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MedievalThings.5417

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Posts posted by MedievalThings.5417

  1. There is still a permaroot bug.  Happens sometimes when you get hit with tons of CC and conditions at once, get the immobilized removed, but can never move again.

     

    The oil trait is still broken.

     

    You can still be pulled from the bottom of the stairs up and over the wall in lots of places, Klovan being one of the worst offenders.

     

    I'll have to spend time rewatching old videos, I know there are a ton more.

  2. Average player in the community = stealth and mobility on thief is a problem.

    Anet = yeah, let's give classes without a reveal a trap/trick to reveal stealthers.

    Anet later that day = let's give thief a way to remove reveal. (makes DE elite)

    Also Anet that night = while we're at it, give thieves a portal that can instantly be placed again if timed ok so thieves can abuse hiding in structures.

     

    The biggest problem with stealth isn't the Guild Wars version of "perma".  Stealth needs a huge rework, as do all the skills surrounding it and any class with access.

    1. Thief stealth should be a toggle on and off, not skill cast over and over.

    2. Non-thief classes should continue to have timed stealth skills.

    3. Players should never be able to move faster than 80% run speed while stealthed, regardless of class.

    4. Attacks should prevent restealthing, with the exception of the DE elite, and it should only have a single use.

     

    This would require Anet to fix a bunch of things they don't want to, including class design for some.

     

    The other things that would need to change.

     

    5. Sentries and watchtower reveals.

    6. Reveal traps/tricks.

    7. Thief skills/traits would need to be redone.

    8. Mobility on most classes would need to be addressed.  Far too many skills allow endless runaways and resets, including on thief.

     

    None of this will ever happen.  Maybe these aren't the best ideas, but it would be a start to slowly fixing a number of things that need to be fixed.

     

    Maybe later they will look at why they designed walls to make it easier for attackers to kill defenders.

    • Like 3
  3. SMC has 2 major flaws.  It has up to 1800 supply, and it can treb all the outer towers.  This means that the blob server that owns SMC can take the 6 outer towers with 0 effort (and usually no time as they just wait for the tower walls to be down to push it).  Which then allows them to take the rest of the map when they want, with almost 0 effort.

     

    There are other issues, like siege itself, guild aura buff, and tactics but those are unlikely to be fixed.

    A good start would be to remove the supply huts from the castle, and prevent trebs from being placed in a radius around it.  It's not gonna stop people from setting up catas outside the castle walls, but at least they would be outside where a good defender has a small chance.

    • Like 1
  4. 23 hours ago, Junkpile.7439 said:

    Players would defend more If every player in server lose let's say 10g when server lose t1 tower. That would motivate players defend more.

    The problem isn't that no one defends, which is mostly true.  Part of the problem is Anet doesn't want people defending.  They enjoy being in a zerg where 40+ players are easily capping everything they go to and winning every fight with minimal to zero effort.  They continue to nerf everything that might benefit defenders and empowering the blobs at every turn.

     

    The problem is that the easiest way to earn money and ranks in wvw is to stack and fight doors and outnumbered servers.  And, every guild/server/player does the same thing when fights are over...brag about how much loot they got.  The only way they are ever going to motivate players to do anything but ktrain, is to remove drops from players.  The motivation to win was supposed to be pride.  "You" won the fight.  "You" took the keep they were trying to defend.  Realm pride.  WvW is just a copy of the RvR from Dark Age of Camelot after all.  But, all that was lost when server transfers became a thing and players decided it was easier to get money and ranks by pressing 1 in the biggest stack they could get.  So much so, that a lot of guilds transfer the instant another large guild shows up in their alotted play time.  Because guilds don't last if they are constantly being farmed by everyone else.  So, they avoid each other, map hop, and transfer so they don't have to do too much fighting face to face.

     

    Anet is going to have to figure out how to tie wvw rewards to the reward tracks, so that playing (time) is it's own reward and players won't feel like their time could have been better spent standing in an enemy keep with 50 players farming 10 defenders until the defenders give up cause boon stacking and down state favor numbers.  Even if it means adding gold to the reward tracks themselves.

    • Like 1
  5. I have lost all faith in Anet at this point with regard to wvw.

    They don't want anyone defending, they would rather everyone stack so that in each match, there is one giant, ktrain powerhouse, and a handful of people on the other 2 servers so it looks like the attackers did something great (defeated an enemy).

     

    I imagine if they add siege turtles to wvw, it will be something that requires the mystic toilet in SMC to make, that way only the blob has them.  Surprised they haven't just made every match a blob vs just npcs on the other 2 sides, because that's all the blobs are really getting to fight, as they go door to door fighting 5 guys with 40-70.

    • Like 1
  6. On 11/18/2021 at 10:11 PM, Daredevil.2745 said:

    This guy is from Tarnished Coast btw, he is discouraged to play at certain few hours when enemies have equal numbers with TC.

    Yeah, this is kind of weird.  The problem isn't the offhours where we score low, the problem is we shouldn't be able to ppt so high.  That's what is wrong with the system.  Granted, I play most of the week, at all times of the day, so the difference doesn't bother me as much.  Really wish they would just get rid of ppt altogether and just make kills the determining factor for winning.  It would move the big blobs to the higher tiers and move the smaller servers to the bottom to face each other.  It doesn't solve population imbalance or time zone differences, but at least the smaller server would face a smaller server and the stacks would face stacks.

  7. Seems like a bug of some kind.  My wife finished her tickets this past weekend, with no repeats.  She is showing 1823 for the match (17 pips into the first repeat of diamond 1).  That would mean she earned 1806 pips, despite logging out when she finished diamond 6 the first time.

     

    I didn't play much wvw this week, for once, so can't use mine to compare.

  8. 6 hours ago, Dawdler.8521 said:

    If you think skill period is the only thing that count then 1 vs ~80 should win if all of them are bad (technically 1 vs ~160 if you fight two zoneblobs at once).

    Since you actually count up the numbers vs more enemies... you do think numbers matter. So its not a period.

    Just saying.

    During no downstate, I have seen a single, incredibly well played thief, kill a group of 20 by themselves.  Skirted the group, 1-3 kept squirreling thinking they could "easily take a thief".  Because the group was roaming they never bothered to res the dead.  Eventually, by sheer luck, I imagine a larger group could have gotten them, but it was amazing to watch.

     

    My statement is still valid though.  Skill should win fights.  Large groups should not be carried just because they can instantly res each other over and over when they make poor choices.

    • Like 3
  9. 5 hours ago, kamikharzeeh.8016 said:

     

    so u really, seriously, think 30 to 50 (that's a huge difference of numbers there, idk if u are aware how many opponents u had there)

    people should be takeable easily by 20 uncoordinated pugs?

     

    and u blame that to boonshare? good joke

     

    irl the cloudy defenders on higher tiers are just blobsize. u have 50 people sitting on 12 arrowcarts, mortars, trebs, cannons whatever. the blob situation are mostly timezone issues. EU is flooded with people from all over the world playing at crazy times. zoneblobs at 2am... ofc its kitten to fight that with 20 people barely, as not everyone is a pro. 50+ blobs are hard to take on, unless u have a really strong group of 20.

    I think skill should win fights...period.  1v1.  1v3.  5v10.  20v30-50.

     

    My experience with losing keeps is almost the same every time.  The attacker has at least 30 and usually around 40 (so, 30-50) for average.  I record most of my fights so I can see things I did well or poorly and then delete them when nothing really interesting happens.  The defender usually has 20 (10-30) average.  The times we don't lose the keep are usually because we manage to get people from other maps to help, so numbers evened out or it was a random pug group.  We almost always have the outnumbered buff.

     

    The fights have two looks, even when it's just us pugs, which for TC, a lot of us pugs have played since launch and even though not in voice, know what each other can do.

    Fight type 1 - Enemy pug group breaks in, we pick them off because they aren't in voice/comp'd and we have a shorter run back.

    Fight type 2 - Enemy group is boonball/comp'd with mostly guild, we are outnumbered.  During the fight I will generate 20+ downs, all but 1-2 (on average) is ressed in .1 seconds.  So the boonball has players make mistakes, but the game rewards them just because they have more players (instantly ressed).

     

    No downstate fights unless we are vastly outnumbered, 40ish vs 10, we rarely lose the keep.  Because we have a short run back, and because when the attacker makes a mistake, they are dead.  Not winning just because they have more players.

     

    Skill should determine the victor.  I get that not everyone's experiences in wvw are like mine.

    • Like 1
    • Thanks 2
  10. 22 minutes ago, Fungo Maligno.4081 said:

    what is the name of the mission I should do to count the achievement ?

     

    The easiest is Vision of the Past, Cragstead.

    If you've done Forging Steel and Darkrime Delves, there will be a message hanging on the wall between the main room and the room with Aurene in EotN.

    After reading the message, it unlocks a collectible item in Cragstead.  Northeast corner of the norn starting zone.  All the way in the back of Cragstead is a Sacred Wolf Fang.  Collecting that item, unlocks the scrying pool choice to do the past vision of Cragstead mission.

    • Like 4
    • Thanks 8
  11. 24 minutes ago, mythical.6315 said:

    You have to unlock them…

    Guess I never did that, not that I remember doing that on my main acct.  There is a message on the wall in EotN, that allows you to go to Cragstead and pick up the Sacred Wolf Fang, which will unlock that episode in the Scrying Pool.

     

    I normally never leave wvw, guess I should go back.

  12. I have 2 accounts I play on a regular basis.  My primary acct (this one) has access to doing past visions in the Scrying Pool, like Cragstead.  Which will allow me to complete the Back to the Past part of Return to Eye of the North.

     

    I have a second account, that has every story done, and the Scrying Pool only gives me a choice of repeating Forging Steel.  I have replayed Forging Steel and Darkrime Delves twice to see if it would open up the past option...NOPE.

     

    Seems a lot of people in EotN are having the same problem.

  13. OK, got it to work.  The poster above who said fullscreen is the cause, is correct.

    If you run dual monitors it doesn't seem to be a problem.  Only single monitors set to full screen seem to be the issue.  If you can add a second monitor to get in to the options, you can choose a windowed mode and then remove the second monitor.  After changing the setting, it works.

    On a machine with just one monitor, set to full screen, I don't know how you would get it back, F11 didn't work for me.

     

    I run with the game on 80% of my monitor, so I can see a small browser on the side, I had no problems.

    My wife runs dual monitors, and it let me get in game on hers.  It was set to windowed fullscreen.

    My daughters computer, which was the one not working, was set to "full screen" and she only has the one monitor.

    Plugged my monitor in to give here two monitors, reran the game and it launched it on the side monitor.  After changing the settings to windowed fullscreen, removed the second monitor and relaunched, it works.

     

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