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pikalovr.4613

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Everything posted by pikalovr.4613

  1. if there's more than 2400 players on at any point in the day even during peak i'd be shocked thats 800 players per server 200v200v200x4 (or 5 if you wanna count EOTM) 800v800v800 (1000v1000v1000)
  2. i mean if they can't expand the amount of players allowed on each map after consolidating it down to only 3 servers that's on them and this entire gamemode is literally hopeless. cause that means they literally can never increase the map capacity so even if the game mode gets more popular you'll still be getting higher and higher ques. i would much rather deal with a 200v200v200 on each map so 800 (1k if you wanna include EOTM which would actually prolly be played more with alot more ques going on) players per server overall at pretty much all times of the day than have what we have now
  3. literally would solve every single population/coverage issue. allow people to choose which server to join on reset (this is to allow people to swap servers if they so choose or want to but only on resets which i feel is fair). if a server is too full then you will be forced to play on another server sure but unless something like all these alliances decide to hop on the same server (which is highly unlikely due to bad blood between some servers/guilds). you more than likely won't actually fill up a server if they accommodate the needed space properly. now to potentially lower the pressure on the servers on more peak days like the weekend have a rotating alliancevalliancevalliance match going on for EBG and EOTM only (on the weekends of course). since everyone is supposedly making alliance guilds and joining them anyways. it wouldn't be hard to rep that guild and you would have a leaderboard/ranking system for each alliance. (as much as people would hate it i wouldn't allow guilds unless they're over like 200-300. since it shows they have the larger numbers necessary to actually hold their own/actually show it's prolly an alliance guild. also the last thing we need is to be running 1000 EBG instances for guilds with like 40 players let's be real here. plus it would promote actively trying to build a big strong alliance since this would be the "competitive" version on WVWVW). honestly it's baffling to me we never even had or thought about at least the AvAvA game mode and make it the "competitive" version and leave base WvWvW for casual play and maybe training
  4. [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake] [Quentin Lake]
  5. you were banished to brazil please do not resist this should be what they flash on screen when this happens ngl
  6. keep in mind this is the same company that thought not sending an in game mail for this beta at all was a good idea
  7. LMAO if you think balancing the game mode about players fighting each other around players fighting each other and using the INTENDED GEARING FORMAT FOR PVP instead of balancing around PvE is homogenizing the game you're actually delusional skill expression should come in the form of spec building and actual usage of skills in fights not around who has the most heal scrappers with full kitted out minstrel sets or anything like that. god i swear nobody understands how actual building/skill expression in games works. if gear was really that important we'd at least have access to a seperate build tab altogether for WvW builds that would allow us to hand pick the gear we need almost like a certain other mode does hmmmmm? not only would that tab allow for MORE experimentation since there's absolutely no cost or crafting needed to get what you need to test your build or run it. as for the argument "muh infusions" sure they can stick around plus they are still BIS for raids anyways so you'll still have uses in both modes for them but homogenizing the game? have you even looked at the current WvW big group meta? no matter what you do there will always be meta builds and go this or you're almost gimping the group builds but as i've said with the players being disrespected argument there's no good reasoning here and never will be also can't wait for the "well might as well just allow people to hand pick their gear in PvE as well" argument
  8. you can't be serious my guy based on your logic no sort of progression in the game should ever be looked at period end of story. you can't bring up "players being disrespected" when literally anything you do will kitten off potentially majority of the playerbase who might feel "disrespected" look at ele rn after the doomsday patch. it hasn't been a good excuse and never will be not everyone will be happy but thats no excuse to purposefully leave a game/gamemode in a bad shape sPvP gear works cause it automatically puts EVERYONE at an equal playing field. not to mention if you go from say playing PvP to WvW it'll be a far smoother transition. nobody in their right mind would look at WvW and go "you know what let me tie that in with PvE" cause how the kitten does PvE fit WvW better than PvP?? WvW IS PVP ORIENTED end of story. guards die in 5 seconds even with iron skin the mob camps also die extremely quickly. there's no reason to tie balancing to PvE and not implement even the most basic anti-frustating mechanics like not being able to chain stealths or multiwarps. if anybody here doesn't see the full picture it's you cause you completely wanna ignore midcore and smallcore fights. for what the 2 potentially 40-50 man boonballs that are gonna sit there and basically play war of attrition with eachother cause thats how stale and boring the meta has gotten? WvW is a "large scale gamemode" that you'd be lucky to get an actual group of 30 players in a pugmander party. hell even guilds occassionally still have to run at lower numbers and some even prefer it cause it's easier to control smaller squads over a giant ball of 50. i've played both with pugs an with a midcore guild (around 25-30 people showing up a night) and it doesn't take a genius to look into WvW and wonder what the kitten were they thinking. hell i spent one day in there and was baffled how they thought to do half the stuff they do like why are walls basically useless? what's hte point of gates when literally nobody goes for them outside of being absolutely forced to like SMC inner? why is a player allowed to blink 3 miles away in 2 seconds? why is there not a guaranteed easily accessible reveal THAT MAKES THE ENEMY STAY REVEALED for all classes (this would only reveal on guessing where they are or predicting the stealth and precasting the reveal spell/ability). you're reasoning makes no logical sense and shouldn't be trying to be defended with strawmans
  9. so i am once again reminded that if you for example make a LFG for fractals and one person joins then leaves it automatically drops the LFG for no reason. can it just not?
  10. or or and hear me out here why not have both? we shouldn't be getting rid or transferring any sort of rewards rn with how much we're trying to keep people playing if anything add more mats to battletracks and the pip chests give random sets of mats based on tier
  11. like i could understand not wanting to create an entire other balancing team but at least make it on the shoulders of PvP not PvE. thats the biggest head scratcher for me why is it tied to PvE and not PvP at all
  12. just put diminishing returns on CC and turn stability (WVW only) into a percentage CC time decreaser. altogether if you reach max stab and max CC DR it would be complete immunity. it would promote actually having to time and space out CCs to prevent you from getting nearly no effect off of them while not making CCs or stab completely useless cause rn it's hilarious how quickly i can burn through a stack of like 10 stabs against a group of players so instead of losing stabs per CC if i have 10 stab plus diminishing returns those 10 CCs would basically make me immune to them once i stun break them would it need some balancing and prolly some really fine tuned number adjustments? sure. could you make an argument for it to never reach full immunity? sure. but i feel like this is the most logical solution rn
  13. now idk what they have planned for 10th anniversary but i had an idea that wouldn't necessarily be an in game event (it would be nice if ANET helped with a few things) but more community made and focused. forewarning i only just now thought about it so it's not 100% thought out yet but what i'm thinking is there's tons of content creators/streamers and huge guilds out there who could easily create events like guild hall races, unused meta trains, raid trains, world bosses, hell even get some dungeons circulating XD. and while guilds primarily handle the in game side of the event (content creators/streamers can help as well). the streamer/content creator side could host history of GW2 walkthroughs for example, where they just walk around the different maps recalling you know their first times there or in the game period. maybe drop some tidbits and facts if it's more informational content creators. it wouldn't be anything extravagant or mind blowing but just something nice and community focused. i mean a game doesn't live for 10 years without it's community after all. if ANET was to get involved i wouldn't mind community events like kill octovine 100000 times as a community (this would be cross server of course). and maybe for the event hand out a passive constant boost to all players like 100% more EXP and 50% more MF for example. for guild hall races they could hold a grandprix for really well made race maps and other competitions/tourneys like who can kill W7 with the least number of players etc.... also sorry if it's in the wrong forum i didn't know if this counted as festival or not since it's a brand new idea that's not exactly a festival
  14. if you just want to purely be annoying boon strip tank heal scourge is quite good i've encountered many a stalemate where i can't kill them but they can't kill me so it's just a game of how long til they get bored and leave. once again not the greatest (or can even kill for that matter) but kitten is it funny to watch people try to 1v1 or sometimes even 2v1 or 3v1 you.
  15. people world first savage tiers in 2 hours literally only P4s and P3s (which was a shake up savage) were the only ones that took longer than a few tries. you really can't compare that here, and yes the normal mode took 2 hours. you know how many people one shot the normal raids? too many to count the fact the normal version even took time and tries to do is already leaps and bounds better than XIVs raid system and if you can burst down a boss before it even gets through all it's mechanics thats not a bad thing the problem is when it's EVERY boss which was XIVs problem you could ignore pretty much every mechanic and still pass thanks to one person normally a healer knowing the fight. "A single slacking dps could mean enrage in ff14 savage." tell me you don't do savages in XIV without telling me you don't do savages in XIV people can get straight carried through fights just hitting their essentially AA combo but yeah bud. once again you only really have a DPS check for like the first weeks if that (typically if you ran the meta comp you'd have alot more leniency) and the second BiS gear is obtained it's GG. you can be heavily unoptimal and still get carried even in those first weeks with nobody having peak gear besides maybe a few pieces thanks to tomestones my group carried a BLM who would consistently deal as much damage as the tanks . now compare that to wings in GW2 if you go double down thats it your party has to immediately put in more work to cover you being dead that right there is already far more individual responsibility than you'll ever see in XIV. you can't keep dying to mechanics and still clear without multiple people either stepping up their game or knowing the mechanics on a deeper level (unstable pillar overlapping for example). you keep dying in XIV you have two healers sitting there with swift cast raises ready to pick you up at any point they want cause there is no down timer or DD you can still contribute cause you can constantly be brought back into deal a little damage then die again. and we're also gonna gloss over the fact that majority of the mechanics can be dealt with by multiple specs and different ways. let's look at pylons my group decided to do the scourge tactic for it but there's also other specs who can do it. if XIV actually had more diverse jobs most mechanics would quickly become bring this specific team comp or you're gimping yourself. cause the mechanics there have nothing going for them 9/10 i'd much rather have unstable pillar than can you stand on the red or blue AOE? if there was a stat that say an elementalist excels at that overall is faster for the raid people wouldn't mind having an elementalist over say a HAM cause they know that strat will make up for or be more efficient overall
  16. saying XIV savage mechanics aren't just normal version mechanics with like 2-3 new mechanics, and if you're lucky them layering older mechanics on top of eachother is very funny ngl. i left XIV for the exact same reason each savage fight was boring and brought nothing really new to the table we very rarely get actual good shake up fights like P3s. let's take W7 for example (comparing most recent to most recent) the first fight already has more individual responsibilities and coordination needed than both P1s and P2s. P3s and P4s would be more equivalent to the final fight where you have group responsibilities and individual responsibilities (not to mention P4s is basically an entire different fight to normal). the pylons are a great and interesting mechanic (especially if you're on the pylon that the tank decides to aim cleaves at but i digress). the final savage fight in each tier (with some exceptions of course) is similar to each wings fights in terms of mechanics and difficulty and that should tell you something. onto the point of teaching the players i will once again bring up W7 the two mid boss fights actively show how mechanics work before the fight (unstable pillars and tornadoes). and no they shouldn't show you everything before every fight otherwise whats the point of prog? i went in with a group of 9 other people some blind some had run it years ago and forgot and like 1 person actually knew the fights and we finished W7 normal in like 2 hours not bad at all imo. the game gives you the tools to learn and improve the game just doesn't shove it all in your face. i wonder how many average/casual people actually even know about the training zone or even about the /wiki command? but if you really want to "teach" players how every little thing works shove them in a instance that explains different things condition damage, toughness, boons and debuffs, break bar, etc... and make it accessible from every main hub in the game so players can refresh their memory if needed. is there some parts that could be better defined or explained? sure just look at boon strip and condi cleansing priorities and how many people still don't know how it works or still question if it works how they say it does but no game is perfect and everything you'd need to know for raids is already accessible in game or is taught passively
  17. like just make it achievement based or give temporary commander if you make the LFG no reason stuff like a squad ready check, moving players between parties, place markers, or squad broadcasts should be locked behind a 300gold wall for new players that make LFGs for small scale content (strikes, raids, etc..). for 300 gold i bought the IBS expansion and can get alot of other good QoL things/skins from the store for roughly the same amount or save up for the other LWS (converting gold to gems) i understand most people already have commander or got it when it was cheaper but it baffles me as a new player that even basic group QoL are locked behind any semblance of a pay wall.
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