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MedievalThings.5417

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Posts posted by MedievalThings.5417

  1. 16 hours ago, Kron.6938 said:

    I love waiting as #1 in queue, then dropped to 20. 

    This happens because you are using both your mouse buttons to move forward.  Instead of getting the travel window, you are instantly put back into que because the game sees you pressing both mouse buttons.  I have no idea why that is the case, but can confirm this is taking place.

  2. 7 hours ago, Sarpan.9074 said:

    Fairly new to WVW. I know what "No Downed State" is but don't understand why it's desirable/useful.
     

    It's a pve mechanic.  Blobs with little skill hide behind the .1 second resses and win fights against more skilled, smaller opponents just because they have more people.  No downstate removes that advantage.  I can defend 15 vs 50 for a short while.  During that fight, I can constantly down tons of players, yet, they all get ressed in a fraction of a second.  With no downstate, every down is a kill, and the 15 can win the fight.  Skill should beat numbers, but in this game it doesn't.

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  3. This is like people asking to have their shoes be toggled to be invisible.  Their solution, add a non-existent drop to the game.  Anet doesn't really listen, and when they do, you get something like this.

     

    Kind of like people keep asking where alliances are.  When it happens, and it looks like Factions, with only 2 sides (Kurzick vs Luxon) removing the 3 way fight permanently, people are going to have that surprised Pikachu face, despite being told ahead of time this is the type of thing they do.

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  4. I'd like to see a week where the only siege is rams and oil.  And, max rams on a gate is 3.  No more "hiding inside fully fortified, siege capped SMC and trebbing everything with 2 people while your ktrain blob easy mode farms" kind of stuff.

     

    I also want them to remove the supply from SMC.  The disparity it creates just amplifies the stacking that the players are already doing to "press 1 to win every fight".

     

    Add no downstate to that week and it would be a perfect week of world vs. world.

  5. Warrior - staff

    Rev - Scepter

    Guardian - no idea

     

    Ranger - hammer

    Thief - focus

    Engineer - two hand weapon

     

    Necro - sword

    Mesmer - pistol mainhand

    Ele - greatsword or shield

     

    I feel fairly confident that thief, ranger and mesmer will get the weapons I listed.

  6. On 8/3/2020 at 5:00 PM, Junkpile.7439 said:

    Thief of course :#

    And this isn't even a meme statement.  Thief is the only class, that when played slightly above average, you can either win every fight, or at the very least, never lose a fight because you can reset 100% of the time.  Mistakes are less fatal than on other classes.

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  7. Simple, remove PPT. Make kills the only thing that matters. That way, stacked servers can't hide in fully fortified, siege capped SMC every week AND still lose the match to stay in lower tiers. The stacked servers will be forced to move to higher tiers or be forced to feed kills to smaller servers (giving them loot and ranks) just to keep their easy matches.

  8. The balance has never favored defenders. In fact, every advantage defenders has had, except guild aura buffs, has been removed or nerfed into oblivion. The time to enter a T3 tower was 45 seconds, people complained that was too long and too hard. So, they nerf walls and make the flip time 25 seconds. Yes, a T3 tower can be flipped in under 30 seconds from siege drop to lord dead when the attacker has an IQ. Doesn't hurt they almost always log an alt and troll the invulnerable before the attack begins. The only true advantage the game has is whether or not you have the most people. And, as players have proven time and time again, they are rarely willing to fight unless they know they will win. The only exception (in NA) seems to be TC, who will throw bodies in PVE builds at blobs trying desperately to maintain the structure for honor sake. That is why some servers, especially with high KDR, hide inside fully fortified, siege capped SMC until they know they are the only blob on the map, then they leave the comfort of the SMC aura to take a tower they have been trebbing for 12 straight hours. Every relink is the same. Instantly, people flock to a link to make a bunch of megalinks that rarely can lose a fight, because they know the enemy has 1/4th their numbers and the attacker has the advantage.

    Players have shown they want free/easy loot and ranks, and will do anything including using third party tools, alts, and spending real money to transfer to stack every 8 weeks to do it.

  9. Things that should happen to SMC:Remove the supply huts. Make running supply from your own third, and maintaining supply lines, important.The castle should not be an easy 1800 supply for the biggest server in every match.

    The time to upgrade is fine and it would still require yaks to upgrade it.

    Other notable mentions that affect SMC:Remove all siege except rams and oil. Limit rams on a gate to 3. If the mega blob wants to hide in SMC, great. But, they should not be able to treb down 6 towers from the safety of fortified, siege capped SMC.

  10. @Strider.7849 said:

    @solemn.9608 said:Hello, uncatchable mortar Zephyrite rune elixir near-perma-superspeed engi build player hereThe real issue imo is grenades; it's like anet's nerf actually made them stronger. Seriously. Before patch it wasn't a huge issue in WvW, post-patch it seems like grenades can 3-hit through a modest amount of toughness which is ridiculous.

    Mortar damage seems fine and if they're playing extremely defensively/running away constantly then just don't bother, they're too scared to duel.

    Correct me if I'm wrong but I remember when I read those patch notes on release - they ONLY nerfed the grenades in sPvP. In game, I have still been getting 1 shotted by the toolbelt skill. I've had many fights where I'll be outplaying the opponent, have them low on health while I'm still at 90%~ and while in melee I get just 1 shotted from near max health. I check the log and it was just grenades critting for 3k~ per.

    Check the charr elite too. The damage it does is ridiculous, and half the time, people have it macroed. That said, you really have to be standing still to get hit by all three grenades, even at point blank range. Hell, as an asura because of the height difference, most of the time you can't even get 2 grenades to hit a target standing on top of you. This still isn't anywhere near as broken as a lot of things Anet lets slide.

  11. @tobin.6754 said:

    @Ubi.4136 said:

    @DeceiverX.8361 said:@"Woop S.7851" That's a bunch of fancy diagrams (with very little relevance to the issue as a whole) but almost has nothing to do with the issue at hand. There are three exits from blue spawn; there's another whole path literally outlined on the map leading to Bravost and another one leading out behind lang, which said blob won't be able to shut down.

    The issue with Mag's strategy specifically is because they throw down groups of 15 on cloud builds at each exit rather than one blob at the main entrance.

    If a blob capable of wiping them shows up, the 15-man at one exit runs (because they're KDA-obsessed and don't actually like winning at a disadvantage, despite what they say) and people are let back in momentarily. The issue is the 15-man chases down stragglers to ensure their kills come at no risk, avoids the blob at all costs, and said blob ends up with no content, and leaves again, and the 15-man group just refills the spot.

    If the blob goes to take SMC or a similar objective, Mag cries about it being a blob server and then sits with 10mans on camps preventing anyone actually looking to run small/solo from doing literally anything except blob. The endless ganking and abhorrent whispers if you manage to actually kill any of them is insane. They're victims to their own toxicity, and pull the same strategy people are saying to deny them content in reverse; if they're not ganking 5-to-1, they don't give content.

    So deny them content. If they want to play a different game than the rest of the GW2 community, they can go play a different game, and they won't be missed.There's like three people on that server I respect who will take disadvantaged or even fights and don't throw huge tantrums when they lose. The rest are KDA kitten who go into full meltdown mode if they die, acting like GW2 is an extension of that kitten Sword Art show.

    I like this, you can't lose if you don't play mentality.

    This is actually Mag's mentality. Hide in SMC until you vastly outnumber your opponent...then, all of a sudden, you want "fights". This way they can't ever lose. One on one they have shown to be not very proficient or skilled (although there are a handful who are very adept at solo play), but they are very good at having multiple thieves and soulbeasts press 1 and instakill people who don't realize Mag has a 5v1 advantage, or wouldn't even be outside.

    People should really learn to play these classes that can press 1 for instakills then.

    When you step out of spawn, and 20 people hit auto attack once, you die. That is just how Mag plays.

  12. @"Vombs.5917" said:

    -While in combat you cannot use doors.

    I'm guessing you would approve the change that ALL weapon skills should now require a target too. Because, classes like warrior or ranger, just to name a couple, shouldn't be able to just run away from a fight by using weapon skills to avoid combat and get away. Even thief shortbow 5 should require a target to use...right? If you start a fight and choose poorly, you should have to respawn not run away over and over to try again and again.

    I'm guessing you would also like to see downstate removed, since it only favors the larger side? (I too would like to see it go)

    You would also approve of the idea that since all weapon skills should require a target, that they should also require line of sight to cast. It makes no sense for, say necro, to be able to just litter the walls of a tower with marks hoping someone gets hit with them. Or, cover the ground in aoe's hoping to find a thief nearby. Meteor shower, nope cast didn't go off, because the player you had targeted (in order to even cast) you did not have line of sight to. Why should you be able to hit every part of a wall and most of the stairs? Barrage...nope, no line of sight to target. If you want to fight a person, they should be outside so you can both fight fairly.

    These are on the same level as your suggestion of people can't use doors while in combat.And yes, I would love to see even these suggestions added to the game.

    In addition to that, all siege is removed except oil and rams, and rams are limited to 3 on a gate. No reason the blob should be able to hide in fully fortified, siege capped smc trebbing things from safety. If they want a tower, they should have to walk up to it and put themselves in danger range to attack it.

    Stealth should be removed from every class except thief and mesmer, and stealthing in combat should be removed. The only exception would be the deadeye elite, and it gets a single charge. Stealth should be a "turn on or off" and not require constant recasting, but once in combat, restealthing would not be possible. I am saying this as a scrapper main who understands what this means.

    Thief portal needs to be player only, and the 1 minute cooldown starts after the portal is completed, so it can't be instantly recast by waiting out the 1 min first than completing the portal to use and recast.

  13. @tobin.6754 said:

    @DeceiverX.8361 said:@"Woop S.7851" That's a bunch of fancy diagrams (with very little relevance to the issue as a whole) but almost has nothing to do with the issue at hand. There are three exits from blue spawn; there's another whole path literally outlined on the map leading to Bravost and another one leading out behind lang, which said blob won't be able to shut down.

    The issue with Mag's strategy specifically is because they throw down groups of 15 on cloud builds at each exit rather than one blob at the main entrance.

    If a blob capable of wiping them shows up, the 15-man at one exit runs (because they're KDA-obsessed and don't actually like winning at a disadvantage, despite what they say) and people are let back in momentarily. The issue is the 15-man chases down stragglers to ensure their kills come at no risk, avoids the blob at all costs, and said blob ends up with no content, and leaves again, and the 15-man group just refills the spot.

    If the blob goes to take SMC or a similar objective, Mag cries about it being a blob server and then sits with 10mans on camps preventing anyone actually looking to run small/solo from doing literally anything except blob. The endless ganking and abhorrent whispers if you manage to actually kill any of them is insane. They're victims to their own toxicity, and pull the same strategy people are saying to deny them content in reverse; if they're not ganking 5-to-1, they don't give content.

    So deny them content. If they want to play a different game than the rest of the GW2 community, they can go play a different game, and they won't be missed.There's like three people on that server I respect who will take disadvantaged or even fights and don't throw huge tantrums when they lose. The rest are KDA kitten who go into full meltdown mode if they die, acting like GW2 is an extension of that kitten Sword Art show.

    I like this, you can't lose if you don't play mentality.

    This is actually Mag's mentality. Hide in SMC until you vastly outnumber your opponent...then, all of a sudden, you want "fights". This way they can't ever lose. One on one they have shown to be not very proficient or skilled (although there are a handful who are very adept at solo play), but they are very good at having multiple thieves and soulbeasts press 1 and instakill people who don't realize Mag has a 5v1 advantage, or wouldn't even be outside.

  14. No matter what people wont be happy with the implementation of alliances or alliance battles. I think this will be particularly hard on people who did not play GW: Factions, and don't know what "alliance battles" are. Sure, they introduced the idea with 3 way WvW in mind, but with the way the game is going, I think when they deliver Cantha (which is the earliest anyone could hope for "alliances") people should at least brace for the fact that it may mean the end of WvWvW and the beginning of Kurzick vs Luxon 2 way "alliance battles".

  15. @Jura.2170 said:

    At least make Jade Quarry a link itself to a server with more players, or merge us with a T3/T2 server like Tarnished Coast

    That's just it, TC isn't even a T3 server. We have almost no guilds, and no coverage. We aren't even full and got a small link. So, here we are winning our T2 match because the other 2 servers refuse to attack our borderland letting us PPT into oblivion, while we are outnumbered on most maps all day long. It's Monday and thanks to outnumbered pips am already done with tickets on 2 accts. Anet really needs to do a better job of linking, not allowing transfers and devising a scoring system that actually puts larger servers against each other, and not let them avoid ppt to hide in lower tiers.

  16. It seems likely that the next announcement of alliances will be when they give us actual information about the next expansion. They will announce "alliance battles" as a feature. Then you will find out that what they mean by "alliance battles" isn't 3 way wvw with new alliances, but a 2 way alliance battle that is Kurzick vs Luxon, servers will no longer matter, and that 3 way wvw will be no more.

  17. @Jura.2170 said:

    @"Gwaihir.1745" said:Uh wait, isn't the mantra "Condi is useless in wvw zergs"?

    Burning is

    No one uses burn in zerg fights, it gets cleansed right away

    And yet, every zerg has quite a few burn guards in it (sinister and viper), melting siege because it's literally the most effective class at killing fixed wall siege and wall defenders, with a pull first. And while using burn guards against the blob is less effective, it kills so quick that it can pick off the slow to respond folks or anyone with no dodge left/tail. The zergs aren't worried about the outnumbered server they are fighting cleansing the burns off, because sword is on a 4 ammo charge and it only takes one to kill anyone who lags, or doesn't see the guard before it's cast. Scepter 2 is a pretty low cooldown.

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