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MedievalThings.5417

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Posts posted by MedievalThings.5417

  1. 12 hours ago, Obito.3294 said:

    its such a pain :classic_blush: how long it can take to complete all of it that have to be done for GoE ?

     

    The fastest clear is just about 7 hours, but most of us aren't at that level.  I've noticed at a casual pace I can finish map completion in roughly 16 hours.  I use blish hud, which is an add-on.  There is a pathing module which shows the path the speed run people use, I do it at my own pace.  Usually, I will put on a movie in a small window over the top of the game, in a corner, and set the media player to "always on top".  That way, I can play, do map completion, and watch a show or movie to pass the time.  It goes pretty quick if I do that.

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  2. 1 hour ago, Arya Whitefire.8423 said:

    The primary reason organized groups don't fight (in NA), is that most groups know their place in the pecking order.  And very few of them want to take fights they know they'll lose more than 1-3 times per play session.

    If anet really wants to incentivize the large groups to fight, then they need to make the pecking order less important, and/or return to a segmented matchup system where the high pecking order groups are all locked away in 1 tier away from the gen pop.

     

     

    That's an accurate way of looking at it.

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  3. 1 minute ago, TheGrimm.5624 said:

    The only thing I think I have figured out in all our downstate and no downstate conversations is its complicated and its not just one thing or another on both sides. 

    Sadly, the discussion is moot (not between players, just in general).  Anet is on the side of attackers/boonblobs/ktrainers.  Nerf siege, nerf wall health, nerf tactics, nerf boon strips, buff boons, add shield gens, buff boons more, nerf tactics again, nerf walls again, buff boons again, nerf boon strip further...the pattern is pretty clear.  So, there is almost zero chance of another no-downstate event happening.  It would be nice to see some balance, changes, ANYTHING.  But, we aren't going to get it.  The game mode is summed up by 2 devs playing wvw, fighting inside Klovan with a comped group of about 40 farming 5 pugs over and over who just wanted to try and save the tower.  And after commenting that they were having fun, someone in chat asked if the 5 were having fun, to which they replied yes.  And added, if they weren't having fun, they could always transfer.

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  4. It should not be guard aggro that triggers contested, except camps.  Structures should require siege damage before they contest.  This benefits both attackers and defenders.  Defenders would still have a waypoint available until siege damage is done (anet hates defending, so we already know that won't change).  But, it would also benefit attackers, as they could clear guards and get siege built before a structure ever looks in danger.  This would increase the value of scouts as well.

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  5. Not sure what everyone else sees during no downstate.  Personally, it makes the game more fun.  You see blobs afraid to push things.  Super-aggressive players now actually pay for mistakes with a walk from spawn.  It favors not just coordination but individual skill.  Anet has no issue with coordination, but seems to have a huge problem with blobs (guilds) not just taking whatever they want without fail.  If you can stop a blob, make some of their guild have to run back, Anet will find a way to nerf or remove however you did it.  Honestly, I think that's the reason we haven't seen one in like 2 years or more.  Anet would rather babysit guilds than make the game mode balanced.  WvW mostly looks like Drizzlewood now.

     

    Remember, downstate ONLY exists because the game launched with no trinity, i.e no healers.  Now they are everywhere.  So why do we still have downstate?

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  6. 1 hour ago, Triptaminas.4789 said:

    Introducing new mechanics for wvw: "Mistwar Instability: Stick Together"- Take 2% increased damage when not within 300 range of an ally. Deal 5% increased damage when within a range of 300 of an ally. Interval: ½ seconds.-

    Stacking effect at that.

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  7. The strongest (skill, numbers, comp - define it how you want) side generally owns SMC.  Anet keeps insisting they want people to fight over things.  I mean, we all know that is a blatant lie, but let's assume someone thought that for a minute AND worked there.  @Anet, where is the nerf to airships?  You can get hit by 5 separate strikes of it in under 2 seconds if you have bad RNG.  It clearly gives "defenders" a HUGE advantage.  Defenders obviously in quotes, because the giant map que boon-comp isn't really on defense or outnumbered, just farming bags.  Where is the nerf to cloaking waters?

    I won't be holding my breath, because all of the complaints that "defense is too strong" is really just an excuse to speed up how fast the dominating blob PvE's the map. 

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  8. 10 hours ago, Dawdler.8521 said:

    Just like group therapy sessions. 

     

    If zergs actually start repairing walls to 100% after every "it got damaged during content" event, Anet will make it so walls can not be repaired until they flip.  Obviously, to help "encourage" fights.

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  9. On 4/21/2024 at 9:45 AM, Cael.3960 said:

    That's right, skill is a bigger advantage than numbers. Skill is built upon knowledge of the game, personal ability, and the situational awareness required to think critically and create effective strategies. 

    Let's just look at this from a boon applied to boon removed scenario...put in simpler terms of tic tac toe.  Your opponent places X in the center (applies a boon).  You place O in a corner (remove a boon).  Your opponent then fills every single remaining square with X in a single turn, because that's the current disparity with boon application and removal.  The second game your opponent just starts the game by placing 9 X's on the board because it will still be another game before you get a boonstrip skill back.  That's not balance.

     

    Your statement isn't wrong, but you can see the issue with the direction the game is taking.  The problem some of us have with it.  Only stacking players and boons, with the ONLY counter being to stack players and boons. Except, you don't normally see players thirsting for the chance to test their comp vs another comp, you see comps fighting pugs and doors...the path of least resistance.  And that is the problem that we have been trying to get through to Anet...one of many.  Stop enabling a PvE playstyle in WvW.  It literally only takes 25 seconds to flip a T3 tower from siege drop to flip.  And, anytime someone finds a way to defend something, Anet removes it, or nerfs it to uselessness.

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  10. Guild aura and presence were used for defense.  Nerfed to useless.  In the process, also making chilling fog useless.  Because now you need a comp to fight off a comp, and if you have a comp, you didn't need the other things anyway.  Before you could at least pug defend, fast close the wall, trapping/killing a few.  Use fog to snare stragglers, kill a few more.  Maybe successfully defend.  Now, with all the boons, and no counter to them, you just can't make a dent.

    Things like bloodlust which attackers use..."this is fine" - anet.  

    What Anet says - defending is too strong, we need to make adjustments.  What Anet meant - someone is still defending things, we will continue to nerf/remove things until you stop.

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  11. 7 hours ago, TheGrimm.5624 said:

    Its more of an example of take time and think through details of your requests and think it from multiple angles. And then after make sure if you weren't asking for it is has less impacts on other changes. Example people asking for inspects on gear/trait templates. Mileage will vary but for me this is a bad idea for this game mode.

    Agree.  I'm kind of expecting them to F up the implementation and it be a full gear check, stats and all.  Guess we'll find out in 45 mins.  Or it will not show the stats on the gear, but still say the names "celestial fashion item of the trapper" basically failing at the intended task.

  12. But why...?  Fix lag, bugs, exploits, cheating...nah.  But allow people to snoop your character cause it might sell a gem store item...absolutely.   Anet for ya.

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  13. 3 hours ago, Chaba.5410 said:

    Wait, you mean you are only now figuring out the most efficient use of supply?

    Nah, just didn't want Anet to miss anything in their crusade to make everyone play how they want (and by that I mean only the way Anet intends, by nerfing ANY and EVERY thing that a defender can use).

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  14. Dear Anet,

    We stopped a zerg multiple times last night by prolific use of these things.  It was pretty funny.  Guess you should add this to your nerf list.  We not only slowed their ktrain, we stopped it altogether.

    Signed,

    Pugs that defended something.

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  15. The "fun" for me at the moment, is to down someone and then chase their teleport hacking downstate body across the map trying to kill them before they just teleport to spawn to avoid death.  It's like a mini-game, that I have to play daily because they have no anti-cheat software running.

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  16. Anet does NOT want boon strip to equal boon application.  Because if it did, pugs might beat guild groups more often.  Losing to pugs consistently kills guilds.  Guilds dying equates to people leaving the game.  Anet would rather babysit guilds with boon-sharing, instant resses, easy keep/tower takes then to actually balance the game and make skill matter.  It's almost certain the boons are what is causing most of the skill lag in big fights, but that's ok as long as guilds can stand in a pile of 50 pressing 1 and boons and auto-win fights.

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  17. Sadly, the only thing that will happen is Anet will suddenly realize that the first cannon trait, in ranks and abilities, removes boons.  They will in record time rectify that grave oversight, and while telling the players they are buffing the trait, their buff will be "no longer removes boons and does 25% less damage to players".  You might ask "where is the buff?", to which Anet will reply "we let you keep cannons".

  18. 6 hours ago, Graymatter.4723 said:

    Please revert the siege disabler change. It's close to impossible for scouts to stall groups now and once the boon balls get inside there is no way you can take them down without an organized boon ball of your own. Not all servers have these boon balls running 24/7. There is no point in defending now because all you are doing is feeding them bags.

    I wish they would revert this or listen...but ALL of this is intended.  They nerfed defensive siege, nerfed wall health, buffed ktrain boons, gave them a shield gen, nerfed repair participation, buffed ktrain boons again, nerfed keep supply and moved it to camps for the ktrain, nerfed invulnerable tactic, nerfed boon strip, buffed ktrain boons a third time, nerfed boon strip again, nerfed disablers.  AND, during the 10 years they did this, they didn't remove downstate, which only existed because the game launched without healers.  So, they keep adding healers and boons, and buffing them, removing any and all things that make it so boonballs have to actually fight with skill.  Yeah, there is no chance they are going to listen because they do NOT want people defending.

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