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Zephyrus.9680

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  1. I recall back in 2013 skills had a 10 target cap or maybe it was no cap and skill lag was off the charts in big fights. Most fights were also smaller at that time with less players in each match up. So it was a huge improvement to WvW when they reduced aoe caps purely because of skill lag. I don't know if servers and/or CPUs could handle much larger caps. We're 11 years in. Most WvW players are not going to get much better than they are now so depending on design, they could chase a lot of more casual players away. I'm a cloud enjoyer but if they make it so following a tag too closely gets everyone instantly melted by 1000% boosted skills (50 player cap!) that's probably not going to be popular with these players, which may be the majority of WvW players.
  2. Cata and Weaver have low reflect uptime and Tempest is a team spec that is weaker 1v1 now. I'm a ele main but when I play harbi, eles never beat me. When I play cata, Harbi's sometimes beat me. Condi Harbi is one of the two hardest specs to beat as ele (there's a certain condi mesmer build too). Of course most players are bad, most harbi players aren't good, but the spec itself is better 1v1 when facing any ele spec I've seen. Regarding projectiles, this isn't a deadeye or bow ranger. 3 of the 5 Should skills are not projectiles. All 4 staff skills are marks (can't reflect) and 1320 range (vs 900 range on scepter). Harbi heavily outranges ele, except staff ele which is probably not going to 1v1. And then reflect goes down after a few seconds allowing the 3 pistol skills and 1,2 shroud to be spammed as well. Vs a *good harbi player, the answer is that you probably can't kill it from ele unless they make a big misplay. But you can run from them so the fight is by choice. Then add another player or two (x vs x) and Harbi becomes much weaker. Their oppressive strength is just 1v1. Edit: Just looked at dates and realized someone necroed the thread. Whatever.
  3. Small rings = easy flips = less and shorter fights. Less PvP and more PvE which I assume was their goal. Camps: it's the worst for camps, particularly the EBG ones that used to have a lot of big fights. Some of the most fun fights used to start over camps and this goes back to 2012. Defense, offense, 3-ways where no one knew who's defending; it doesn't matter. They were good fights and now they don't happen because camps are so easy to flip. Tiny camp circles are the 2nd worst change Anet made to WvW maps in 11 years, IMO (worst by far was inventing Desert BL). Unrelated but Speldan should be moved closer to the lake and Anz. Almost nothing happens there because the distance. Towers: Nothing meaningful changed. Already had tiny circles by design. Keeps: With the exception of spawn camping, resetting WPs is anti-PvP and should be harder, not easier. Now it is easier but just like SMC, if the lord is down then there is probably no meaningful fight anyway. This change just makes it slightly less meaningful.
  4. When there's enough, boon strips work fine though. It's only an issue when they're over nerfed. The situation now is that boon balls can even just sit in one spot and with the right comp almost nothing can touch them. From a balance perspective that is silly and looks terrible setting in one spot for 5 minutes taking no damage. But we don't need a silver bullet to make all boons useless, we just need boon strips buffed again to a level where there is counterplay. And preferably added to more specs.
  5. Boon strip is the most straightforward solution and is good because it mostly targets zerg fights where boons are the biggest issue. It would have minimal effect on small scale/roaming contexts. Nerfing boon duration or boons themselves is another solution but this overly punishes supports in small scale contexts where you may just be giving 1-2 other players those boons rather than 5. So I think boon strip is still the better solution.
  6. I've already seen it reduces fights since there's usually no way to defend in time after a scout call so almost no one even tries. Small team (or zerg) captures the camp and leaves. No fights. The disappointing part is this should have been obvious if anyone on the 'balance team' even plays the game mode outside of the boon ball. Previously camps were a major point for field fights because while there are no walls, the circle size give defenders a chance even if they were weaker. Now it's just capture camp and leave, no "PvP interaction" there anymore. I missing something? Or does Anet think a "PvP interaction" is when one side captures an objective against NPCs?
  7. In my experience larger capture circles promote fights and sometimes even allow the weaker side to win. Making capture circles smaller seems like a bad and anti-PvP change. Karma trainers will like it though.
  8. A) Match with them next time. B) Don't fight them? (Roamers are used to this) C) Get over it. Are you/they really going to get salty about it? D) Sit out the week.
  9. #EUproblems That does seem chaotic. I'm on NA where almost everyone speaks Merican but I wonder if they could implement a chat translator like Google Translate API so all foreign languages are translated to the client's native language
  10. Considering the disaster map that is Desert Borderlands, I'm not sure about new content. If it ain't broke... Also get the jumping puzzles out of WvW! I don't know if they should abandon servers entirely but switching things up like this is good. Would be cool if they alternate between server matchups and alliance matchups.
  11. People that instantly blame Anet (Amazon servers) should understand there are multiple causes of skill lag and a lot of the time it isn't Anet/Amazon causing it. For instance, I almost never experience skill lag. If the servers are actually the issue, everyone on those servers should experience it, right? But usually they don't (sometimes, rarely, it really is the servers and THEN everyone sees it). Before upgrading my PC, I used to get skill lag when the CPU was reaching 100% during big fights. That was my PC. So there are multiple causes including CPU, ISP/geographic location relative to game servers, and finally the game servers themselves.
  12. Compared to today, WvW was a wasteland 10 years ago. It was also much more imbalanced before they implemented server pairings. Back then, if for some reason someone actually cared about score they would bandwagon to the server that always won every week, every year. Which was BG on NA. It didn't mean anything though. It doesn't mean anything not just because population difference but timezone coverage differences. If you have more players from Asia and Australia (the dead time zones) you get disproportionately more score and consequently more victory points. Suggestions like the OC's that put the population weighting at the end of the week, completely fail to understand that players during low-pop hours have much higher impact on points unless this is specifically weighted for in each 120 minute skirmish period.
  13. In thousands of hours of WvW I've not done the borderlands JP even once. The weekly won't get me to do it either. As long as the weekly can be completed without doing the JP or the "cap 10 shrines" I don't mind much but yes it would be nice to remove it. It's not WvW and has nothing to do with WvW.
  14. They aren't that high drop rate but if you play WvW a lot you'll have hundreds of them. With decent base magic find one might drop every 6 hrs or so maybe? Anecdotally I agree with the above poster. Solo roamers should get good numbers of these spikes from camps. Probably from the supervisor. Also from tower and keep lords.
  15. It would be great to get their account name but can't do that without targeting them. It's hard to target underground players like https://youtu.be/Z3nqLFBzlOY?si=ROs-EQs0-5ODfp8R Coincidentally, same matchup as OP with JQ.
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