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Riba.3271

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Everything posted by Riba.3271

  1. Do you guys think superspeed is too fast? 100% increased movement speed might be overkill. Would 66% or 75% be better value? Is it fine roaming? Should it be slower but have higher personal uptime? Maybe Scrapper should have inside a minor trait increased personal superspeed effectiveness whereas all other classes benefit less from shared superspeed? Lot of the skills in the game were designed back when were only a couple of sources of personal superspeed which means ranges and radiuses of lot of skills can't keep up.
  2. Sic'em Rangers are only viable on whichever server holds SM most of the day (as they need place to run away to). Nerf objective claims and Stonemist upgrade speed so SM will change owners more often. SM carries so many cheese builds. For example Willbender is much more deadlier elsewhere.
  3. Invisible squads are indeed harmful for WvW in long run as it makes newer players hard to be reached but also guild finding/promotion harder Not to mention it withholds necessary information from teammates and can make battle coordination with friendly groups more tedious. Haven't yet seen a single server or guild that has promoted themself enough in teamchat to reach new players or transfers. I am a believer that servers should try to unite, guilds and pugs included, and communicate to fix their problems rather than have easy out with multiple separate groups. Also long term stealth should be removed anyways. In the end, it is a great change but for invisible squads to be removed there are 3 problems in WvW that need to be fixed first: World linkings: If pugs and server etiquette change every 2 months, it is impossible to teach them to ignore certain tag colour. Also without linkings open tags could train their server pug population to level up with them as with current system they'll be forced to run invisible eventually as their core levels up beyond reach of any link newbies. Easy access Long term stealth: Any bad guild and blob is able to use stealth gyros: sacrificing part of your teamcomp to bring thieves and rangers is the real stuff. Stealth also pulls down amount of real fights since they end so soon Objective claims: With easy long-term stealth removed, it will be hard to score kills unless you force a fight by attacking enemy keeps/towers. But enemy keeps are untakeable against slightly weaker groups due to mostly stat difference: other defender advantages can be overcame by flexibility and training. If it is much weaker group, it wasn't a fight to begin with. There is a reason guilds only raid primetime and never touch objectives twice in a row these days. So if they actually make WvW to function around objectives and coordination instead of chest-thumping and cheese strategies again, I believe removing invisible squads would be good for WvW.
  4. People can just transfer to Gandara then since it will have less population than tier 1 servers?? What do you not get about it? I am saying that lower population servers like Gandara+no link will be 500 gems and overpopulated servers like SFR+UW would be full. Only difference is that SFR+UW would be only 1 server forever in the future. NOTE: I AM NOT SAYING THIS IS HOW THEY SHOULD THE ARRANGE 12/15 SERVERS, THIS IS JUST AN EXAMPLE. I am trying to explain this as simple as I can but I do not understand why you don't understand that I am trying to fix the problem that people can transfer to overpopulated servers while underpopulated servers like Gandara are full. In addition to this it will fix several other problems like unbalanced matchmaking every 2 months, cheap transfers and transferring always leading to population advantage. The tradeoff will be that lowest tiers will have less activity than higher tiers, but that is already the case: and actually lot of people prefer lower activity and quality.
  5. I think you are forgetting 3 very important factors: Transfer costs will be based on total population on the server (so no 500 gem transfers to already stacked linkings in t1) There won't be relinkings changing populations I never said players will be shuffled around randomly away from their current guild or server mates. They can just do last linking with current servers, and thats it So it is nothing like current system. It will have worlds and communities, not randomized tiers and mass transfers every 2 months.
  6. I am literally describing is the system before world restructure just less servers? So no, it isn't world restructure, it is the system before it. So just servers, no links and no rearranging player population. Only thing that would change is population statuses and transfer costs alongside it. Only reason I am describing it is because restructure was such a long time ago that I assume lot of people didn't play back then.
  7. Alliances roadmap is like a kid saying they wanna be princess when they grow up. Being a princess sounds great until you realise your destiny is to be married with a guy you don't like... But thankfully it is also a dream that won't come true.
  8. Nah, you misunderstood. Point was that there would be no link servers. New world names would be just for equality so everyones servers would get deleted, not just lower populated ones (pointless but anet loves carebear philosophy). I do not know how they would arrange the servers but logically they would at least try to keep servers together.
  9. This is because current system allows, and even forces in lot of cases, people to transfer every 2 months anywhere. Since transferring leads to you having population advantage everytime and can be done cheaply, you do not even have to PPT to hit higher tiers. So how 2-month cycle currently is: Step 1: Relinking happens, every server has "equal" population Step 2: Large percentage of players hop servers, usually to same servers. Not only boosting the population of "future" higher tier servers, but also dropping population of all other linkings. Step 3: Only outnumbered pugs (unwilling to transfer) are remaining in lower tier servers How it would work with no-link system: Most stacked servers would be full (~T1), 1800 gems for decent sized servers (~T2), less for others. Large amount of transfers wouldn't be able to overpopulate servers and would be incentiviced to transfer to lower tiers These lower tiers would have less population, thus less pugs and pugmanders. If this group of transfers wanted to climb tiers, they would have to play for points sometimes instead of being carried by being overpopulated Basically what I am trying to say is while mostly pugs exist in lower tier servers, that is because they were left outnumbered when lot of WvW-dedicated people transferred away (usually with 500 gems) at start of relinking.
  10. Nomad was pretty well balanced as it didn't have healing power as major stat. Minstrel does not only have healing power as major stat but also concentration stat is busted, it provides too much as minor stat. The fact that you see people rocking 60% boon durations with minor stat and a runesets is too much. Ideal way of fixing Minstrel in WvW: Change WvW gear system into Amulet system. Instead of having 1 amulet like in PvP, you would have 5 amulets to choose stats from. Only 3 of the amulets would have 4-stat/cele combinations available, other 2 would have to be 3-stat. No minstrel option. Lowest effort way of fixing Minstrel in WvW: Nerf minstrel by nerfing concentration stat in WvW from 1% boon duration per 15 concentration to 1% per 25 concentration
  11. No need for link servers. All link servers do is mess up transfer costs to different tiers and kills servers. If people still want to build low-pug servers, all they need to do is transfer to bottom tier cheaply and build up from there. If the main problem is that some people lose their home server and others don't, then just instead make new servers with completely new names. Nobody fears getting whipped once as long as all other humans are whipped as well. How anet distributes the population is up for them to decide. And alliances have been coming for like 5 years? I don't even remember anymore. It is not viable excuse anymore.
  12. Wouldn't Griffon stance with increased duration be pretty good now that superspeed stacks duration? +100% endurance regen (50% with vigor) and essentially like 15s of AoE superspeed (with 6s stance duration) if used at right timing? (I am actually not sure how the superspeed part works but I imagine it is 3s per attack dodged)
  13. Well any organised 5 man party is a menace. 5 Soulbeats would definitely be wellrounded comp but I feel like they would lose to any more organised group due to lack of boonrip and the fact that they wouldn't really have way to boost their support any further on demand. For example healing by removing 2 conditions per second is a lot but it still wouldn't be enough sustain. I can see new players having issues buffing dedicated 5 players pewpewing single players with perma One Wolf Pack but in the end wouldn't this work already and people just find it boring?
  14. It is no secret that ranger struggles to find usefulness in largescale fight in WvW. Out of all the builds, Soulbeast is closest to being viable. With having no pet and access to immobilize pull and large amounts of mobility while merged with Juvenile Raven, it is quite close to being viable when combined with things like Muddy Terrain skill, Dolyak Stance and Child of Earth trait. Issue is pathetic duration of stances on allied players and I believe best way buffing rangers viability in WvW while not breaking it roaming is boosting the Leader of The Pack traits allied stance duration from 50% to 100% (or even 150% like it is on ranger) in WvW. It still won't be meta because lack of a 2nd good weaponset outside greatsword but at least this would be much needed easy buff for running in groups.
  15. No, that 30s is for other guardian specs how often they get passive aegis. "Receive The Light!" is 13k AoE heal so it can compete with heal mantra. It was even meta over mantra before recent patch. Losing elite mantra is definitely the hardest hit but thankfully revives and other stunbreaks can cover up for it a bit.
  16. Very high because F3, Mace 3 and Shield 4 are all on very low cooldown due to alac and weapon recharge reduction from procing virtues. "Hold the Line" is also good optional utility to take for bit of extra cleanse, prot and heals. Also both elite signet and renewed focus give protection upkeep as well.
  17. With decent amount of alacrity (80% of time), both "Stand Your Ground" and Crashing Courage will be on less than 22 second cooldown. That is 2 sources of 600 radius multi-stack stability on short cooldown. Firebrand does start with 3 stacks on elite mantra but 1 stack stability is very unreliable. If you also run Renewed focus in this build and you will not have any problems with 100% upkeep on stability for first 35s of the fight. Issue is not amount of stability but lack of initial stunbreaks from having no elite mantra stacks. The stunbreak is instant, AoE stability however has that 3/4s delay. Biggest thing to note here is that it is party stunbreak due to 600 radius compared to firebrand elite mantra that has more control saving people outside party For yourself, you have less need for resistance since Flowing Resolve F2 removes immobilize upon cast and F3 can be used to reposition while immobilized. Having so many repositioning tools and evades means you can always survive deadly spots and start immediately saving allies. Skills like purging flames are a good pseudoresistance tool. Dura runes have also been rearing their head in the meta again making resistance upon first engage less important. Fears are the bigger issue but as condition cleanse work against it, other classes in party can help with it. Firebrand traitline itself isn't superior to healing than willbender (150 Healing power with quickness vs 120 healing power always) so it just comes down to Alacrity + Weapon skill cooldown reduction + Regen upkeep vs Healing tome and extra aegis applications. Since Mace 3, Shield 4, Shield 5, Staff 2, Staff 4 and "Receive The Light!" all heal decent amounts with short cooldowns, having extra usages on them will beat 40s cooldown tome and 2 aegis on 60s cooldown in healing. Willbender also has 1200 radius regen (F2) on very short cooldown. Of course the mobility helps with healing as well~ Final words: I am not saying willbender is better than firebrand, I am thinking it is somewhat equal as neither gives the feeling that they are bad at something they should do. But it is definitely more fun to play and absolute unkillable menace for the enemies
  18. Support willbender is actually superior to firebrand in: Healing Cleansing Multi-stack stability Self-survivability It loses however in CC Quickness application AoE stunbreaks (Only slightly) Simplicity Reason being, it has such low virtue cooldowns and high personal alacrity upkeep in blob fights. In addition to alacrity for weapon skills there is also trait in willbender that reduces them considerably. Obviously you wouldn't run this build in party with renegade or chronomancer (other alac sources). Have fun http://gw2skills.net/editor/?PWwAYl7lZw6wwYnYKbtHvA-zVJYjRNfhEUCkZJ0bE47hIA7h3S7bWA-w (Renewed focus also viable) How to play? Simple, whenever you use staff symbol, purging flames or are about to hit multiple enemies, use Flowing Resolve (F2) to stack up perma alacrity. F3 will stunbreak allies and grant AoE stability around landing area. Bringing this build is superior test if your commander is narrowminded fool!
  19. They should make elite signet castable while moving. I know it is redundant in PvE where it gives stability but absolutely essential for viability in WvW/PvP
  20. Easiest way to nerf Firebrand isn't touching stability but increasing cooldown of overpowered short cooldown abilities by 20 or 25%. This including: Guardian || Mace 3 | Mantras | Staff 2 | Justice Tome 3 | Resolve tome 4 | Courage tome 3 and 4 | Flowing Resolve (WB) Engineer || Purge Gyro | Med Kit 3 | Elixir gun 3 | Hammer 5 Necromancer || Axe 3 | Scepter 3 | "Nothing Can Save You!" | Signet Of Locust Warrior || Break Enchantments | Hammer 3 | Warhorn 4/5 Elementalist || Lava Font | "AfterShock!" | Dagger earth 3 | Glyph of Storms Revenant || Herald Swift facet active | Stability road | Tree Song (3s -> 5s) Mesmer || Temporal curtain | Null Field The game has just promoted spammy gaming for a long time. For example if Necros and Engis have essentially no cooldown on strip and cleanse, you also need to bring support that is always ready to provide stability. Nevertheless, the meta is kinda fine outside how spammy all metaclasses are and how much excess condition removal there is. I would rather see them make objectives more fair places to fight if you manage to clear all the siege.
  21. Oh yeah, adding unupgradeable supplyless objectives that provide points is an option as well. Perfect for small groups and guilds.
  22. It isn't that there isn't anything for small groups to do, it is just too difficult and unrewarding these days. Activities small groups normally did back in the day: Drain supplies and stop upgrades: Very unimpactful these days due to increased supply abundancea and massive decrease in upgrade times. Also claim buff+EWP prevents you actually taking anything upgraded even if you treb outer + inner down. Scout: Since introduction of faster upgrade times and claim buffs, things just aren't attacked often enough since it is akin to suicidng. It can be middle of day and no one will touch your objectives for several hours. Siege up thing: Siege just doesn't do much these days. Wall HP and siege damage were nerfed, attackers can afford more siege and shield gens block all siege. Defending is mostly based on raw numbers and utilizing claim buff than long-term sieges. Hold enemy off to buy time: Well, enemies aren't long-term sieging things anymore due to claim buff: It is 1 try rushing in with rams/golems and then swapping locations. You don't have tools to hold them off anymore anyways. Communicate with guillds/tags: Difficult and often ignored since objectives aren't fun place to fight anymore and maybe half squads are invisible these days Duel and have regular fights according to timezone: Dueling died with claim buff, timezones died with linking system. Attack things: Attacking things is also called suiciding these days. Decent guilds can't take keeps from decent guilds anymore, bad blobs can't take keeps from bad blobs anymore, roamers can't take towers from roamers anymore. It is just stats. Borderlands bloodlust: Since both PPK and PPT were increased, borderlands bloodlust just doesn't matter. And it is unfun to capture due to lack of small groups anyways. Try to build active guild/server. Well since there isn't much to do due to points 1-8, it is hard to keep any regular activity up. Servers don't matter anymore due to linking system and for every hour you play, you get 1 hour less players next linking anyways. TLDR; These days you still do all of these things but it won't be as fun or impactful anymore. There are much less groups willing to attack and attacking itself is suiciding Communicating is often ignored and building server/guild activity is impossible due to linking system. Dueling and camp scenes are dead.
  23. Home team could get the advantage of being able to treb outer from Garrison. Reasoning for replacing ruins being: - No team would have much spawn advantage at this objective - Important enough without double claim buff like keeps so great place to fight - Much necessary change to map layout (change is good!) - T3 EB SM camping wouldn't be enough to win skirmishes - They're great location to assault once you arrive on a map to build some numbers - Would add more importance to south camps and towers - Ruin scene is somewhat dead and castle would accomodate much larger playerbase Implementation: The castle on alpine maps would have its south gate around south ruin so both south camp dolyaks could enter it. In theory you could also make north east and north west camp garrison dolyaks take a small detour to take dolyaks there. On Desert map, just slap it somewhere and add some CC spamming PvE mobs in it, no1 really cares since that map will be removed anyways once they start caring about WvW. Note 1: Homeland advantage would still be very strong, goal of this would be just add activity and importance there Note 2: This would also change surrounding layout of land changing feel of the map even further
  24. They can add "difficult" elite specs all they want but the game is still far cry from the past when focus parties existed. People were even tankier back then but it was single target damage that killed you, meaning you got outplayed instead of ran at by some scrapper+shade spam. For example if you applied for a guild as staff elementalist, your application test was to survive as long as you can vs 2 thieves from that guild. Do you think communication, mechanical talent and faster reaction speed are relevant these days? Nah, it is enough for any guild if you play their copypaste builds and show up for raids.
  25. That is the case if you hire wrong illogical emotional guy. What you need to do is appoint the right king that won't bring the country to its ruin.
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