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Everything posted by Fatal.1347

  1. Yea I like idea of flagging in PvP on normal maps, that would be nice. Maybe it is too late in the games life though and better idea is introducing some "PvE" maps where PvP is always active but has some of the best loots and dungeons in the game with no waypoints and only friendlies being people in party/squad. The items earned on that map could even drop when killed until entering non-PvP zone and making them permanent. Hopefully EoD will have something like that. After all Cantha had faction wars even in GW1.
  2. Its simple. They used to like WvW and play it quite a lot before HoT and had all these awesome ideas of new maps, new siege, new objective giggles. You know, they were inspired by their love for WvW. Then they introduced HoT with desert map, structure buffs, faster upgrade times, dolyak escort buffs AND BOOOM! WvW sucked. Their inspiration fell down a steep cliff. Of course they tried to fix the obvious things that even 20 IQ monkey would realise was wrong like Dragon banners as even PvE streamers were screeching about them, but they never got true grasp of why WvW sucked: it started pla
  3. Unfortunately if you try scouting these days there is very little to do. There are no small groups running around anymore due to all the changes promoting blobbing and ruining small group fun. Meaning all you're doing is being a fire alarm on teamchat. No one is sniping dollies anymore. No one is flipping camps outside dailies. No one is refreshing, building or killing siege because it does nothing. Draining supplies is waste of time. Even objective taggers are nearly extinct, and even if one shows up you cant really chase roaming builds down anymore. Enemy shows up! Wow! But we have a s
  4. Well at least they're doing somethin'. Still would prefer they spent a few weeks to fix the numbers of some core systems, like SM upgrade time and powercrept siege system, instead of only working on 6 year projects. And metas pretty dull too. Pillbender and badbinger won't fix it. Alliances don't sound too great but anything is better than the system atm
  5. Claiming isn't only thing they ruined for solo players. - They ruined siege balance meaning if you want to build or man siege it will do absolutely nothing. - They killed any type of small scale fight balance and dueling with claim buff - They increased upgrade speeds massively making camps, towers and stuff harder to take and maps more boring for smaller groups - They added anti fight measures (Gliding and Mount). You will get absolutely no kills as solo player near enemy tower/keep/castle/ruin as they'll just glide away. - Condi and mobility builds rule the game forcin
  6. I have idea to make gamemode more fun. Increase amount of fights people are willing to do and groups running around, all kind of sized and experienced groups. Make locations and timezones more consistant so you have options and know when to log in for maximum FUN!. This means removing structure buff and mounts/gliding. Since there is very little to do against running away mounted/gliding players. And fights inside keeps are just so boring that no guild or group is willing to attack anything that has high chance of having decent defending group. Also make it so that if you log in around s
  7. Before you applied boons when they were needed. Even herald somewhat followed this rule with high energy upkeep on his elite facet. Superspeed as strongest buff was rare but amazing. Then came PoF and you don't need to pay any attention to stab, might, prot and regen upkeep unless being stripped as it is baseline that they're up. Superspeed is also abundant now. Counter to this is the fact was that much more boons are removed now: nightfall and spite trait changes for reaper, scepter 3, introduction of spellbreaker and scourge. If you add infinite amount of boons and boon removal, the
  8. If you make a system that doesn't allow following: - Long term goals for your servers playerbase (because players and guilds reset every 2 months and you have to start over taking care of the bottom feeders and timezones) And does following: - Overly cheap transfers - Boring links have equal amount of players FORCING people to transfer - 1 month every 2 months the matchmaking is ruined - Keeps "overstacked" servers open through links - Removing option of playing in or against less populated server if you prefer it so Obviously the game will be worse for people. Yo
  9. Yea, link system ruined it. There is no place for nice players anymore. Structure buff also killing any small groups fun of assaulting, and consequently defending, things didn't help. Just cutting down tiers would have sufficed.
  10. 1. Is a weird solution and Id like to see it. However Id rather see old worlds back without 500 gem links and relinkings. Just less tiers. I like when my server mates and guilds don't swap every 2 months. 5. can't be exact amulet system from PvP to WvW as that would kill build diversity. Would need more runes and multiple amulets with more stat options. For example 1 major and 3 minor amulets would work. Major amulet would consist of 40% of total stats and can be anything (even minstrel and trailblazer) and minor amulets (60% total) wouldn't be able to have such heavy defensive stats. Minst
  11. I don't see how Alliances would be better than pre-relinking system with less tiers but anything will be better than current system. So I am all for alliances, lets go. Hoping it won't be complete garbage.
  12. I have no problem getting players. But you do need to know the map to tag up on and I win most fights regardless of which server I tag up on or what players I have. You lose 1 fight stupidly and all skilled players leave. Overall WvW needs some fixes as they ruined lot of things: 1. No one really runs with less than 20 people these days. Even then only guilds. 2. The location you go to is super important these days. They buffed defending stats so hard that unknowing commander will take a fight that he has no chance winning. Like back in the day going to enemy garri with 10
  13. It was a nice discussion but seems like lot of you guys are just not seeing how WvW has gotten worse over time with all the changes to sieges, upgrade times, gimmicks and combat stats Lot of you guys are lacking reference point. All I see is dudes eating plain potatoes all his life thinking nothing can taste better. Summary of what I want is back the balance where smaller groups can take keeps from slightly larger groups granted they're more skilled, organisezd and smarter than defenders. And fix the fact that fighting inside objectives if defenders aren't using their many advantages sho
  14. Were a bad addition, trebs behind gate? Useless, ACs? Useless. Any long range siege? Useless. Omega golems? Useless. There were more skillful ways to play around these things before. WvW is just rams, alphas and shield gens now (no counter) as long range siege doesn't work. Just make them like pulse AoE damage reduction so you can still make siege tankier or push/hold a choke with them. Might be used less but at least they don't make 66% of other siege useless
  15. I like old WvW where fights were enjoyable everywhere. And sorry, sPvP isn't same as old WvW. Do you give that solution to everyone that doesn't like the new changes? Government passes a new law -> change country and never say you disagree with them? Hehe, talk about trying to be snarky. Edit: Also, biased, really? People are not allowed to have opinions anymore? To be biased, there would have to be another person I am agreeing with just because our personal connection. And I might actually enjoy my time on the forums once a week. Don't assume everyone likes, or should like, same thin
  16. It is true alliances are terrible idea. But relinkings are doing the same. Guilds don't have to PPT because relinkings provide them all population to stay in high enough tier to get fights. Stacking ain't necessarily bad and will always happen as people look for most fun server to play in. Cheap transfers and instability sucks tho.
  17. New thread is up with big solutions. Raising awareness first. Too impatient, son.
  18. S-tier problem (Fix ASAP: next patch) Objective claims: Ruins fights and promotes passive gameplay AoE superspeed cooldowns: 5 people cooldowns should be much higher or the buff should be weaker A-tier problem (Fix over course of following 2 months) Siege: Gens shouldn't block siege fire, siege vs siege damage should be higher Relinkings: Remove it and just make 4 or 5 tiers of servers. Upgrade Times: too fast, especially SM. B-tier problems (Fix over course of 6 months) Low CDs: Too much cleanse, boonrip, stab, barrier and CC. Up the AoE cds in WvW.
  19. Yea, the subforum isn't great. But it ain't like I am lying, I am just saying things as I see them. I am a big statistic person with longterm memory. People tend to judge me without knowing or remembering how WvW used to be.
  20. Woah dude, no reason to get offensive. I am just here tryin' to make wvw better for all of us. Fight same group inside a keep and the difference is night and day. Just draw conclusions from it and the fact that people learn from outcomes.
  21. Right now both are too split. Fighters: open field. PPTers: Get farmed inside keeps/near enemy spawn. Good old fights used to happen inside keeps durin' siegin', not anymore. Agreed, rework it, make it better. It used to be much better before they completely ruined it. Outdated is wrong word.
  22. Very few open voice commanders, only activity around primetime. Doesn't matter which server. Fights last like 10 seconds and losing server never bounces back. Even EotM arranged fights between 2 fighting servers are like this everytime. People stack, stack, stack. It's just a socializing game while farming bots. Focus party is gone, ranged tag is gone, cooldown management is gone, conditions are gone, reactive CC is gone. Scouts are gone, guilds are isolated entities, dueling is dead, roaming is ganking, servers don't have goals or events, too many useless classes. WvW is donezo
  23. - Increase in mobility: Game is too choochoo instead of strategical. Zoom through any choke. - Objective changes: Weaker walls, passive stats, faster upgrading, less siege vs siege damage, shield gens, banners, amount of supply. Ruined good balance. - Cooldowns too short: Theres always more stab, cleanse, protection, boonrip and aegis. Reacting was more skillful, boons are too perma. - Carebear: Increase in amount of available guilds killed community of guilds. Watchtower, sentries, faster upgrades and ewp removed importance (and activity) of scouts. Responsibility and sense of belonging
  24. Ye, point was it used to be better for fights. Sieging and defending both suck now too. Are you sayin' halvin' siege dmg to siege was a good decision? Are you saying banner tactics were good decision? Claim buff? Faster autoupgrades? They didn't adjust most of those things even once. It is like heartstone, add busted cards and people spend money. Add useless glamorous bad content and people come back for a week then buy gems with tears in their eyes. Your argument of making all complaining pointless would mean you don't care if defending stats were tripled and siege was made even more usele
  25. One can cheese in and take down defendin' siege over time, nothin has changed regardin' that. Fights are the major issue. The real problem is lack of motivation to attack anythin since the fights _are terrible_. Yes, defendin' was ruined when they halved all siege damage to siege and added shield gens but attackin' needs to match regardin' combat stats so the game is fun again.
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