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Jarwan.8263

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  1. you are right i don't understand tech stuff, but it doesn't mean i'm wrong. nowhere has caps implication been acknowledged by them. but players like you who daily forage berries at camps are in the majority that don't peelback the mechanics to see whats possible rather you log on forums to tell people like me are wrong without adding something of value to say why, other than dev said so... and you expect me to respond to that. this has already been answered in 2 different threads of mine, possibly more from others but its clear to me you don't understand the game mechanics enough to realise the caps implications. sure daoc has 3 players capable of wiping an entire blob... i guarantee that doesn't happen all the time but you have to clap at how they managed to outsmart an entire blob.. i need to see links of that happening but how do you see that as unfair. they had equal chance and one chose to use it more effectively. would you rather these caps satisfy your need to feel safe? perhaps add a safezone route so you can pick your berries. its a pvp game, you can't have opponents be strong cause they have more players.
  2. when you say i'm wrong, you have to also add extra detail as to why so I can see where you're coming from. this mode may be designed for large groups to play, but its ultimately a flawed design that skews fairness in favour of the team with more active players running specific comps stacked.. you just can't beat that when it appears.. you have to be the same number as the opponents and stack the same way then its about who's better than the other.. otherwise they mitigate alot of damage that renders your pressure ineffective. it impacts everyone including you and me... thats a negative, so you have to explain why thats wrong so i can understand. if its really intended for large groups with the limitations of caps then it'd make sense for it to have been more of a battleground mode where everyone would have to queue and matchmake.. that way you could ensure and monitor everyones under the same parameters and playing under the same objective like sPvP. but its 24/7... you can enter and leave whenever you want and do whatever you want.. some players like i love that freedom. the population however fluctuates over the hours and teams strength is based solely on how many players are active.. rather than the quality of the players active. like i'm not quite understanding the mentality of being able to accept technical limitations in a flawed design that should have seen fairness be priority from the get go.
  3. you part of their PR team? just hand in your application already the only technical limitations i see is with the devs themselves who aren't able to resolve or admit this a problem.. there is nothing that will suddenly shift the caps to being fair game until you can make sure there are always equal amounts of players engaged in pvp at any given time. thats impossible in wvw. only then can both sides exude equal amount of pressure and the outcome is determined by the types of players themselves. i just wanna know how this mode was a good idea if they knew caps were a limitation.. why not limit squad size to 10? encourage the maps wide area to be filled more, why not bring on the mistlock instabilities and convert them someway to reduce a squads power? why not remove downstates if thats the case instead of events what small scale roamers yearn for to have an easier time chipping away big squads.. literally you'd think the riskier playstyles would therefore be encouraged as they do in other pvp games but anet has done a 180 over the years to cater to the slow, long drawn out fights where players are all waiting for cooldowns cause there isn't enough abilities available to effectively finish engagements quickly. thats my own thoughts formulated from the caps, power nerf and cele's buff.. i just don't get it. i only play fa tempest and after 6.5k hours of roaming it i've probably spent atleast a quarter of that looking for 1-5 players to even engage in pvp against.. i look forward to daily camp cause thats the only time you can find consistent small groups to pvp with if they don't get big enough to ruin my enjoyment. otherwise its stagnant most times. in every mmo the end game tends to be pvp and for me wvw in gw2 is a tarnished gem with untapped potential that could arguably be a successful standalone game if the right people handled it. i've only spent 90% of my gametime in wvw, take that opinion however you wish. if you gonna put a target cap in a pvp sandbox king of the hill situation where squads of 50 players can team up and trailblaze over a map, alarms should begin to ring.. it doesn't take long to find yourself outnumbered, your damage ineffective and pointless to engage opponents at close range who are bunched up together way past the cap and worse, running supports. you'll run into an impenetrable wall where regardless of how much power, ferocity, precision you stack you are useless to do anything that will amount to an opening for the rest of your group. this just leads to bottlenecking the playstyles for certain classes that can zerg bust better than others at half the effort.. encouraging you to slot defensive stats to mitigate as much damage as you can. ITS A PROBLEM WHETHER THERE ARE TECHNICAL LIMITATIONS OR NOT.
  4. i can't facepalm any harder than that post.. that quote is from like a decade ago.. if this was a new game fine.. understandable that in the beginning they had technical limitations preventin the caps increasing.. but older skills had a higher cap back then and decade later the engine hasn't been improved? and during those years we've had nothing but backward balance patches and reduction to power coefficients across the board... so excuse me if i choose not to believe that bull when to me its apparent the long drawn out zerg gameplay is what they aim for..
  5. interesting... thats an good alternative to keeping the cap.. by simply making aoes stronger based on how many players are in.. aoe placed on 5 targets surrounded by a ton of players take more damage than if they weren't around.. didn't think of that 🤔
  6. one of the criteria's of a successful joke is to be funny edit: infact thats the only criteria you had to achieve
  7. you guys are sensitive enough to react and focus in the way i choose to organise my words.. i can't control that.. how about you stop feeling like you're being insulted and actually read what i'm trying to point out.. this caps not good for anyone, it benefits no one but the side with more players..
  8. so target caps isn't an unfair mechanic then? answer that then tell me another solution that doesn't involve extra implementations to level teams strength across the board regardless of the numbers they have.
  9. ahh man... i cba with you NA players.. critical thinking isn't passed down your lineage performance issues/lag will still exist with or without caps when players bunch up in 1 spot.. only difference is it stops bigger groups gaining advantage.. either add an alternative idea that doesn't involve caps or don't comment pointless commentary that adds nothing to the discussion
  10. i have no idea how to deconstruct that.. whats your point cause nothing you said leads to anything substantial. pulling a target and focusing 1 target is literally what stacked squads do already you absolute cabbage the caps extended lessen damage mitigations.. builds/stats comps will always change.. but this is an unfair mechanic bottomline. caps need looking into
  11. this modes potential is limited by how much power is given to a team with an active playerbase that dominate in giant squads.. i'm sorry to those who enjoy blobbing but it just don't look fun scanning through a powerpoint presentation 1-5 scrolling your skills for minimal impact to an outcome of fights right now the target cap on offensive/defensive abilities is set at a measly 5 giving WvW map superiority to any team with a greater quantity of active players, in expense of quality. additionally if the greater number of players choose to stack themselves within a small portion of an area then they are even more so improved through significant damage mitigation. undeniable fact. i.e. defense or surprise attacks are pointless against them if you're outnumbered and their bunched together. thus the aim of the gamemode does not involve being a better player. you just need more players. if you happen to be on the team matched with less active players, tough luck m8, go buy yourself gems for a transfer. needs tweaking, you can't really balance for 5v5's in a mode that generally has players roam in groups of 5+.. thats just silly and for those who say alliance will arrive so you won't need gems... when? https://imgur.com/a/OevFLdM
  12. The best offence is a better defense - Anet Balance Devs its incredibly sad that the lens in which they view this mode is tainted by their inability to play competently in their own game. cause otherwise after reading the last several balance patches i'd have left with some of kind of understanding to their overall aim instead of pissing every core pvp player off exactly... statements like those has me question how exotic the herbs they smoke are i'm sure their conclusion was scribbled from a pve pie chart that had wvw in small prints underneath it without really taking into account the delicate interactions stats/ skills/traits have with each other against other players who don't utilize them, or if they do.. mostly go for the lazy options cause its available.. balance is an ongoing cycle that shouldn't take 6months + for minor changes..
  13. dunno if its a good solution, but i think those cc conditions should be capped to a max of 3s and shouldn't scale with expertise.. just that separation would drastically change alot without changing much. they already capped it to 10s to allow players who can't even keybind a clean to mount up.. therefore can't be that hard to select certain ones and cap them 1s-3s across the board the issue right now is certain condi specs and builds can overwhelm a player with limited cleanse.. if they have the clean depending on which order of conditions are placed, on a cleansing sigil you could potentially remove immob, chill, slow on a 9s cooldown whilst 15 stacks of fire and torment rip chunks of your hp away. bad design.
  14. you skipped out scepter as a ranged weapon
  15. for the better.. its gonna die anyway when their competitive modes ain't even fair. justice is a G for putting all this detailed info in. and not a SINGLE response except blocking me from posting every few hours.. how do you expect players to treat devs when they don't even respect players.
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