it fall and capture it again.. part of the problem WvW players created.

    > There used to be more events such as group boss spawns and WvW used to be more rewarding in general but that was all changed largely because of WvW elites complaining about it.. ergo driving a lot of people away as the content became less rewarding and more boring.

     

    Shame wvw does not have this stuff anymore because its pretty dull at the moment its more chill than spvp but at the same time its easy for me to burn out on the mode because its the same stuff over and over especially with bigger zerg fights.

    >

    > > On a side note, sfr have blobs throughout the day. Unless you share the" i need a comm to play otherwise ded gaem"

    >

    > Occasionally yes, but 99% of the time from my experiences it's avoiding large scale battles and capturing and recapturing farms which is boring as hell.

    Agree with this its mostly large scale battles and unless you find a small guild who is basically dedicated to being a small roaming havoc squad (5-15 ish players) thats the only time wvw is most entertaining.

    >

    > > Elitist, toxic players exist in all modes. Toxic casuals exist in all modes, too, in many forms. The" bad pvp" is something i cant understand, maybe you want to elaborate on that.

    >

    > Bad PvP referring to playing WvW the same way you would play PvP.. 1v1's etc.

    > PvP is the place for that not WvW and I for one am tired of seeing people getting mad and raging at someone when they interfere in a duel on a bloody battleground.

    sPvP is far more toxic than WvW I wish anet disabled the power for enemy teams to talk to you in pvp matches much like it is in wvw. I find WvW pretty chill most of the time compared to sPvP

    > If you want to duel do it in PvP where that 1v1 stuff belongs.

    This is not true tbh i see people dueling in WvW all the time you just need to know where to look and go so you wont get interrupted by zergs passing by. Even so most people recognize a duel and wont bother it. If someone does bother it they get promptly erased by the onlookers or other members participating in the duel.

    > You guys need to stop treating WvW as a pure PvP gamemode because it isn't, It's PvEvP game mode and the removal/decline of PvE elements from it is largely to blame for it's declining population and enjoyment.

     

    Barely its missing a lot of the PvE element to be frank with you its more so just PvP (bigger scale) without more of a PvE element its hardly comparable to a PvEvP. IT needs far more AI's and much stronger bosses and environmental effects going to to make it feel like a real PvEvP mode. Also from what i've gathered people love big scaled fights but hate a lot of the things caused by those big fights.

    We want big battles but hate when people bring lots of scourges and firebrands etc.

    Small scaled battles dont happen enough in wvw which i would honestly like to see a bit more.

    There could be far more environmental effects that just happen with the day and night cycles

    Why are there not weather cycles

    Why are there not event cycles that are releitive to whats going on in the living story. (why dont we get brand storm procs or blizzards)

    So many more things we could see going on in wvw to make it a real PvEvP imo its just 3 way PvP with a bigger player count for 90% of the content.

     

     

     

  12. > @"Leonidrex.5649" said:

    > > @"ZDragon.3046" said:

    > > > @"Leonidrex.5649" said:

    > > > > @"ZDragon.3046" said:

    > > > > > @"Stand The Wall.6987" said:

    > > > > > > @"Leonidrex.5649" said:

    > > > > > > staff 5 is not easy to notice, in fact it just instantly fears you _after the cast is finished._

    > > > > >

    > > > > > LOL

    > > > > > 8/8 meme

    > > > >

    > > > > Its the only staff animation where the necromancer points the staff at the marks location instead of waving their hand.

    > > > > This is true for both male and female animations as well as all races in the game. The fear mark also i think is the only one that has a bit of a smoky visual effect coming from the green marking on the ground.

    > > > >

    > > > > Every single other mark will always result in the wave of the necromancers off hand while the fear mark specifically points the thes staff at the target location of of the mark. (or always forward in the event you place the mark behind you while running away)

    > > > >

    > > > > Oddly enough Its easier to notice than alot of other staff profession skills that often inflict some kind of cc.

    > > > > Rev staff 5 is kind of just instant you just kind of have to have a gut feeling on when they are going to try and use or combo the skill and 90% of the time you can guess correctly.

    > > > > Mesmer staff 5 is just extremely hard to see when its cast considering its cast time is only 1/4th of a second you will almost never being able to actively react to it being dropped directly on you luckily the cc it applies is not very strong.

    > > > >

    > > > > So in all honestly from the common staff skills in the game that do inflict cc Reaper's Mark is one of the easiest to visually see from a technical standpoint.

    > > >

    > > > Nah, staff 5 is slightly different. it starts with same hand animation but ends with staff swing. Realistically you wont dodge it.

    > > Truth be told i think you should be watching more closely at the staff instead of the hand but i dont think the animations are the same at all. The cast time is 3/4 of a second which is doable in being able to dodge it probably not every time but it certainly wont be a promised hit every time for someone who is looking for it.

    > >

    > > > Problem is that all the fears necro has dont really have tells.

    > > > shround is instant, ring is 1/4s cast time, staff 5 does have cast time but you wont reactively dodge it realistically

    > > I dont agree with this

    > > Core shroud, Kind of has a tell the fact that you entered shroud is no doubt that the fear might come but ill give you this one for really not having a tell as the cast time on doom is instant. That said its single target, 1 use, and the only cc skill in the shroud kit.

    > > Reaper, Has a tell as infusing terror procs before the fear can be used

    > > Scourge, shade skills all have tells now.

    > > Reapers mark has the odd staff animation and the visual effect on the mark itself

    > > Spectral ring.... is well the ring itself is the tell.

    > >

    > > Im sorry if you think the ring is not a tell but if you are in the middle of it or outside it you wont be feared. Only if you cross its edge in some way. Even if it had a tell that would make it worse when its placed on you as you would try to dodge due to seeing the tell (the ring cannot be dodged though without stability) which would result in likely dodging into its edge and getting feared while wasting an evade.

    > >

    > > Ideally most fears are fine and if fears were effects that could not be removed by condition cleanse i might agree with you that they could use more tell but so long as they have 2x the counters of standard cc's i think they are possibly even a bit weak for what they are right now. In truth 9s fear chains are not realistic unless the target is giving themselves pulsing stab and the necro lands all converts and blows a ton of resources. Or unless 1 person is fighting 2 necromancers but then again fighting 2 any class at the same time will make anything those 2 do far stronger than a single person doing it. If 2 tempest come out of nowhere and double lighting overload and aura spam you to death does it mean that overloads auras are spam-able and should be nerfed no... not really.

    > >

    > > even getting 4 seconds of fear as i said earlier is not all that uncommon to what other professions can do with hard stuns most stuns, knock downs, etc can keep a person inactive for 2 seconds using 2 of them back to back can keep a person locked down for 4 seconds when timed properly i dont see the issue for something that has 2x as many counters as those other options.

    >

    > meh im not mad at necro tbh, if anything i would change about it is give HEAVY tell on staff 5 ( i would give same treatment on all skills, for example big demon apearing above caster when used )

    I mean if staff 5 needs that heavy of a tell then we need to reevaluate a lot of cc skills in general which would need even heavier tells which at that point is just making a lot of visual noise. There are sadly much bigger offenders of cc with even less tell than Reaper's Mark in the game that can be just as if not more effective than Reaper's Mark.

    > im not running into fear ring, what happens is that fear ring is cast under you so nothing you can do about it but cleanse.

    I mean technically speaking you could put on stability and just run through the ring especially if you use a skill that only gives you 1 stack as the stack would be removed before it has a real chance to be converted converted Spell breakers do this all the time with Full counter.

    > Oh and change some of the corrupts, 10s cripple is just too much

    Its probably like this because necro itself lacks movement so it tosses out heavier amounts of cripple than other professions than normal. Cripple use to be much more effective than it is right now. IF the game ever reverted that change i would agree durations need to be reduced but as it is right now prob leave it alone.

     

  13. > @"Azure The Heartless.3261" said:

    > > @"Asuran.5469" said:

    >

    > > > The game is chock-full of skill combinations that lets classes deal hard CC while not taking damage, and most of them can move large distances on top of that. Be careful when you're arguing that a skill that allows both shouldn't exist. Bulls Charge, Mirage cloak, and combinations made with Arcane Shield and Signet of stone all fit that bill.

    > > >

    > >

    > > No they don't. Bull's Charge has evade frame before the stun lands, not at the same time. BC also doesn't allow the Warrior to teleport at you instantly with a JI like effect while it's happening.

    > >

    > > Mirage Cloak is an effect that combos with any effect it wants, which highly regarded as the most broken class effect in the game for many reasons. There are scores of full forum pages & threads discussing why this mechanic should be removed from the game completely.

    > >

    > > Arcane Shield? What? No. It's just a precast shield. This is hardly a single attack skill that deals damage, evasion, and CC, and is spammable every 2s to 3s.

    > >

    > > Signet of Stone what? It's a 40s CD 3s invuln. This is not a single attack skill that deals damage, evasion, and CC, and is spamable every 2s to 3s.

    >

    > I'm not invested in this argument anymore, but read my premise again.

    >

    > > > The game is chock-full of skill combinations that lets classes deal hard CC while not taking damage, and most of them can move large distances on top of that. Be careful when you're arguing that a skill that allows both shouldn't exist. Bulls Charge, Mirage cloak, and combinations made with Arcane Shield and Signet of stone all fit that bill.

    >

    > My opinion on that hasn't changed. **Many classes can press buttons to negate damage while they're still attacking**, and thief seems to be the only one punished for it, even when that damage negation results in an animation lock for the thief that can be exploited by cc at the end of the move or before it comes out.

    >

    > Push to nerf what you want. Just be careful that your rationale doesn't fail to make sense if it is applied to any other mechanic that leads to the same situation in a skirmish.

    >

     

    **Mumbling** "ejwir gjjgrhhph psiimrmm zemoph...I need to find my pistolwhip..... JUSTICE!

  14. I use it moderately but im not a person who has 50 builds either if i dont make a whole new template to change a few traits or utilities only if swapping something that enforces a completely different play style do i really use it for example going from playing reaper to playing socurge. I have a template for that.

     

    but just swapping a few utilities no.... im not gonna wast time using a template for that.

  15. > @"ArchonWing.9480" said:

    > > @"ZDragon.3046" said:

    > > > @"Strider Pj.2193" said:

    > > > > @"ZDragon.3046" said:

    > > > >

    > > > >. **Not every person wants to be forced into a fight especially if they are trying to get to a specific place.**

    > > >

    > > > Then I would suggest they don’t want to be in an open world PvP zone.

    > > >

    > > Not what i mean. Let me give a bit more detail.

    > > If a keep is under attack and you die and you want to get back to the keep, but spot a roamer coming toward on the way there in the distance and want to prioritize getting to the keep.... Why should the roamer just instantly have the power to force you into combat with 0 counter play? Thats all im saying the roamer attempting to force you into combat is fine but there should still be some form of counter play in the event you just want to go to the Keep to defend.

    >

    > Have you tried not dying? That's a pretty good counterplay.

    >

     

    Sure have that works right now thats why people want warclaw changed lol cause you can choose not to die by just not engaging in most cases. Glad you asked ;)

  16. This list is kinda big but some key things are more important than others dagger and staff QoL changes would certainly be on my list as well as speeding up the base attack speed of reaper so that its not dependent on quickness from RO to work. The issue in making damage soaking closer to the value of damage avoidance....

     

    Then you have scourge in general...... a big mess

  17. > @"Leonidrex.5649" said:

    > > @"ZDragon.3046" said:

    > > > @"Stand The Wall.6987" said:

    > > > > @"Leonidrex.5649" said:

    > > > > staff 5 is not easy to notice, in fact it just instantly fears you _after the cast is finished._

    > > >

    > > > LOL

    > > > 8/8 meme

    > >

    > > Its the only staff animation where the necromancer points the staff at the marks location instead of waving their hand.

    > > This is true for both male and female animations as well as all races in the game. The fear mark also i think is the only one that has a bit of a smoky visual effect coming from the green marking on the ground.

    > >

    > > Every single other mark will always result in the wave of the necromancers off hand while the fear mark specifically points the thes staff at the target location of of the mark. (or always forward in the event you place the mark behind you while running away)

    > >

    > > Oddly enough Its easier to notice than alot of other staff profession skills that often inflict some kind of cc.

    > > Rev staff 5 is kind of just instant you just kind of have to have a gut feeling on when they are going to try and use or combo the skill and 90% of the time you can guess correctly.

    > > Mesmer staff 5 is just extremely hard to see when its cast considering its cast time is only 1/4th of a second you will almost never being able to actively react to it being dropped directly on you luckily the cc it applies is not very strong.

    > >

    > > So in all honestly from the common staff skills in the game that do inflict cc Reaper's Mark is one of the easiest to visually see from a technical standpoint.

    >

    > Nah, staff 5 is slightly different. it starts with same hand animation but ends with staff swing. Realistically you wont dodge it.

    Truth be told i think you should be watching more closely at the staff instead of the hand but i dont think the animations are the same at all. The cast time is 3/4 of a second which is doable in being able to dodge it probably not every time but it certainly wont be a promised hit every time for someone who is looking for it.

     

    > Problem is that all the fears necro has dont really have tells.

    > shround is instant, ring is 1/4s cast time, staff 5 does have cast time but you wont reactively dodge it realistically

    I dont agree with this

    Core shroud, Kind of has a tell the fact that you entered shroud is no doubt that the fear might come but ill give you this one for really not having a tell as the cast time on doom is instant. That said its single target, 1 use, and the only cc skill in the shroud kit.

    Reaper, Has a tell as infusing terror procs before the fear can be used

    Scourge, shade skills all have tells now.

    Reapers mark has the odd staff animation and the visual effect on the mark itself

    Spectral ring.... is well the ring itself is the tell.

     

    Im sorry if you think the ring is not a tell but if you are in the middle of it or outside it you wont be feared. Only if you cross its edge in some way. Even if it had a tell that would make it worse when its placed on you as you would try to dodge due to seeing the tell (the ring cannot be dodged though without stability) which would result in likely dodging into its edge and getting feared while wasting an evade.

     

    Ideally most fears are fine and if fears were effects that could not be removed by condition cleanse i might agree with you that they could use more tell but so long as they have 2x the counters of standard cc's i think they are possibly even a bit weak for what they are right now. In truth 9s fear chains are not realistic unless the target is giving themselves pulsing stab and the necro lands all converts and blows a ton of resources. Or unless 1 person is fighting 2 necromancers but then again fighting 2 any class at the same time will make anything those 2 do far stronger than a single person doing it. If 2 tempest come out of nowhere and double lighting overload and aura spam you to death does it mean that overloads auras are spam-able and should be nerfed no... not really.

     

    even getting 4 seconds of fear as i said earlier is not all that uncommon to what other professions can do with hard stuns most stuns, knock downs, etc can keep a person inactive for 2 seconds using 2 of them back to back can keep a person locked down for 4 seconds when timed properly i dont see the issue for something that has 2x as many counters as those other options.

  18. > @"Stand The Wall.6987" said:

    > > @"Leonidrex.5649" said:

    > > staff 5 is not easy to notice, in fact it just instantly fears you _after the cast is finished._

    >

    > LOL

    > 8/8 meme

     

    Its the only staff animation where the necromancer points the staff at the marks location instead of waving their hand.

    This is true for both male and female animations as well as all races in the game. The fear mark also i think is the only one that has a bit of a smoky visual effect coming from the green marking on the ground.

     

    Every single other mark will always result in the wave of the necromancers off hand while the fear mark specifically points the thes staff at the target location of of the mark. (or always forward in the event you place the mark behind you while running away)

     

    Oddly enough Its easier to notice than alot of other staff profession skills that often inflict some kind of cc.

    Rev staff 5 is kind of just instant you just kind of have to have a gut feeling on when they are going to try and use or combo the skill and 90% of the time you can guess correctly.

    Mesmer staff 5 is just extremely hard to see when its cast considering its cast time is only 1/4th of a second you will almost never being able to actively react to it being dropped directly on you luckily the cc it applies is not very strong.

     

    So in all honestly from the common staff skills in the game that do inflict cc Reaper's Mark is one of the easiest to visually see from a technical standpoint.

  19. > @"MyPuppy.8970" said:

    > > @"KrHome.1920" said:

    > > **Side Note:** On a lot of encounters the first fear will already fail due to autostunbreak traits - resulting in the whole combo not working anymore.

    >

    >

    > Do autostunbreak traits still exist? I thought they where all removed...

     

    a few professions still have them yes.

  20. > @"Strider Pj.2193" said:

    > > @"ZDragon.3046" said:

    > > > @"Strider Pj.2193" said:

    > > > > @"ZDragon.3046" said:

    > > > >

    > > > >. **Not every person wants to be forced into a fight especially if they are trying to get to a specific place.**

    > > >

    > > > Then I would suggest they don’t want to be in an open world PvP zone.

    > > >

    > > Not what i mean. Let me give a bit more detail.

    > > If a keep is under attack and you die and you want to get back to the keep, but spot a roamer coming toward on the way there in the distance and want to prioritize getting to the keep.... Why should the roamer just instantly have the power to force you into combat with 0 counter play? Thats all im saying the roamer attempting to force you into combat is fine but there should still be some form of counter play in the event you just want to go to the Keep to defend. Sometimes you might have objectives in mind that take pirority over a rifle dead eye wanting a shoot out.

    > >

    >

    > I do understand what you mean. You assume it’s a roamer. And it may be random. However, on our server, we are looking for those players to cut off reinforcements to allow us to cap the structure because too many people get back too quickly.

     

    Well i dont know what you would class yourself as if you are out alone looking for other players to drop either you are a roamer or a small squad looking to do smaller bites of damage.

     

    >

    > It’s a double edge sword honestly. Both sides have something to lose and something to gain.

     

    In any case you are correct here i just dont want warclaw to end up being one of those things that gets cut so much its just a fashion statement because using it is literally pointless. The biggest aspect of it is obviously its mobility and and even just removing the speend bonus in controlled areas will be a big game changer especially when chasing or escaping a fight

  21. > @"Strider Pj.2193" said:

    > > @"ZDragon.3046" said:

    > >

    > >. **Not every person wants to be forced into a fight especially if they are trying to get to a specific place.**

    >

    > Then I would suggest they don’t want to be in an open world PvP zone.

    >

    Not what i mean. Let me give a bit more detail.

    If a keep is under attack and you die and you want to get back to the keep, but spot a roamer coming toward on the way there in the distance and want to prioritize getting to the keep.... Why should the roamer just instantly have the power to force you into combat with 0 counter play? Thats all im saying the roamer attempting to force you into combat is fine but there should still be some form of counter play in the event you just want to go to the Keep to defend. Sometimes you might have objectives in mind that take pirority over a rifle dead eye wanting a shoot out.

     

    > > There still needs to be some bit of moment speed increase above walking with swiftness or it defeats the point of the mount completely.

    >

    > I agree. Personally I would like the mount removed, but if it’s kept to a primary speed boost, I am ok

     

    I mean it does not even need to be insanely faster than someone with swiftness just like a minor thing you wont notice it unless you run a long distance side by side with someone unmounted.

  22. seems like people just dont want it at all (everyone picking out different reasons why they dont like it) but you know if they removed it people would come out of the wood works (many people who said get rid of it) complaining that wvw never gets anything or that they want it back.

     

    Generally all they need to do is remove the evades from the movement skill. Make the movement skill better in some way to make up for the loss of evades (make it jump farther) or give you a small speed boost for 2s after 1 use. Remove the spear skill as a result of the mount no longer having evasive mechanics especially sense there will no be 0 way to counter the spear. Not every person wants to be forced into a fight especially if they are trying to get to a specific place.

     

    There still needs to be some bit of moment speed increase above walking with swiftness or it defeats the point of the mount completely. The mount becomes more of a hinderance if its QoL features are reduced to the point its more punishing to ride than not to ride it at all.

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