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chedder.6302

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Posts posted by chedder.6302

  1. can we talk about how irrelevant support chrono is. it was nerfed a long time ago because if you did a proper skill rotation whilst also not screwing up boss mechanics whilst also being the tank the boons were too strong. now engi/rev alls they have to do is press 1 button for perma uptime on alacrity (or auto attack and 1 button). guardian has been for the longest time been broken. now for some unknown balancing reason chrono gets even less access to the whole purpose behind the class some of your other classes can bring most the support the chrono did with more survivability and less buttons to press. ive been mostly out of gw2 anyways and honestly having 7 classes that all feel more and more the same and 2 classes which honestly are pretty op but brain dead to play probably out. maybe next skill rework will bring class flavor back to the mix and ill see you then.

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  2. @Raymond Lukes.6305 said:There has been a lot of discussion about the player “evaluation.” We already use play hours to determine population status of a world. With this system, moving people around ever two months we would like to track a few more things that can help us distribute players more effectively. One thing we are looking at tracking is commanding. Commanders are a big part of WvW no matter if your prefer scouting, roaming, running with a havoc squad or the zerg. Commanders are not the only piece to the WvW puzzle but they are a big piece. We would use commander time and squad sizes to determine a scaler to that commander players play time. For example, these are not the real values but I am not even a full cup of coffee in so for my sake I am going to make the math easy, PlayerA, PlayerB and PlayerC all play for roughly 100 hours a week. PlayerA commands smaller havoc squads, PlayerB is a PUG zerg commander, and PlayerC does not command. For all the time a commander is commanding squads let us say of more than two and less than size ten we’ll count those hours at a one and a half times multiplier and higher than ten we’ll count it at two times. If Player A were always commanding, in the small squad range, while playing their time, adjusted hours would be 150 hours. If PlayerB were always commanding, in the large squad range, while playing, their adjusted hours would be 200. Since Player C did not command their hours, remain the same at 100. Doing this can help us get more even matches. WvW is not completely a number of bodies game. A hundred veteran players will always beat a hundred casual players.

    Why would you punish those who lead? I agree that wvw needed to change because its stagnate and something like this is honestly the best way to do it but, why say hey youre bring the wvw community together on your server were going to punish you for that whilst ignoring the fact you can pin down run the same thing and make it harder for your server to play together. This boggles my mind. You guys have a good chance of revitalizing wvw but you also have 1 shot at it.

  3. Sometimes you have to apply the old Lego method of rebuilding in which you must destroy what you created to rebuild it better. As someone who specialized it small ops/havoc this is the change wvw needed.

    For better match pairing allow guilds to specify the amount of people they run on average to br paired against other guilds of similar size in the same time zone.

    Also commander tag time isnt going to be a good source of information because people will command with out a tag.

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