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The new contest system was added long time ago and this has nothing to do with latest patch. It has been issue for months where lord is dead or groups are fighting inside keeps, and it isn't contested.
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Lets count the evades on willbender: Dodge: Starting 3 with energy sigil. Regenerate at least 1 before renewed focus. 4 Flowing Resolve +2 Renewed focus x2 Total 12. Lets count the dashes on willbender sword 2 & 5 /spear 2 & 2 Gs 3 Crashing Courage (F3) Rushing Justice (F1) Renewed focus x2 = Total 10 Bonus 1 Judge's intervention Altogether 23 mobility tools Seems balanced.
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why? since there is so much counterplay to the poor stealthabuser already to the point where the game is uplayable for theefs? did i miss something in the last 12 years? the counterplay to sentries is quite simple: destroy them or run, which every theef excells at anyways. Decisions should be based on what is good for WvW infrastructure. If sentry turrets reveal, it will affect much more than just thiefs. If you want to nerf thief stealth access, you can do that by for example inceasing Rifle 4 stealth skill initiative cost to sPvP levels (2->5): Something which should have been done a long time ago. neither of those were a bad idea though? repair hammer makes alot of sense, and i also fail to see how this can be abused or is detrimental in any way. the same for the deployable cannon, Repair hammers with high placed cannons or boiling oils that take 3 minute for small group to clear. Great idea? Thought about it much? If you want siege to be repaired, you will add new tactivator or improvement for it adding additional choice with a tradeoff to the game. Cannons are basically better than ballistas at killing siege and better than ACs at killing players. If you want to buff either of these activities, you buff ballistas or ACs without adding "overpowered siege that other sieges irrelevant". In addition to this cannons remove boons. What portable cannons were ability for players to build 3000 range dragon banners. If you think it was a great idea, why isn't it in the game anymore? Because of what happens when people build 5+ 3000 range AoE siege with insane damage pummeling on enemies.
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It shouldn't be based on stats. I don't mind Arrow carts being bit stronger than the previously were, because there is a cooldown on how often a target can get hit anyways. It was bit stupid that 8 ACs was the same as 1.5 ACs with tickle level of damage. So Id like to see arrow carts scale better on number of them (up to 3 arrow carts?) and deal slightly more damage than they did (20%?) I have a-probably-terrible-idea where they could add new elite specs but for siege usage. Imagine rams with reflective bubbles or golem users with extra range. It should show next to class spec, so I can say I am a proud golem/ram user 👀 and make fun of arrow cart noobs.
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WvW World Restructuring Beta Feedback and Future
Riba.3271 replied to Rubi Bayer.8493's topic in World vs. World
I don't see any issue here. All you have to do is spend 4 weeks of active playing to learn what timezone your server is active in, then enjoy the remaining ½ week of somewhat-tolerable WvW. -
It should be added in but: - Not reveal stealth: Keep stealth as counterplay to Sentry turrets rather than vice versa - Have longer placement time - Cost some supply (5?) - Not disappear when mounting/dismounting This one was pretty good idea, just badly implemented. Bad ideas look like repair hammers or cannon blueprints.
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Problem with that is that it's RNG between siege and other stuff. You could get badges and buy siege like that but the rates have been adjusted. I'm not actually sure what is worth picking there. Ah, it used to give only 2 superior siege.I am unsure if that was changed with Janthir Wilds or this patch.
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Yep awful way of doing it, just increasing dolykas required for keeps by 25%, and stonemist by 100%, in addition to nerfing Packed Dolyaks counting as 2 for upgrade, would have been close to perfect. Siege rework is really good. I haven't bought any siege yet though since I have plenty: can't you get siege from skirmish chests anymore? Terrible changes indeed. First they take away any reason and environment to play for score by removing servers, and now they think people will play for score if 20% of timezones decide whole matchup? They are dreaming. Hopefully they revert this, and next time actually try to do the lords in 1-man, 2-man and 5-man groups, before making decisions.
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Eh, just existance of infinite siege is pretty cool. If it was couple years before in GW2 lifespan I might consider getting them and in fact am happy that it more on expensive than cheap side due to amount of griefing infinite siege can cause. Is it too expensive? Probably. I am not certain about this assumption, but I did not see any difference between the blueprints required, so can't you just buy 25 000 of cheapest siege and get the most expensive one?
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Sentry turrets are also just temporary, when you leave them, they will "leave" with you and oh ppl focus them already so imagine after some time You are mistaken. I placed Sentry turret on west side of the spawn on desert borderland, then walked all to necropolis and my sentry turret stayed at west side of the spawn. With that kind of range, which I assume to actually be global you can easily use them to scout objectives. Reason you, and many players, think the sentry turrets are temporary is because there is a bug where they get removed when you mount up, which is obviously not intended. It is supposed to function identical to the one in Edge of the Mists, which I used many times over there. And I can tell you having used both many many times, Sentry turret is much better than target painter trap.
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Yes, but the trap is temporary. Sentry turrets even with placement time and supply cost are superior version of them because they are still impossible to circumvent, and enemy won't be able to destroy them without being spotted as long as you hide them properly in trees, corners, behind cliffs. I would even say that Target Painter Trap is now useless, if it werent for the fact that you can only have 1 sentry turret down.
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Absolutely not. They would be useless. Finally, there is something to give you some "balance" stealth gankers. You would not be surprised if nobody would use them with a build time because there would be no use for them. Their intended use is to place them at location where you think enemy will show up in the future. They wouldn't be useless if they cost 5 supply and it takes some to place them. You place them at camp entrance and you will see most people who enter: so not useless. Same applies to any keep/tower gate or pathway to them. Even near gates of enemy objectives. With 3 second placement time, you could still use them against stealth gankers. And in 1vs1 against stealth player, you can use Target Painters.
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Pulls are the dumbest and worst mechanic ever added to WvW
Riba.3271 replied to Aedrion.6483's topic in World vs. World
There are 2 changes necessary: - Pulls that target multiple players: Cooldown Up. They are deadly abilities. Stability doesn't counter them because good players use pulls after they strip enemies. - Gliding in combat: Disabled. Too many youtube montagers, and even guilds, focus on just pulling -> gliding, to kill or damage enemy players. -
They definitely need to add supply cost to them. And possibly a placement time. You would be surprised how little people would use them if they have to stand 3 seconds still to do it.