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Trevor Boyer.6524

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  1. New NA Based End-Game PvE Guild -- Fractals Raids Strikes [FRS] -- Recruiting Experienced Players For Reliable Daily/Weekly Clears This is not a guild for new players. It is a guild for elite & veteran players who already know the content or who are able to learn it quickly. I'm handling phase 1 recruiting, drawing CM players from daily reset fractals, and teaching T4 players CMs. I need experienced raiders/strikers to build the raid & strike wings of our guild. I particularly need very experienced raiders/strikers who want to lead weekly scheduled clears and training sessions. They will be given the role of "Commander" within the guild ranks and granted certain permissions so that they can help co-moderate the guild and even the discord. I am looking for commanders who have a sincere interest in working with communities, who actually have a flexible enough of a schedule to be able to do so. Help me build a guild that can provide clean daily/weekly clears & training sessions for fractals/raids/strikes! Visit our discord for more information --> [FRS] Guild Discord Link: JKSYFYTaj3 Please read the section that defines the [FRS] Guild Mission, the Guild Rules, and how our Guild Rankings work. If you're interested in joining [FRS] either contact me directly or post your full GW2 account name in the discord guild chat so moderators can help you with an invite.
  2. No, roughly about 1/4th of the player base in NA is solidly using blatant hack mods lately. Depending on what mod they use and how much money they invest in it to unlock additional features, depends on what they have access to. Here is a list of common hacks that you'll see being used in ranked and now even casual ATs. It's very annoying in ATs because the hack users all identify each other and they recluse into this closed groups and only queue together, supporting each other's hack use. It turns an otherwise mediocre team into something you can't deal with due to hacks: speed/tele hacks - easy to hide with stealth - easy to hide by using sparsely, only turn it up just a bit only when they need it. On a side note here, I also see speed/tele hacks very very commonly being used in pve now as well. Just about 50% of the CM fractal runs I do daily, there are players who turn on speed/tele hacks during boss mechanics like Kanaxai so they can quickly get where they need to position so they don't fail mechanics. They don't even try to hide it in pve. They assume no one cares. revive hacks - people straight hand reviving 6x faster than what is possible, even on builds with absolutely no design towards fast revives. some kind of targeting hack - not sure if it's old satellite hack or something new, but players with targeted teleports like steal or phase traversal or judge's, are most definitely using a hack that allows them to grab targets through LOS obstruction that they shouldn't normally be allowed to grab. Example: A game just begins and you're in Skyhammer, you go to cap home node. No enemy player has yet had a chance to be anywhere near you to call a target on your head and no enemy player has been anywhere near you to put a lingering personal target on your head. The game has just started no enemy has been anywhere near you and even if they were, you're behind the rock structure covering home so they couldn't even put a target on your head due to LOS unless they went up and stood at the top of the rock structure or around it to get a visible line of sight on you. But then somehow while you're standing on the home node, a Willbender comes in a direct straight line from mid to your home node, he somehow ignores the massive LOS obstructing object surrounding home, grabs a target on you, and teleports onto you with Judge's.. <- Whatever is going on here is in heavy use right now and A LOT of people are using it. It's easy to hide simply because the large majority of people are not observative enough to realize when targets are being grabbed that shouldn't be able to be grabbed. either hacks or in-game exploits, not sure which, but there are definitely methods growing in common use that greatly inflates a player's defensive values as well as offensive DPS output. As far as the defensive side of this, most players even observative players, wouldn't notice this unless they were doing screen record work or reviewing their own stream footage. But after a game where you think "how was that guy so tanky" or "man that player was strong" when you review the footage, you'll see things that don't make sense. IE: You're in a 1v1 against that guy in the footage, you do not have weakness on you, but for some reason some of your strikes are landing glancing blows on him. Or you see blatant single evade frames occur that pop up during weird times that are impossible for that class/build to do, There are blind "misses" that will pop up when you are not blinded, and sometimes your strikes will clearly distinctly land on the player but nothing happens at all, no glance, no evade, no blind, no block, no invuln, it just acts like his character isn't there at all and the attack somehow whiffs like it's hitting air, giving no visible indication of why, as if you swung an auto at nothing, and you can tell it isn't lag because the guy is virtually standing still on a node. Whatever the defensive version of this is, it compounds different types of small effects that when added together over the course of time, it's mitigating a lot of damage. Whatever the defensive version is, it must be a hack mod. You won't see this defensive hack very often but when you do it's kind of blatant and easily exposed as real if you record and go back and review. The offensive version however, I'm not sure if it's a hack mod or some kind of in-game exploit, but I see it happening somewhat often nowadays. I don't know how else to explain this other than "use your common sense" we all know this game very well after 12 years of play, especially the classes that we main. Sometimes it is very easy to look at a player running a specific class/spec that you can prove they are running, and be able to see the guy is dealing double the DPS that is possible on that spec. I don't mean misunderstandings in good combo use and good play. No, I mean like random stray autos they do, everything they do, just randomly deals twice the damage that's possible. And no it isn't "good might stacking skills" or "not noticing 25 vuln stacks on yourself". No, you can review screen records and see the guy has some normal amount of might like 5 stacks, you have no vuln, but every random attack the guy slaps around is just dealing way heavier damage than normal. This offensive DPS enhancement, I notice mostly used by closed groups of players in ATs. It isn't something that most people have access to, but the ones who do, spam it in casual daily ATs when everyone is off-stream. Lately they like to try and play AT matches for real about halfway through the match, but if you are keeping up in score with them or beating them, usually about halfway through the match at like 260 to 240, ON COMES THE HACKS and magically their DPS output & rotational mobility doubles. - The interesting thing about this DPS increase, is that when reviewing it later on screen records or in combat-log, it only reflects the actual DPS being dealt in the moment it happens, by initial numbers popping up on your character and visually from how fast your health bar drops. When you try to review combat-log later, it will show numbers that look normal for that build/spec to be dealing. A good example would be a Scrapper spamming nades at you, not even going in for a full burst, just standing and freecasting nades. Your character has let's say 16k health, and every nade toss is chunking you for like 1/4th your health bar, which visually you can see is happening, which would be roughly 4k damage from every nade toss. But when you review the combat log, it says each explosion is only dealing 600-700 damage. So even if every 3 nades is actually landing on each toss, the combat-log damage is showing he is only dealing about 1800 damage on each toss, but in the screen record review, you can very clearly see the nades are quite literally "dealing double the damage that they should be". Look, people like to hide hacks inside of the things that are easy to hide them in. You don't often see people running speed/tele hack on a warrior with no stealth as example, because that would be easy to spot even for new players and everyone would report it. What they do is stuff like this: Run speed/tele hacks on stealth heavy classes - easy to hide, hard to prove without some elaborate break down explanation with a screen record and review of their build. Run defensive hack on things like Mesmer - Mesmer already has so much distortion & other defensive jank, they can run that defensive hack and no one notices. They just think "oh man this is a really good Mesmer player" because people already expect a bunch of random no-animation defenses to pop up all over Mesmer, and they don't understand the class, so they are unable to spot when obvious defensive hacks are being used. Run DPS increases on things that are renowned for having high DPS. Let's use the nade example again. People have complained about nade damage for so long, that when they are getting hit by 4k-5k nade autos, they just accept it because "we all know nades deal a lot of damage" and there is no thought past that. But Engi mains know there is a difference between high damage nade barrage coming in on a burst, and then trying to spam nade autos, which doesn't deal nearly as much damage as people think it does. But because of people not understanding classes they don't play and the renown of word of mouth, they won't question 4k+ random nade autos. Things are getting bad though. Right now in NA as one example, we have a particular player who shows up just every day to daily casual ATs and he runs Deadeye. This player camps rifle 100% of the time. When you pressure him, he starts speed/tele hacking all over the place so you can't catch it. No, it's not rifle 4 backstep animations, No, it's not swapping to sword 2. No, it's not assassin's sig. No, it's not trap porting. No it's not shortbow. It's very obvious blatant no-animation ground target porting over and over and over constantly. Like every 2-4s when you pressure it, it no animation ground target ports, and he isn't returning either, so it isnt' shadowstep. Just ground target ports in straight lines, never comes back, while camping rifle 100% of the time. Blatant shameless use of port hack. I made a thread about this ^ recently and it was removed and I received a warn point and a suspension about it for w/e reason. But I tried to warn Arenanet that they need to be careful about what they buff or nerf because there are people out there making certain things look waaaaay stronger than they are actually are, due to hack use. The truth is that, the meta for legit players who do not use hacks is completely different than the meta for players who do use hacks. The greatest example I could use here is that Deadeye in particular is still a bad class in pvp and in no way carries if a player is running it organically with no hacks or synch queues. But when a person starts using hacks like speed/tele hack on a Deadeye, it becomes the biggest abomination out of any other class, that you can't catch, that infinitely resets, that no one can deal with, that deals perpetual ranged burst damage, that rotates all over the place decapping everything, that stealths so often that most people being unobservative, aren't able to recognize that the player on the Deadeye is obviously hard abusing speed/tele hack.
  3. You already know the answer to this question and the answer is: "Rev is a class favored by the best players and the best players tend to win."
  4. Not a troll thread. This was the best place I could post a trend of awareness to STOP GGing at MAMA. Power creep is insanely high in 2024. You seriously do not need to GG at MAMA for CDs back. By the time you GG and get back down in there, if you hadn't GG'd, MAMA will be at 70% health. It's true. Go try it yourself. Uh no. You pull MAMA the exact same way with or without GG. It just slows you down dude. Instead of arguing you guys need to go in and test this for yourselves. You'll see that GGing at MAMA is just slowing you down a good 20-30s for absolutely no reason. It's a redundant silly thing for groups to keep doing when it really does just slow you down. Glad you brought some of this up while we're on the topic, which is why I started this thread. Dude come on... in 2024 everything has 100% uptime of every boon, even in subpar 5 man parties. GGing at MAMA is NOT doing anything. When it spawns, your group is already perma generating quick/alac/fury/25 might. Come on guy. Back in 2014-2015 it was different. But now, groups seriously perma generate boons at all times when stacked together. There is no reason to GG at MAMA other than to slow yourself down. Even your party CDs are mostly regenerated by the time MAMA spawns. And even if they aren't, the GG reset seriously slows you down compared to just picking up your burst where the party left off. Look I don't know how you're unable to see this. The boss encounter is a boss encounter like any other boss encounter. The thing or things in there have certain levels of health that you have to chew through to get past the boss the encounter. In any normal boss encounter, you go through CDs and wait for alac to bring it back and do it again when their ready. No one would GG in the middle of any other normal boss fight even if they could, to attempt to gain more DPS by regrouping and prebuffing and going back in, when that 20s on average that's used, is 20s they aren't maintaining constant DPS flow. In the case of GGing at MAMA, you're losing DPS flow completely. And if you've ever ran tests at a raid golem and paid attention, stopping DPSing for 20s 15s or even just 10s, is a massive dramatic drop in your Damage Per Second. Look, a group who just auto 1'd MAMA the entire time immediately when it spawns, for the duration of time of takes for your group to GG and stand there and reset and go back in, by the time you get back in there with your GG group, the auto 1 group would have MAMA at like 80% health and already be maintaining their burst flows. GGing to go in with some initial one burst is NOT getting you ahead in Damage Per Second or speeding up your run. Go try it yourself and when you see the truth to it, stop GGing at MAMA. OK guy, the only reason people used to GG at MAMA in the first place, was to utilize mistlock reset for an initial boon stack. This was back when quick/alac/might/fury was difficult to maintain. In those days yes, it mattered. But now, you really really do not need mistlock stacking to instantly engage the combat and then maintain ALL boons 100% of the time. In fact, it's silly that anyone GGs before any boss at this point, at least in fractals. There just isn't a reason to do it. Boons begin generating & maintain themselves 100% of the time permanetly, very easily. The only real reason to GG nowadays is to skip and catch up with where the party is, or if you didn't get the mistlock before engaging. But GGing to "get CDs reset and stack boons" is very seriously just slowing groups down and is a hooga booga superstition "too set in your ways" kind of habit, that is just slowing groups down. Go test it yourself. Yeah, OR he could just keep hitting the targets that spawn back to back with no time in between, to maintain his flow while staying in combat so it doens't reset, like he would at any other boss engagement once it starts. GGing at MAMA is an old habit for old vets, and some of them are just so set in their ways, that they don't pay attention anymore. Dude, go try it yourself. If you just don't GG at MAMA, it's a lot faster completion speed vs. MAMA. MAMA isn't a complex raid boss. People just go in there with the same traits/utilities that they plan on using for the rest of the fractal. No one swaps anything for 97CM. It's easy in 2024 for obvious reasons. Come on now ^^ I mean if we went back into time to 2016 under very old patching using very old builds, I'd agree with that statement. But what you said here is just so not true in 2024. Also: Its breakbar is paper under the level of CC we have in 2024 metas. Your party only needs like 1/4th of its CCs off CD to be able to break the first bar. You don't need stability at all vs MAMA until the final phase. You also don't need stability at all during the initial add phase. Your FB or yourself or whoever, will have their stab CDs when MAMA spawns "even though you won't need it" and will surely have those CDs when they do need it at final phase. The DPS is not slow. For some reason you're looking at things through this lens where you think the 15s complete drop off of DPS during the GG somehow isn't a 15s-20s complete drop off in DPS. Even if you do GG, you only get that first big no CD burst ONCE. And then you're right back into the same rotations as the group who didn't GG, but the group who didn't GG, has a 15s-20s lead on you, and will have MAMA at aroun 70%-80% health already by the time you get back in for your no-CD first burst. It's just true. Go try it. Go test it. GGing at MAMA is literally "an unnecessarily redundant waste of time." Go test it for yourself. Or maybe I should screen record it and post it for you. I just might.
  5. Yeah, the removal of Shared Anguish hurt too many Ranger specs. That one trait allowed you to run Support specs and actually survive on node vs. multi man CC+s. You know those moments when a spectral ring appears around you, or a ring of ward or something. Shared Anguish stab on pet proc let you get out of it without needing to blow a big CD skill like Dolyak Stance or your elite. Ranger needed it. Most other classes nowadays, especially other supports, are pumping a lot of stab consistently, even party stabs. I don't know why they would remove Shared Anguish, which was the one small thing that Ranger actually needed to stay on node as a support. It also allowed DPS variants that don't run stability utilities, to actually be able to turn and counterplay into something like a Staff Spellbreaker that has a lot of CC. That ONE little stab proc, when used wisely, was the only thing for many build structures, that allowed opening for counter play vs. things like Spellbreaker or Holo, that have a lot of CC. Without it, you gotta full ranged or --flawlessly perfectly-- plan your strikes. If you get CC'd at all vs. something like say Luxon's Holo, you have to turn and disengage because you won't have the resources to brawl into it without that 1x little short lived stab to get a freebie CC ignore when you go in for a burst. Bringing Dolyak doesn't replace it, it doesn't trigger frequently enough, still doesn't last long enough, and it's generally brought for & used best as a stun break AFTER you get CC'd. So it's not a good skill to pop for the stab prebuff in the way a pet swap was, as you turn to play into a burst like that. And then of course the elite utilities that offer stab, these definitely don't trigger frequently enough to replace Shared Anguish, and again they don't last long enough to be a reliable stab source to finish a 1v1 against a good Spellbreaker or Holo as example. You can't bring both stab utilities. If you try to do that, you just start losing too much DPS & other utility that you need to be functional. Removing Shared Anguish was a bad idea. I told them not to remove Shared Anguish, but of course it happens anyway. They keep removing high skill cap traits/abilities and replacing them with passive skill-cap disabling abilities like Carnivore. With Shared Anguish, it made pet swapping a decision based move. Are you going to pet swap now because you want to use beast skills for offense, or are you going to wait to use it for the stab proc? <- These kinds of traits & abilities make the game cerebral. When you remove & replace those kinds of traits with passive stuff like Carnivore, it just dumbs the game down and lowers counterplay options, pigeonholing things into being a guaranteed counter or to get guaranteed countered. Makes the game less fun man. As far as Lyhr is concerned, last time we talked, you were the only other Ranger player with enough experience who had noticed that Lyhr was actually good. It made some Ranger support specs not just viable, but arguably better than Guard/Ele support in certain situations. It also brought in a VERY REAL new archetype that we had never seen before, and that was supports that were arranged for targeting one thing and keeping that one thing alive, rather than just spamming no travel time massive AoE support all over the entire party in a team fight. It was a fair trade off as Ranger supports were less effective in a 5v5 mid fight but more effective in a 2v2 on a side as example. THE CHANGE TO LYHR RELIC JUST NEEDS TO BE REVERTED. What they did there was no tradeoff or alteration that we can get used to. Nah, they made a serious error and destroyed the relic. It's actually unusable now in competitive modes or even pve. What they did there was as good as deleting the lyhr relic.
  6. The Ranger maces are good in pve but impractical to run in pvp for several reasons: In pvp things do not stand still. The maces both mainhand and offhand, are too slow and have no ranged pressure. Due to no ranged pressure or built in defenses, maces make a bad +ing roam option. They also make a bad side node option because all good side node builds have to lean on synergized condi/defensive builds or power builds with a lot less power output traded in for a lot more sustain, then the maces just deal bad damage. And due to the limited ranged and no ranged pressure, people can kite it too easily on the side node and just avoid strikes. Literally anything with stability or frontloaded shielding like DH F3 or Photon Wall that allows you to block while attacking, just treads all over mace Rangers. If you can't IMMEDIATELY secure the CC chain gimmick and actually maintain it, you lose. The only half functional mace Ranger I've encountered was ran by Doze and it was a Druid. It had to run full DPS/CC build to make the gimmick work with marks & midnight king relic. It feels super OP hard counter when you do not have stab and you do not have mechanics like DH F3 or Photon Wall. But if you do, you can just turn on the Ranger and kill it while ignoring CCs. It can't brawl like Soulbeast Sword that actually has evades. The CCs is all it has. If you shut it down, it dies too easily. It is also bad, worse than Engis, when focused by more than 1 person. These Ranger mace builds can't stat for practical builds to run in conquest matches or even 2v2s. They're atrociously bad when getting +d. If they want the maces to be functional at all, they have to stat for some weird 1v1 builds and in that case they just get booted into respawn any time they get focused. Absolutely no mechanics to deal with 2 people chasing and can't stat for sustain if they want the maces to be practical to use at all. So to clarify what's actually happening here with Ranger maces: It's really good at shutting down and hard countering things that do not pump stability that don't have functions like DH F3, Photon Wall, or Distortion, ect ect. It's also good at shutting down low skill-cap players in general who attempt to stand on nodes in its face rather than kite & utilize their range vs. the maces. But it in turn gets way too hard countered by anything with the aforementioned mechanics to deal with it, by anything that kites it, and by getting +d in general. It has serious mechanical holes in its design structure that prevents it from being competitive. There are big reasons why it was not used the previous MAT, why it isn't being used in daily ATs, why no Ranger above G2 is running it, and why we won't be seeing it in the upcoming MAT either. I agree the maces need changes, but saying "they need nerfs" is the wrong way to look at this. If anything, they need some kind of rework to reduce the damage potential but to also enhance the mace's practicality to actually hit things. I mean seriously, they give everything massive tele-burst potential nowadays. So when you take a class that's traits and foundational theory were designed completely around ranged bow play and then start giving it slow melee only no-porting weapon kits, it doesn't synergize well for today's metas. I'm not being "biased" either. I don't use those maces. They're completely impractical to use against even G2+ players. I'm just explaining why.
  7. Just wanna drop another response and refresh this topic. After ANOTHER 4+ hour session of trying to complete this stupid title achievement with no success, it needs to be done. Always 1 person fails. Even when you have a group of good players, 1 person always dies due to sloppy designed mechanics. This fractal is too reliant around ultra precise actions which is impractical with small ping spikes which everyone gets "resulting in getting hit by eye when it looks like on your screen you're standing away" stuff like that, as well as just generally buggy stupid mechanics that fail randomly. The worst part is that people in CM groups want to check for NA title even though NA groups always have 1 guy that fails almost every single run. I can't tell you how many times I've completed this fractal by lying and getting into CM groups that let you stay, but I cannot get this title because it is impractical to do. It honestly makes me wonder if most people are running hacks just to get this title so they can get into groups. During two completion runs today, I seen two people running speed hack to make sure they could position correctly. I wish people wouldn't ask for this title during CM runs because there are many people out there who can complete this fractal smoothly, but cannot get this title because there is always 1 thing that goes wrong every run and it isn't even their fault. This fractal is sloppy dumb stupid bad design and encourages biased gating of who can join CM groups based off an impractical judgement from a title. It looks to me that no one goes in and gets this title out of personal skill/knowledge of mechanics, but rather that you just grind enough completion runs until you "get lucky" and that 1 person doesn't fail due to some jank ping spike or buggy mechanic. Arenanet, if you don't want to smooth out this disgustingly poorly designed fractal, just remove the NA title so people aren't gating fractal groups base on something that requires grinding dumb luck to achieve. I mean it's similar to posting an LFG that says: "must have rolled a perm hair-kit out of BL Chest to join this group". This NA title is just RNG based, even for excellent players. If you aren't rolling in some elite fractal guild and are using LFG to do this, it's just impractical and unrealistic to achieve this title. I'd like to point out I have 32,000 APs, I've played for 12 years, made my account on day 1 release, I've achieved every other pve title to be able to show for groups, and I've never once complained about the "practicality" behind any of them. In the past, using fractals as an example, the old titles for the older CMs made sense to check a person's title as they showed a clear display of a person's personal understanding of mechanics. But this NA title is all RNG and it's bad for community cohesion.
  8. Ah this is wrong. This won't fix the problem. We'll still need to use Wilderness Knowledge for fury/cleanse in the GM tier. Changing Anti-toxin is w/e, but Shared Anguish should stay the same and where it is. In fact, Shared Anguish should just be buffed in general, not recycled and repositioned. Empathic Bond itself should be upgraded into some kind of alternative boost that can compete with the option of Wilderness Knowledge.
  9. It's more than broken. This is quite possibly THE stupidest thing they've ever allowed to happen. They need to go ahead and make some time in the next pve follow up patch to fit in a hot-fox for this problem.
  10. I was seeing an axe thief killing people in the spawn where the axes were straight going through the floor and walls. There was no "setup" happening. The thief was just somehow landing strikes on people who were going out of their way to LOS in their spawn. Sort of like if my Rapid Fire suddenly could just go through floors and walls. No idea what's going on here or how they are doing it, but it's dumb and it needs to be hot-fixed.
  11. Alright, so all the competitive PvP/WvW Rangers need to be speaking out on this one because this is going to bury the class if it goes through. Take it seriously, this is going to be bad: ------------------------------ Here's the whole list of March 19 changes. As usual there are some highly questionable "just why" types of changes going on. But I had to post and speak up about this one Ranger change. The listed problem was vs. Druid specifically, but instead of targeting changes to vs. specifically Druid, this patch targets changes that will absolutely cripple non Druid builds that are already suboptimal, and it will place those builds into a spot where they are no longer viable at all. Right here: Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources & shortened ICDs on CCs. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. There is now such frequent heavy CC in this game, direct, passive, and even force effects like Spectral Ring or Ring of Ward ect ect, Ranger cannot deal with any of this if you keep removing Stability from it. The problem was listed as against Druid, not Ranger, not Soulbeast, not Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds. Arenanet, all you have to do is drop this idea of "Carnivore" and just simply move "Shared Anguish" into GM tier. That's all you have to do. Try doing the right thing for once. Maybe your fanbase will praise you instead of giving you a ratio 10 confused faces to 1 like.
  12. Here's the whole list of March 19 changes. As usual there are some highly questionable "just why" types of changes going on. But I had to post and speak up about this one Ranger change. The listed problem was vs. Druid specifically, but instead of targeting changes to vs. specifically Druid, this patch targets changes that will absolutely cripple non Druid builds that are already suboptimal, and it will place those builds into a spot where they are no longer viable at all. Right here: Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources & shortened ICDs on CCs. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. There is now such frequent heavy CC in this game, direct, passive, and even force effects like Spectral Ring or Ring of Ward ect ect, Ranger cannot deal with any of this if you keep removing Stability from it. The problem was listed as against Druid, not Ranger, not Soulbeast, not Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds. Arenanet, all you have to do is drop this idea of "Carnivore" and just simply move "Shared Anguish" into GM tier. That's all you have to do. Try doing the right thing for once. Maybe your fanbase will praise you instead of giving you a ratio 10 confused faces to 1 like.
  13. Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. The problem was listed as against Druid, not Ranger, Soulbeast or Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds.
  14. That is not true at all. Fractals alone grant about 15-25 liquid gold a day, even for beginning tier 4'ers. Then casually running automated tournaments once per 3 hours is easy for even gold 3 players to average about 15g per AT with 1g on wins and a stack mystic coins to boot, which are now at 2g. Usually resulting in more like 18g on average for the average g2/g3 player. You run 4x ATs a day + a fractal run, you're looking at about 100g a day, and this isn't even considering other quick cash grabs that can be done daily with minimal time invested. At the end of a single month, that's 3000g obtained. And yes, many people go about this method, especially the competitive ones who run wvw all day and take breaks to run ATs in between. Liquid gold has nothing to do with what is being discussed here. It's easy to get in GW2 now, especially after wizard vault gold bags adding into the equation I listed above ^ Stop this foolish comparison as if ascended were soul-bound and could only be used be the one character who soul-bound it. The stats are even changeable, it's just tedious to do.
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