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Littlekenny.4196

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Posts posted by Littlekenny.4196

  1. 25 minutes ago, godfat.2604 said:

    * Better personal stability or more skills that can spread stability. This is in attempt to be less reliant on Firebrand, or Guardian in general.

    An equivalent AoE stunbreak would be needed to compete but even then, tomes offer a lot.

     

    Quote

    * Better personal heal and condition cleanse. Same as above, make it less reliant on Scrapper.

    Scrapper isn't essential because of being the best healer and Condi cleanse, it's because they are the best at too much. Healing+Condi cleanse+boon spam+superspeed+quickness+stealth+bulwark(+self barrier so you don't die).

     

    Quote

    * More boon removal/denial for more classes. Similar as above, make it less reliant on Scourge. This doesn’t need to be given to all classes, but should be generally more accessible.

    If there is another class that beats chrono strips then it will result is less control of your boon output and result and less stability increasing reliance on FB. Also it isn't strips that make scourge so important since chrono can beat them in that regard. Scourge does too much too well e.g. strips + damage + cover Condi spam + barrier.

     

     

    All 4 of those listed classes are too good at too much.

    • Confused 1
  2. On 3/19/2022 at 6:47 PM, Grand Marshal.4098 said:

    For WvW any condi iteration works for roaming. Power is also very potent as the shroud helps a lot with dmg mitigation.

     

    For zergs I'm trying a build rn that's quite strong for my party. Will keep examining it. Ofc it's gonna be a third rate build, but above Staff Daredevil.

    How is a third rate build gonna be above staff daredevil? Staff DD is one of the best luxury DPS available and in a group which goes melee only really has berserker to compete with since in melee both outperform DH.

  3. 5 hours ago, kamikharzeeh.8016 said:

    from what i read, the pre HoT meta was simply far less dmg and no huge condistacks existing. so basically, one big error in the construction was to make condi so broken that there needed to be crazy good healers to not make blobs instaexplode to condikitten ^^

     

    and one thing again: bigger numbers isn't decisive. it's about how u push into them. balls to the walls won't do it, but that never was a smart idea against overnumbers

     

    @Coldart.3486yeah i mean, they just messed up a lot of existing dmg and nerfed sustain then as well, but didn't mind that things still take a ton of hits in most cases to die with such low dmg, that even lower heals will always be big enough to keep people alive till long enough.

     

    also the unnecessary stripping dmg from cc's was kinda meh. only certain classes lost dmg that way, many of the kitten classes with still high and fast dmg didn't get affected at all

    Pre HoT Condi was still strong but you ran melandru runes and Lemongrass Poultry food. I think we also ran purging flames too to reduce Condi duration by a further 33%.

    I don't think we got gear with expertise back then so all that duration reduction worked well.

  4. Stability patch 16/03/15 is where I stopped enjoying the game as much and then I quit from the power creep of rev after HoT release where hammer 2 did more damage than an entire zerg pre HoT. I kept coming back to see if the game got better and hated it every time I tried it until the end of April 2021 after the February patch where it felt good enough to play again.

    I'm still playing now and didn't expect to still be playing after EoD.

    As a note, I completely changed class and role since I used to play.

    • Like 3
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  5. 15 hours ago, Caedmon.6798 said:

    Been playing since the start but i dont understand how anyone can still enjoy this game mode with this absolute garbage balance with forever sustain groups. If there was any skill in this game mode,its long gone. Roaming died and its only blobs and guild groups,its a kittening borefest.

    Played 40minutes in wvw tonight,when i noticed roaming was dead as usual,and the only thing happening is sustain blobs hugging on the map i was already done.

    When was the last time you watched back old fights? The one I watched back from 2013 took a lot longer to end than they do now. I do agree that skill seems to have a lot less importance now although there is still a big difference in performance between players of different skill levels. The impact of bigger numbers is more than it used to be but that started 16/03/15 when stability was changed to apply stacks and has had a lot more changes over time favouring numbers.

  6. 16 hours ago, Gorani.7205 said:

    First, there will very likely nothing added to WvW when EoD comes out next week, perhaps not even new reward tracks (repeatable or non repeatable for better Clover gains).

    I hadn't considered that there could be new reward tracks that pay better locked behind the EoD paywall. Now I'm a little concerned.

     

    15 hours ago, Infusion.7149 said:

    I don't understand the idea that people don't want to "leave WVW to play WVW". You must have a level 60+ character to enter WVW , even if the character you are is not, and level 80 boosts only existed since 2016 **. 

    It's level 31 if you bought the game but idk when that was introduced. I have 1 character which leveled mostly in PvE and has world completion, then the rest entered WvW within the first 10 levels and leveled there. The reason I wouldn't want to leave WvW is because I would rather play a different game than do any non-WvW mode in this game. I would also prefer to just not play any game than play something that isn't WvW.

  7. 25 minutes ago, Grebcol.5984 said:

    Tief is strong in smallscale and 1vs1 situations yes but he is complete garbage in Zergfights and Grp Support and any larger fight Situations (other classes bring more on the table).

     

    As i once said i play this game since 2012 and i never saw in the chat "Guild search a Thief" or " + Place free in the Zerg, we looking for a thief".

     

     

    That's probably because people try to play like they do in 1v1 or small-scale while in larger scale. I've not seen guilds recruiting thieves in chat or commanders asking in chat for people to switch to thief, but I have been recruited to guilds as a thief and have been asked to switch to thief when the zerg needed more damage.

    • Confused 1
  8. On 1/24/2022 at 11:00 AM, kamikharzeeh.8016 said:

    @Gobcrack.9320 there's no way theif and ranger get bigger usage in largescale ever.  whenever u fight rather overnumbers, these classes just don't pull their weight but rather need to get carried, as they live from fast clearing +1 fights. that is within their very mechanics, hence they are useless in largescale.

     

    this will never change, unless anet destroys these classes basic skills and mechanics to reforge them into aoe/supportive specs. then u will cry that it doesn't feel like the wannabe rambo stuff that u are used to.

    I disagree, thief can be strong in large-scale. The problem is usually that the thief (if they actually get a party) doesn't give up solo survivability in exchange for damage so just do less than other classes or they play like a solo thief trying to pick off enemies out of position. Thief can be played with full zerker + 1 marauder and survive with the front line of a zerg while spiking harder per target than any other class.

    • Like 2
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  9. 1 hour ago, jul.7602 said:

    The vast majority of the people you see in WvW do not belong to a dedicated WvW guild, and many of them probably never will or ever have been in one.

    I assume this varies server to server but in my experience this is very far from the truth.

     

    1 hour ago, jul.7602 said:

    The Alliance rework grossly misunderstands the fundamental building blocks of WvW. The fundamental building blocks are neither guilds, nor servers, but the everyday casual pug.

    I completely disagree with this. I'm not 100% sure what I would consider to be the fundamental building blocks of WvW but it would include commanders, guilds, scouts and roamers, more so the ones who play frequently.

    I'm not sure what arguments are to be made for the everyday casual pug other than needing them in order for them to replace players who quit the game.

    • Like 2
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  10. 8 hours ago, Chrysaliss.8720 said:

    Even if you play on a server that has 1 player that plays WvW and you get matched with other server that have 1 player play WvW. That is a good outcome. It is balanced.

    If you join a random group that you have no information about and it has 10 people play WvW and get matched against groups that have 100 people. Then it becomes unplayable.

    Maybe im not getting it, but still noone explained how it works.

     

    Right now, the matchups are not very close so there may be 100 people playing WvW Vs a server with 50 Vs a server with 40.

    One of the main goals of alliances is to make the matchups more fair so when alliances are actually added and people are playing it for real, those matchups will be closer to that 10v10v10 or 100v100v100 so when alliances is a thing the choice won't matter for you since they should all be far more balanced than they currently are.

     

    Since alliances isn't in yet and there has been no time to gather accurate data, my best suggestion for you is to whisper anybody you play WvW with and ask what their matchup is like. Or you could make a forum post asking which world you should join.

    • Confused 1
  11. 6 hours ago, jul.7602 said:

    I said a long time ago this was dead on arrival. As I predicted, we have overstacked alliances, 50/50 comped squads rolling over everything, pugmanders completely removed from the game.

    There are no alliances. Alliances haven't been implemented yet. What you see is guilds that would have formed an alliance all joining a single guild instead, then going against random guilds because their opponents didn't do the same.

    • Like 1
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  12. 4 hours ago, Mabi black.1824 said:

    first of all on this forum I have always been moderate and polite with all the other players, and I would like to be treated in the same way if it does not bother you.

    secondly I said that on my server more guild groups were formed that joined in different alliances.

    in fact I see them running together on the same server.

    so explain to me what you hope to see different in this system ..... or certainly instead of the guild princilape where the others have allied themselves you will see the name of the alliance .......... therefore? what do you expect the most?

    and no need to be rude.thank you

    The alliances feature hasn't been added yet.

    That means these groups of guilds are just guilds who all joined a single guild to play together.

    Most guilds have not done this.

    That means some of the world's that have been generated have these large guilds and other worlds don't as those guilds didn't want to all join a single guild, which likely gives the world's with those big guilds an advantage over other worlds.

    • Haha 1
  13. 18 hours ago, anduriell.6280 said:

    First by keeping worlds you are not changing anything, second it is very easy to outplay it to do a bandwagon, players just need to not to join a WvW guild but band together in a pve guild. Then they can flock in mass to bandwagon any world.

    You won't be able to choose your world so have no control over the other alliances or guilds you will play with so it's not really bandwagoning.

     

     

    1 hour ago, anduriell.6280 said:

    The point of my request is so it allows me and players like me to meet different guilds. If I am locked up in a "world"  my ability to get to meet the right guild is very limited thus keeping me as a freelancer forever. 

    Thus having to change "worlds" every few days addresses 2 pain points: I get the urgency to join a guild once I like one  otherwise I would lose the opportunity to keep playing with them  and  If for whatever reason I haven't found my guild yet I can keep looking as I know every few days I will meet new guilds and players. 

    If you had your world moved every few days, that wouldn't really give enough time to see what the guilds are like and you could easily miss a guild entirely if they didn't raid or have much presence for those few days.

  14. 5 hours ago, Threather.9354 said:

    Off hour coverage is just based on how fun the game is to play. Commanders and players will show up more evenings while sticking around longer times.

     

    Right now the game is just not in a great state and thats why off hours are deadish. They cant force people to play in the middle of the night. They cant either split timezones evenly between servers because very few people want to play with less than 20 players and there arent enough commanders. People will just sleep instead.

     

    Or

    People will sleep anyway because they have to get up for work/school the following day.

  15. 2 hours ago, Dawdler.8521 said:

    So you have PoF but havent even spent 20 minutes with it? 

    Oh man. That's just sad.

    Firebrand and mounts are too important not to get PoF. I've still not started PoF and don't intend to because I hate PvE in this game.

    I hope the new elite specialisations stay as they are so I don't have to buy EoD

  16. 24 minutes ago, nativity.3057 said:

     

     

     

    Come on now.

     

    The game now is much faster and different from before. In large part due to the expansions. 

     

    The biggest change on your list imo would be the Stability changes. Probably still debatable if this change should've been implemented. But it's been a long time since the change that I can't remember the difference. 

     

    Also, weren't the stability changes during HoT?

    The stability difference was that before if you got hit by cc, either you or a guardian made a mistake unless you got single target corrupted. (Dodge out of wells and emergency stab a null)

     

    Change was 16/3/2015

    HoT was 23/10/2015

  17. 3 hours ago, Shroud.2307 said:

    Stability.
    This Boon used to stack duration instead of intensity. That means while this was active it was literally a immune to every CC until the Boon ends, is ripped, or Corrupted. Applying a CC(s) did not remove this Boon. Bulldozing zergs was as brain dead then as it is now.

    This was not a bad thing at all. The removal of this was the death of proper zerg busting (15-20vs50+) because 15 guard lines and 5 static fields made the zergs able to brainlessly bulldoze. It also made way for the pirateshit which was being toyed around with just before this change.

     

    I still look at pre HoT as the best and most skill based meta but for me this current meta is the only one since that has been good enough for me to play again although it feels like a different game now.

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  18. 16 hours ago, pedrophillipe.7495 said:

    So, the backpack of the world versus the world, currently you can only get it playing wvw, I don't even care if the backpack is legendary, I just like the look, I hate playing pvp, I'm a pve player, open world, apprentice of Lord Hizen hehehe, I would like if I had another alternative to at least get the warbringer look elsewhere, in the game store for example, I would spend all my money just to get the look of this backpack, but like I said, I hate pvp, I get really nervous, so I prefer PVE , wouldn't the developers be able to make available at least the visual, in the form of an exotic backpack, for example, in the game store through cash? or the fractal, I don't know, I'll take it through wvw it will take 6 years, I'd like the look now ^^, I don't care about legendary backpacks, I just want the look, please think carefully, I've already put money in the game, I plan to put more xD

     

    ps:I used google translator so sorry for the spelling mistakes. ^^

    And I would like a stat swapping amulet or accessories without doing PvE.

    Honestly, I would like it if they did make skins ect available for people outside of WvW, as long as they make things outside WvW available in WvW and made the gold income comparable.

    • Like 4
    • Confused 1
  19. 7 hours ago, God.2708 said:

    It's a chicken and egg problem. There isn't a real need or desire for commanders to do that, so no one who can bothers to and so there's no one to really learn from. I'd draw a distinction between being in one giant zerg and everyone being on one team.

    As an example way back when before HoT. You could have 5 tags on a map, one would be 'Blue' as the main tag, a purple one as a 'havoc' tag, and then 2 or 3 red ones that were 'scouts'.

    With everyone visible, and the server having an understanding of what the colors meant, you could tell at a glance that the enemy spotted in the map chat call out was at south garrison and moving east towards watergate, there was a small group cutting off supply to hills and hitting SET, and the main group was moving to engage the blob seen near garrison from spawn, and that maybe they shouldn't just wipe them because then they'd respawn and kill the havoc tag. There are lots of people doing 'their own thing' but they are doing it together to accomplish a unified goal: control the map and beat the enemy.

    Now you see an empty map with OJs randomly proccing sometimes because the commander doesn't want randoms revealing their stealth push and mess up the 'fight'.

    I'm not going to say that invisible tags CAUSED this emptiness and disconnect. That's on arenanet leaving the mode to languish. But I do think modifying how tags work is an aspect anet can use to tackle the problem.

    And also before HoT you had closed guild raids with no tag but players putting a target market on the leaders head.

    It's nothing new, it's just more convenient.

    If anet removed hidden tags it wouldn't solve the problem since hidden tags would revert to target markers and a lot of old school players still leave those targets on the commander out of habit (and for leaps).

    • Like 1
  20. 7 hours ago, Counterakt.9106 said:

    This is exactly why Anet is killing this game with alliances. Guilds have a scheduled time when they come out to play, play for 1-2 hours (or unless they get rolled by a larger guild and the commander rage quits).  In a regular server guild play is like only 20% of the the game all day. Rest 80% is just people running around loosely behind pugmanders. Pugs and pugmanders kinda have a feel for each others game play the longer they play together in a server. Pugmanders kinda know the quality of pugs at different times of the day and know whether the given set of people will push or get one pushed and play accordingly. Same with pugs we know if the pugmander will retreat or fight, or side step, does he have people pushing with him or not, does he like to ppt or fight. This comes from playing in the same server for a really long time. 

    Luckily there is a REALLY GOOD EASY TO IMPLEMENT SOLUTION!!! Really hope some dev reads this.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    • Leave the servers alone, just balance the guilds. If you don't choose a guild you get left alone in your home servers. 
    • Whatever remaining space is in the server, fit guilds/alliances into it based on theirs size.
    • Pugmanders/Roamers get to be in their home servers 
    • Guildies don't get separated from each other.
    • No one can stack servers
    • EVERYONE IS HAPPY. WIN - WIN !!!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    From my experience, only on one server, pugmanders are still in guilds so with your system would still go with the guild and not with the roamers (unless their guild also chose no guild to stay with the home server)

  21. 7 hours ago, Straegen.2938 said:

    For some reason they have obliterated melee builds in WvW which are high risk and low reward now. Instead ranged damage and ground targeting is the preferred gameplay.

    Daredevil can still play a high risk high reward melee build in WvW which becomes even more effective in an organised guild group. You just have to play it like a melee class.

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