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Acemos.2856

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  1. Your reply is a bit dismissive and rude, and doesn't address the main points. A target painter isn't a magic bullet that kills thieves instantly, it's a strategic option that you can choose to use or not; It can be a tremendous help towards fighting a thief, but only if you use it at the right time and place. Using it willy-nilly at the start of combat is not as helpful as using it later in the fight, when the thief is lower on health or resources. A poor player using a target painter isn't going to kill a slightly above-average thief, but a smart player using a target painter can make a big difference.
  2. So, you're arguing that stealth is unfair because it requires a purchasable resource to counter? This would be a decent argument if the target painter was the only way to counter stealth. First, there are other skills and traits that reveal or can damage stealthed enemies; Knowing how stealth works can also be helpful. Stealth doesn't make them everywhere all at once, keep in mind that they still need to move or walk around, they only have so many options. Second, the target painter isn't a tax to play, it's a strategic option that you can choose to use or not. I don't think the devs invented the target painter for the sole purpose of countering stealth, but rather as a way to mark enemies for easier coordination and focus. Using it in small skirmishes is a way of adapting and gaining the upper hand, not a necessity. Your suggestion that if the counter costs money then the mechanic should cost money is absurd. By that logic, maybe damaging people should cost money since there are items that boost and reduce damage lol.
  3. Yes, this should be fixed. Exploiting things in the game to break into objectives is unfair; Arenanet should fix these exploits and punish players that abuse it. It should be noted that this, unfortunately, isn't the only exploit in WvW too. Being creative with gliding, warclaw, and certain other class skills allow players to bypass needing to break walls and gates to gain entry into objectives.
  4. I don't feel like this is a good argument. You're using an example of a thief fighting an NPC in WvW to support your claim, but that's irrelevant to the actual PvP aspect of the game mode. NPCs aren't players, they have fixed patterns and behaviors that can be easily exploited by any profession, not just thieves lol. NPCs don't react to stealth, they don't use reveal skills, they don't coordinate with other players, and they don't adapt to different situations. They're there just to provide basic objectives for players. With some skill and awareness, people can play around stealth.
  5. It’s sad to see these posts over and over again; instead of learning how to counter a class that is meant for roaming and stealth, some people prefer to complain and hope that Arenanet will change the game to suit them. Whenever I see posts like this, I have to wonder if you have any experience with thief or if you're even here to have a constructive discussion. In fact, I just checked your forum history and it’s full of you ranting on various threads about how thief is OP, deadeye is OP, shadow arts is OP, and Cele is balanced and fine (lol). You have the means, you just need to stop being lazy and get better. From some of the comments in this thread, it seems that some don’t even grasp the basics of the game. Target painters are easy to use and mark a thief for 30 seconds; it’s not just a reveal, it forces thieves out of stealth if they stay longer than 1 second, essentially giving you the upper hand in a fight. A skilled player wouldn’t even need target painters because they can handle thieves and stealth, probably because they know the class’s abilities and tactics. That’s what it boils down to. Improve, expand your choices, and be creative with solutions. Don’t be scared to adapt and switch utilities or even traits.
  6. I hope that you're correct on the WR system being implemented soon, but I have a few points I disagree with. Because it's still in a testing phase, there may be some unforeseen issues or flaws that could delay its implementation. I think it's premature to assume that the WR system will be in place very soon after the beta. The "fringe players stuck in these situations" aren't some minority or anomaly to be ignored. They are a part of the WvW community. They shouldn't be dismissed or marginalized. I also wouldn't go so far as to say they are "fringe players" either; It's not rare to have friends in different worlds but the one they want to go to is full. The argument that no one was interested in new worlds 7 years ago is outdated and probably irrelevant. The game and WvW scene have changed quite a bit since then and so have the needs and preferences of WvW players. What worked or didn't work 7 years ago may not apply to the present or future. I think we should be able to voice opinions and suggestions based on current reality and not past history from 7 years ago. It's not like these are radical or unreasonable changes and they don't have to be implemented if they actually implement the WR system. I don't think it's fair or valid to say that "we're coming in at the 11th hour asking for changes". It's not like the changes that are being asked for are out of the blue, we're asking for changes after enduring and tolerating issues with the current system and waiting such a long time for Alliances to finally come along. I also want to say it's not like I'm asking for the changes for myself, I want something that benefits our whole community Anywho, thank you for your response. I hope you can understand and respect my perspective. I welcome any more constructive and civil discussion on this topic.
  7. Hello WvW players and maybe Arenanet, welcome to my forum post! As you may have noticed, the NA worlds/servers seem to be facing an issue of overcrowding. Out of the 24 worlds, 11 are full, 8 are very high, and 5 are high pop; We don't have any more medium population worlds left in NA. This is a clear sign of how popular WvW is in NA, but I feel it also creates some problems for the players and the game mode. I have two main concerns: First, new players who want to join WvW have limited options to choose from. When half of our worlds are full, it can be difficult for players (new and old) to be able to play with their friends or guilds. This can discourage them from playing WvW and can reduce the potential growth of the game mode and maybe even the game. Second, existing players who want to switch worlds with their friends or guilds have to pay a pretty hefty amount of gems, which have become more expensive due to the gold-to-gem ratio inflation caused over time and exacerbated by the Wizard’s Vault rewards. This can make them feel trapped in their current worlds or force them to spend a good chunk of money to change worlds. I think we need either a recalculation of world populations or an addition of new worlds to NA. A recalculation could verify player populations among existing worlds, creating more open worlds. An addition of new worlds could also accommodate more players and create more space for players. Either way, I think it could benefit the WvW community and the game mode as a whole. I understand that Arenanet is working hard on the Alliances system, which will hopefully solve these issues in the future. However, I also think that having some sort of temporary solution in the meantime would be helpful. If you have any thoughts or opinions on this, please share your replies below. Thank you for reading, and Happy Holidays 🙂
  8. TEEF OP NERF TEEF! And if I hear any of you talk about reveal skills, target painters, watchtower or that area in the desert bl that literally perma counters stealth, I'LL SHUT MY EYES AND EARS. It simply doesn't exist to me. Stealth is too OP and has no counterplay and at the same time, I think that every other class should also have the same exact mobility and stealth capabilities as thief because every class should be thief or no classes should be thief. Screw the archetype of thief, the shadow skulker. Thief should just be Warrior #2 am i right? let's get some likes and thanks emotes.
  9. The epitome of roaming classes that has comparatively no good zerging/support options is outperforming other classes in roaming? Shocking. Some of the people in here really be thinking that specialized zerging builds should be able to go toe to toe with a specialized roaming build. People also just selectively ignore that target painters, watch towers, sentries, literal reveal areas, and reveal skills exist.
  10. I'm not sure if this is intended, but the pre-chromium trading-post sub-window would close if you clicked outside of it - into the main Black Lion Trading Company window. To close the sub-window where you select buy/sell orders, you have to now click the little x button on the top right or the cancel button (or if you bought something, the little x or close button) https://cdn.discordapp.com/attachments/212164919431397376/1085261501830549514/image.png
  11. To my understanding, the new bronze is currently not on the level of old gold. It's the same, but now if you're flipping something without a large fight or the objective being higher than t0, it seems your rewards are actually worse. I agree though. If the earning was the same across the board and even better in certain circumstances, I'd be okay with that. It'd be nice to have the bonus chests too though for smallscale/roamers
  12. The new scaling reward system seems interesting, but it feels like the update maybe inadvertently affects roamers and smallscale in a negative way. The new scaling rewards allow for an overall, potentially higher amount of rewards, assuming that there is a large number of participants. With this change, the base rewards for capturing an objective have been lowered as well. An example of this being negative is if you decide to take a tower on your own (or with a small group of friends) and there were no enemies in that zone for you to fight, the highest reward tier you will ever receive is Silver; It seems you will never receive Gold unless you fought off an enemy defender. You could solo take the gate down, kill all the guards, and kill the champ tower lord all on your own, only to receive Silver rewards for the event of taking the tower. What do I need to do to be worthy of Gold? Am I expected to flag down an enemy player to come defend their own tower before trying to take it? It just feels like the update pushes players away from this style of playing. The feeling I get is that those of us who enjoy this way of playing WvW are encouraged to not play this way and are instead pushed towards zerging. This is just one example the scaling rewards negatively affecting roamers and smallscale fighters, but it was the most notable one to me. Because the base rewards seem to be reduced, roamers would be getting those reduced rewards quite frequently. Zerging isn't a bad way to play; It's just a way that I, personally, don't like to play. It's a bit harder for me to notice my individual contribution to a squad of 30-50 people when everyone is receiving tons of boons all the time and being healed a whole bunch. I like the smallscale stuff where I can focus on smaller objectives to help my team out elsewhere on the map. The other thing I don't really like about zerging is the incredible skill lag I experience near allied or enemy zergs; Skills that would normally happen instantly can take a whole second or two to pop off. It's a bit frustrating when the game isn't functioning the way it should when it's of no fault of my own. The thing that I enjoy most about WvW when compared to other gamemodes is the different ways it can be played, enjoyed, and experienced. I'd like to see us moving in a direction that welcomes and encourages different, active styles of playing it. I'd like for the developers to take another look into improving this scaling reward system to be more inclusive for roamers, smallscale enjoyers, and havoc groups. Zerging is an important part of WvW, but so are the roamers and small groups. Don't forget the small boys! These are just my two cents on the new reward scaling changes, for what they're worth. WvW is and will continue to be my favorite gamemode in this game. Thanks for reading 🙂
  13. Keep in mind that using death's judgment reveals you at the start even before the bullet leaves your rifle and hits your opponent. Shadow meld helped with death's judgement cancelling if your opponent dodged or got aegis or distort or became invincible or the myriad of ways one can block. Without the ability to remove reveal off yourself from your own death's judgment, you cannot perform another stealth attack for 3 seconds, regardless of whether it hit or not. Rather than just removing reveal from opponents, Shadow Meld had self synergy because you would use it to reset your stealth attack on rifle so you wouldn't be caught in your own self reveal that reveals you even if you didn't land your stealth attack; A "stealth attack" that has an extremely telegraphed audio and visual cue. I'd be okay with the huge telegraph if the stealth attack didn't reveal you, kept you in "stealth" and instead showed the general location of you.
  14. For those struggling against ranged thieves, use reflects, bubble skills, and line of sight! If you're struggling against thieves that stealth for more than a couple seconds at a time, use reveals! Thieves are great roamers because of their mobility and stealth, if you can force them to sacrifice those things by using terrain and skills, you can hinder their strength. Try to think about ways to utilize your positioning, skills, and environment more.
  15. I posted about it in technical support, but yeah, sometimes I was getting huge frame drops where my game would essentially become a slideshow! This definitely did not happen before the update for me. I thought mayibe it was because of Arcdps or something but haven't been able to confirm that yet. Hope it gets fixed or figured out!
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