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Remus Darkblight.1673

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Everything posted by Remus Darkblight.1673

  1. What are you talking about? Usually people confused react to disagree with a post, here I think the confused reacts are actually confused as to what you are trying to say. Okay, your point here being? What class? What build? What conditions? What staying power? So you're a professional warrior player... who uses rifle? At an A tier level? 🤔 What did they do to your boy? Could you elaborate on which classes you are struggling against exactly? The foreskin was it's coolest feature? Casts spells? Are we playing the same game?
  2. Just an FYI "Sell instantly" will sell the item to the current highest buyer, you potentially lose out on a lot of profits by taking the guaranteed immediate sale rather than manually listing somewhere between the highest buyer and lowest seller, you still have to pay the listing and selling fees either way. For example on the permanent black lion merchant the highest buy right now is 515g and the lowest sell is 666g. By hitting sell instantly you will automatically match that 515g buy order and you still pay the listing and selling fees. You could well have manually listed it for any amount above 515g but lower than 666g and made more money, it may even have sold quickly at say 550g rather than just undercutting the lowest sell by 1c. Chances are whoever bought your black lion contract has already re-listed it on the TP and is set to make profits that you could have claimed yourself with a bit of patience. If that's all fine with you and you just wanted it gone fair enough, but it's worth keeping in mind that if you don't need the gold right away playing the longer game will pay out, you don't even have to be a pro TP flipper.
  3. I don't think there really is such a thing as a "dead" match up at the moment, all servers will have their quiet and busy periods (yes some will have longer and more frequent quiet/busy periods than others), it's the same with every game mode. Take your example, there is a rush event on at the moment and even one of the rush maps is dead at certain times of day. Now there is such a thing as "bad" match-ups where one server effectively gets bullied and farmed into players actively leaving the game mode for the match, and that is something that world restructuring will (hopefully) address. It's just unfortunate when a given players personal schedule happens to coincide with their server being less active.
  4. Doesn't mean that the other kits aren't available to you if you wanted to use them though. Besides, Tool Kit is used quite frequently as well, as is the Med Kit, and the Mortar Kit, even the Flamethrower gets some use. The only one I don't see used much if ever is the bomb kit. I want to remain on my main weapon, but I also want to remove conditions on myself. I can flip to a kit triggering my cleansing sigil and then flip straight back to my weapon. Other classes have to choose whether to stay on their current weapon or swap to their other set to get the cleanse, because they are then stuck on that weapon set until they can swap again. This function of kits in general makes them superior to regular weapon swapping as you can dip into and out of kits at will. You are welcome to that opinion but you must recognise that some folks won't agree with you and they will put forth their arguments against your position. If weapon swapping were ever added to Engineer, it would more than likely need to come with additional balancing that you might not like, such as kits then sharing weapon swap cooldown.
  5. Not quite, what I think the OP is asking for here is a live instance just like PvE maps that adjusts based on the online population. World restructuring won't do that for among other things, the scoring, you can't just open and close WvW instances because of how it is calculated.
  6. Yes in the greater sense. My point was that MC as a reward for these events is great while MC stay at 2g a piece, but if the prices do come down it will become less of an incentive to do them, considering that the other rewards are basically just some karma and a skin that a lot of people probably already have. It's all speculation though, I'm more than happy to do 9 events for 3 MC every day for the duration.
  7. Okay slight exaggeration on collapse, but it wouldn't surprise me if the prices do come down with more events. Bad for speculators, probably good for the community on the whole.
  8. The Mystic Coins are a great reward, but if they keep up this level of events that reward them the prices are going to collapse. When you consider that normally you can only get one coin per day outside of the Wizard Vault seasonal ones, giving everyone the opportunity to earn 3 more per day for an entire week is going to potentially put a lot of additional volume through the market. While LWS2 didn't budge the prices, if these kind of events keep up something will have to give at some point when a hoarder gets twitchy and dumps them into the market. Confused react only to confirm you are a big smelly bum and that what I wrote above makes perfect sense.
  9. Then my original confusion still stands, why did they later add a condition heavy ambush to a well established power weapon? Mesmer is one of my least played classes so I would never profess to know the ins and outs of meta Mesmer gameplay, but I am assuming that it is taken on Power Mirage for the daze alone? Unless it also has strong power scaling, it would seem pointless to add the bleeding and torment, vulnerability or something would be more on theme? Or do people take dagger on condi Mirage as well, despite it having no conditions on the normal skills?
  10. No need to tell me that, I was just trying to clarify the OP's post.
  11. Hey Hey Hey you! Wait up! We want to tell you something! *dunks on and sieges a guy* We love you, mwah! 😘
  12. But Mesmer got Rifle in the update, Dagger went with Virtuoso and the ambush subsequently added with weaponmaster training. I'm not sure what the point is here?
  13. My only qualm with that statement 😅 The mode has been a cess pool of unsupervised classroom behaviour for some time now.
  14. I've never understood this one, I get that the daze is the issue here, but at first glance, why is it loaded with conditions on a weapon that otherwise has no condition based skills?
  15. I think they mean to just fill the maps and then create a new instance when they are full and close them when they are empty. The intention being to remove off-peak population sparsity by consolidating everyone into one instance during times when it isn't as busy. Essentially doing away with servers altogether. While that's a fine idea in concept, and obviously works just fine for PvE, it doesn't take into account team balancing or scoring at all. How would it be decided what team you are on? How would that work over the course of a match as populations fluctuate? How would points be calculated with changing numbers of instances? How would it affect the score when empty maps close?
  16. Staff really is the pick for staying power, it has really good mobility, heals, aegis, unblockable stacks, a block. But if you don't have it you could go greatsword for the movement, mace/shield or sword/shield would give you CC, blocks and/or mobility.
  17. Yeah definitely sounds to me like you want to be playing like a brawler, and that just isn't what thief does. I mean you can build thief with trailblazer and condi with lots of evasion, I've had some success with it but it's not really what it's meant for. I think you would enjoy hammer/staff Spellbreaker for roaming, it lacks in ranged options but has plenty of skills to move around and close the distance or escape. It's got options to shrug off big hits too with full counter, and you can use your CC both offensively and defensively because you have so much of it. On top of that it strips boons lessening the effectiveness of stability and quickness on those bursty classes. Ultimately it does lack in the insane mobility and teleports that other classes have to escape, so once you're committed to a fight you're often in it for the duration (though you can chain movement skills to make distance, and they remove immobilize), but it's much more likely to come out on top with your preferred playstyle.
  18. I think maybe thief playstyle is just not for you, since it is more mobile than any other class. A couple of things you can try first that maybe you're not thinking of. Make use of other targets on the field, neutral creatures, walls, NPCs, other players. Use your steal, Sword-2 etc. to shadowstep towards them and away from your enemies. Try shadowstepping away and letting your opponent close the gap, then return back and keep moving in the opposite direction, Sword is especially good for this as you can drop it on your feet with no target as you run, then return yourself behind your opponent. Combine stealth and shadowstepping to make it harder for them to follow your movements. Both Reaper and Willbender rely on big bursts, predict these and be measured in your use of cooldowns, don't panic. If you can't get this maybe try something that is a bit more of a bruiser, Spellbreaker is good fun if you want to stick to "honourable" power builds, Harbinger, Druid, Catalyst are all strong if you have no qualms about using celestial stats.
  19. That's just how it works, each axe has 900 range from where it spins. When it was bugged it would just use the range from the thief, meaning axes could effectively have unlimited range provided the thief was within 900 when activating skill 3 (and would also go through walls). Since they fixed it both the thief and the axes need to be within range and the thief must have line of sight. At most you can throw an axe 900 forward and then move yourself 900 forward to the axe, activate skill 3, and the axe will hit a target 900 away. This isn't the same as having an 1800 range weapon though, since the thief needs to be 900 from the target when activating the skill. If the axe is more than 900 away from the target but the thief is within 900, then the skill will activate and the axes will fly at the target but they will get "out of range" and the axes won't hit. If the axe is within 900 but the thief is more than 900 away, then the skill will just fail to activate and you get the "out of range" message. If the axe has line of sight to the target but the thief does not, then the axes will miss with "obstructed". If the thief has line of sight to the target but the axes do not, then the axes will hit, meaning you can hit through obstacles in these instances.
  20. Tbf, I think the 1% is probably still reasonable enough. Although if it was something that actually caused a problem with coordinated 50 man keg spam, the damage could be further reduced to the same as auto-attacking the gate without changing any of the other intended functionality. Overall while I like the idea of a way to break up blobs, I do wonder if it could be a little too effective? I can see two stacked zergs dropping them on each other just to spread all the players out, which would lead to some hilarious chaos but has the potential to fundamentally change the face of large scale fights. Whether that is a good thing or not is up for debate, but tight stacked fights with min-maxed Support/DPS roles would be a thing of the past, it would be a huge shake up to the meta. EDIT: Not to mention players trolling organized large scale / GvG fights by dumping kegs in the middle.
  21. Didn't know that, learn something new every day. Makes sense though, not that I often see anyone using even one Warclaw, presumably because it's quite inefficient / people are lazy. While you may be right, I've never seen a 50 man squad organised enough to have 1,000 supply on them and use it. At best if your squad has 500 supply and you build 3 rams, you'll have enough left to maybe do 35% damage to a gate with kegs. After that, if you're attacking a keep, you'll have no supply left to assault the inner gate either. Maybe I'm wrong though, maybe if this was a thing gate keg bombing would be the new speed running ppt meta. In which case, just further reduce the damage kegs do to gates, since I don't think it was the intended purpose of them anyway.
  22. I don't think that would be necessary, it would be hugely inefficient in terms of supplies used. Think how quickly you could tear down a gate now if 50 people used mounts to pull at the same time, but people don't. 3 rams costs 120-150 supply to build and take down a whole gate in a couple of minutes if uninterrupted. Chain pull does 4,000 damage and costs 1 supply, it would take 206 pulls to bring down a fortified keep gate (821,700hp), so theoretically a 50 man squad could do it in 4 pulls each plus change, less for tower gates and non-fortified ones. This is much quicker than rams and only a little more expensive than adding a fourth ram. Yet no one does this. Even at 10 supply these kegs would use 1,000 supply to take down a gate assuming they did 1% each. Each player in a 50 man squad would need to throw two kegs each. So while this may be much quicker than using rams, it's vastly more expensive. I also don't think I have ever been in a 50 man squad that has 1,000 supplies at any given time, it's more often around the 300-500 mark. Overall I don't think it's a terrible idea, I wouldn't be averse to more tricks and traps in general for WvW. While an item to break up the dreaded boon ball will probably play to the wants of a fair few forum goers it doesn't line up with what Anet seems to have envisioned for the game mode, that being more boon ball not less.
  23. Basically, you haven't "skipped" anything. When unlocking elite specialisations it will unlock everything prior to the node you clicked, so if you had the full 250 hero points free you could just unlock the very end node immediately and it would also unlock all of the nodes before it. Don't worry, you have not missed or broken anything. When using weapons that are not part of your professions core proficiencies you must have the appropriate trait line equipped to be able to use the weapon. On Ranger that is Druid for Staff, Untamed for Hammer, Soulbeast for Daggers. (See Elite Specialization section) If you have the Secrets of the Obscure expansion there is an achievement you can unlock that allows you to use all of the elite specialisation weapons for your profession without the elite specialisation equipped, as if they were core weapons. (Weaponmaster Training) There is also a further achievement that unlocks a brand new weapon for your class too, in the case of Ranger this is main and off-hand Mace. (Expanded Weapon Proficiency) Hopefully this explains everything.
  24. Unfortunately we live in a world where some other professions do though.
  25. I was joking, since the leap is the only thing it has over Vindicator dodge in the image.
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