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jul.7602

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Everything posted by jul.7602

  1. Damage and boon rip across the board are getting nerfed into the ground, and we're running out of skills that actually let players put a dent into these minstrel blobs. Remember the OG ANET developers that said GW2 wasn't going to be about the holy trinity with healers, tanks and dedicated DPS? Remember when were promised that every profession could more or less perform any role that the party needed, and that we wouldn't need to spend 20 minutes comping our parties and forcing people to play 'healers' *cough FB+scrappers*? Remember when ANET's goal was to let people play 'what they want to play, when they want to play, where they want to play'? Remember when ANET promoted teamwork and engagement, where people had to actual watch the environment for water fields and land their own blast finishers to generate heals? Instead of having a scrapper smash his face on the medkit #1? Oh how far we have fallen from grace. Anet would be rolling in their graves if they saw the state of combat we are in now. The game combat is downhill, there is no real game design philosophy anymore. The Devs now don't seem nearly as engaged or passionate as they were when they made this great game. It's honestly hard to watch these old videos, but you should try.
  2. Adding supports was the #1 mistake to this game.
  3. You can tell people didn't play in the early vanilla days when squad interfaces didn't exist. People still blobbed.
  4. The quality of the suggestions in this forum. What change does this even bring? The current system already allows TW and DOC to both join a map and fight as one or as two separate entities. This new change just makes it more annoying to do so.
  5. Under his proposal, two guilds wouldn't be able to join up and fight beside each other because each map has a 1 guild cap. The guild that runs more people will steamroll everyone else.
  6. Because very few guilds actually field 50 people. Most are in the 15-25 range. If this change went live, it would literally be Indo and his 50man boon blob farming everyone with their 'pesky' 25 man guilds and what not. To have a fair fight everyone else would have to blob up, and now all you have in wvw is just blob versus blob, at best. Great change.
  7. Because the almighty indo has left DR, and decided to bandwagon t1.
  8. No. If this change were made, everyone would just run 50-man comped squads and roll of every one else.
  9. Hot take, this build is complete bull and is doing far too much to empower the boonblob. Remember when ANET said gw2 would haven't the holy trinity? They'd be rolling in their graves to see that ANET has not only brought back the trinity, but they made it even worse by consolidating the tank and healer roles into one. I think for the greater good of the game, we need to smiter's boon medkit scrapper. Stealth gyro only provides stealth to caster, and no longer to surrounding allies. Medkit #1 healing coeffecient changed from 0.1 to 0.03. Medkit base heal reduced from 70 to 25. Purge gyro now removes cool down increase from 20 seconds to 48 seconds. Conditions removed changed from 5 to 3. Duration changed from 5 to 3 seconds. Fumigate now only removes 2 conditions instead of 5. Medical dispersion field changed from 15% to 10% Purity of Purpose no longer works on allies. Only conditions removed on the scrapper will be converted into boons. ICD changed from 3 to 2 seconds.
  10. Why on earth was this topic moved to Spvp? Forum mods have no clue what this thread is about. There are no minstrel/nomads in PvP, so it belongs in the wvw forum.
  11. Boons Overall boons are too strong, especially given how utterly easy it is to stack them compared to release. Regeneration: Regeneration no longer scales with healing power or healing modifiers. Regeneration will now heals for a fixed 225 health per second, regardless of your equipment or stats. For ease of comparison, regeneration from a meta-minstrel-support build would heal for around 480-550 depending on the rune set, whereas regeneration without any support gear would heal for as little as 175. A significant nerf to the passive and effortless sustain by meta-minstrel healers, allowing players to more easily whittle down boonblobs. Furthermore, this change acts as a slight buff to hybrid builds, whom will no longer be faced with as significant of a healing disadvantaged when facing traditional comps with traditional meta healers. Quickness Quickness action boost reduced from 50%+ to 25%+. For a competitive game mode 50% action boost is insanely high, especially given how ubiquitous quickness. Players should not be allowed to just piano their keyboard, and unload all of their abilities in less than a few seconds, with little to no telegraph. Resolution Damage reduction against conditions has been changed from 33% to 15%.. 33% damage reduction is far too high, especially given how easy it is to spam this boon. Additionally, there are already other means of greatly nullifying condition damage so it's unnecessary to have a perma 33% damage reduction on top of that. Might At 15 stacks of might, each additional stack of might only grants 10 power/condition damage as opposed to 30. For comparison, 25 stacks of might added 750 power, whereas now it will only add 550. Remember when people used to not be able to instant stack 25 might by themselves in less than 3 seconds? Back then it was reasonable for might to give a significant bonus to power because the underlying assumption is that players would rarely be able to reach 25 stacks of might, let alone sustain it throughout the engagement. That's clearly no longer the case, and it's not feasible to go back and rebalance every single skill that grants might. The diminishing return at 15 stacks of might is designed to particularly nerf the damage output of boon-blobs, as they are most likely the ones that can sustain such high might uptimes. There are a few builds that can solo stock might on their own, and those builds will rightfully have slightly lower damage outputs as well.
  12. What on earth are you talking about? There were no guardians in GW1??? And the meta was definitely more than 1 dps.
  13. The game made is stale, broken and in dire need of corrective course. It's been two years since we had a real balance patch. Not sure what happened. Take a look at yourself: More changes in that patch than all the subsequent patches combined.
  14. Get path of fire first, then consider if you want to buy End of Dragons.
  15. I see a lot of fanboys can't take to see a realistic post. If we don't hear anything about a release date next week. It's been delayed. That's a good thing guys.
  16. I'm going to be blunt. There is no way this expansion is going to well anywhere near as well as the last two expansions have. The elite specs are underwhelming, apart from maybe one or two; the rest are probably D tier at best. The rest of the content being released is pretty uninspiring. Fishing... scenic mounts... rentable mounts. This doesn't seem worthy of an expansion, and I think people are catching onto this. It's best Anet delays this expansion by at least another 6 months, and put some real content in there.
  17. Alliances are too controversial to be of any use to WvW in the long run. 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. 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. That is the reason why many people are not receptive to Alliances; because they never had a strong guild identity in the first place, and dislike like that they are being forced to identify with an apparent foreign quasi-guild like structure anyway. Now the pro-alliance people will constantly say, "but you don't have to join an alliance if you don't want to", or "if you don't like the experience, you should have joined an alliance", but this is where they make a grave misunderstanding. People seem to implicitly assume that if you don't join an alliance, then you don't care who you are matched with or who you play alongside at all. This may be true in some cases, but the vast majority of people actually do care on some level about seeing that familiar face, even if its someone whom you may only randomly see once a month, if at all. People do find value in being able to take several months off from the game and return to same community with familiar players, tags and guilds, and some extra new ones. The current system assumes that players who don't identify in some arbitrary way that Anet has proposed, are like droids that can be happily stuffed into any random server. Clearly this is an erroneous assumption. So why don't these casual pugs just fall in line and join/create an alliance that best matches their identity? Nobody really knows the answer, because human social interactions are complex, unstable and often non-transitive. People can find value in being associated with other people, while simultaneously not finding value at all when choosing to associate with them. There is a whole discipline and deep theory about this that you can read in some academic journal, but the point is that you can't force these types of players into an alliance system. Instead of complying they will most likely drop the game instead, which is negative for the WvW community.
  18. An unscientific poll. The results of this poll do no not constitute a random sample of the GW2 WvW population.
  19. Thornwatch, Giants rise, Pheonix dawn Score:129, 176, 163 KDR: 0.84, 0.93 1.5
  20. 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.
  21. These numbers are awful. More than half of the voters prefer the old system. Unlikely alliances are going to be a thing at this rate.
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