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prototypedragon.1406

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Posts posted by prototypedragon.1406

  1. In terms of bolstering defensive play perhaps making it so upon entering walls /gates becomes a zone that mounts and gliders are disabled for attackers and defenders. Which can be tied similarly to the gliding into a different zone debuff. But only upon entering a radius of a tower or keep when going closer to the main objective within it being passing through or over a wall or gate location. Since walls can't be rebuilt as easily anymore not much point to try to repair just asking yourself to get ran over. guild arrow carts should get some of their original damage back and when casting and hitting groups of 25 or more gain a active ability called Pin Downed " Those hit have their movement speed reduced by 50 percent and Boons cannot be reapplied while the non removable debuff is active , duration of 6 seconds per volley shot.   If enemies have less then 25 players and are hit by the ac fire Pin Downed has no effect.  Thinking of it sorta like if bodies start pileing up it would make it more difficult for the Attackers to Rush in all at once since they would have to climb over the dead. Now bigger numbers could still probably get through but it may be more difficult then sending in  smaller squads to take out the acs . But could give defenders a better chance to interact with enemy players without just up and abandoning objectives  since defending at this point is like giving a Quaggan a bow and telling them they are an archer now without any training and sending them on their merry way.  Give cannons a ability similar to oil where you cannot be hit or lifted and pulled / damaged when on a cannon because they are honestly just a death trap at this point and could perhaps gain increased damage based on number of players group together in its abilities radius going in 10 person intervals up to 50. But these recommendations would probably get shot down or just rot in the abyss known to all as the forums so honestly I think it's pointless to even suggest anything anymore.

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  2. 29 minutes ago, Lan Deathrider.5910 said:

    I think at minimum they need to undo the WvW nerfs to WoD.

    I also think that the disenchantment effect needs to be added onto a few more sources, like Break Enchantments and maybe one of the traits with an ICD attached to it.

    I think they should make dispelling force remove boons regardless if a enemy has stability instead of just removing 1 stack off stacked stability ( example being a skill that gives 5 stacks of stability only removes one stack regardless if you use dispelling force and no other boon) when a cc hits with that passive ability. If your foe has stability the cc boon removal does not activate aside from shaving off 1 stack of stability like a regular cc skill. At least in wvw.

  3. 31 minutes ago, TheGrimm.5624 said:

    Choo Choo! All aboard the karma train!

    So key in the new meta is if in doubt don't defend, just go and take. Anet is not looking for fights, they want insta-noodles. 

    Anet wants instant noodles but they ordered off brand I think it's just the cup that has a picture of noodles on it but filled with boon water. 🤣 ( Noodles not included in packaging)

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  4. 14 hours ago, Bunny.9834 said:

    I've said this before, the devs that keep pushing for this GvG boon ball meta NEEDS to make a separate instance where these guilds can do this.   These changes that cater to this specific type of content ruins the rest of this "cornerstone" game mode. 

    So far they've ruined every counterplay to fight these blobs outside of another blob. From AOE damage (Meteor Shower, Burn Guards) to Boon Rips (Mesmer, Scourge, Spellbreaker). Now they've destroyed sieges. 

     

    The GvG's got guildhall arenas they can dance around in.

  5. They'll go for the emergency waypoints next.🤡 If a tower or keep is entered by a opposing team and the objective has that tactic equipped it shall then be ( updated)changed when  the tactics are  pulled by that team then an opposing team can use that Emergency waypoint. No more need for siege or the walls or mounts. Just think of the savings of gold. When in the old days just to upgrade tiers  for objectives it cost silver up to several gold at times. I think anymore I only login for 2 to 3 hours peer week anymore just due to the constant state anet has been letting it rot due to lack of resources/ questionable decisions at best.(mostly pve take main priority as many have known for years so it's not a big surprise for even the newest of players).It may not be long  now till wvw fully goes the way of the original Warhammer age of reckoning did.

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  6. 31 minutes ago, Vomact.5693 said:

    Hello

    can somebody explain it to me in "arms"

    "

    Dual Wielding

    Attack speed is increased when wielding a main-hand weapon in your offhand."

     

    must i use a 2 hands weapon or a weapon i can use in main hand and off hand ? (Sword for exemple )

     

    thx

    You gain the attack speed when you have that trait equipped when you have a axe,mace,dagger,or sword in your offhand. But it only applies to one handed weapons and the trait is not used when you have 2 handed weapons equipped.

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  7. Just curious is all since the change over Anet did to remove the cooldowns off the traits and just slap them into the weapons themselves? Shield stance use to have 25 seconds recharge when traited along  with a lower cooldown for shield bash with the original Shield master trait equipped prior to the 2020 blanket nerfs.

  8. 19 minutes ago, Dawdler.8521 said:

    Yeah, now imagine when it was off prime and the people attacking the tower was less than 10 people instead yet defenders still built 6 arrowcarts . 

    Fun gameplay. Surely we need it back again. And double the ram/cata cost while you are at it, zerglings have tons of supplies right?

    I mean they could just build a trebuchet to take out the arrowcarts right🤯? last I checked most towers have camps nearby to carry supply from?  Even quicker with the handy dandy warclaw🤔. And at least then there was a incentive to defend. And if a zerg dies to arrowcarts it's not on the zerg but the commander for making the decision to run into AOE without clearing siege? Isn't world versus world technically guild versus guild hence the name of the game? ( Granted wvw is split amongst various levels of game play zerging, roaming, scouting, havoc, f2p accounts pulling tactivators  on opposing teams side)Not to bash on roaming but I mean at least back then in terms of defending it has to be better then this boonball mess unless you counter boonball with equal boonball the roamers still shall get ran over anyway so it's not like it makes any difference still while against greater numbers your better off roleplaying a tower guard then actually fighting with no ability to counter or at least being able hold your ground for back up to arrive if it ever does?

  9. In the old days years ago defending was a lot easier especially in southwest tower. On the alpine maps. If you have 7 or 8 people you could setup 6 guild arrowcarts and have 2 guardians run line of warding and sanctuary to hold back a entire zerg back then of 50 plus or more by creating a deathzone on the bottom of the stairs. Given back then there were no mounts and not as much access to stability. But zerglings complained about it since they wouldn't wait 10 seconds for the skills to end or to dodge through the arrowcarts fire ( or bait the use of the skills by doing a false push 🤷‍♂️) back then boons also were not a requirement for skill. More of a slight addition.

  10. What if anet cut the number of strikes of hundred blades in half to 4 strikes, gave it the animation speed that quickness would have normally.  Then double the damage for each individual strike then with the forth strike have the increased damage( or 3 times the damage)? ( With Quickness added it may be difficult to avoid hundred blades but it may actually allow the full damage to be implemented even if rooted)( Hundred blades swings happen so fast it becomes like a blur).

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  11. It seemed like a few weapon skills at least cc ones when you swap to the wvw status in the guild hall it don't show the correct damage values in their description. For instance warrior hammer 4 or 5 the description says that each hits alot higher then they currently do in wvw but when used they still do the laughable 10 damage which is on par for the current iterations. idk I could be crowdcontroldelirious or maybe they may be gracing crowd control skills with hopes of a distant horizon.🤔🤷‍♂️

  12. It seemed like a few weapon skills at least cc ones when you swap to the wvw status in the guild hall it don't show the correct damage values in their description. For instance warrior hammer 4 or 5 the description says that each hits alot higher then they currently do in wvw but when used they still do the laughable 10 damage which is on par for the current iterations. idk I could be crowdcontroldelirious or maybe they may be gracing crowd control skills with hopes of a distant horizon.🤔🤷‍♂️

  13. 5 hours ago, Fueki.4753 said:

    That was just during a no down state weekend event. This may happen again in the future.

    That does not count as "back in the day" or as "back then". Down state has always been part of the game.

    That is true, but in terms of "back in the day" I was meaning it more towards balancing and not a over reliance on boons and adrenaline generation was a lot easier to maintain. Along with mace and shield feeling better to use.

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