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XenesisII.1540

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Everything posted by XenesisII.1540

  1. No one is farming nodes if there's enemies around, unless it's a complete newb not paying attention to their surroundings, so congratulations on baiting a sheep to the veteran wolves I guess. They only thing they accomplished with these moves is adding movement annoyances for fights in the rings, from the camps I've seen there was absolutely no reason to move the nodes in sec, umber, rogues, speldans(what in the actually kitten for this one, moving it from the lumber machines 2 ft across to the lumber stacks). This was some real lazy bare bones development to claim credit for working on wvw. I'd love to see this show up on a dev's linkedin one day: Worked on endgame content for WvW - Reduced all red ring sizes to be uniformed in size, as well as moved mining nodes to more suitable spots on the map in order to promote more stable PvP interactions.
  2. Probably why they did the patch this late, since sab usually starts around april 1st, so people wouldn't confuse it being the aprils fools patch. It's actually more of an april fools their their actual april fools patch... 🤭
  3. WvW could use a split tbh. The ultra sweaters who pretend to want competition need their own area, and everyone else that want to play wvw however they want. But in the end everyone just wants to farm, they want advantages not actual competitions, whether that be on personal, guild, or server level.
  4. Here's the new interaction. https://i.ibb.co/F0tQ6VB/z-Untitled.jpg They moved nodes two feet and called it a day. They seriously had interns working on this.
  5. "For you, boon ballers, the day they graced wvw with reduced capture rings was the most important day of your life, but to me, it was just Tuesday."
  6. Nah just put a waypoint in every objective and keep it open, it's just bag farms we want right. Better yet do like the accident they did in desert bl and had enemies take way points into enemy south towers, have 3 waypoints for each side in every objective, we don't need to bother breaking walls, lord fights all day every day.
  7. It's not like we've never asked for boon rework, it's just pretty obvious they don't want to rework boons, and continued to add even more spam with quickness and alacrity additions last year. Boon balls were already strong enough without those reworks, so even taking away alacrity is pretty much a nothing burger move, while they continue to nerf boon strips every patch, so now the counters are even weaker than before they started buffing those support classes last year. At this point boons should probably be capped at 10sec durations like superspeed(this should have stayed at 5sec). But it won't happen. PvP needs to have counter plays, when you have temporary boost of power above base power, you should ways to deny or remove it, this type of counter play is what brings in the skill aspect of game play, you being able to recognize, react, use the appropriate buffs/counters, at the appropriate times. It's not pve where you spam your boost so you get top dps at all times. But no, apparently anet and their friends think the only thing you should be doing is throwing boons around 100% of the time and you can only challenge that group if you're running a similar meta setup and numbers, no if buts or what about its. Only raid bosses are allowed to challenge raid bosses and the peasants are just bonus bags waiting to be clobbered, these peasants shouldn't bother trying to scout or build or defend, just lay yourselves down on the railroad track and wait to be run over, that's your only purpose in wvw if you don't want to join a blob guild to do blob things in lord rooms as per the current anet devs philosophy.
  8. Attackers: evil sweaty no lifers, plot to sneakily, head to, watergate, with popcorn, announcing with oj's, cheese bag farm. Defenders: sleeping scout, panics, calls the bros, is blind to numbers, doesn't hear question about numbers, still refuses to say numbers, think they're a solo cowboy on oil, gets killed with 4 aoes, cries in forums, goes back to sleep in another objective for afk pips. Oh sorry confused person I forgot to include the 🤭 to show this was a joke which I know grimm will appreciate.... 😏 -->
  9. That's the strangest recruitment story I've heard lol. 🤭
  10. Would have been much simpler to say you want instanced Battlegrounds. 🤷‍♂️
  11. Imagine attacking one of the the most important therefore fortified places in the game of your enemy, deep in their territory, and thinking oh man this is a slog taking 5mins to break through these double walls, defenders totally shouldn't have this much of an advantage that takes 3 hours to upgrade, defending their most important objective in the game. This capture should totally feel like a walk in the park capturing a camp instead. What's the point of having enclosed structures anymore when your only goal is to have all the fights on lords? Then somehow thinking reducing capture sizes is going to promote more fights on the lord, it wasn't a problem for 12 years, but now suddenly because the boon balls squirrel off to train track enemies running from them, because you know it's a giant fat boon blob, it's suddenly taking too long and needs to be nerfed. What defensive tactical gameplay? you've nerfed it all so your blob can stroll into lords, only boon balling with numbers matter now. That apparently was the most important priority issue to fix with WvW these days, fixing capture sizes and node placements because a boon ball failed to capture a keep after 20 mins of running over enemies, that didn't feel good for them! 🙄
  12. I like how some people somehow think when you nerf the defenses down that those fat groups are somehow going to run smaller groups like they use to back in the day, because you know, those groups only ever fight in objectives with those numbers, they don't ever fight in open field against other bigger groups where they need those numbers..... Yeah fortified keeps were totally the only reason why groups run 50 instead of 25, totally. Like guilds like Flux will totally tell half their members to kitten off they only need 25 in the squad now that keeps are so easy to bust through and the cap ring is smaller, and Indo will only need to run 20 people instead of 40 to bag farm in keeps, like totally. They're in delulu world if they think numbers advantage doesn't exist regardless, that it totally doesn't give boon balls a bigger advantage now, after they've also nerfed the heck out of counters like boon strips, and wawwior bubbles. Smaller groups run from bigger groups, they run to nearby owned objectives to get a slight advantage with chokes and stat bouses, if you take away the bonuses, they will continue to run, they won't suddenly decide, well, our backs are against the wall, it's time to face the music, no, they will just go somewhere else, and many already do so these days. You can keep nerfing down all the walls your opponents are hiding behind, eventually they will just run out of the game instead, because you were too dumb to look at the reasons why they ran from you in the first place. 😏
  13. Gotta be another inside joke by anet to think moving synths to inner capture circles is somehow some mind blowing move to make captures exciting.
  14. Imagine thinking that attacking should be "comfortable" and "feel good", if only real wars were like that huh. 😏
  15. That the ideas come solely from boon ballers/gvg'ers who have a one track mind. Yeah let's ignore all the counters like boon strips and defensive stuff they've nerfed, while they added all those alacrity and barrier spams that they're now reversing, but not reversing the counters, yeah boon balls totally are weak now. 😏 We were on DH side popping oj's keeping them busy so that NSP could go cap smc. Simple map politics, they choose two easy towers on our side instead. Eventually the T3 smc fell, the "slog of a fight" doesn't seem to matter when 3 teams are up in there all the time. Tunnel vision, lol that's funny given the boon ball biased balancing the past 3 years. Kitten everyone else on the map only that boon ball group matters. 😏
  16. Yeah imagine wanting to play defense in a game mode made for siege warfare with enclosed objectives. How silly of us, we should all be in south island fighting each other team deathmatch style. Pretty delusional if you think boon balls will stop using their advantage to farm easy keeps now, or forcing players into lords rings is now going to get them into coms to fight those groups. The genie bottle is already open, there's no popping the cork back on. Also stop being toxic and maybe you'll get people to join your guilds and coms. The extra activity you think it will produce, all that does is allow more sneak captures, because no one cares to defend a T0 objective, they'll just recap it in 5mins. Yesterday on JQ, we were attacking Darkhaven keep to get them off their T3 smc, do you know what NSP the 3rd team did? they attacked our T0 towers with their zerg instead, not double team DH on their side, not attack their SMC, they took two T0 towers with no defenders around. That sound like good activity to you? You boon ballers ever asked yourself why other groups will hide in objectives instead of fighting you in the open? Maybe deal with that issue instead of breaking down the walls they hide behind, deal with those issues so that they don't feel the need to hide in objectives and have to use chokes on you, because making it easier to break a wall between you all doesn't change the reason why they're not facing you head on in the first place. Boon balls, especially the map sized ones is the problem and will continue to be a problem. At some point these continued nerfs will kitten off enough defenders so they don't bother to show up, we'll just go take your stuff while you're in ours.
  17. If your map blob is getting held back by 3 neckbeards on siege, I think the problem really is with you guys.... 🤷‍♂️
  18. I mean they should have had some sort of multi hold spots to capture the keeps and castle. But this would only split the boon ball, and of course that's a no no.
  19. I think this stems back to the defense credit changes that made people less interested in repairing. Now this will force players to actually repair until 50% if they really want to plug the hole, particularly defense zergs since they can do it faster, but most were just ignoring the issue as usual leaving it to the scouts. As a side change it also helps not building walls on your own zerg, but also... not being able to cut enemy zergs in half..... overall just a meh change that doesn't address defense credit, again.
  20. I was kinda half joking about that change because only the boon ballers would ask for that type of change, it's never been brought up anywhere else in 10 years far as I know. But there's no question that rings needed to be adjusted (but that was something far from being a priority fix for wvw tbh), some like north camp were way too large and then you get to desert and they were a lot smaller. And the golem contesting change too I don't really care either way. Overall it just continues to erode defense play even more. They expect everyone will jump into the ring now to contest, you've already nerfed the siege, the supply, the strength of walls/gates, the tactivator, the disabler, but then they expect people will make this last minute ditch effort, with that laughable lord heal and now stability, to save something you can recap in 5mins. I mean sure, this works if the sides are always even, but boon balls don't quite make it so. I think people will just be more likely to leave and let stuff drop more often now. 🤷‍♂️ P.S How about next change we just place the lord outside of the objective, since it seems to be too much trouble keeping him inside of it. 😏
  21. Most likely the gvg bros on discord. Suggestions by people who don't want to play WvW for what it is, they want their gvg playground to "mindlessly train track over people for bags". Don't understand why anet didn't just make a separate battleground for them in the last decade instead of dismantling wvw. 🤷‍♂️
  22. Oh btw anet before you continue on this crusade to destroy all defenses so you can force everyone into melee range, maybe fix your kitten skill lag issues first. Being forced into melee to experience the 5-10s skill lag is not "fun". Thanks.
  23. And yet they can't be bothered to fix exploits into objectives that have existed for almost a decade, cause I guess boon balls don't use them. 🤭
  24. The boon balls were taking too long to cap while chasing down suicide solos trying to stop the ring progress, enjoy your smaller rings. 🤷‍♂️
  25. World vs. World The following changes are part of an ongoing effort to make fighting for—and in—objectives feel better for attacking groups, as the defenders' advantage inside their own structures was previously too strong. While we don't want to swing that advantage completely in favor of attacking groups, we also want to encourage player interaction so that large portions of attacks against structures don't feel like a slog with little payoff. We feel that these changes will help to incentivize more player vs. player interactions while still allowing for defensive tactical gameplay. We will continue to monitor how these changes affect sieges and structure attacks. Across all objective tiers, walls and gates will now be rebuilt when 50% of their health has been restored. Several objectives' capture boundaries have been resized in all four maps: Resource camp capture boundaries are now the same size in all four maps, with two outliers: Rogue's Quarry (the green world's northern camp in Eternal Battlegrounds) and Hamm's Lab (the northern camp in Desert Borderlands) remain unchanged. Generally, this is a reduction in capture boundary size for Alpine Borderlands and Eternal Battlegrounds camps and an increase for Desert Borderlands camps. Capture boundaries in O'del Academy, Crankshaft Depot, and Parched Outpost (northwest, southwest, and southeast Desert Borderlands towers) have been reduced. Stonemist Castle's capture boundary has been reduced and centered. Capture boundaries for Green World Keep, Red World Keep, and Blue World Keep in Eternal Battlegrounds have all been reduced. Capture boundaries for garrisons in Alpine Borderlands have been reduced and centered. Capture boundaries for Dreadfall Bay and Ascension Bay in Alpine Borderlands have been reduced and now match those of Shadaran Hills and Askalion Hills. Synthesizer and tactivator locations have been moved in most camps to ensure that they are still inside the capture boundaries. Presence of the Keep and Guild Objective Aura bonus effects now provide +25 power, precision, toughness, and vitality instead of +100. The Empower healing skill that was added to keep lords in Alpine Borderlands and Eternal Battlegrounds will now grant stability to allies it affects. Siege golems no longer cause capture objectives to be contested in WvW. Flame rams' Iron Will skill now shares a cooldown between players. The Siege Disabled effect marker has been removed from siege weapons affected by siege disruptors. The next few changes continue from a recent update that added new bag options with grandmaster mark shards included in the price. Our goal for this, and for updates from last year, is to give WvW players more options for spending their WvW currencies and improve quality of life for currency exchange in WvW. We felt that a surplus of memories of battle, specifically, brought the price down too far and that there were not enough opportunities to spend them. We will continue keeping an eye on this vendor and other new purchase options to determine whether we need to make further updates. Proofs of heroics and testimonies of desert heroics can now be traded to heroics notaries in exchange for testimonies of jade heroics. All items offered by heroics notaries have been updated to require testimonies of jade heroics. Memories of battle are no longer available for purchase from Dugan, and some of the merchant's purchasing options have been updated. An option to exchange boxes of grandmaster marks for grandmaster mark shards has been added to the skirmish supervisor.
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