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Custodio.6134

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Everything posted by Custodio.6134

  1. the guild that claimed it has to have the +5 supplies for claimed objectives unlocked AND have the "Presence of the Keep" tactic placed in the keep in order to give +10 supplies. since they do not have the +5 supplies objective aura (or, more precise, they do not have ANY objective Aura at all) unlocked, the "presence of the keep"-tactic doesn´t do anything (since it only doubles the effect of objective auras, but they don´t have one, so it doubles literally nothing) (and the tactics are a bit troll too. EWP is just waste on ebg, since spawn is extremely close to the keep. Siege Dampener is way better on EBG specifically. Turtle Banner is absolutely inferior to Dragon banner, and hardened siege is literally just troll, since iron guads is a LOT more value)
  2. that is in some scenarios actually true. not because any direct nerf on the lords, but due to the breakbar. with good damage and CC, you can easily burst down the lord after a breakbar, so that after breaking it you already hit the threshold for the next breakbar. So while there hasn´t been a direct change in the stats, the breakbars that got changed causes this to happen
  3. Tbh: as someone that only had a single guild raid since the change, I at least can say that against small guilds, this has been absolutely a buff for defense. If you have limited supply, getting your siege destroyed massively hurts more now. Before the change you would just sit out the disabler and continue. Now it's very likely to run out of supply as attacker, forcing you to retreat. And while this may not prevent larger groups from just re-building siege, I definitely see this as a buff for the defenders. Offensive supply gets drained faster this way. Ofc this is assuming that the defenders actively go after the siege once "disabled".
  4. and this specific sentence, is 100% wrong. it is EXCLUSIVELY WvW that affects population. PvE and PvP have ZERO influence on that. However: how "population" is actually measured, has never been 100% been clarified by ArenaNet. We only know the following factors: only active WvW-players are accounted for population calculation (aka, only people that actively enter WvW), which vice versa means: any player that exclusively plays PvE and never sets foot into WvW is NOT contributing to the server's population the cumulative amount of hours played is ONE factor that goes into the calculation there are additional factors that influence the population of a world (they are confirmed by ArenaNet to exist, but are NOT clarified what these factors actually are, and how they are weighted in the calculation) However: we do NOT know what the system considers to be an "active player" and the different weightings for different accounts based on activity we do NOT know the additional factors mentioned above, except that we basically know that "they exist"
  5. This is irrelevant, as WvW population is only based on people actively playing WvW. "Deleting" an account and stopping to play WvW have the exact same effect on the population. That aside, I'm not even sure that it is possible to actually "delete" your accout
  6. Since slumbering conflux is no longer able to be crafted , there is no longer a recipe to upgrade it required. As my predecessor already said, you'd have to exchange your slumbering conflux (if you still got an old one) for a normal one. The old recipe to craft the slumbering version now directly crafts the normal version instead
  7. Just imagining ebg-cap getting lowered to 20v20v20 i can ALREADY hear people screaming "AnEt Is MaKiNg WvW iNtO GvG"
  8. well, you can combine 3-->2 and 4-->5 relatively good. but i aggree that getting a combo of 3 skills is quite unrealistic, and combining all 4 canister-skills is even worse. like i said before: it seems like you want to have 3-->2 as a defensive combo (healing, cleansing and applying barrier) and skill 4.-->5 as an offensive combo (fire-field blast, CC, because that´s how "offensive" works on a defensive support-class). The issue is (as mentioned above): the skills that you would usually use based on the situation (aka, offensive skills like 4 and 5, since those seem to "want to be offensive", or defensive skills like 2 and 3, since those seem to "want to be defensive") have the opposite side-effect. you can´t really use them as reactional skills (a bit more in PvP/WvW, and far less in PvE), since you need them in order to keep up boons (especially on scrapper, since it actually comboes nicely into kinetic accelerators) I´d rather have skills, that have a clear purpose. which, aside from the weird combo-field choice, is only partially there. make skill 2 apply protection instead of might (this would make it your defensive skill of choice) make skill 3 place either a water-field (to further amplify its healing-aspect) OR a light-field (to further amplify its cleansing-aspect). this would make it your healing/cleansing skill of choice. make skill 4 apply might (which we had on skill 2 right now) to make it the offensive choice so it actually fits the theme, and make it place an etherial field (for chaos aura that we do not have access to). this would make it your offensive boon-skill of choice since i don´t see anything major wrong with skill 5 (decent CC, blast-finisher), leave it as is. this is your CC-skill of choice. with this kit, you have almost everything you want as a defensive support in both, PvE and WvW. Your kit would still be quite limited in WvW, but you´d get a lot of flexibility in PvE (since you´re getting 2 more fields and blasts you can actually utilize to keep up quickness, this opens up the possibility to get more creative with your utility-skills (though, most will probably keep sticking with elixir gun and blast gyro, but your 3rd slot already is flexible. if you don´t need the blast-gyro anymore, since elixir-gun is basically a to-go choice without competition, it could open up utility-slots for purge-gyro, throw mine or even Elixir R for its toolbelt, a skill that is massively underused currently)
  9. well, about the popularity: we´ll have to see. I´ve tested it thouroughly at today's WvW-reset, and it went absolutely WILD. Consistently in top-5 cleanses, competing against every current "meta"-support. I barely needed to even use medkit, the barrier from shortbow, system-shocker and "ex machina" countered almost ALL the immediate pressure when pushing. and if that was not enough barrier, then Bulwark Gyro did the rest. I also never had any issues getting allies up if they actually managed to drop low (which, in 100% of cases, was the result of them being massively off-position). The changes to the animations, and the fact that you don´t need any double-activations anymore (them working as combo-fields and blast-finishers) got rid of the biggest issues that held back shortbow in WvW. I also don´t mind the ethereal field being gone from SB5 (though, it would have been nice on SB4 instead), but i don´t see any point in the dark field. and even the fire-field feels out of place, considering that the skill that creates it is 100% defensive, as well as SB2's cooldown getting increased since the beta. you used to be able to drop a cansiter with everything except skill 2, and then use skill 2 to detonate-->chain-reaction for every single skill, since the cooldown of SB2 was so low. Now, you have a preferred combo (in WvW) of SB3-->SB2 and SB4-->SB5 that you usually want to pair together (partially because of cooldowns, partially because SB3 and 4 are fields, while SB2 and 5 are blast-finishers)
  10. Yeah, ANet definitely needs to change a few stuff on the Shortbow-skills. Because... it feels like.... the skills "don´t know what they want to be". Neither effect-wise, combo-field-wise (for those that place a field), nor name-wise. Breakdown: Essence of animated sand: - grants barrier (makes sense, ever since the introduction of scourge, sand is associated with barrier. no objections on that part) -grants might (why? it wants to be a defensive oriented skill, so why give it an offensive boon), grants even more might on chain-reaction (same as before: why?) Essence of living shadows: -heals and cleanses conditions on impact, cleanses additional conditions on chain-reaction. (why is this skill called "living shadows again"? the effect has nothing to do with shadows.) -creates a dark field (i guess because it wants to be a shadow?) why is this a dark field, when it is clearly a healing/cleansing skill. this should be either a water field (for a healing-combo) or a light field (for a cleansing combo) and ofc being renamed. Essence of liquid wrath: -grants protection and aegis upon impact (how is this related to "wrath" again? this doesnt make sense) and additional protection upon chain-reaction (same as before: why?) -creates a fire-field (because wrath, i guess ?!?) Essence of borrowed time: -Stuns enemies and applies superspeed to allies (yeah, makes sense, no objections) -chain-reacts into more daze (yeah, nothing special, but makes sense) It really feels like they rolled a dice on what the skills do, without any reasoning behind it. Especially Skill 2 (animated sand) and Skill 4 (liquid wrath) don´t have an actual skill-identity and are confused about what they wanna do.
  11. Well, have you ever considered that... maybe.... JUST MAYBE... that what ArenaNet does is EXACTLY how they envision the game-mode and its balance? This doesn´t mean that you have to agree on that vision. This doesn´t mean that anyone has to like what they´re doing. But it is ALSO NOT up to the players to decide what EVERYONE has to consider correct. Because the opinions massively vary. ArenaNet is NOT, in any way, obligated to do what the players subjectively feel is right. They are not even obligated to do what objectively would be the correct choice. And while we can voice concerns about our PERSONAL thoughts, we (as players) are NOT in a position to decide. WE will have to accept what ArenaNet envisions on the game-mode and balance. And if it doesn´t fit our preferences.... WE will have to ADAPT. period
  12. boons and stacking together have always been a major part of the meta. Even in core-game you used to stack tightly, especially since back then, blasting combo-fields for boons and heal was the norm. In fact: boons were EVEN STRONGER back in core, since boonstrip was even more limited (because stuff like Scourge, Chronomancer or Spellbreaker didn´t even exist back then). Stability was even more broken than it is today (as it literally made you CC-immune, without getting removed as well as stacking in duration without any additional mechanic). This also has absolutely nothing to do with EoD, the boons vs boonstrip goes WAY back to HoT and PoF. And even then, just for the "boonballs" this didn´t change much, as it only shifted more into the direction of "boon-application vs boonstrip" (since both, more access to boons got introduced especially with firebrand, and more boonstrip got introduced with Scourge, Chronomancer and Spellbreaker). In fact: going by introduced specializations, EoD had by far the least impact on the WvW-meta for a LONG time (the only EoD-specc that held itself in the WvW-zerg-meta is vindicator, and even vindi had its "on/off-relationship" on that front) It´s just that, for whatever reason, people just start complaining more. that´s it
  13. Do you play on NA or EU? --> EU What team were you on during January 12-26? --> Fortune's Vale What team were you on during January 26-February 2? --> Skrittsbourgh If there is a day of the week and time of day you usually play, what are they? -->at least tuesday, thursday and Sunday 7:45 pm - 10:00 pm CET, usually more Did your world restructuring matchups feel more or less balanced than your regular WvW Server matches? -->consistently better on average Did you select a WvW Guild for the beta? -->yes (a different guild for week 3) Was your guild part of a larger alliance guild? --> yes (for both guilds) Were there usually commanders around during your normal playtime? --> yes Which week felt most balanced and enjoyable for you? --> week 3 (after re-building), mostly due to the change of an alliance-guild inbetween (so most likely unrelated to the system) What part of world restructuring felt the most well executed? -->uuuhh, nothing in particular, since it´s currently the most barebones system imagineable What part of world restructuring feels like it has the most room for improvement? --> lack of alliance-functionality (and thus the requirement of alliance-guilds), lack of a countdown-timer until the "deadline" for guild-selection, and the sorting-algorithm that didn´t even manage to even once sort everyone correctly
  14. I get that a pop-up notification may be difficult to do, but what about the mail notification? especially considering we already had that in the past (I personally still have that mail in my inGame inbox).
  15. Well, having this notification is a very small step forward, but it probably won´t help with the (to be fair: player-created) real issue. This message should be IN GAME as well. Ideally as a mandatory popup for everyone (or at least: for anyone that hasn´t chosen a guild yet). What i really don´t understand is, that a bit over a year ago, ANet DID in fact send everyone a inGame-mail informing them about the beta (1-week at that time) in advance, so i absolutely don´t get why they never did this again. Because unfortunately, the vast majority of players doesn´t read the forums frequently (or, at all), and those that do are most likely already aware of it. So sure, it´s a very tiny step forward, but imo it´s not enough to ensure everyone "gets the memo"
  16. probably not. I would guess that it is a "remnant" of the time before we had megaservers, since in the original release of GW2, it was impossible to be in a guild of a different server. this was changed in the September 2014 Feature Pack (guilds became global in that patch), shortly after megaservers were introduced in the April 2014 Game Update
  17. this is completely normal behaviour. Any guild can only have one objective claimed per map at any time. The team your guild-members are in is irrelevant. This is specifically restricted to the exact same map you are in, and also means: your guild can claim up to 4 objectives in the same matchup (1 on each map), or (in normal circumstances, for example 5 matches in EU): up to 20 objectives claimed total (assuming you claim 1 objective in every matchup on every map for all 5 Tiers)
  18. It was where EVERY game announcement is. In the forums, the blog and social media, as well as most likely every community-built platform related to WvW. https://www.guildwars2.com/en/news/wvw-update-guild-hall-arenas-and-world-restructuring-beta/ https://www.guildwars2.com/en/news/studio-update-guild-wars-2-in-autumn-and-winter-2023/ https://www.facebook.com/GuildWars2/posts/pfbid0AGPN4UVM39e59ap7RGqsu6QEdTHUnFwWhaf2HZvg46gJjEJibjG58ErmXgCchqKfl the blogpost containing the info is even STILL pinned in the launcher itself: https://prnt.sc/MV-6fAmPVY1R
  19. If something like this can force your community apart, then are you even a community?
  20. no, it´s actually quite the opposite. At least a large portion of "progressive" WvW-guilds and their players actually HATE one-pushing the enemy. It´s not fun, it´s not challenging, and it doesn´t show any kind of skill. I am also part of 2 WvW-focused guilds. And while i do like my easy stack of bags, if there is no threat of the enemy, it´s just boring. Winning an outnumbered fight (talking about 1:2 or 1:3 in factors of being outnumbered) is by far the second most satsifying thing that can happen in WvW. Right after winning an evenly numbered fight against other players of similar skill. I don´t even mind LOSING against enemies/an enemy guild, if the fight was close and we made a mistake that cost us the win. It´s a lesson to be learned to not make the same mistake again, which ultimately leads to improvement (one of the main goals of progressive WvW-players).
  21. You were supposed to select a WvW-guild to get matched together, and the deadline was 11:59 PST on Thursday, January 11th. this has been anounced on January 3rd here: You can still choose the same guild to get matched together for week 3 of the beta, the deadline until you must have made your selection is: If you picked the same guild BEFORE the first deadline (Thursday, January 11th, 11:59 PST): message support, they will move you to the correct teams. if you did NOT select the same guild BEFORE above deadline: it´s unlikely that you will get moved.
  22. consecutive message of the map closing is very easily explained by how map instancing works. This happens usually on maps that have a meta-event going on that is on a fixed timer. So before the event, a lot of instances get created (since people are either gathering up beforehand, or join the map roughly around the starting time or shortly after). BUT: for obvious reasons, the speed the event on each of the instances progresses with is different for each map. So if you happen to be on one of the "faster" maps, people leave after it´s finished, while on other maps it´s still ongoing. So you get moved to one of the instances where people are either still doing it, or have not left the map yet. so you just happen to get moved from closing map to closing map until most of the articifially created instances (due to people doing the meta) have been closed. I´m sure, if you would wait a few minutes before swapping instances, you would most likely get only one "hop", potentially even no additional instances until you arrive at the "bottom layer"
  23. in our case: no. still on the same teams, and still a bunch of people wrongly assigned
  24. same here. about 1/3 of our guild got assigned to the wrong team (going by the fact that the other 2/3 were assigned the same team, we assume that those are correct), myself included
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