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MedievalThings.5417

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Everything posted by MedievalThings.5417

  1. 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.
  2. But large guilds are. It allows everyone in the guild to run as dps, because they just need the boons, not the defensive stats (the golem is the defensive stats). So, 40-50 players, all in comp'd specs to get boons, superspeed, alacrity, yet ALL are dps, since the golem soaks up the damage that the support specs would normally need to cover with healing. Don't leave out that the golems walk through walls, can get barriers and CC + 600 dps each. The lag doesn't improve the situation either.
  3. Here's something that makes no sense to me.Retaliation is meant to punish the attacker for lack of awareness. - ok, makes senseReflects are meant to do the same thing, punish the attacker for lack of awareness. - ok, makes sensePutting a reflect bubble (mesmer for example) on someone with retaliation up, punishes the person who put up the reflect because the attacker keeps attacking. /smh
  4. I don't think so. I tried to gift it from my second account to my main account but the button wasn't there. (My free account didn't even have the item available.) Mine showed "Account Bound on Acquire"Yeah, the item is acct bound on acquire, but the build template unlock only applies to whichever character you click it on, not every character on the acct.
  5. And that isn't even on 1 acct. We are outnumbered so often, I usually finish diamond on 3 accts each week, some weeks 4. I even finished my 5th acct that I never do anything on a month ago. Thanks coronavirus.
  6. Put the link here if you can ;) he did it with scorpion wire probably His last vid was part serious fighting, part scorpion wire fun and part shadow gust lol. I wish I had his level of creativity for his vids. It would really help mine. Edit: Yes his toon is legit mostly nekkid, thus his stats are reduced. I started recently running nekkid as well and its super fun (also on teef)Unless those are pre nerf videos, there's no way that's mostly naked. The numbers, even the health says otherwise.
  7. That's just it, Anet doesn't want people to defend. Every nerf has been in favor of the door-fighting blobs. Watch the devs play wvw streams, you will see them attacking as part of a blob, or as part of a group fighting doors/walls with no defenders. The only time you see them in wvw (with tag up anyway) is on the blobbing side. They want everyone to ktrain, fight smaller groups and doors because it's "fun". They have no idea what it is like for those of us who actually play this as our only game mode, constantly fighting 30-50+ blobs outnumbered.
  8. With regards to the "spoiler", the attacker already has every advantage. They can not reduce siege health until they require every weapon skill to have a target AND require line of sight to the target. Rangers can already destroy siege in a few casts of barrage, making it 1 cast is ridiculous (as an example). But yes, not only should the number of upgrade dolyaks not be the same for every structure type, SMC should not even have supply huts/supply to use.
  9. We already had an episode this season that forced players to play a "mission story step" either public or private. A lot of players can not complete these things solo, and the feedback on the forums was mostly negative. People hate being forced to do content, especially if it involves being forced to do content with other players. Why all of a sudden change from story instances that are not just solo, like it has been? So, it's not surprising, now that we have a chapter that has 3 "mission story steps" in a row, that people don't really want to do it. And REALLY do not want to do it over and over. It also just ends, without ending, leaving the player wondering is it bugged or what they are missing.
  10. I really don't think (a surprise to even myself) that they will monetize alliances. But, it's a situation of be careful what you ask for. The changes to the guild panel, the alliance system they are talking about, and the location of the next expansion all point to the same thing...that 3 way wvw dies when Cantha launches. The alliance battles that took place in GW: Factions I think is what they have planned for the future of wvw (which won't be worlds anymore when alliances happen). I've said in other threads the same thing. Cantha will bring Kurzick vs Luxon battles, where alliances can control territories. Alliances won't fix wvw, even changing to 2 sided alliance battles won't fix wvw. Players are going to keep stacking to fight smaller groups and doors. Everyone just wants easy fights and loot/ranks. Transfers will always exist, and that is a good chunk of wvw revenue I would bet. Balance is a whole other beast, since they will likely have to nerf certain elites to make new elite specs attractive (if indeed we are getting any). Can't see them spending a lot of time trying to balance existing skills knowing they will have to "adjust" them again in a year to make the expac sell better. There are some things that are broken, a lot that is overperforming and a ton of things no one ever uses. But why would they bother making changes to them now only to change them later too.
  11. This email address has been disabled. The only way to send videos now is to open a tickets through support and send the link. They no longer deal with this stuff anyway. Send them video after video of the same person, week after week they still log in.
  12. The golems walk through walls and attack people inside structures. CC'ing them.They can be given barriers so they live longer. Sure, it takes from players, but the golem itself is a 50k barrier, so /shrug.It's totally broken in it's current iteration.
  13. I can't speak for the EU servers, but NA, the "fight" guilds don't really exist. Most of the guilds in NA, have situated themselves on servers where they never have to face another comped guild during their playtime/timezone. So, during the first 4 hour block, green will have a comp'd 50 man running around killing groups of 20 and fighting doors. After they log off, blue will have a comp'd 50 running around doing the same thing. When they log off, red will have the same thing. None of those comped groups ever have to face off against other large, organized groups. When they do, they transfer to another link where no one is in their playtime. You almost never see comped guilds fighting each other, except the rare occasion on reset night. That said, there are some amazing comped guilds running around that can easily fight 30-50 vs the random pug armies. They rarely die, the pugs that follow along behind them melt, and eventually they need to empty their bags so they take short breaks between farming unorganized groups. I wish all of this was sarcasm, but it isn't.
  14. Druid can have it's uses, personally I think it's fun to play. That said, other classes just do the same job better. Tempest, Scrapper, even Revenant are just better to have in larger fights. If you enjoy it and can play it well, I would say do it. But it isn't a meta class for a reason.
  15. I know that particular player.He plays an engi. He has stealth, he has ranged defence and he has ample escape options. What he doesn't have (and so few casual pugs seem to) is awareness of when he's a big, juicy obvious target. You left out minstrel, full minstrel scrapper 90% of the time. I don't have any problems dying to ranger and thieves. Most days I can just stand there cause they can't outplay me. It doesn't change my original statement. Thieves are very low risk, high reward. I spent the first couple years on thief, insta-killing people and running from anyone that didn't just explode. I have several years of ranger main, especially the no downstate events, where I can safely delete people from 2k range. I just prefer to heal.
  16. Worst suggestion I've seen yet, Initiative is likely why most people play their thieves and it's a good resource system. Thief is challenging to play, and it has some broken builds, more than one thing can be true at the same time. Thieves aren't all that challenging to fight compared to other classes if you make build choices. A lot of people in this forum don't like making build choices and we get these threads. There is nothing challenging about thief. It literally is the easiest class in the game to play and get and secure player kills. Get to choose every fight, regardless of whether the thief initiates it, and can run away from nearly 100% of every fight they choose to. Thief is low to no risk and very high reward. ...and there's only 2-4 thieves per map because all the true heroes sacrifice and play lesser classes like necro, warrior or revenant.Those are the blobbing classes, this thread is about the overabundance of a few classes in small encounters. It still doesn't change the fact that thief has the easiest time picking, winning or running from any fight they choose. It does not take much skill at all to win fights as thief. You get near infinite chances to win by just resetting until your opponent gets tired or makes a mistake. Low risk, high reward.
  17. Worst suggestion I've seen yet, Initiative is likely why most people play their thieves and it's a good resource system. Thief is challenging to play, and it has some broken builds, more than one thing can be true at the same time. Thieves aren't all that challenging to fight compared to other classes if you make build choices. A lot of people in this forum don't like making build choices and we get these threads. There is nothing challenging about thief. It literally is the easiest class in the game to play and get and secure player kills. Get to choose every fight, regardless of whether the thief initiates it, and can run away from nearly 100% of every fight they choose to. Thief is low to no risk and very high reward.
  18. We are coming up on THREE YEARS since alliances were announced. You read that right 3...3 whole years. Other than some backend stuff they said was done for pvp like 2 years ago, no work has been done on it. At this point, especially with how abandoned wvw has been with regards to Anet, it is unlikely a Cantha expansion will even have 3 way wvw battles in it. They have no plan to stop links, no desire to stop players buying gems to stack on servers to fight smaller groups and doors. What that leaves us with is an empty promise to eventually give us "alliances" that even Anet said wouldn't address the issues wvw is facing, the disparity in time zone coverages and players choosing to stack to "fight" doors. This leaves us with only one real possibility, unless you accept that they will never do anything for wvw. We will get "alliance battles" with the Cantha expansion, and with it, 3 way realm vs realm will be gone forever. It will be a redo of the Kurzick vs Luxon battles from GW: Factions. We will get our "alliances", we may even get the ability where guilds can "own" the towns like before. We will be stuck with a 2 sided fight, where the bandwagon players will do exactly what they did in Factions (and have been doing here)...all stack on one side so they can "win" every fight. The future does not look bright. I guess I can hope that the open world PvE stuff is fun, so I might have something to do.
  19. Those chests, and in the end skirmish tickets, only come from pips. You don't earn any unless you have at least tier 3 participation (killing people, defend events, etc). You will earn pips once every 5 minutes if your participation is high enough. Under the wvw menu, there is a section on the left called match overview. It shows you a "tick prediction" as to how many pips you will earn at the next "tick", which is just scored every 5 minutes. The number of pips required increases the higher reward level you are in. So, bronze for example, only takes 30 pips to complete each of the 4 levels of it (120 pips for all 4 bronze tiers). These can be seen under the "all rewards" section on that same tab. The higher the reward level, the more pips required each time. Tickets cap at 365 a week, no other way to get them, so save tickets just for armor if you want to do legendary. You need to do the triumphant armor reward track at least 6 times to unlock each of the armor skin pieces. Which then let's you buy the ascended version of that armor. Which then, gets upgraded into the legendary version.The ascended and legendary steps both require tickets.
  20. From the third beta weekend. The wife and I and a few friends from Rift trying things out.7/22/12 6:44 pm
  21. The point of interest in the lord's room says Stonemist Keep, that said, it only counts as a castle take.
  22. That's just it, that's likely what they are planning. Remove wvw altogether, and make it a 2 way kurz/luxon battle again for alliance control of territories. Basically, a redo of Factions. WvW as we know it will end with Cantha.
  23. You can mount (out of combat) while carrying a banner in wvw. The exception to this, is if you have put the first 2 points in the warclaw mastery, and only the 2. That's the ability that grants nearby allies the ability to move faster.For the warclaw mastery:If you have 1 point, you can have a banner and mount.If you spend 2 points, you can not mount with the banner.If you spend the 3rd point or more, you can now mount again with the banner. I am guessing this is an oversight.
  24. It literally has no use. Blobs have near perma superspeed, it's a slow useless projectile spread, that hits no one ever.
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