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Razz.9632

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  1. So sorry to hear Bully, I remember Canis Lupis and am saddened by this news. Sooo happy to see ANET do this for him!
  2. I was so pumped for this addition to the game, to find out that Legendary equipment is NOT saved someplace and usable by any char that could use it, or not account unlocked! Why did you bother with this at all? I already had chars setup to do the different jobs I needed, and the hassle I had was having to remove the equipment from one char to another sometimes, to test stuff. So I figure wow, this will be great, preset legendary armor on all my light chars, and build them accordingly, just need proper runes and sigils on each char. Now I have never done raids, but can see that a person who raids and does WvW or fractals might use this, because the builds vary greatly. I can't speak to others, but myself I WvW and I have just learned to Pve with those builds and for the most part a WvW build eats Pve up anyways, so no changes needed.I had thought that legendary equipment was to be account unlocked, and that alot of players would have started to work towards legendary because of this change, so this was the way Anet would reap monetary rewards in the long run.As this whole endeavor was to make our lives easier I think legendary equipment needs be account wide unlock.
  3. I feel like they all ready had the (AOE) red carpet answer, and tossed it away. Scrapper before changes could be in group and assist with FB's in condi removal, and I recall thinking, THIS is finally fair, a counter to Scourges, we where given a tool, so zergs could counter, but ya, about that...
  4. I was shown WvW by a guild leader that plucked me out of pve as a noob barely two weeks into the game, myself flailing about having innocent fun with no idea what Guild Wars 2 was about. Within a week or so, Guild Wars was WvW only too me, and Pve was "I will, because it will help my WvW.".I was drawn to the Chess/Game of Risk aspect of WvW. I played another game, Battlestar Galactica Online or BGO, that played the same as WvW, in fact it had servers, just two sides to the fight tho, not three like WvW. But I saw parallels and loved WvW for them. Now direct comparisons will not work, BGO had no Pve, it was, lets call it WvW all the time, with a PVP feel tossed in, because whatever you where doing, you could be jumped at any point. Where WvW has 4 maps tho, BGO had from memory two sides with roughly equal areas, 20 or so each side. Being able to win per say was to control more than 50% of the whole map, and believe me, a balanced server, was so much fun to be in, because a fight in system G might have 100 players per side going for an hour for control of a part of one system, and smaller groups could fast move to other systems to take out lesser targets, or get ballsy and attack at the heart of the enemy, forcing a choice for the main force, stay or go?. Movement was controlled, smaller classes, needed multiple jumps and maybe 3 mins to go from one side of map to the other, larger ships could do it in a minute or two, but might have to wait until it had enuf smaller ships for backup.The game at its best, was fun even in the PvP feel, and the battles long and glorious. BGO went off the air early this year, and so I am typing this out, because it made mistakes that can be learned from here I think. It made its biggest strides, when it hyper protected its outposts with auto defences, much like our keeps, it forced invading forces to commit large resources to taking the outpost, fully knowing a prolonged battle might leave something else at risk. Its moves that killed the game are prolly more than my views, but the obvious ones where invisible strike ships, able to swarm and take out command ships at ease, they sold those too hundreds of people, and in the end nurfed them so hard, they had to give actual rebates to all that bought them. But enuf time had gone by and so many had left in anger, that the playerbase had been fractured, and never recovered. Thief/Mesmer here can be annoying, but with mounts letting one get back to your group, I can't compare those two things. What strikes me comparing the two game modes, GW2 WvW is too small, or it is too easy to get from A to B, EWP should be gone. Why are we in a game that when we defend something, it can be taken out in minutes? Why do the attackers have more power than the defenders??? If we make garrisons and keeps much stronger, and movement between maps harder, you create jobs for people who would rather defend, or scout, because we will always have groups in discord/TS etc, and so scouting can be an actual thing.Make WvW about the fight and the defend, not about one overpowered zerg being able to control all the maps. If the zerg is on red map, let em try and take a keep, with limited movement they may lose one themselves. I was involved in many hours long fights for a system in BGO, some we lost some we won, we had 100 ships vs 100 ships for those fights, in GW2, 50 vs 50 fight can last 2-3 mins. End of the day, even when we lost a fight, we left knowing we gave it our all, and if we won, same thing.
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