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What new wvw masteries would you want to see


Brother.1504

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@Brother.1504 said:Was thinking that past 1060 wvw rank the leveling wxp is almost pointless. At 2k rank it’s completely pointless. We need new masteries for wvw. Perhaps really expensive elite wvw masteries.

Would LOVE to have more masteries to spend my points on. There was a huge outcry when people saw the rank requirement for legendary armor. People find it's 'not fair' to the new player.

Not sure how to implement what your asking for without alienating a (hopefully) growing segment of the populace.

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Once upon a time the current masteries use to cost more to fill out, but it was brought down because it held back newer and casual players.But who cares right?Some of us have been playing since day one and have gotten the required ranks long ago, some went to eotm and ktrained their way to 10k ranks, some went to OS and farm each other for achievement and ranks. These days it's harder to obtain ranks, there's less players, less activity, no eotm ktrains, it's harder on players these days to get the required ranks.

New masteries would be fine but what are the suggestions?We have masteries for pretty much every part of wvw right now, anet would stay away from adding anything that added to a players power to avoid power creep (hence why certain masteries were taken away like the guard stacks which again put lower level ranks at a disadvantage).

Only things they could add are basically cosmetic, and really boost the cost because it's only cosmetic anyways.Next rank of each siege masteries: Unlock fancy new siege skin or color for siege you place.Next rank of each siege masteries: Unlock new giant golden siege finishers, would be fun to drop this on a siege humper.Last rank of masteries: Unlock new backpieces of all masteries, like the provisions line they could get a backpack that has little siege models dangling off of it, much like the trade professions back pieces. Maybe at the end of shield bunker it could unlock a back piece that looks like a huge metal door shield. Maybe at the end of the build master line you could unlock a huge brick and mortar back piece.

Only problem with stuff like that is people would just put all their points to unlock something then reset masteries and don't bother putting points in them again if it's implemented as one time unlocks.

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i would like a stomp mastery with

  • forced instant respawn to avoid ressurectin. currently if you kill a mesmer in your keep you can camp that corpse for ages as every tick they get rezzed resets the timer to 5 minutes tho there is a display bug and the reset is not shown at the timer. i do ressurect mesmers alot like this, just dodge into the traps and what not on the corpse, rez one tick and port away, but i guess that is very annoying for my opponents so this would be a way to counterplay that.
  • chance to take supply from the stomped player.
  • higher loot chance from a stomped player, stomping happens mostly in roaming so indirect reward buff for roaming.
  • reduce cooldowns by 10seconds when stomping an enemy( improved sigil of frenzy) to get ready for the next fight.
  • take 15% reduced damage and condition damge while stomping.
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WVW needs finally CLASS SPECIFIC WVW MASTERIES, to give the classes in WVW specific improvable (in form of character progression) ROLES that give the classes for WvW special roless.Thief for example should have following WvW Thief Special Masteries:

  • Silent Intruder: Increases in WvW your Stealth Durations significantly, lets Stealth grant you and your allies Super Speed and ignore Traps on the ground, cause you are now so fast, that you can just overrun them silently without activating them. So higher this one is skilled up, so longer the strealth increase and the super speed durations.

  • Trap Detector: You can as Thief see now layed traps and remove them for your Allies. So higher this is skilled, so longer the distance on which you can see layed traps and so faster can you remove traps, so higher is also the chance to remove them without activatign them accidently with 95% chance at highest rank (even pros can make sometimes mistakes, so 100% would be OP xD)

  • Espionage: Allows you to see the locations of enemies on the map in a certain radius around you, the higher the skill ,the logner the radius you can see enemies on the map in your near, makign you this way a much better spy/scout ... cause the sooner you can see where enemies are, so earlier can you warn your allies, wjhat is naturally useful especialyl if you cant see them running to you, but if you see them already on the minimap, before you can see them in your view distance, that can save lives

  • Infiltration: gives you access to a wvw unique grappling hook, which makes it possible for you to infiltrate easier higher locations, like climbing up this way walls, if theres nobody there to stop you from getting quick up a wall, they deserve it to lose their locations!!

  • Deadly Assasinations: Improves significantly in WvW only the effectiveness of Venoms against NPCs, so that Thieves can asssasinate at least NPC enemies from all classes alone the most efficiently, especially if enemies get attacked with venoms on from behind. Roaming a Thief should feel with this Special Mastery as a thief again more fun and quick, making you a specialized fast effective NPC Hunter that can effectively flip Camps, which can hunt quickly even the fastest runnign Dolyaks and should be able, if not detected and beign stopped to infiltrate and flip solo effectively TOWERS, because thats the role of the Thief, to cause distraction, to flip as roamer small locations fast and to be constantly on the move to the point, that you can infiltrate and flip even too undefended towers to force this way the attention on you and away from your zerg that is doing the harder stuff somewhere else and needs the distractionsof fast and mobile effective roamers to force the enemy side to split up and spread their people to stop the roamers from fast flipping their controled ressources, cause the side, which constantly holds always the supply ressources is always in a massive advantage and will will the match over the long course, cause if you constantly have no supply, you can build up nothing, you can upgrade nothing/or much much slower than the side, whochs actively and constantly flipping the ressources everywhere so that they can upgrade the owned territory fast, makign it this way in return naturally much easier to defend the important stuff then, like the big keeps and strategetic important towers for trebsRaising this up increases durations and effectiveness of Venoms in WvW, while massively boostign the damage you deal against NPC foes that have been attacked with activated venoms or have been in generally "Poisoned" and been attacked from behind by letting become enemies in WvW that have been attcked from Thievers by behind gettign "Shocked", which will be a wvw thief unique condition that backstabbed foes will suffer for some seconds, that reduces a foes Toughness temporarely drastically so that you can deal more damage, whiel the foe is still shocked from being ambushed from behind!!

Just some examples, all other classes woudl and should receive naturally their own WvW specific masteries as well, but that is something I suggest already for a long time as part of improving WvW character progression...

it would help drastically to give our characters for alot of points finalyl something to spent them on for a long while, while also help WvW to give classes finalyl improved concrete gamplay style roles that can be used as well to help them this way to balance classes better for WvW, if done well.

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that argument is moot, because low level players dont stay permanent low level.. they can quickly catch up and aside of that is in WvW always also a given thing, that simply your progress in play time simply gets overwhelmed anytime in WvW from one moment to another, by just getting outmanned and overrun by an larger amount of players..

All the much more Wvw rank points and more player progression to delve in deep into new masteries being added, helps you nothing, if you get overrun by a zerg, or just even a small group which simply quickly out- dps'es you instantly and literally forces you to flee if you want to survive (unless you are like a god mode Scourge >.< which can easily fight alone against multiple targets and make them fall like flies..like seriously???)

You can't stop always new content beign added by just saying, oh the poor new players will be in disadvantage.. that will you be always everywhere in a game that is 6 years old already and you start in there new...

Something like that is called NATURALWhat you can do best to solve such a situation is just to play the game as actively as possible to try to catch up as fast as possible to close that disadvantage as fast as you can and bring you closer to a more equal situation, where you can have better chances to win your fights in situations, where both sides are equal in numbers and it comes then down to each individuals player skills and their character progression.But how oftenly do you actactly get that kind of situation in WvW??? very very rarely !!! unless forced and organized by guilds maybe.

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For now, maybe stuff like:

Stuff like that for now would be nice to have.Still wouldn't make Wvw nearly as profitable as pvp :anguished:

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We are nearing 2 years since reward tracks were introduced (April 2016) and 1 year since pips were introduced (May/June 2017). Those 2 aspects brought a lot of new people into wvw, and if they stayed and played regularly over the last year since pips, they're no longer "new".

We have the ability reset guy now also, which has given players without enough points to max all masteries time to explore them none the less and decide what's important enough to spend their points on and what can wait.

It's time for something else for all of us to play with, something that isn't tied to one expansion or the other, something that gives all players the opportunity to either auto equip if they have enough ranks or work towards if they don't. I don't know what this new thing could be, but it needs to be attainable for everyone at some point or another, without having to purchase any expansions and it needs to be fun enough to hold everyone's interest until the restructure.

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-Supply Capacity level 10 (for carrying up to 100 supplies)-Seer/Passive Stealth Detector level 1-5 (increase radius and function such as traps, up to number of players)-Siege Might level 10 (damage up to 2x siege damage)-Siege Bunker level 10 (damage reduced up to 2x)-War Mount Mastery level 5 (from using raptor to griffon), 6-10 (up to breaching outer territory)-Golem Mastery level 6 (has superspeed)-Ram Mastery level 6 (has wheels)-Catapult mastery level 6 (shoots 3 boulders at once)-Trebuchet Mastery level 6 (radius x 150%, range +50%)-Realm Defender level 1 (can waypoint to an objective even that team's objective has swords)

-New Passive tactivator, mount/glide homing missile (shoots down mounted or glided players, if they dont die on fall damage, they are stunned like breaking the bar on banner)

i can go on and on.........

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@Imperadordf.2687 said:@Orpheal.8263

Those kind of masteries are avoided because they put low level players into disadvantage.

Current masteries technically already put low level players at a disadvantage. Like...don't use [insert siege] without mastery. Which is why I'm on the boat of no new masteries or rather overhaul for roles akin to League of Legends (ignoring that I hate mobas).

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@MUDse.7623 said:i would like a stomp mastery with

  • forced instant respawn to avoid ressurectin. currently if you kill a mesmer in your keep you can camp that corpse for ages as every tick they get rezzed resets the timer to 5 minutes tho there is a display bug and the reset is not shown at the timer. i do ressurect mesmers alot like this, just dodge into the traps and what not on the corpse, rez one tick and port away, but i guess that is very annoying for my opponents so this would be a way to counterplay that.
  • chance to take supply from the stomped player.
  • higher loot chance from a stomped player, stomping happens mostly in roaming so indirect reward buff for roaming.
  • reduce cooldowns by 10seconds when stomping an enemy( improved sigil of frenzy) to get ready for the next fight.
  • take 15% reduced damage and condition damge while stomping.

that would be awesome, and it would not be op or a must have skill at all. I really hope someone of anet reads this and considers this.

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