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Riba.3271

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Everything posted by Riba.3271

  1. Well main issue with these Alliance/Linking systems is that first 3 weeks of matchups you either win almost all skirmishes or can't do anything to stop enemy outscoring you. Of course once you set in your right tier, matchups will be more fair., but that is still unacceptably high percentage of matchups. Another obvious flaw is that you have no idea which timezone your server is active at as the links change every 2 months and commanders/guilds transfer around more. Both effects are obviously terrible for WvW. People who only play nighttime or noontime, usually have reasons why they do so. Nobody is asking to bring "old system back with 27 servers" but bringing old system back with less servers (12 or 15). This way fight groups might transfer to T4-T5 server for 500 gems then climb up having to PPT and increasing overall activity of WvW: Whereas if a group transfers in linking system, they always get considerable population advantage and will win the matchups with just numbers. You would also be more willing to dish out 1800 gems out for a long-term server since the activity there would be more staple instead of almost half population coming from links. Another issue that nobody speaks about is that even though almost guilds left pug-heavy main servers, those pug-heavy servers are still marked full. Thus they cannot fit any guilds in them even if they wanted to and this reduced fights in WvW since these servers will have no group capable of gathering numbers to fight these guild leads. What I am saying is that existance of links makes the population algorithm messed up overtime as transfers to links reduces the maximum cap of players on a server until no server can be self-sufficient. Linking system was pretty nice when links were max 15% of total population of linking, but we are approaching 40%+ number at this point making timezones very unstable.
  2. Hopefully theyll actively update the server populations throughout first weeks of release instead of only on mondays. Else we will see some monster queue servers be born and some get none at all.
  3. Heard it from multiple people. We definitely won't be seeing whole servers in one overpopulated linking. Wasn't whole point of alliances to get people to group up in guilds and play together, rather than incentivise them to have none at all? 🤭 Anet
  4. You are right. Alliances are bad. But linking system is even worse since it actually incentivises people to transfer and stack servers for pop advantage while leaving lot of servers full+unlinked or underpopulated. The pre-linking system with less servers where transferring to higher pop servers cost more and each tier had their regular enemies was much better. PPT also mattered more and if fighters wanted to build their own place while playing against populated servers, they needed to PPT. Unfortunately I made many posts and comments about how link system fails and anet has chosen to ignore the original WvW devs ideas. Guess having a great game doesn't sell enough.
  5. Much more fun than "super servers" rolling over everything and holding T3 SM all day. Players always go through the phase sacrificing their fun for wins. Smart ones will realise it isn't worth it, dumb ones will blame enemies and quit the game. I am on the particular red side this beta, we have lowest kdr out of all 3 sides and 0 fight alliances. Plenty of people willing to tag up open and cap things though. No one has ran tryhard discord only or invisible squad yet. It has been a blast despite us not being able to dent [Ares], [Pupa], [Ng] fight alliances. Main reason we are winning so many skirmishes is that we have red map as home bl and desert map is still super unpopular. Haven't seen a single blue or green group there outside after midnight. Remove desert map. Do note that we have lower amount of deaths than Blues and considerably less kills than either side in the matchup so activity of all 3 sides should be somewhat similar. Blues seem to outnumber and onepush us everytime they have a willing commander, greens have some weaker alliances mixed there.
  6. Queues aren't bad thing tho as it means each side has same numbers. They shouldn't be that large either because the problem is shared by multiple servers
  7. It is true large organised groups are very strong but linking system was even worse than this. Since guilds and bandvagoners left big servers to smaller servers, the big servers couldn't fit any guilds, only pugs. So some servers (no pve pop) had only experienced players and no pugs whereas others (large pve pop) had only pugs and no space for guilds. Now allianceless pugs are somewhat equally split. +1, linkless servers is the way to go. Yes some servers will be less populated but at least they would face similarly populated servers and it wouldn't be transfer fiesta every 2 months.
  8. Honestly, looking at their late track record, they rarely change things after release. Supply costs, upgrade times, siege vs siege damage, claim buff, most tactics, dolyak escort buff haven't been touched since release. They wasted all their time fixing desert map (that is only 1 map out of 4 and most unpopular) and dragon banner. Shield gens still do same as before. Even linking system is mess with same problems since release. Once alliances are out, I expect them to pull whole WvW team (1 guy?) off it. They're just too lazy to touch anything else than skill balance or rewards.
  9. Good change, one class had no business having so many AoE stunbreaks. Traiting F3 stunbreak should be enough. Superspeed melee stack blob was boring anyways: now they need to wait for some cooldowns and can die if enemy outplays them. Also indirect buff to spellbreaker and tempest. Much needed. Most people die because they overextend trying to hit 10+ people when their skills only hit 5. It very viable to go melee as long as you don't go too deep or overstay.
  10. Honestly alliances are fun: lot of action and everyone gets kills since people can't stack empty servers and leave some servers underpopulated. Alliances also allow guilds splintered across servers to group up in WvW together without large investment. Somehow our beta linking doesn't have any other voice commanders though? Am I really forced to socialize and recruit some? 😱
  11. Claim buff was only 1/10th of my comment, funny that you are tunnelvisioning to that: I have plenty of other changes I am pushing through in my various comments on these forums. Unfortunately the game has lot of things that have been never adjusted since addition (almost all at release of HoT). It is better for me to put as many necessary in case lost dev reads it. Also these things are connected, you cant just nerf 1 aspect of WvW as it might make things more unbalanced. For example you can't remove 100% guaranteed way to get inside (shield gens with enough supply) in meta where defenders win 100% of the fights with equal numbers as all strong commanders only ever attempt keep once in a row as by feeding enemy they just lose numbers and have bad time. Anyways why are you against fixing the game? Do you understand that your actions by wasting a comment to undermine a commenter actually providing actual solutions, even if most crucial ones repeat themselves, will just keep the game at bad state? I am sorry that it is waste of time to read 100 comments repeating about all the various competitive issues, but none have reached the devs yet. Please, hold back these hate comments that reduce the chance of fixing WvW.
  12. Following siege changes should be done: Arrow cart and trebutchet damage to siege increased by 25% Reasoning: To partly make up for the change where they doubled siege hp and made crits/condis affect condis but siege vs siege damage wasn't affected Shield generators pulse unstrippable 30% damage reduction buff affecting walls, players gates and siege in addition to existing stability and blocking normal projectiles but don't block siege fire anymore. Reasoning: Shield generators make almost all siege useless removing strategies like trebbing keeps to drain supply or bait fights or defending a gate with siege. Essentially as they are they remove plathora of playing styles and promote camping or blobbing. Guild golems cost 80 supply instead of 50 and all golems are unaffected by boons again Reasoning: Supply cost changed to match other guild siege. You cant buff up golems super easily anymore. If you want them to survive longer, utilize shield generators, dwarf elites, reflects, stacking and frost auras. Ballista 3 ability fixed to work futher distances and doesn't miss its target anymore Reasoning: It doesn't fly far enough to hit siege and it takes forever to kill siege with just 1 or 2. In addition this this following defending changes should be made Keeps require 25% and castles 50% more dolyaks to upgrade. In return all gates and walls have 30% more hitpoints Claim buff reduced from +400 stats to around +120 total stats (note defender siege will deal more damage to siege and stronger walls/gates) Packed dolyaks do not count as 2 for upgrade anymore, they should be supply oriented and speedy dolyaks upgrade oriented. Watchtower will only activate when tower is contested to increase spots new players and roamers can pass through and fight at without getting jumped by dozen more people. Stealth fountain and airship should also have slightly less duration and longer cd. Lord scaling should be adjusted to more logical as it seems to also scale off people not in combat with it and number of defenders while also having unintuitive intervals where it is super tanky at 10 or 26 people but dies super fast with 24 or 60 people.
  13. Honestly I do not see this affect anyone else than PvE players that are just farming gift of battle or legendary ring. Otherwise it is just nobrainer to repair a wall if you care about the objective (even if it is just for more bags) Often commanders/guilds do not have time to repair wall as they're needed elsewhere.
  14. Honestly you just ignored all questions and arguments I put in my message so I am thinking you are kind of impossible to reason with. There are plenty of benefits to defending such as tactics, escaping through portals, stealth engage advantage, respawns. I am just trying to make the gamemode better place by promoting offensive gameplay, reducing clouds, returning guild raids within keeps and reducing server stacking. So I do not really see what you have against reducing claim buff. And no, no one around me complains about claim buff, this is deduction you can arrive into yourself by gathering data and what people/groups do or avoid doing Yes, claim buff reduces amount of WvW activity and fights. There is no doubt about it.
  15. Well math says that difference of blues and reds choosing to fight either at ogrewatch and durios is +200 power, + 200 precision, +200 toughness, +200 vitality. Math will indicate that is over 13% damage dealt and capability to survive 20% more burst. Are these kind of differences really neglible? Arent these already at level where you win fight at one and lose at the other? So let me ask you, if on neutral ground 2 groups fighting have 50-50 winrate, how much would you reckon 1 claim buff shift it? 60-40? 65-35? 55-45? Even if it as low as 55-45, that is still winning 20% more fights than enemy just by doing nothing but defending. Of course you also get to enjoy all other defender advantages.
  16. Even if you don't talk about it, it is still an issue. You just need to ask yourself: Would WvW be better if claim buff was reduced or increased? And how much? to arrive to same conclusion. None of you would say it should be increased but if you weight the positives of it being reduced, you will notice it is actually damaging to WvW. Anyone who has played any form of 1v1 knows 1 runeset worth of stats is a lot of damage/survivability. You can even test it by trying to play after taking 1 or 2 trinkets off from everyone in your group. Once you do that, you will actually arrive to same conclusion, but I believe you will choose to remain ignorant and not do so. Imagine trying to cata a keep with 3 players, having to deal with lord and get wiped by 3 players that play worse than you due to extra stats. Once that happens repeatedly, you will just stop attacking things.
  17. Well you can still push to towers and SM to avoid half the bonus. It still makes quite a large difference, enough to kill small scale PvP capturing and dueling since 1 runeset extra stats is pretty big there.
  18. This is because claim buffs were added and all guilds/blobs transited to open field. Before that long-term sieges and 3-ways in garrisons/eb keeps were a thing. Attacking is just boring when you need to deal +15% damage and take -15% damage to match the enemy (no way to play around it). Especially for smaller groups. And if you are very good player, even defending is often boring because it is too easy. So yes, if you are trying to take keeps instead of farming near them, you are PPTing. Inside it isn't PvP anymore.
  19. Nvm, we got a link. The system is perfect. They don't speak our language tho. 😂
  20. Yoooo, we got a link. Lottery win. Nice system btw.
  21. While relinks make little sense as it doesn't balance populations or transfer costs at all, what is even worse is getting delinked because there aren't enough servers. You know you won't have numbers to match enemies because full status is reached so easily thanks to population algorithm. Thx.
  22. Guild claiming made the gamemode staler since the stats are overtuned (Difference between fighting near friendly vs enemy tower/camp is like +15% damage dealt and -15% damage taken). Dragon banner, airship, watchtower and cloaking waters are still promoting clouds and too devastating towards any newer player. Yes it was step in right direction but usually games nerf overpowered things after sales spike. No reason to have all these no brain things that allow you to win almost everytime in the game.
  23. Adding one random aegis application to warrior seems like a mistake making the class identity all over the place. As a WvW player, looking forward to warriors finally having short cooldown decent stability, AoE even. Banner of strength shouldn't daze enemies since AoE dazes in WvW tend to cancel CC from other WvW players. Maybe make it 1 second knockdown instead.
  24. I am not even going to read whole thing because it is definitely a great idea. Current system just doesn't make any sense compared to what we had in the past.
  25. Wasn't the whole section about claim buff preventing guilds having fun when going inside objectives? Is this really something that needs specifically to be mentioned? There are still singular claim buffs that change sides at south side of the map, just none of the respawn, siege, stealth, time, choke and tactic advantages.
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