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Gondolph.7201

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  1. I forgot to activate the gate before I left the instance, so I had to restart the tower part of the story.
  2. I have started my story in the wizzards tower and stopped there after some parts. now the green symbol of going on "Go deeper into the wizzards tower" (or similar, playing the german version) is on the north side of the tower which I simply can't access anymore. I was assuming whne a story chapter is done and I gon on exit the instnace that I can steart there again lather?
  3. for the Necromancer:Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE. ---- Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE. I think that just will reduce the use of the scepter once again, since most damage oriented necros are already playing axe/dagger -- Axe/torch combinations.
  4. Thanks guys for the lot of comments. It shows that many see the same problem. I like the simple idea to make the "stealth disruption trap" better, since currently it has just no use anymore. And we will try probably the idea with the fighter shout "on my mark". However The DE`s stealth still feels to me overpowered INSIDE of castles.
  5. my suggestion on this.Thieves should loose %s of hiding time inside wvw buildings over time. After , say, 20 minutes their hiding time should continuously decrease. Just to give them some balance.
  6. currently there is a increasing use of thieves in WvW. The tactics is usually the following: 3 thieves are in the (enemies) castle. We tried as a zerg to kill them, but you need approx. 20 min sometimes tro get 2 of them. The stealth disruption trap is almost useless now, since the death-eye is visible for approx. 2-3 sec now. They are almost permanent invisible anyway.So if the zerg does not want to run for hours behind phantoms, the leader finally decides to ignore thieves. and go for fights then. 10 minutes later the castle is fallen. Half of the game mechanics renders obsolete, there is no point anymore in nurturing castles to higher levels, unless the full zerg remains in it. that is no fun anymore.
  7. hallo A-Net,When implementing this, the former "world" (=server) will be replaced by a community (=Alliance). This is probably a good step since the PVE has no worlds anyway.What I would suggest to implement as supporting factors would be: making it easy to ask a guild for joining. That means, that currently you must wisper a guild member to ask if you can get a invitation. I suggest a guild register, were you can sent join requests to. With some application words of course. guild leaders could then review applications and invite people.What happens if say 3 guilds in an alliance become to big for a world? Since people will most likely flock to guilds of famous alliances. Will there be limits? Will there be limits based on the initial guild size? Should there be a way to kick a guild from a Alliance or should there be rather penalties for doing so? How are the rules for an Alliance? Will there be a way that random players can at least name a favoured Alliance?
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