Warclaw feedback! - Page 3 — Guild Wars 2 Forums

Warclaw feedback!

13

Comments

  • Silver.2076Silver.2076 Member ✭✭✭

    Soooo after now about 20 hours of playing time with the claw my additional feedback. I think the hotflix of the attack jump is a pity, but yes, it was very powerful with a lot of players at once - imho good fix. The exploits will also be closed, there is no doubt about that and to be honest - everyone knew that there will be! :)

    The possible uses in zerg fights are kitten interesting and enriching. But how exactly they will get their way we probably won't see until two or three weeks after the "easy loot" has disappeared from the WvW. Because let's not kid ourselves, what is currently taking place in zerg fighting is pure fiesta. And it clearly stands out that fight strong servers can simply get more out of the claw than weak ones. Which is good in so far as non fighting server might learn it that way.

    Sniff is outstandingly good, especially if you have taken something and want to clean up quickly.

    The speed, dodge and the lack of CC vulnerability are still positive in my opinion - because it makes the claw something concrete and does not soften it. This is the only way to create the fun new game. Just the possibility to get behind the enemy in a larger group and then attack it from two sides not only feels fantastic, but also offers new strategies. The pirate ship imho sank :)

    Of course I understand the whole outcry of the individualists and small group players that their being is less noticed and less opposed by this new, faster and at the same time in my eyes more aggressive gameplay. But I take the view that GW2 and the WVW can unfortunately only have continued to exist through more interaction on a larger scale. The advantages are obvious.

    I'm already looking forward to two weeks from now when we can explore the use of the claw a bit more advanced.

    In my eyes the claw is definitely a good enrichment - thanks again. Well, then, enjoy exciting battles!

  • Dagger.2035Dagger.2035 Member ✭✭

    The only change I would recommend is to normalize the speed so there isn’t a territory bonus. I’m worried that the speed bonus could favor the more populated server when you are outnumbered and trying take back your objectives. I also don’t see any reason to give defenders an advantage when roaming.

    Server: Sorrow's Furnace
    Guilds: [DOA] Descendants Of Ascalon, [LOOT] Legendary Order Of Thieves
    Characters: Black Hooded S\D Thief, Celestial Herald & Power Reaper

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    @Jeknar.6184 said:

    @Curunen.8729 said:
    Cosmetic feedback - would like to know if jackal model/skins couls work with warclaw? Or are the animations different, not easy to do? Would love to use jackal skin instead of kitten. :)

    I think the Warclaw actually use the griphon model so Jackal skins aren't going to fit on it.

    Ah kitten, thanks that's a shame.

    Anyway I guess there will end up plenty of gemstore skins over the coming months.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Limodriver.4106Limodriver.4106 Member ✭✭✭
    1. every 1k rank u get 1 extra dodge
    2. every 1k rank u gain extra % speed
    3. every 1k rank u can maul 1 extra person
  • Randulf.7614Randulf.7614 Member ✭✭✭✭

    Thoroughly enjoyed my soirée into WvW this week. Been enjoyable enough to potentially play more, although I;d like to use it in EOTM too. The Warclaw itself is fun and acts as a nice basic runaround to use in pve as well - I like the look and animations it has, although it is very under-sized on a Norn. It doesn't look right at all on those toons.

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @Turk.5460 said:
    Finishing downed needs to be removed. Speed can stay and CC immunity can stay as long as there is a way to dismount your opponent without using cooldowns/profession resources. IE introduce a skill that dismounts both the caster and the target (s).

    Or at least if you are dismounted by an enemy attack you are dazed/stunned/crippled, whatever, otherwise you have the advantage of full cooldowns/resources while the player who attacked you does not.

  • kash.9213kash.9213 Member ✭✭✭

    @Turk.5460 said:
    Finishing downed needs to be removed. Speed can stay and CC immunity can stay as long as there is a way to dismount your opponent without using cooldowns/profession resources. IE introduce a skill that dismounts both the caster and the target (s).

    That's largely the point I'm still hung up on before anything else.

    Northern Shiverpeaks [EL]

  • Mechanix.9315Mechanix.9315 Member ✭✭✭

    @Limodriver.4106 said:
    1. every 1k rank u get 1 extra dodge
    2. every 1k rank u gain extra % speed
    3. every 1k rank u can maul 1 extra person

    that dosent make sense, i think already 3 dodge is currently broken, with your logic at my rank ill have 5-6 dodges.

    Dodges should be 1 and 2 if mastery point spent.

  • Inoki.6048Inoki.6048 Member ✭✭✭

    I am actually liking the mount. What I'd suggest looking into is the amount of dodges it can do, and somehow render structures inaccessible so players cannot leap into them. About the stomp I'm not entirely sure. So far it's not the worst idea, but it requires more field testing to see if it's detrimental to the health of the game mode or the opposite.

    The ability to traverse huge landscapes is definitely a plus.

    Overall rating so far: nice, but needs tweaking. It requires more leaping into it ;)

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭

    @Mechanix.9315 said:

    @Limodriver.4106 said:
    1. every 1k rank u get 1 extra dodge
    2. every 1k rank u gain extra % speed
    3. every 1k rank u can maul 1 extra person

    that dosent make sense, i think already 3 dodge is currently broken, with your logic at my rank ill have 5-6 dodges.

    Dodges should be 1 and 2 if mastery point spent.

    The mount's endurance bar is kind of broken atm. After getting the 3rd mastery for an extra stamina bar, the mount could literally leap every 2-3 seconds.

  • Alver Lyko.4693Alver Lyko.4693 Member ✭✭
    edited March 8, 2019

    @Queen Anastasia.7103 said:
    While I haven't seen the changes yet in game if it stops people from leaping into objectives unintended with the mount then good change. So your definition of fun is supporting this exploitative behaviour.

    Nope. They should definitely fix any exploits and anything that is unintended. If the leap allows people to leap walls or whatever, they should fix it in those particular areas.

    @Queen Anastasia.7103 said:
    You're truly delusional if you believe Warclaw would bring and keep players interested in WvW.

    Delutional maybe, but I prefer to be hopeful since I love WvW. Even if just 5% of PvE Warclaw acquirers become interested in WvW to pop in regularly, that would be nice.

    And I agree with you, the mounts are definitely a way for anet to make money.

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @Jeknar.6184 said:

    @Zaoda.1653 said:
    • While I don't exactly like the -1 supply required with every tug, I get that, without this, it would render rams kinda useless, so I get that.

    Considering their extremely slow speed and being limited to 3 per gate, I think the -1 supply per pull is overkill in the terms of limiting siege capabilities. There is absolutely no reason to even pull a gate with a Warclaw, as 3 Warclaws with 20 supply each won't even take a T0 gate below half HP.

    I'm thinking that they either need to 1) Increase the damage to around 5K to gates per pull or 2) remove the supply cost if keeping that damage.

    @Dagger.2035 said:
    The only change I would recommend is to normalize the speed so there isn’t a territory bonus. I’m worried that the speed bonus could favor the more populated server when you are outnumbered and trying take back your objectives. I also don’t see any reason to give defenders an advantage when roaming.

    I agree with that. Instead the base HP should be lowered to 5K, and that mastery should move it up to 10K.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • gavyne.6847gavyne.6847 Member ✭✭✭

    Warclaw has killed the tired pirateship meta. Group vs Group and Zerg vs Zerg are a lot more fun now because engagements are more close, in your face combat.

    And we all hate arrow carts and the silliness such as chilling fog. The mount negates a lot of this and makes sieging keeps much more enjoyable.

    These are pretty big improvements to the overall WvW game that is triggering more fights and less downtime. I just wish they would get rid of the stomp aspect of the mount, it's not needed and it negatively affects smaller scale combat. Make skill 1 knock people off mounts rather than stomp. The mount should be used for mobility and should have less effect when it comes to combat.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭
    edited March 8, 2019

    I know we're still early on in the life of Warclaw, but some feedback from last night that reinforced my major concern for the mount, that being the effect it has on a player who doesn't have one when seemingly everyone else does.

    My wife, who is just starting to explore WvW, doesn't have the mount yet, but she and I joined a pug commander last night to farm out some XP, reward track, and maybe get the last drop she needed from capturing a keep.

    I'd say of the 40 people in the squad, at least 30 of them had the mount (myself included). Things are getting closer to normal now, with less PvE specs/geared players running about, and squads actually defending objectives, and getting them to T2/T3, so it wasn't a cakewalk PPT train like it was on Tuesday/Wednesday.

    I stayed dismounted to keep pace with my wife's character, and while there were some players pumping out swiftness, the majority of the squad was far ahead of us, leaving a long and exposed tail. This became more acute as we found ourselves unable to reach an objective in time to engage the NPCs or even to get into the circle before it capped. It didn't happen a lot, but it did happen (mostly with sentries), and it was a little frustrating.

    Now I realize that the commander needs to be aware of the squad's tail, etc, but I ask again, what happens in a month or so when a player brand new to WvW enters the mode, and has to run on foot to catch up with a squad of players who all have the mount? Will the pug commander slow his open squad's movement to accommodate a single player? Likely not.

    I fear the mount is likely to become a barrier to entry for anyone wanting to zerg or roam with other players. I don't think it will impact solo roaming to the same degree, but I know when I first started playing WvW, I didn't want to go out alone and would immediately search for another player to shadow. Ironically if one of the goals of the mount was to help bring new blood into the game mode, I fear it might actually have the opposite effect.

  • L A T I O N.8923L A T I O N.8923 Member ✭✭✭

    @Turkeyspit.3965 said:
    I know we're still early on in the life of Warclaw, but some feedback from last night that reinforced my major concern for the mount, that being the effect it has on a player who doesn't have one when seemingly everyone else does.

    My wife, who is just starting to explore WvW, doesn't have the mount yet, but she and I joined a pug commander last night to farm out some XP, reward track, and maybe get the last drop she needed from capturing a keep.

    I'd say of the 40 people in the squad, at least 30 of them had the mount (myself included). Things are getting closer to normal now, with less PvE specs/geared players running about, and squads actually defending objectives, and getting them to T2/T3, so it wasn't a cakewalk PPT train like it was on Tuesday/Wednesday.

    I stayed dismounted to keep pace with my wife's character, and while there were some players pumping out swiftness, the majority of the squad was far ahead of us, leaving a long and exposed tail. This became more acute as we found ourselves unable to reach an objective in time to engage the NPCs or even to get into the circle before it capped. It didn't happen a lot, but it did happen (mostly with sentries), and it was a little frustrating.

    Now I realize that the commander needs to be aware of the squad's tail, etc, but I ask again, what happens in a month or so when a player brand new to WvW enters the mode, and has to run on foot to catch up with a squad of players who all have the mount? Will the pug commander slow his open squad's movement to accommodate a single player? Likely not.

    I fear the mount is likely to become a barrier to entry for anyone wanting to zerg or roam with other players. I don't think it will impact solo roaming to the same degree, but I know when I first started playing WvW, I didn't want to go out alone and would immediately search for another player to shadow. Ironically if one of the goals of the mount was to help bring new blood into the game mode, I fear it might actually have the opposite effect.

    This morning i was with An allied guildgroup South of An enemy Bay, we were killing the Guards and someone called out wurmgate was down, i was the only ony in combat (gate Archer) and was kept in combat by the archer half way the wall and on southeast corner wall of Bay. By the time i reached the water(i had no Swiftness) they were at wurmgate
    Im not gonna say 'this opened my eyes' but IT opened my eyes

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    I think the mount and certain aspect of it's "perks" should only be allowed for players under a certain rank to get them acquainted to the game mode/maps. After passing the threshold of that rank, all crutches should be removed and the mount only retain speedy aspect of travel and nothing else. This way, newer players get to be part of the game mode and be able to reach commanders and groups safely, and long time players get speedy travel. I would prefer all combat related skills be removed.

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭
    edited March 8, 2019

    @Sviel.7493 said:
    After day 2, I'm feeling less optimistic.

    I play as scout/havoc and never bought PoF so I've been on foot the whole time. To date, I've focused my build around mobility to facilitate tracking enemies, slipping away to check on objectives when necessary and being able to dart about doing whatever needs doing. Going in, I expected that my niche would be severely trampled upon, but I figured I could adjust.

    However, as more cats show up, it's become clear that there is no escaping them. Even in territory I own. Even if I drop out of sight, they can mark me with the press of a button. In addition, every enemy is much, much faster which means I have a smaller window to work in even while I have to be extra careful not to get chased down by a roaming group. Just like with Elite Specs, I'd have to make another purchase to continue sort of enjoying the game. I still have no clue what direction Anet is moving in (besides random bait content for spikes of people who'll never come back), so I can't justify opening my wallet to sort of regain the status quo.

    On top of that, though this isn't directly related to Warclaw, the method for obtaining it has made the gamemode virtually unplayable--and I don't mean the queues. Whereas before there would be large enemy zergs that you could sort of deal with, now they have a full blob of pugs. Meanwhile, your pugs are also chiefly interested in getting Warclaw and often don't understand why WvW players don't K-Train for maximum reward efficiency. It doesn't help that, to date, there is still no tutorial NPC on DBL. This would have been a good time to make some effort toward actually introducing people to WvW instead of dropping them in unawares and causing a rough time for both PvE and WvW focused players.

    High player volume + Low player investment = A bad time all around

    The speediest way to get the Warclaw has very little overlap with actual WvW gameplay. Defending anything is just slowing you down. Fighting other players as well, for the most part.

    Just throwing out some ideas here, because these seem like valid concerns.

    • Change the warclaw unlock achievement to remove objectives that cannot be obtained outside of EotM
    • Players below bronze rank cannot make progress toward warclaw unlock outside of EotM
    • The warclaw may be unlocked by players who don't own PoF, but is only available for these players inside WvW/EotM and skills 2-6 are unavailable to unlock

    My thinking is that this would put some players back into EotM while keeping players who only want to unlock the warclaw from getting in the way of WvW objectives. It would also level the playing field a bit for players without PoF, while still providing incentives for those players to purchase PoF in order to upgrade the warclaw. It should also resolve most of the issues with players joining squads, but being unable to keep up.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @AliamRationem.5172 said:

    @Sviel.7493 said:
    After day 2, I'm feeling less optimistic.

    I play as scout/havoc and never bought PoF so I've been on foot the whole time. To date, I've focused my build around mobility to facilitate tracking enemies, slipping away to check on objectives when necessary and being able to dart about doing whatever needs doing. Going in, I expected that my niche would be severely trampled upon, but I figured I could adjust.

    However, as more cats show up, it's become clear that there is no escaping them. Even in territory I own. Even if I drop out of sight, they can mark me with the press of a button. In addition, every enemy is much, much faster which means I have a smaller window to work in even while I have to be extra careful not to get chased down by a roaming group. Just like with Elite Specs, I'd have to make another purchase to continue sort of enjoying the game. I still have no clue what direction Anet is moving in (besides random bait content for spikes of people who'll never come back), so I can't justify opening my wallet to sort of regain the status quo.

    On top of that, though this isn't directly related to Warclaw, the method for obtaining it has made the gamemode virtually unplayable--and I don't mean the queues. Whereas before there would be large enemy zergs that you could sort of deal with, now they have a full blob of pugs. Meanwhile, your pugs are also chiefly interested in getting Warclaw and often don't understand why WvW players don't K-Train for maximum reward efficiency. It doesn't help that, to date, there is still no tutorial NPC on DBL. This would have been a good time to make some effort toward actually introducing people to WvW instead of dropping them in unawares and causing a rough time for both PvE and WvW focused players.

    High player volume + Low player investment = A bad time all around

    The speediest way to get the Warclaw has very little overlap with actual WvW gameplay. Defending anything is just slowing you down. Fighting other players as well, for the most part.

    Just throwing out some ideas here, because these seem like valid concerns.

    • Change the warclaw unlock achievement to remove objectives that cannot be obtained outside of EotM
    • Players below bronze rank cannot make progress toward warclaw unlock outside of EotM
    • The warclaw may be unlocked by players who don't own PoF, but is only available for these players inside WvW/EotM and skills 2-6 are unavailable to unlock

    My thinking is that this would put some players back into EotM while keeping players who only want to unlock the warclaw from getting in the way of WvW objectives. It would also level the playing field a bit for players without PoF, while still providing incentives for those players to purchase PoF in order to upgrade the warclaw.

    I disagree. There should be no meaningful barrier to getting this mount. Let's be honest, there is no skill required to get this mount and having it is not some indication of prestige or achievement, anymore than having a glider. It's a tool that, as it becomes widespread, gives a significant advantage to those who have it vs. those who don't.

    If there is a real need for e-peening amongst high ranked / veteran WvW'ers, by all means introduce mount skins that require a rank of 1000+ to purchase, similar to 2 different styles of WvW Legendary Armor.

    Honestly, this mount shouldn't have been any more difficult to acquire than the raptor, which only requires you to complete the 1st mission in PoF and complete the heart vendor.

    ANET should have designed it so all you needed to do was cap the camp/tower/keep, kill the guard, then pay the vendor 8g to buy it.

    As for requiring PoF, look, the company needs to make money, and if a player isn't willing to spend the $30 to buy the expansion, why should they have access to new content? If they aren't willing to spend $30 on the expansion, in all likelihood they aren't spending money on the gemstore either, and why then would should ANET care about a non-customer?

  • Doo Lally.8594Doo Lally.8594 Member ✭✭✭
    edited March 8, 2019

    Erring on the positive side for the Warkitty.

    Personal POV - remove:

    1. Gate pull - TBH it's garbage.
    2. Damage on mount skill 1. In fact remove skill 1 entirely. Mounts in WvW should not deal damage.
    3. Remove downed damage. See #2 above for reasoning.

    Keep the speed, HP and the dodges as is.

    YMMV.

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭

    @Turkeyspit.3965 said:

    @AliamRationem.5172 said:

    @Sviel.7493 said:
    After day 2, I'm feeling less optimistic.

    I play as scout/havoc and never bought PoF so I've been on foot the whole time. To date, I've focused my build around mobility to facilitate tracking enemies, slipping away to check on objectives when necessary and being able to dart about doing whatever needs doing. Going in, I expected that my niche would be severely trampled upon, but I figured I could adjust.

    However, as more cats show up, it's become clear that there is no escaping them. Even in territory I own. Even if I drop out of sight, they can mark me with the press of a button. In addition, every enemy is much, much faster which means I have a smaller window to work in even while I have to be extra careful not to get chased down by a roaming group. Just like with Elite Specs, I'd have to make another purchase to continue sort of enjoying the game. I still have no clue what direction Anet is moving in (besides random bait content for spikes of people who'll never come back), so I can't justify opening my wallet to sort of regain the status quo.

    On top of that, though this isn't directly related to Warclaw, the method for obtaining it has made the gamemode virtually unplayable--and I don't mean the queues. Whereas before there would be large enemy zergs that you could sort of deal with, now they have a full blob of pugs. Meanwhile, your pugs are also chiefly interested in getting Warclaw and often don't understand why WvW players don't K-Train for maximum reward efficiency. It doesn't help that, to date, there is still no tutorial NPC on DBL. This would have been a good time to make some effort toward actually introducing people to WvW instead of dropping them in unawares and causing a rough time for both PvE and WvW focused players.

    High player volume + Low player investment = A bad time all around

    The speediest way to get the Warclaw has very little overlap with actual WvW gameplay. Defending anything is just slowing you down. Fighting other players as well, for the most part.

    Just throwing out some ideas here, because these seem like valid concerns.

    • Change the warclaw unlock achievement to remove objectives that cannot be obtained outside of EotM
    • Players below bronze rank cannot make progress toward warclaw unlock outside of EotM
    • The warclaw may be unlocked by players who don't own PoF, but is only available for these players inside WvW/EotM and skills 2-6 are unavailable to unlock

    My thinking is that this would put some players back into EotM while keeping players who only want to unlock the warclaw from getting in the way of WvW objectives. It would also level the playing field a bit for players without PoF, while still providing incentives for those players to purchase PoF in order to upgrade the warclaw.

    As for requiring PoF, look, the company needs to make money, and if a player isn't willing to spend the $30 to buy the expansion, why should they have access to new content? If they aren't willing to spend $30 on the expansion, in all likelihood they aren't spending money on the gemstore either, and why then would should ANET care about a non-customer?

    Why should ANet care about "non-customers"?

    Games that offer Free-to-Play care about these "non-customers" for two reasons: First, they increase the general population for the game, which adds value for paying customers. Second, the more time a F2P player spends in a game, the more likely they become to spend money on it.

    The business model is predicated on the idea that if you make the game inviting, but at the same time restrict things just enough, you can turn "non-customers" into customers. The problem with the warclaw is that it potentially makes the WvW game mode uninviting in a way that mounts in PvE do not. In PvE, mounts are a massive QoL upgrade, but they don't make the game mode unrewarding or uninviting to players without mounts. In WvW, mounts create a situation where participating in group content essentially requires having the mount.

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited March 8, 2019

    New WvW meta, mounted with weapon skill bars. Soulbeast & Deadeyes :astonished: this needs to be addressed before it gets out of hand.

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @Kylden Ar.3724 said:

    @Jeknar.6184 said:

    @Zaoda.1653 said:
    • While I don't exactly like the -1 supply required with every tug, I get that, without this, it would render rams kinda useless, so I get that.

    Considering their extremely slow speed and being limited to 3 per gate, I think the -1 supply per pull is overkill in the terms of limiting siege capabilities. There is absolutely no reason to even pull a gate with a Warclaw, as 3 Warclaws with 20 supply each won't even take a T0 gate below half HP.

    I'm thinking that they either need to 1) Increase the damage to around 5K to gates per pull or 2) remove the supply cost if keeping that damage.

    @Dagger.2035 said:
    The only change I would recommend is to normalize the speed so there isn’t a territory bonus. I’m worried that the speed bonus could favor the more populated server when you are outnumbered and trying take back your objectives. I also don’t see any reason to give defenders an advantage when roaming.

    I agree with that. Instead the base HP should be lowered to 5K, and that mastery should move it up to 10K.

    And now that I seen a bit more in play, some folks have suggested the engage skill should dismount others instead of stomp. I agree. The mount should not negate the need for safestomp tactics.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • Here my feedback:

    A)
    With the recent nerf you won't be as fast before but I also find it too much of a nerf. I can only guess why they did it properly because you can push faster in open field with it and also a lot of the older players will have a hard time to adjust to the new speed.

    On the other hand if the zerg reacts in time the attackers will die because they have very likely no boons and support if they use mounts. This was always so the zerg which reacts faster wins otherwise said the zerg who knows what to do with out needing of a command from a commander . Also there are option to adapt to this by having scouts and trying not to stay so much in open field.

    I know we have a lot of older people in the game and also the other points I will mention has also to do with speed so I have kinda mixed feelings about this. it just so the leap now with the last update becomes absolute useless to the point the animation is silly.

    B)
    A major problem with comes with the mount is supply shortage on onside it use up supplies with it skill 3 on the other hand we had already in the past the problem that supply champs getting constantly flipped because hardly anyone guarding them with the new mount the flipping getting even faster. This maybe has an exception for server who its population is extremely big. A cheap solution would be increasing the HP of the boss of the supply champ (like 50%) . I don't believe this is this would be enough adding another register for tactics would be nice where you can add the radar/ballon thing.

    C)
    Golems can easily be spotted on the way to the enemies this also was a dragging problem in the past which increased with the mounts. Solution is simple increase walking speed of the golems to normal.

  • Balsa.3951Balsa.3951 Member ✭✭✭

    @DemonSeed.3528 said:
    I think the mount and certain aspect of it's "perks" should only be allowed for players under a certain rank to get them acquainted to the game mode/maps. After passing the threshold of that rank, all crutches should be removed and the mount only retain speedy aspect of travel and nothing else. This way, newer players get to be part of the game mode and be able to reach commanders and groups safely, and long time players get speedy travel. I would prefer all combat related skills be removed.

    Bcs that will motivate ppl to keep playing

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    @Balsa.3951 said:

    @DemonSeed.3528 said:
    I think the mount and certain aspect of it's "perks" should only be allowed for players under a certain rank to get them acquainted to the game mode/maps. After passing the threshold of that rank, all crutches should be removed and the mount only retain speedy aspect of travel and nothing else. This way, newer players get to be part of the game mode and be able to reach commanders and groups safely, and long time players get speedy travel. I would prefer all combat related skills be removed.

    Bcs that will motivate ppl to keep playing

    Yes.

  • alain.1659alain.1659 Member ✭✭✭

    This is Anet's style. They make the game unplayable for you slowly, and force you to buy their product with frustration. When HoT came out, I loved the elite specs. Tempest, druid, reaper, dh, dd, all were very interesting for me. I really loved them. With PoF elites I do not have the same opinion. I neither liked the elite specs, nor the new maps (I have seen al via friends). As a customer who uses gemstore, and has HoT deluxe, why am I being punished for not buying what i do not want? Is there a limit for a person should spend to be counted as a customer? If I throw 30 bucks more into the game, would my opinions be heard more? After all this support, Anet prevents me to be competitive in only game mode I am really interested. I do not think that this is fair. It might be in their power, but this does not make it right.

  • Lexi.1398Lexi.1398 Member ✭✭✭

    Only thing i dislike about them is the speed; i ran herald before the update to get perma swiftness cus im a noob who tends to fall behind easily, but since patch i was lucky that so far all the stuff i did when getting reward track up, seige was placed and that allowed time for non-mounted players to catch up, but many times i don't get that opportunity.... new to WvW may also not know they need to immediately start mount reward track to even have a chance of keeping up with zergs now- and zergs are where people start. I had hoped they'd be capped at perma-swiftness speed with small boosts from movement ability, because that means nubs won't be compelled like I to chose a class that can run fast but this is kinda counter intuitive on that level.

    Overall- I like most other things about it, i'm still a noob with low rank so I haven't been able to unlock any of its abilities yet but it hasn't has a marked impact in the fights i've been in.

  • Silver.2076Silver.2076 Member ✭✭✭

    New patch, new opinion.
    After reducing the leap by felt 30% I have to say, you have pulled the claws of the war claw with it. Feels sluggish and doesn't allow you to break through into zerg fights anymore. I wish this would just be an stop-gap solution to give more time to fix the many expolits. But I'm afraid that too many players will be pleased with it, because it retains the existing strategies.
    Still, the war claw still feels very good in the WvW for me.

  • Heartpains.7312Heartpains.7312 Member ✭✭✭

    I didn't feel like playing and didn't have much time to play ever since patch + the queues at the start, and the little time I played, all I can say is this mount actually promotes running away, and it also promotes short fights (not talking about zergs).

    and sometimes with certain classes and builds, if you wanna fight/catch someone you will have to use some unnecessary cool downs.

    as I said in other thread, now we are starting to talk about balance "mount balance", they can't balance anything and then mount just add more things that they need to balance aka the mount or things that are related to it.

    since some people asks about events in wvw, now I ask for a NO mount event week already lol, or even better, just put one of the maps where we can't use mount in, thank you very much.

  • Hyper Cutter.9376Hyper Cutter.9376 Member ✭✭✭✭

    If you're going to make suggestions that boil down to "make the mount worthless", have the balls to say that outright instead of trying to be sneaky about it.

    @Blood Red Arachnid.2493 said:
    My biggest complaint is that I can't gank people when they're on the mount.

  • mixxed.5862mixxed.5862 Member ✭✭✭

    @Silver.2076 said:
    New patch, new opinion.
    After reducing the leap by felt 30% I have to say, you have pulled the claws of the war claw with it. Feels sluggish and doesn't allow you to break through into zerg fights anymore. I wish this would just be an stop-gap solution to give more time to fix the many expolits. But I'm afraid that too many players will be pleased with it, because it retains the existing strategies.
    Still, the war claw still feels very good in the WvW for me.

    I feel the same way. The longer leap was so much more fun, I hope it's only a temporary fix until they've addressed the break-in issues...
    Of course it was very easy to escape with before and the burst speed was pretty high with 3 dodges but I rather they reduce the number of dodges to 2 (with mastery) instead of making it feel worse.

    A few more suggestions I approve:

    1. Maul dismounts enemies hit.
    2. You're revealed while mounted. There's enough ganking from stealth in the game already.
    3. Reduce the health a bit for the sake of solo roaming.
    4. Soft-CC (cripple, chill, immobilize) slows the warclaw by ~33% and also reduces the leap's length. (Doesn't stack.)

    But overall the Warclaw is a good addition to the game mode! It's something fresh and fun and makes movement across the big maps far more enjoyable.
    I just wish they put in some more work to optimize it further, and revert the leap nerf eventually!

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited March 9, 2019

    @Koen.1327 said:
    for me it really killed wvw, unfortunately
    i've always seen wvw having a combination of pvp and pve with a strong emphasis on guilds , but now its pushed so much towards the pve side - just going for objectives avoiding fights at all cost

    ofc it's still trial period but i think once hype drops wvw is left an even lower base than before

    zerg and blob fights were already going downhill, but at least you could go solo and roam around the map fighting whoever you come across, this is not possible anymore as mounts as uncatchable and zerg+ fights are left with mounts....

    workign as intended, the less fights there are, less complain on balance, less complain on how dumbs classes are designed, less lag, every one ktrains every one wins, this is the kind of skill and players gw2 is designed for.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited March 9, 2019

    might work if 1 cc removed a stamina bar on warclaw, and when they reach 0 and another cc hits then they are dismounted.

    you don't know till you know, ya know.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    Well after playing a lot more with the Warclaw, and with WvW getting a bit closer to normal, with servers defending objectives vs. constant PPT, and with the various changes the mount has received since last Tuesday, I'll say I'm happy overall with it.

    WvW would have been just fine without a mount, but the introduction of the current iteration of Warclaw is hardly game breaking, and really has a very small impact on large group fights, that being allowing for dead players to return to tag faster / run supply. Movement is still mostly on foot to get boons/empower up, and while I did see long tails, they weren't much longer than what you normally see in a pug raid.

    I'm sure they will tweak some more, but for now I have no heartburn about the Warclaw in WvW.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    @Dagger.2035 said:
    The only change I would recommend is to normalize the speed so there isn’t a territory bonus. I’m worried that the speed bonus could favor the more populated server when you are outnumbered and trying take back your objectives. I also don’t see any reason to give defenders an advantage when roaming.

    Would have to disagree here. I see your point about potentially favoring the larger side but that added benefit to the defender to me that's a good thing. It's more of a reason to defend. Between the added mount speed and the ability to glide we have reasons to pick and choose our fights. There is more value in holding some objectives versus just letting them fall and we can take them back later since it may connect us to the deeper fights further inland.

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    So far impression of the Warclaw is favorable from a roamer and havoc perspective. Will have to see how that evolves as more and more people get the mount but can already see a number of new options while running havoc. Ran into a number of zergs while out and about and the mount did allow more disengages when you took a bad corner and found a zerg coming down on your havoc. Still more to test and try, and do have concerns with people coming along later to get their mount, but right now everyone is still adapting and acquiring so basing things on last week wouldn't be the best idea.

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • first sry for my bad englich i try my best :)

    my opion is the warclaw real fun but i have 2 idears what maybe will balnce it a littel bit more becors the 10khp is a realy big schiled so mybe but the live from a war claw at 1k and give player a buff that they get only x% dmg from towerguards and dowend player (like 10%) so thy cant be use for a barrier to engage a player zerk....

    and 2.

    make the warclaw maybe a littel bit faster but immun for any boons

    so i think they wil fit better in the wvw wolrd as supporter for travling and gate opener

    it is my idear to balnce it better but at least really great work i love the warclaw :) and plz buff it a lot for pve i like to us it ther mor maybe as fast as a raptor :) (but only in pve)

  • shiri.4257shiri.4257 Member ✭✭✭

    It's fun and refreshing.

    Spectre [VII] - Wood League Champion. Making "fight guilds" stack on higher tiers since 2013.
    Michelin rated WvW guild since 2015. The gold standard. Never transferred, never reformed, adapting and reloading with or without Anet.

  • Now that the warclaw's been out for some time, I think it could use a breakbar that dismounts the rider when broken, and the battle maul attack should also dismount one enemy it hits in addition to its current effects. My previous opinion of the gate pull attack remains unchanged. It still shouldn't use up supply.

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited March 13, 2019

    could use a breakbar that dismounts the rider when broken

    Not disagreeing but hoping for a better alternative than burning a cd (cc at that before the fight).

    and the battle maul attack should also dismount one enemy it hits in addition to its current effects.

    The problem with this is it first require players to owned a mount, out-run the chase(with more leap and speed otherwise its a cat and mouse gimmick both running at the same speed),and pounce, hoping it would hit because this will dismount you regardless.

  • flyro.6083flyro.6083 Member ✭✭

    @Helicity.3416 said:
    it may be a little strong...

    Remove zerg gameplay and #fixed!

  • alain.1659alain.1659 Member ✭✭✭

    The lag is a problem. I do not know why but last night warclaw-ed zergs (20 people mini zergs) fought and I experienced lag as no one has experienced before. They said it was due to CPU power but I never had that much lag, not even in 3-way sm fights.

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