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aelska.4609

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  1. 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.
  2. Just an update: nothing changed
  3. Cuz it already happened before, it already got reported, and they can't bother to fix it.
  4. It's incredible, they never cease to surprise me.
  5. 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.
  6. 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.
  7. 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.
  8. 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 !
  9. 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.
  10. That's a classic of guardian's traits, so many are either outshadowed by must-have traits (zealous blade in the case of Furious Focus), or badly placed in random traitlines that suck overall.
  11. I am really wondering what PvP devs had in their minds when designing EoD specs, not just vindicator but almost all of them. I don't get why Anet spends so much energy in trying to balance these specs out, just ditch them for PvE and keep the properly designed ones for PvP.
  12. Idea of this trait is not so bad, but I'm sad it is exclusive to only one spec.
  13. Back in the days the effects were visible. Now you have to anticipate it, great changes Anet.
  14. They are removing druid pet stat nerf so that it can fight engineer pet robot and other pvp bots. Balance achieved.
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