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bigo.9037

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Everything posted by bigo.9037

  1. Because 1 smaller guild doesn't necessarily have a big impact on the match. You need several guilds to win the weekly matchup. Or one huge guild I guess. It just needs to be made easier for small groups to achieve meaningful results that impact the outcome of match. There's no reason for a bunch of newbies to join a wvw guild when they can just be pugs, follow pug commander, have basically 0 input in the match cus they are only 1 person out of 150-200 people during a weekly match. So to the newbie he might feel like wvw is boring because he doesn't contribute to anything really. And so he also doesn't really care about winning. There's no sense of community. If instead he started with a wvw guild for beginners, he is a much bigger part of the match and he directly contributes to the outcome. This is more engaging for everyone.The point of WvW is to give us a playground. What happens with the community - and how guilds contribute to the matchup - is all up to the community. WvW definetly encourage the community to get engaged and form guilds. I find it kind of amusing that people keep bringing up the "meaningful results" and "outcome" of WvW matches since pretty much every guild in existance claim they dont care about that. Not to mention a vast majority of commanders. Hell we even see them saying to loose intentionally just because they want to stick to brackets where the good fights. And we still have those playing daily.Well, that's exactly what I mean. If the matches were e fun and engaging and winning, other than leaderboards and bragging rights, provided some rewards then maybe more people would care.Contrary to what you said, the general population of my server is currently trying to win, and succeeding, even tho certain commanders don't want to win because if we do we'll have a tough matchup next week.
  2. Because 1 smaller guild doesn't necessarily have a big impact on the match. You need several guilds to win the weekly matchup. Or one huge guild I guess. It just needs to be made easier for small groups to achieve meaningful results that impact the outcome of match. There's no reason for a bunch of newbies to join a wvw guild when they can just be pugs, follow pug commander, have basically 0 input in the match cus they are only 1 person out of 150-200 people during a weekly match. So to the newbie he might feel like wvw is boring because he doesn't contribute to anything really. And so he also doesn't really care about winning. There's no sense of community. If instead he started with a wvw guild for beginners, he is a much bigger part of the match and he directly contributes to the outcome. This is more engaging for everyone.
  3. From a game design perspective I think anet should have done something about this a long time ago. Small group is 10 times better for the community and gameplay than 30+ sized groups. If the same number of people played, but split into smaller groups of.. about 5-10 players instead of 20+ per squad, it would make each player more willing to improve and be more fun as their actions matter far more. If you are only 1 player out of 50.. you can only do so much. You are only 2% of the squad, so you barely make a difference. But if you are 1 out of 5, you are 20% of the group. You could be the one that makes your team win a fight. What gw2 wvw should have been was an automatic queue system like wvw is already, but where you fight small guilds on a smaller battlefield. Perhaps the max amount of people in the match 24 hours allowed to be in the match at any given time would be 10, so it's relatively easy for a decently sized guild to have an equal amount of players on all sides. That would make skill and strategy super important rather than a numbers game where you just need a server with as many people playing as possible throughout 24 hours..
  4. @bigo.9037 said: You're playing Necro. That's the problem. Lol. Pretty much all necro builds will lose to soulbeast. Sure necro is weak against long range attacks. But that's exactly the point.The soulbeast oneshot build that goes around right now doesn't have a big weakness It does have a big weakness. Most classes have some kinda dmg mitigation or at least being able to survive the initial burst. After that the 1shot soulbeast basically has nothing left. He has his weapon swap but his utilities are gone.. no stab.. no dmg immunity ( unless he uses SoS but that sucks anyway ) That's not really a weakness. LolYou can run away, reset, try to burst again.Where is this a weakness?I'd love to do that with my necro. You even can get dmg immunities as ranger while still doing insane burst dmg and having maybe one of the best mobility in the gameOfc you can reset against a necro. But whenever I fight these 1 shot rangers ( ofc they tend to get me the first time cus I'm not always expecting it, or if I'm busy fighting someone else and they show up ) I literally just dodge enough of their burst to stay above 50% health and then kill them with no issue. I see other classes like holo do that to them as well. And vs warrior their build doesn't work cus of passive EP
  5. And why not? There are plenty of classes with a viable build in every game mode.1)OPEN WORLD: Let's be honest, you can play whatever you want in open world.2) PVE RAIDS: Every class have viable builds for raids. Depends on your comp, really.3) PvP CONQUEST: Depends on the META. But i think we can agree that every class had ATLEAST 1, 2 or 3 meta builds in the past 6 years.4) WvW ROAMING: Some classes are more effective than others, but with the release of warclaw, you can roam with whatever you want, really. I personally did interesting outnumbered stuff even on my necro. It's not difficult to be effective with the right build.5) WvW ZERG/GvG: All classes have atleast a good build except Rangers. Engi have a pretty meta scrapper build right now. Even thieves have a viable gvg build with staff and vault. Right now Chrono got nerfed so hard that is maybe not worth it, but the class had a really good meta boonshare build. Ranger is the ONLY class that NEVER had a good zerg or gvg build. Maybe only druid became closer to that in post HoT release. There is nothing absurd at playing all game-modes with a class. It just depends on anet and their design-choices. Right now, ranger is clearly not designed for large scale fights. But one day, maybe, it will. I hope. I suppose. I just don't feel like it's in rangers role but I guess thief isn't either. But I'm not sure.
  6. No. The only ones asking for no down state are players of low skill level who either outnumber fights to win (warclaw stomp) or run some instagib build. There is nothing positive for the game to be gained when having a nice fight with downs on each side and having to use your brain to win the fight but having some plebian come along and press 1 on his mount to instakill. Down state adds another element to combat in which you can tell the difference between bad players and good players. Good players will use the down as bait to create opposing downs and then the fight really heats up. Know the guard is going to MI? Launch the down. Etc. But no - lets's just let some random pleb come along and quickness-on-steroids-stomp AKA warbanner on auto attack completely disrupt the fight to the point of no return. Yeah, that'll be good for the game /s My friends and I always fight against more players then we have, so what happens 99% of the time now since they have more players? We lose if one of our players ever goes down. That's how you kill a game mode. Better believe it - players will leave GW2 the day something better comes along. Too many hits to roaming (marked, mount stomp now). (Inb4 fighting against a dozen lesser skilled players with a few skilled players does not equal skill and that only 1v1 equates to skill) I agree but you also on the other hand have the braindead unkillable warriors with stab and EP as passives basically press F for nearly guaranteed res unless you have so much cleave that you out dmg his res power. Or guardians. Or ranger pet ressing with aid from another player. Maybe it would be fair if you didn't insta res from another person dying .. but as someone who only roams.. doesn't play 1shot build but is squishy.. I feel like downed state tends to work against me. Yea, you can use downed as bait that's true. I do it too if I down a player and others try to res. But that only works half the time. And even tho I'm running full zerk I still can't always cleave enough to prevent a res. There's some mind game to it, but for solo players regardless of 1shot or not I think it's kinda bad for the game. It rewards sloppy play, dying but getting rewarded for pressing F for a few seconds.
  7. No but I'd understand the problem if ranger didn't have any viable specs in wvw at all. .. but you can do roaming and smallscale fights just fine. I don't think we should expect every class to have a viable build for every game mode. So you want to have:Pve viability open worldPve raidsPvp conquestWvw roamer/smallscale/soloWvw zerg fighter... I mean do you realize what kinda absurd thing that is to ask for? Ranger already has pvp conquest, pve open world, raids (I think) and wvw roaming covered. I don't think ranger is meant to be a front or backline zerg/blob fighter. That just isn't the role you'd want a ranger to have. The same with thief. Frontline is warrior, guardian. Backline is ele, necro, revenant is hybrid. Rangers thieves and engi don't fight in the big open field that's just not their role..
  8. @bigo.9037 said: You're playing Necro. That's the problem. Lol. Pretty much all necro builds will lose to soulbeast. Sure necro is weak against long range attacks. But that's exactly the point.The soulbeast oneshot build that goes around right now doesn't have a big weaknessIt does have a big weakness. Most classes have some kinda dmg mitigation or at least being able to survive the initial burst. After that the 1shot soulbeast basically has nothing left. He has his weapon swap but his utilities are gone.. no stab.. no dmg immunity ( unless he uses SoS but that sucks anyway )
  9. You're playing Necro. That's the problem. Lol. Pretty much all necro builds will lose to soulbeast.
  10. Actually thief has a pseudo-build he can play in zergs with DD and vault spam. And yes, i think thief should have a build in any of it's specialisations so it can play in a zerg even if it is a niche build, like medic scrapper. Even if it has to sacrifice other utilities to get it done. Bunker scrapper maybe obnoxious in PvP but in WvW is a very welcome addition to medium classes. I don't think nerfing the reflects would do anything, The problem is not the amount of reflects, is the large scale combat. The same as i don't think ranger should be focused in LB for zerging. It would be good to have more access to barrage so it could have some uses to clean siege from walls, but i don't think that's should be the best zerg weapon. It is good enough for roaming already.However it just need to be able to swap pets in beastmode to trigger lesser clarion bond on self. And that should be enough if we mix it with the rest of the traits to have good enough coverage with the LB. Ranger has an amazing set of options wich could be empowered to find a niche space in any squad:Spirits unbound allowed the ranger to bring the specific buffs with him. The actual implementation is not good enough to allow them to be used in any competitive scenario.The old trapper expertise allowed the ranger to throw traps and as such have some ranged AoE at 600. As such if ranger would be to get better traps (for damage or effects ) and ranged aoe spirits actives would make the ranger less despised in squad comps. If core would be to get fixed probably soulbeast and druid would find a niche spot with minimal effort. Fixing both issues: more meaningful traps and ranged spirit actives would open two builds for the ranger as backline or second wave (i like to call that to the melee which enters right behind the commander but not at the same time and usually shift between ranged and melee) depending on how those effects are implemented. Indeed nerfing the already meaningless effects from the spirits as they did with the sun one is not an step in the good direction. Some love to the pets would be great also, and i personaly i would not mind if in pvp and wvw we have a different set of better with skills better suited to the gamemode. I personally dont need 30 different pets if i can only use 5. With this i understand changing old pets it may be too much, but forbids them to just remake the pets one at a time so they are rewritten using the new technologies? Simply to see every now and then a message like "we reworked the eagle pet" would a very welcome news. This sounds great. Sure. But for me personally I don't really care except for barrage cool down. I kinda like the fact you can't swap pets in beast mode. It gives a clear moment of weakness. As for spirits etc yea that would be nice I guess. But again you don't been to play boon beast to do well on ranger lol. Lb / gs is great for most things. Boonbeast with siamoth is good in spvp but weak in wvw.
  11. This technically means that any tactic can be classed as ganking tho, depending on your definition of underhanded. I mean, abusing OOC on a condi build is underhanded, but I'd hardly consider that ganking. Hey, I'm just posting the definition of Gank when you look it up in Google. Somebody else was trying to say that a SOLO person doesn't count as a Gank. That it had to be a Gang Kill, which is where they thought the word came from for some reason as a combination of the two words. Just pointing out that a Single Person can Gank and that it can be called a Gank. Yes, one person can Gank another person who's busy fighting a third person.If player A is fighting player B, and player C joins in, attacking one of the two, then player C is ganking that player.But one guy starting a pvp fight with one other guy isn't a Gank. There's ganking, regular fighting, and afk killing. Well that also depends on if it was a mutual PvP fight, or if person A decided to Gank person B on their way to do something else and then person C decides to Gank person A for fighting person B. Sure. The way I see it is there's generally nothing bad about ganking as we all do it all the time. It's only bothersome and toxic when you see people run around with 1 shot builds for example 2 DDs using stealth, effectively killing you in less than .5 seconds, not for any reason. Say you're just leaving spawn to do whatever. And they target you. Sometimes they do it over and over. But if you're just trying to stop someone to get into a tower and defend or whatever that's part of the game mode. Deliberately targeting ppl for no specific reason going 2 or 3v1 is the bad kinda ganking. Completely agree. My beef with people who Gank are those that build a specific build, 1-shot Perma-Stealth Thief, to purposely seek out people to kill for no other reason than to just be able to do it and those that just sit at Spawn, again in Stealth or just out of LOS, and jump players as they respawn. If you happen to be killed just outside of a Tower as you are trying to go in to defend then that's the way it goes. If you are caught at a camp trying to defend the camp and die, again that is the way it goes. My problem, and what I consider to be Ganking, is with Stealth. I feel that it's an unfair, lazy mechanic that promotes toxic play that in the long run ends up driving a lot of players away from WvW. There is nothing more frustrating to anybody than just instantly being killed when you never saw it coming. Yea. Stealth stacking or just high rang jumps like shadow step + steal from outside LoS is the problem. You're dazed, immobilized, boons are gone. Basically no time to react and dead. This is more or less fixed what with the warclaw tho, I mean, there's very little point putting all your burst into your initial attack as a solo player when everyone has two health bars, and two players attacking one guy without warning should absolutely get a kill. If someone dismounts you, you've then had plenty of warning that an attack is incoming, so to me this is a moot point. The exception to this for me is for brand new players that haven't yet unlocked warclaw, as logically they're the ones that most need the protection of a mount but they're also the only group that don't have it. Oh yea mount does fix that issue for sure. I was just discussing the term gank by itself.But again like.. it hardly takes any skill to pull off a double thief stealth attack that will result in instant death. So I wouldn't always say that the two players should absolutely get the kill in fair terms.
  12. This technically means that any tactic can be classed as ganking tho, depending on your definition of underhanded. I mean, abusing OOC on a condi build is underhanded, but I'd hardly consider that ganking. Hey, I'm just posting the definition of Gank when you look it up in Google. Somebody else was trying to say that a SOLO person doesn't count as a Gank. That it had to be a Gang Kill, which is where they thought the word came from for some reason as a combination of the two words. Just pointing out that a Single Person can Gank and that it can be called a Gank. Yes, one person can Gank another person who's busy fighting a third person.If player A is fighting player B, and player C joins in, attacking one of the two, then player C is ganking that player.But one guy starting a pvp fight with one other guy isn't a Gank. There's ganking, regular fighting, and afk killing. Well that also depends on if it was a mutual PvP fight, or if person A decided to Gank person B on their way to do something else and then person C decides to Gank person A for fighting person B. Sure. The way I see it is there's generally nothing bad about ganking as we all do it all the time. It's only bothersome and toxic when you see people run around with 1 shot builds for example 2 DDs using stealth, effectively killing you in less than .5 seconds, not for any reason. Say you're just leaving spawn to do whatever. And they target you. Sometimes they do it over and over. But if you're just trying to stop someone to get into a tower and defend or whatever that's part of the game mode. Deliberately targeting ppl for no specific reason going 2 or 3v1 is the bad kinda ganking. Completely agree. My beef with people who Gank are those that build a specific build, 1-shot Perma-Stealth Thief, to purposely seek out people to kill for no other reason than to just be able to do it and those that just sit at Spawn, again in Stealth or just out of LOS, and jump players as they respawn. If you happen to be killed just outside of a Tower as you are trying to go in to defend then that's the way it goes. If you are caught at a camp trying to defend the camp and die, again that is the way it goes. My problem, and what I consider to be Ganking, is with Stealth. I feel that it's an unfair, lazy mechanic that promotes toxic play that in the long run ends up driving a lot of players away from WvW. There is nothing more frustrating to anybody than just instantly being killed when you never saw it coming. Yea. Stealth stacking or just high rang jumps like shadow step + steal from outside LoS is the problem. You're dazed, immobilized, boons are gone. Basically no time to react and dead.
  13. This technically means that any tactic can be classed as ganking tho, depending on your definition of underhanded. I mean, abusing OOC on a condi build is underhanded, but I'd hardly consider that ganking. Hey, I'm just posting the definition of Gank when you look it up in Google. Somebody else was trying to say that a SOLO person doesn't count as a Gank. That it had to be a Gang Kill, which is where they thought the word came from for some reason as a combination of the two words. Just pointing out that a Single Person can Gank and that it can be called a Gank. Yes, one person can Gank another person who's busy fighting a third person.If player A is fighting player B, and player C joins in, attacking one of the two, then player C is ganking that player.But one guy starting a pvp fight with one other guy isn't a Gank. There's ganking, regular fighting, and afk killing. Well that also depends on if it was a mutual PvP fight, or if person A decided to Gank person B on their way to do something else and then person C decides to Gank person A for fighting person B.Sure. The way I see it is there's generally nothing bad about ganking as we all do it all the time. It's only bothersome and toxic when you see people run around with 1 shot builds for example 2 DDs using stealth, effectively killing you in less than .5 seconds, not for any reason. Say you're just leaving spawn to do whatever. And they target you. Sometimes they do it over and over. But if you're just trying to stop someone to get into a tower and defend or whatever that's part of the game mode. Deliberately targeting ppl for no specific reason going 2 or 3v1 is the bad kinda ganking.
  14. This technically means that any tactic can be classed as ganking tho, depending on your definition of underhanded. I mean, abusing OOC on a condi build is underhanded, but I'd hardly consider that ganking. Hey, I'm just posting the definition of Gank when you look it up in Google. Somebody else was trying to say that a SOLO person doesn't count as a Gank. That it had to be a Gang Kill, which is where they thought the word came from for some reason as a combination of the two words. Just pointing out that a Single Person can Gank and that it can be called a Gank.Yes, one person can Gank another person who's busy fighting a third person.If player A is fighting player B, and player C joins in, attacking one of the two, then player C is ganking that player.But one guy starting a pvp fight with one other guy isn't a Gank. There's ganking, regular fighting, and afk killing.
  15. Ranger cus it's all I know how to play since I started. Good for kiting, can hit certain mortars etc on towers, best dueling spec imo, good mobility. Fun game play with high dmg, no need to build armor to be effective.
  16. Soulbeast is not specially great in wvw, in PvP the pewpew soulbeast is a thing because the defenses are very limited there. Still ranger pewpew is only viable gold or lower, i see almost no soulbeast in plat or higher. All classes should have a place in roaming AND squads. What you say is something toxic which justifies the commanders in wvw insulting rangers because they decided to play with that class. Thinking about how to make the ranger more viable (not desirable thou) in zergs i would start with:Reduce the CD in barrage to 20 base. Double the base healing for Invigorating bond. Reduce the CD for Allies AidLeader of the pack to increased shared duration to the 100% to allies. I would reduce duration of Moa Stance. I would try with those simple changes, are just numbers it should be easy enough. And see how it impacts the gamemodes, if it's makes rangers easier to be accepted in wvw. I can easily achieve t2 plat rank but I've stopped playing spvp. I haven't lost to a mirage in forever. Not thief either. The mirage nerfs destroyed their chances to win vs soulbeast. I'm not being toxic. Ofc not everyone can get to my level but just because of that doesn't mean ranger is bad class. It takes a while to master but when you do you're practically unbeatable 1v1 and you have pretty much 2nd best mobility in game, sharing 2nd place with mirage. Also are you seriously proposing thief should have viable zerg build too? You're delusional. That's not at ALL the role a thief should play. Sure I agree they should turn down the reflect spam, but I don't believe they should do anything else.
  17. Hi. Not all classes have viable meta builds in wvw large scale zerg fights. At least, soulbeast is ( imo ) the best roaming spec in the game. You can kill all specs except the ones that can live forever like scrapper. And you can do that while running a high dps build :)
  18. DO NOT ...run away (unless you are completely sure you have the blinks/shadowstep for it). With their increased movement speed and other movement abilities they WILL catch you and be pegging you with their LB autos the whole time if you survive LB #2. If you run way you are giving them distance which is what they want. If they happen to have marksmanship slotted this means they will do even MORE damage to you. (This is with the caveat they're not sitting in a team of enemies, in which case, you probably should be in your own team or not there at all) ...block/reflect. Remember, they will mostly likely have unstoppable union. It's not worth the gamble, best just to evade/dodge/blink in the first place. Save block for when they switch to great sword and their unblockedable is on cooldown. ...stealth. You can't even if you wanted to because of the reveal on Sic' em, even if you use deadeye ult and remove it it will still track you in stealth. By the time you try and fail, you're dead. It seems like too much power for little effort at first glace, but it's not that hard to avoid. The rangers running this build most likely don't have much more up their sleeve after so just counter pressure and win. How to fight a ranger is a whole other topic. It's really not that hard. I play soulbeast myself, but not the 1shot build. Although I do use longbow. I fight these 1 shot rangers all the time.Dodge dodge dodge, swap weapons to dodge more ( sigil of energy), then block, wait for their stability to run out.. and then CC them and kill them. They only have like 8 seconds of stability every 60 seconds so they should be super easy to kill. If they have dolyak stance, their dmg isn't going to be as high as they are lacking something else.In any case, once their 1shot combo is over or sicem reveal is gone and you're still alive, they are pretty much dead if you want them to be. They have no defense. Most good rangers don't play this build cus it's just a gimmick.
  19. All those times I was hiding in keep jumping puzzles and enemies came to chase me after they capped a keep, I use LB4 and they fall to their death. Or stealing towers from other serves by hiding inside of them, killing the few players that know I'm there multiple times and still getting the cap after boss kill. Or all those times I've killed people with fall dmg either from gliders, baiting them into jumping to haystacks but falling and dying.Or my first time doing OS JP and I was so scared seeing an enemy in the dark cave and waited for him to get to my spot so I could shoot him off the puzzle. I've had too many amazing and funny moments in wvw roaming to count. I love this game. Check my YouTube channel lol. Zpooky Booky
  20. Wrong. Thief backstab for 12k pretty much meant you were dead. Maybe if you played a glass ele. A 12k backstab was pretty high damage, but it didn't 1-shot most classes/builds and didn't necessarily mean the target was "pretty much dead" as you say. I played a lot of thief/engi/mesmer back in the day and don't recall having many problems with being 1-shot. My point is power creep in the current game is unhealthy, at least in my opinion. 20k Malicious Backstabs, 15k Backstabs, 8k LB AAs, 20k+ quickness rapid fires, insta-death mauls, 11k+ mesmer scepter channels, constant condi puke, etc etc etc. The list goes on. Power creep has gotten ridiculous. I'm an experienced roamer and can deal with quite a bit of it (not that I like it.) But I can't imagine trying to get into this game now with the absurd TTK.Yea sure increase the TTK but I feel like it hasn't changed dramatically over the years. The power creep, at the very least, went both ways. You get higher dmg but also more defensive options etc.But again, most of these 1shot builds today really can't fight players properly.I've died many times to players with these builds and sure it's annoying as heck the first time but then you just find them again, dodge their burst or rotate around it and win EZ.
  21. Wrong. Thief backstab for 12k pretty much meant you were dead. Warrior axe MH 1 shots were a thing too. The main issue with 1 shot is stealth. 1 shot builds are so easy to kill if they don't kill you with their 1 hit combo.
  22. Let me just stop you right there.It ain't a 3rd party problem it's a l2p issue as the OP is running pure glass against pure glass. His house got shattered and so he took the only route he can, come complain on the forums. Youre clueless.This oneshot build has been around for Months. Totally a l2p issue,lmao. that looks balanced... if players can get carried... its balanced for gw2 standards. Working as intended.Man. What the **** do you think dodges are for? Dodge his burst and you win easy. No dodges? Block. Anything that denies his burst, and now you have the upper hand. I play soulbeast too with zerker / assassins gear and I've fought some of these players before. The first time they get you, you're surprised. Next time you got fight them, just be a little more cautious. You see them trying to pull off the same 1trick combo and you avoid it. Then it's really easy from there. They have almost no defense after a certain point cus they traded it for 1trick offense.
  23. if you are as a roamer just on your map and your area, who is it you are going to fight then? you dont understand. if i enter any area, i capture e.g. sentries and camps and create "my area" because i know1.) they see mee while i am doing it, so they maybe will come to fight2.) when they cap it back i see them so i can go to them to fight Building up "your area" means taking it away from someone else ( so you are entering the opponents area). alone that already create opportunities to fight. but if i would just randomly walk around the map i would NEVER find any Opponent to fight. and also the 30 seconds delay unil the "under attack" event appeares in camps or anything else is too Long, so the objective is lost until you are there to defend it. and i see many enemies porting back to spawn directly after capping when they see me because they dont want to fight. the more Options for creating Vision you have, the more fights you will get, because you see your Opponent earlier and than can catch them for example inside of the camps before they capt it. this traps absolutely DOESNT kill roaming. this traps only kill easy PPT. i really enjoy the traps and possibilities they create for me. I disagree. This makes it harder for smaller scale. Instead of having one or two players reacting to my movement whilst solo roaming, I am already seeing 5-10 players reacting to it. It promotes blobbing in small scale. Now I don't have any experience in roaming (proper), but if you as a single player are occupying the attention of 5-10 players on the map, congrats, you have just delivered even more value as a roamer than you did before. Sure it might not feel that way with 5 people jumping on you or dropping siege on your corpse, but those 5-10 people aren't picking off people running back to tag, calling out zerg movement or pulling tactics. this is sadly not the case. every time someone chases you across the map it's because they have nothing better to do. I've talked to them about it because I used to wonder why they bothered. these types of players usually stand around in NC, passively gaining exp and participation by defending the camp with about 5-8 players. either they are semi afk, or they are waiting on queue. they either don't have anything to do, or they just don't wanna. they are effectively "winning" over you in every sense of the word. you don't get to take their camp, you don't get participation, and you get to be frustrated trying to get away, and even more so when they jump on your corpse. meanwhile they found something fun to do, gained participation and prevented a tier 2 camp from getting capped. this is one of the many reasons I hardly roam at all anymore and spend most of my time in pvp instead.The premise of WvW and the core aspect of entire GW2 is that when you cant do something solo... you bring friends. Roaming is an opportunity to surprise the enemy and many people like that true but its not the way to win a war. If you wanted a game that always make it possible to go solo, you should have picked a singleplayer game, not GW2.I agree with what you say, but you missed the point I was making. it's not that solo players can't cap towers or be effective and make a large enough difference to win or lose the match. it's that as a solo player you are essentially completely useless most of the time. even if someone like me who is better than about 95 or more than population, you can still hardly do anything at all. you don't need to make it possible for me to cap towers. but if 10 ( usually bad ) players chase me across the map or whatever, ideally I would at least have wasted their time as they could've spend their time elsewhere. but this isn't the case. winning server players can usually do whatever they want and still win. both short term and long term. if roamer annoys 10 ppl and they chase him for 5 minutes, that's not a problem short term cus they have abundance of players anyway AND they will win matchup regardless. so even the 1 thing skilled players could pull off solo like fighting and sometimes winning outnumbered still doesn't matter because well, the winners and losers are set in stone based on the matchup anyway. I know the game isn't supposed to be solo, but there are a lot of players like that out there. wvw right now completely alienates all of them by making them 100% irrelevant. but this would all be fixed if for example wvw was changed to a battleground pvp mode. each team has 100 players, match lasts 3 hours. players can come and go and will be replaced by others so that the numbers are always even on all sides. this way everything you do that wastes other's time is useful. but we all know this will never happen. most wvw players hate roamers and just want to have an easy time farming pips.
  24. if you are as a roamer just on your map and your area, who is it you are going to fight then? you dont understand. if i enter any area, i capture e.g. sentries and camps and create "my area" because i know1.) they see mee while i am doing it, so they maybe will come to fight2.) when they cap it back i see them so i can go to them to fight Building up "your area" means taking it away from someone else ( so you are entering the opponents area). alone that already create opportunities to fight. but if i would just randomly walk around the map i would NEVER find any Opponent to fight. and also the 30 seconds delay unil the "under attack" event appeares in camps or anything else is too Long, so the objective is lost until you are there to defend it. and i see many enemies porting back to spawn directly after capping when they see me because they dont want to fight. the more Options for creating Vision you have, the more fights you will get, because you see your Opponent earlier and than can catch them for example inside of the camps before they capt it. this traps absolutely DOESNT kill roaming. this traps only kill easy PPT. i really enjoy the traps and possibilities they create for me. I disagree. This makes it harder for smaller scale. Instead of having one or two players reacting to my movement whilst solo roaming, I am already seeing 5-10 players reacting to it. It promotes blobbing in small scale. Now I don't have any experience in roaming (proper), but if you as a single player are occupying the attention of 5-10 players on the map, congrats, you have just delivered even more value as a roamer than you did before. Sure it might not feel that way with 5 people jumping on you or dropping siege on your corpse, but those 5-10 people aren't picking off people running back to tag, calling out zerg movement or pulling tactics. this is sadly not the case. every time someone chases you across the map it's because they have nothing better to do. I've talked to them about it because I used to wonder why they bothered. these types of players usually stand around in NC, passively gaining exp and participation by defending the camp with about 5-8 players. either they are semi afk, or they are waiting on queue. they either don't have anything to do, or they just don't wanna. they are effectively "winning" over you in every sense of the word. you don't get to take their camp, you don't get participation, and you get to be frustrated trying to get away, and even more so when they jump on your corpse. meanwhile they found something fun to do, gained participation and prevented a tier 2 camp from getting capped. this is one of the many reasons I hardly roam at all anymore and spend most of my time in pvp instead. keeping that larger group of players occupied would only be worth it, if there was something in for you. like if every team had the same amount of people and by them chasing you, you would outnumber them elsewhere. add to that rewards on winning the match - then it would be good to be chased by a larger group. but considering the population inbalance in WvW and resulting lack of rewards for winning it is never good to be outnumbered aside from boosting your ego if you kill them maybe.exactly. I used to love wvw. but over the years I've realized ( and this isn't necessarily even because of patches, changes etc. ) that it just isn't worth all the kitten. I'm a solo player mostly. I do outnumbered roaming and 1v1s. but 9/10 it just ends up with me dying anyway unless I'm fighting completely incompetent players but then it's not even fun in the first place. dying 4-9 times vs decent players in 2v1 just to win one 2v1 isn't worth it. it's not good for my mood either. I can usually stay in a good mood for quite a while even when losing etc but over time roaming is just such a pain. there's so many things. players on winning servers can send 20 people to chase you across the map and troll you all day and they'd still win by 100 points. everything you do as roamer is useless. you can't cap anything unless you are on winning server and it isn't primetime. and players in wvw are much more toxic. at least in pvp you are 20% of the team and you can win the game if you play exceptionally well. everything you do matters and being toxic isn't rewarded and it can't be abused.
  25. if you are as a roamer just on your map and your area, who is it you are going to fight then? you dont understand. if i enter any area, i capture e.g. sentries and camps and create "my area" because i know1.) they see mee while i am doing it, so they maybe will come to fight2.) when they cap it back i see them so i can go to them to fight Building up "your area" means taking it away from someone else ( so you are entering the opponents area). alone that already create opportunities to fight. but if i would just randomly walk around the map i would NEVER find any Opponent to fight. and also the 30 seconds delay unil the "under attack" event appeares in camps or anything else is too Long, so the objective is lost until you are there to defend it. and i see many enemies porting back to spawn directly after capping when they see me because they dont want to fight. the more Options for creating Vision you have, the more fights you will get, because you see your Opponent earlier and than can catch them for example inside of the camps before they capt it. this traps absolutely DOESNT kill roaming. this traps only kill easy PPT. i really enjoy the traps and possibilities they create for me. I disagree. This makes it harder for smaller scale. Instead of having one or two players reacting to my movement whilst solo roaming, I am already seeing 5-10 players reacting to it. It promotes blobbing in small scale. Now I don't have any experience in roaming (proper), but if you as a single player are occupying the attention of 5-10 players on the map, congrats, you have just delivered even more value as a roamer than you did before. Sure it might not feel that way with 5 people jumping on you or dropping siege on your corpse, but those 5-10 people aren't picking off people running back to tag, calling out zerg movement or pulling tactics.this is sadly not the case. every time someone chases you across the map it's because they have nothing better to do. I've talked to them about it because I used to wonder why they bothered. these types of players usually stand around in NC, passively gaining exp and participation by defending the camp with about 5-8 players. either they are semi afk, or they are waiting on queue. they either don't have anything to do, or they just don't wanna. they are effectively "winning" over you in every sense of the word. you don't get to take their camp, you don't get participation, and you get to be frustrated trying to get away, and even more so when they jump on your corpse. meanwhile they found something fun to do, gained participation and prevented a tier 2 camp from getting capped. this is one of the many reasons I hardly roam at all anymore and spend most of my time in pvp instead.
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