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aelska.4609

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  1. It was truely a good idea to release this gamemode without having fixed the rally mechanic beforehands.
  2. They should have never removed hotjoins from the game. Now we got 2 gamemodes (ranked & unranked) that have the same function but one with better reward/higher toxicity. noice
  3. I'd be happy if they make Full-Counter CCable. Just that and see where it goes. If it was working like a dark souls parry I'd be okay for it to also negate CC, but here the time-window is too large for the effects to be that rewarding.
  4. New ones with the "new" weapons, thanks for helping to keep this thread alive anet.
  5. I haven't participated in the first betas so here is my feedback that nobody asked for: I genuinely thought that Alliance would be about making alliances between guilds, like picking and connecting nodes together. The fact that it is random, not permanent, and that there is no visibility on "which guilds are in the current server" kinda breaks my conception of a multiplayer game. I feel like the guild has become an isolated little bubble going through space and time, that's depressing as hell. Anet made bandwagonning way harder. That might seem niche, but getting lost in a server that is not speaking my main languages is not fun at all. Being stuck in it for 6 weeks is terrible. Even thinking in long-term, I really do not get the plus value of the system. It feels like it is creating new issues without solving anything. Thumbs up to the devs for the smooth deployment though. But imo, decision team should think about a career change.
  6. Yeah, I don't get why it hasn't been addressed since ... forever. They have spent time to develop crappy end-of-game-podiums, yet fixing simple mechanics is too hard for them :x They could start make stomping a bit faster and give the "1 kill = 1 rally" treatment as for in WvW, and limit the range of the rallying. That would already be a bit more healthy, and I am sure the intern is skilled enough for implementing that.
  7. Just an update: nothing changed
  8. Cuz it already happened before, it already got reported, and they can't bother to fix it.
  9. It's incredible, they never cease to surprise me.
  10. I second this. If they wanted to promote defending, why do they try to do it by nerfing the attacker's rewards ? It's mind blowing, just give some incentives to the defensers, and that is, job done. Here it totally removes the logic behind "map reading and strategy to capture an undefended tower". Now you gotta ram the gate open with big fat swords using your big fat zerg so you can eventually attract defenders to get the full rewards. 10/10 move, Anet. People complain when you don't do WvW updates, but I actually prefer when you don't touch this gamemode.
  11. This mechanic is actually very well designed and there are thousands of different ways to play it ... - It is not so difficult to contest, so that a team willing to play it will probably +1 or +2 to get it faster - You can be ready to instant decap the side nodes if this happen (mid prolly won't be a good idea, as it will be crowded afterwards) - It can just be a place for endless 1v1, so the game continues 4v4 - ... Or it can be a teamfight place, which gives extreme importance to the "roamer" of the team - etc. It is not like this buff was a surprise. You know the timer exactly, you have tells everywhere, it is right in the middle of the map for the two teams.
  12. How do you transpose this document to future updates ? I don't remember having to pick "support" or "damage dealer" when selecting builds or classes. GW2 has a lot of differences from one class to an other and I don't think such a transversal document can be helpful in any way. It puts a staff necro at the same level of a support guard (both 'support', the former giving CC's and the last giving boons), but these two are so different that they should be looked at more in depth. To go pragmatic, you can try to understand why one option outperforms an other from stats you collect from the game. With a good knowledge of your game, you should know what makes some builds unfun, underpowered, or overpowered. Also, the community has asked for more frequent updates for 'coefficients adjustments '. Seasonal updates should focus on diversifying the gameplay.
  13. If you shift the problem, it means that you can be 80% sure that you will lose when facing these duoQ, so that you certainly wasted 10 minutes waiting for the match to start and the next 10 minutes waiting for the match to end. Great game !
  14. What puzzles me is Anet forgetting immobilization before giving vindicator a second dodge. It's as if it hasn't been tested, yet fixes take ages to come.
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