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vilkanor.3072

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  1. "wvw is the most unrewarding activity in the game" is not a news, it has been 9 years like this
  2. returning player here (used to be main Elementalist). With some niche content in PvE you can get away with your Ele using specific builds, but you need to be carried in WvW and have little to no reason to be in PvP at all. So, depending on what kind of content you want to experience and how much you want to struggle with succeeding at it, I'd say just roll a better class (Firebrand to dominate all PvE content, Thief to 1v1 people without effort in WvW, or a Scourge if you prefer ruling over zerg fights, etc)
  3. that has never been the real issue with Thief class. There are plenty of games with even more broken stealth mechanics that were/are able to keep the encounter balanced (something Anet wasn't able to do). It is perfectly ok to have a class that can go full invisible and stay that way as long as they want: it is not ok to not implement direct counters to that ability. As long as the class has the ability to just be stealthy but can't pose a real threat in a fight, there is no problem: it would be perfect for scouting, it would have a precise role and that's it. What we have in GW2, instead, is a class that can: - stay invisible - explode with insane burst damage - disengage at will endlessly believe me when I say that early GW2 Thief was much more powerful, and yet it still is ridiculously broken, which leads me to think -after nine years- that Anet simply wants the class to be like this. TL;DR: stealth = good stealth + insane damage + insane mobility = bad
  4. I think the "truth" is in-between what you and @displayname8315 stated. He said, and rightfully so, that the skill level of individual players has severely declined over the years, and you are pointing the finger to uncultured randos that do not even know how to properly follow a tag. So let me add an ulterior layer to the reasoning: the game mechanics have been purposely left chaotic, as to let people just come up with ways to "somehow" follow the ppt logic of Anet (which is the easiest way to keep people on the hamster wheel with not too much intellectual effort on their side). If they wanted to make things closer to reality, each tag color would serve a different purpose (ex: red tag attacks, green tag defend, blue tag flanks, etc), there would be a "codified language" to learn, and things would gradually improve. But no, I can easily put myself in the shoes of a pve player that wants to give WvW a shot, and he will be completely clueless on what to do. I think EOTM is a missed chance to "educate" new players on what to do in WvW, if it was for me, I'd have newcomers spend a good amount of levels in EOTM with Commander AI to learn the basics, and only once they "graduate" they'd be allowed into the actual maps. Most of the times, new players ruin their own experience and contribute poorly (if anything) to others' gaming experience.
  5. if you want to go solo and win any 1v1 just roll a thief and press 2222222222 until you win
  6. raids are 30min encounters with randos where you get 2 gold at the end. No particular skill is required other than the bare minimum knowledge of your profession and spec
  7. you mean those 50 guys afkin' in the lobby while I cap stuff?
  8. there are none, we can't even claim camps, I can't use guild siege, heck even when I tag up I don't get any benefit. So basically I will be forced into a guild in one way or another, unless I want to have a subpar WvW experience...
  9. I rolled an Harbinger after playing a Willbender. TLDR: WOW! it's like having godmode on permanently, in WvW is just a beast if the plan was to design a completely overpowered lootbags-collector then you definitely achieved this goal
  10. beta characters appear not to receive the "Outnumbered" buff
  11. [WvW] I'm starting to familiarize, but can't stress enough on how important is to deliver on mobility: Willbender (omg please reconsider the naming) has some good opening, but it fails at finishing what it starts. Also, the healing skill seems designed around the assumption of a group fight, but the class is much better at 1v1 than any other scenario. The low hp combined with the absence of a key boon from base Guardian (protection) is easily noticeable. As someone else pointed out, skills need either shorter animations or less revealing telegraph, or this class will quickly become a sitting duck against the above average player
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