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DobyCool.3701

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  1. I dont know how other people think, but the current queue system for wvw just sucks. If I am in pve zone waiting, I will be probably doing some meta events, or maybe golem training, but I can't change character otherwise I had to queue again. same issue if i am in wvw zone, I am playing some roaming class in some un-queue map, since most likely there isn't a big group to fellow alone. and when I get in to the queued map, there will be no chance for me to change to a team fight or support class.
  2. 1 thing to note tho is that making a match between 2 different time zone is a bad idea in the first place. Each team in their own time zone will have no good fight since their enemies are all in bed. Altho it might be good if you only care about wvw exp and rewards. An overpopulated server is unhealthy in any means, they need the WR, but maybe they can do a bit more than that, or maybe it is just too much work.
  3. I feel like you will never solve the queue problem, because you will either having too many people in peak time, or having too little people in down time. Why can't you just scale the map during peak time? like add a new map or two that only opens during peak time. My idea is, create a wvw world boss event. Take a boss model that you create 10 years ago that nobody care about it anymore nowadays, place it in a 3-ways symmetry map, let 3 teams fight over it. This only opens up during some specific time (eg. peak time to reduce queue for wvw), 15mins before it start people can sign up to the event as a squad, in my idea it should be more of an organized event so not sure if individual can do good in it. Depending on how many squad sign up, the system can create however many instances to cover that. People playing in those map will get regular wvw rewards, and the winning team can get some extra rewards, but the idea is that the rewards shouldn't be better than regular wvw, otherwise people will abandon wvw when this is up. You can design serval boss fight, some are good for 50-man squad, and some are for 20-man squad. And can either set the boss on a rotation or randomly pick after match is made. Of cause you need to design the boss fight to suit for the wvw style of play.
  4. I think most of the time, the exact patch didn't adjust any issues in the preview, therefore preview is knida useless in some way. I think all they need is a test server, and things will be much much better
  5. currently defensive stats are un-useable because max-crit and non-max crit just make too big of a difference in dps, and for condi build, most bd have a 10%-ish power dmg with some get 15%. This makes every point of stats is a dmg increase. Also, healers can spam healing skill to keep everyone healthy which makes defensive stats more useless. I think in traditional trinity-style, excessive healing or dmg will increase your aggro lvl, and might out aggro the tank, and cost a wipe, but in here, dps just spam dps, healer just spam healing. Altho it might seem that adding aggro system will make the fight more interesting, but, it will not for GW2, because GW2 players are just too "casual" that a lot of them just want brainless button press, even press button is some order is too hard. That is why a lot ppl deny in-game dmg-metter, and bd/equipment inspection. With other games, ppl can start doing that when they reach the high item lvl for current patch, but with GW2 there is no item lvl, so if it is too hard, then it is too hard forever.
  6. not sure why anyone want to start from scratch since this game is known for bad beginner experience. as of class, based of the new patch note for May 2, I think Necro should be the pick here. However, I would said you should have different character for wvw and pve, because that way you can eat all your booster for wvw and not wasted time when doing some pve. Also, 1 character only have 2 equipment template at start, if you have different character doing different role, it will be easier to switch, you dont wanna have tons gear in your bag dont you. That being said, you do not need to choose an all in one class, you can choose different class for different role.
  7. So they specifically brought back the old Mantra so we can have some reactive play while using them, but the reality is ppl make builds to just spam all charges, forget about reactive bs. Even with the old old design, it is never touch that 3rd charge, nothing at all is reactive. While there are some good design, for example the Heal Mantra, great design on the Aegis bc it can create an emergency use satiation to save yourself or someone. Same for Mantra of Lore and Liberation since cleansing and stun break in nature can save lives in emergency. There are 2 that are majorly used and also abused. Mantra of Flame: There is kinda no way to make a dps skill reactive so maybe the 3rd charge do a huge cc instead, and increase the dmg lost if you used it so that in some fight you can chose to save your team and cc the last bit of the break bar, but lost dmg afterward. Mantra of Potence: same here, there is kinda no way that applying offensive boon can be reactive, so instead maybe make it apply some defensive boon at 3rd charge or even fill a dodge bar for allies since the defensive boons are covered by above 3 Mantra already. And then lastly Mantra of Truth, I never seem it used in PVE, so maybe let it stay in its dark corner? I am only writing this post because they decided to nerf FB's other skill rather then touch these 2 Mantra, which in my point of view is the main issue that makes current QB so overpowered. Flame Mantra just increase the dmg output for FB when it was already at 40K, and Potence just allow qb to run lower boon duration and get more on dps side.
  8. I have seem a 35+ group slash through a larger group, the organization and role do play a big impact in fact. Although population is a big factor, and that is why the system is design, to put max population into each side if they are thinking of winning. To expand that optimal 2 hour that you mentioned longer. To give the game mod the competitive that it should have, try to bring the unhealthy back to healthy. and 50 squad is not always the answer, maybe a team can hold your 50 with only 40, they don't have to win, just hold you, and the 10 extra can go some where else on the map. strat will always change base on the opponent reaction. guilds will have to work together to accomplish. If kill reward to much score, Anet can even reduced the score and give more item drop as the make up. if Objective reward too much, we can do the same. There is no perfect system, but surly we can find some balance of it.
  9. Well, reward can be adjusted based on the data collected, just don't want lower tier player to feel that they are losing a lot when not in high tier server. If more people thing it is ok, then just do it.
  10. Let's think of it this way, if increase the rewards same for everyone, what is the point of winning, when there is no point of winning in a "competitive game mod" do you think that this game mod is in a healthy state? A symbolic reason for winning will not be too unfair for those who can't join the top guild, but will give a I will say ppl a reason to fight for the first sit. I will not said that it is only for a small group of player, yup, only a small group of them can get the glory, but behind that many many guild fight over it. Ideally the whole T1 should be fight over it.
  11. When you go into a always losing server, you will see that they have no tag, only smaller group of people running around taking all the camps, bc they don't even have the power to take tower. When their ally is fighting, they go right pass it to go the the next camp. That is the level that I am talking about. Put those server together, and they can do what ever they want in their fight. Put the more organize server together so they can have a positive WvW experience. For guilds running the 50 squad, the opponent is doing the same, then they will need to fight for the first sit. For people who don't like big number fight and glory of winning, can be better of stay in lower tier. The statue in LA is more a symbolic reason. When the statue stands there, then it is meaningful. No body cares if you wanna go visit it or not. They guild who won will go there and take picture and advertised for them self.
  12. In current reward system, winning means nothing, therefore people rather go facing an easy match up than challenge the first sit. If Anet can give that first sit some glory and reword, I am sure that people will group up and take MAG down.
  13. A few idea on how Anet can change the reward system: 1. When in WvW map, everyone will gain a trait that when every you give boon, heal, condi clean an ally, it will make a pulse use that ally as center and a radius scales base on your concentration and healing power. The pulse deal no damage but will mark 10 target and you will get credits when they are killed. The trait should have a ICD of 2 or 3 sec, or target of 5, to make sure that player is actively supporting. This is aim to help support get their loot bags, and dps can maybe put their skill in where is needed, not trying to touch everything. 2. People need a reason to win, the current set up you get nothing when you win. My idea is that we have 4 tier so far, remove the current linking server idea. make each tier fight in the skill level that is same as them. First place within the tier will move up, and last place will move down. At the end of each week, you will get a tier reward base on the tier your server is in. T1 will get more. Every 8 weeks, there will be a tier swap, meaning the good team moving up, and bad team moving down. everyone that fight in WVW will get a special title if their team is the first place, different title for each tier. The title can only be valid for 8 week before the next swap. And maybe also a special back item that is only valid for 8 weeks. In T1 wining server, the guild leader of the guild whom contribute the most point will get a statue in LA with their favor character. The most contribute guild of the winning team of each tier will get something extra. I know that Anet is trying to do that guild alliance stuff, but I feel that it is only targeting the population of each server, but still didn't give any reason to fight for that first place. 3. Increase the Skirmish Tick of the losing team to same level as the winning team, so you don't get punished so hard when your team is bad.
  14. When designing the reward of WvW, pls keep in mind of Glory. Expectably that we are going to change into guild based matching, so make the Glory part of the reward. For example, a statue of the winning guild leader in LA or WvW zoom. Some kind of small extra reward to each guild member.
  15. What if they make a change where quick, alac, might, fury, all the offensive boon are not share between players, every dps has a way to prement keep them, and if you f-up your rotation, it is your fault. all the defensive boon got cut in duration so no one can 100% cap them. They should be only used in satiation where it needs. Maybe stuff like protection can be even more power like -50% or 60% of dmg, but only for short amount of time, so that healers had to watch out on when to used them, and dps will need to side step aoe. I already seeing ppl be like why you make the game so hard.
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