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Skill/trait balance not enough.


Riba.3271

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Fix following. Related threads are there for people who want to go more indepth in reasoning.

Claim buff/Presence of the keepTune down to +40 each stat. Change the movement speed down to 15% so defenders are more reliant on getting group boons and building siege. Return in-objective fighting.

Related Threads: https://en-forum.guildwars2.com/discussion/118961/graphs-proving-that-build-diversity-and-claim-buff-are-messed-up& https://en-forum.guildwars2.com/discussion/111149/claim-buff-killed-roaming-and-high-level-gameplay

SiegeShield gens: Make bubble not block siegefire so defensive and long range offensive siege can be used. Make it pulse 30% damage reduction or something instead so it can still be used to reduce siege damage.Guild golems: Supply cost up to 80 supply (alpha golem is 100 supply, guild golems being 50 while being identical is just big issue alongside dedicated commandersSiege hp: Tune down by 30%, was buffed 100% against all damage with the condi/critchange in the past. Since rams, golems and ACs have been too sturdy against siege damage. Alternatively you can make siege crit against siege with 100% extra damage so you can tell the user can tell difference between player and siege hits.

SupplySupply: Make dollies carry less supply to upgrading objectives or all objectives in generalDolyak wars: Tune down the dolyak buff when escorting from 90% damage reduction to 50 or 66% so that escorting minstrel player doesn't win 100% of the time.

Upgrade timesKeep/Castle upgrade times: Increase keep upgrade times by 100% and castle by 200%. You can look across all tiers in both regions in WvW and spot way too many T2 and T3 SMs that make game unplayable unless you can snap your fingers and get 40+ players. Same applies to T3 borderlands.Packed dollies: Make them only count as 1 towards upgrade but carry 3x or 4x as much supply.

Related thread: https://en-forum.guildwars2.com/discussion/118823/to-anet-fix-upgrade-times-plz-current-system-not-logical

Combat balanceConcentration stat: Tune down in WvW from 1% boon duration per 15 to 1% boon duration per 21. This would solve the issue of minstrel stacking.Superspeed: Tune down effectiveness to 66% from 100% and/or reduce the amount it can be provided AoE or at least make it affected by cripple and chillSpeed runes: Tune down effectiveness to 66% from 100%

Related thread: https://en-forum.guildwars2.com/discussion/119043/bold-claim-and-reality-superspeed-upkeep-is-making-skill-ranges-and-radiuses-too-low

Population algorithm/relinking system:Population count: Count populations as totals on the linking, not main server and link server separatelyRelinkings: Get rid of them. Less amount of tiers is enough. Some people just prefer to play with higher activity and some servers are better fit for most people. Current situation is worse populationbalancewise between tiers than before.

Related thread: https://en-forum.guildwars2.com/discussion/110246/guilds-and-transfers-being-on-links-breaking-population-algorithm

Overall related threads:https://en-forum.guildwars2.com/discussion/84106/things-that-100-make-wvw-unfun-atmhttps://en-forum.guildwars2.com/discussion/107680/what-is-wrong-with-wvw-in-2020https://en-forum.guildwars2.com/discussion/112678/charlock-holmes-on-case-to-solve-wvws-current-issueshttps://en-forum.guildwars2.com/discussion/114627/most-important-wvw-changes-since-march-2015-highlighted-with-commentary

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@"Threather.9354" said:Combat balanceConcentration stat: Tune down in WvW from 1% boon duration per 15 to 1% boon duration per 21. This would solve the issue of minstrel stacking.Superspeed: Tune down effectiveness to 66% from 100% and/or reduce the amount it can be provided AoE or at least make it affected by cripple and chillSpeed runes: Tune down effectiveness to 66% from 100%

Related thread: https://en-forum.guildwars2.com/discussion/119043/bold-claim-and-reality-superspeed-upkeep-is-making-skill-ranges-and-radiuses-too-lowThese were bad ideas in past threads and they are bad ideas here. We already have a situation where melee damage roles hardly exist and you seem hellbent on just dipping the game further into just long-range CC and damage pirateships.

Population algorithm/relinking system:Population count: Count populations as totals on the linking, not main server and link server separatelyRelinkings: Get rid of them. Less amount of tiers is enough. Some people just prefer to play with higher activity and some servers are better fit for most people. Current situation is worse populationbalancewise between tiers than before.So when a guild or a group of guilds do well and hordes of dead weight that have no interest in communication or cooperation wants to transfer into their content they should be forever doomed to no longer be able to recruit players to their guilds on that full server? The only effect that is going to have is that those groups out of self-preservation will go out of their way to make those other players quit or move. It is going to redefine what we consider toxic today.

Just look at what happens when servers get over-linked or full and no-linked today. We don't want more of that.

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@subversiontwo.7501 said:

@"Threather.9354" said:
Combat balance
Concentration stat:
Tune down in WvW from 1% boon duration per 15 to 1% boon duration per 21. This would solve the issue of minstrel stacking.
Superspeed:
Tune down effectiveness to 66% from 100% and/or reduce the amount it can be provided AoE or
at least
make it affected by cripple and chill
Speed runes:
Tune down effectiveness to 66% from 100%

Related thread:
These were bad ideas in past threads and they are bad ideas here. We already have a situation where melee damage roles hardly exist and you seem hellbent on just dipping the game further into just long-range CC and damage pirateships.

Just use mesmer veils and leaps. Its not like 66% extra movement speed isn't enough. Do note that surrounding suggestions would make having fights near and within objectives possible, not just open field, so there are plenty of corners, chokes and walls to engage on enemy from. Tbf, pirateship has always been go to for bad players with terrible comps and scaredycat mentality. Overall the meta currently is simply either 1-push or cloud which is testament of how redundant the movement speed makes any ranged spikes. Yea people will die without protection from rev with only 66% movement speed, isn't that the whole point of the boon and evadesystem? Not facetank everything and use defensive boons when necessary? The current system has very little depth..

Population algorithm/relinking system:
Population count:
Count populations as totals on the linking, not main server and link server separately
Relinkings:
Get rid of them. Less amount of tiers is enough. Some people just prefer to play with higher activity and some servers are better fit for most people. Current situation is worse populationbalancewise between tiers than before.So when a guild or a group of guilds do well and hordes of dead weight that have no interest in communication or cooperation wants to transfer into their content they should be forever doomed to no longer be able to recruit players to their guilds on that full server? The only effect that is going to have is that those groups out of self-preservation will go out of their way to make those other players quit or move. It is going to redefine what we consider toxic today.

Just look at what happens when servers get over-linked or full and no-linked today. We don't want more of that.

The same people are already toxic and there are more servers than ever before marked permanently full while having max 3 guilds while already having lost many. Tbf in current system those dead weights can go to their link anyways (which is still better than being unlinked+full), at least by having permanent playerbase they could train them and have higher transfer cost to their server. The current system is not better for avoiding these deadweights unless you want to be unlinked and full stuck in Tier 4-Tier 5. Do note that pre-HoT there were usually 1 or 2 full servers per region at a time, now there are 7.5 per region in average, isn't the current system actually more restricting for long-term guild recruitment?

TLDR; 66% movement speed superspeed is far from pirateship meta, all it means you gotta use your brain a bit while managing your cooldowns. Current system is much worse for server management than one without relinkings. And no, more servers wouldn't be full for recruitment but less.

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