Jump to content
  • Sign Up

Riba.3271

Members
  • Posts

    1,861
  • Joined

  • Last visited

Everything posted by Riba.3271

  1. Unfortunately EotM wouldn't function anymore as long as the new GvG arena is there. It would mean guilds waiting at start or end of GvGs would just see orange swords and go get some free bags. It would be completely one sided fights and EotM wouldn't be able to form any consistant groups I do think bringing EotM back is a great idea since it was quite reliable there was a commander there for new players. But it just won't work if GvG guilds are in same instance. Honestly it was kinda stupid to remove any possiblity of the original EotM map being used by adding small part for guilds on the map instead of creating separate instance
  2. Are you saying there aren't zerg or guild fights where your party mates survive at 10% health? Or you manage to get revive off in last second? Enemy survived with 10% health? Lost a rallyfight? It is all of these cases that are affected and they happen all over the map. Open your eyes. There is both math and empirical data to show that these buffs are way too strong.
  3. Siege vs siege damage was unjustly halved in past. And shield gens were added to make most defensive siege useless. That is why you have no tools to defend against a blob outnumbered. So essentially you lost ton of active defenses and decision making for passive defenses. Oh yeah, walls and gates also have less HP these days. Even back in days when siege was balanced blobs could breach inner keeps with trebs but it also gave defenders more time to setup siege, arrange counterattack, attempt wiping enemy few more times or gather numbers. So it was more epic, and there were more real fights and comebacks. These days there is almost no comeback from barely being able to defend a keep to attacking enemy things: Players don't magically become better.
  4. It is about one side losing resistances and other side gaining. Same for damage. So 2 x 400 = 800. The necessity to deal more damage comes from 3 factors: 1. Since you are dealing less damage = you need to deal more damage. (200 Your offensive stats worth) 2. Since enemy is dealing more damage = you need to deal more damage to match that (200 Your defensive stats worth and 200 enemy offensive stats worth) 3. Since enemy is tankier = You need to deal more damage (200 Enemy defensive stats worth) Now of course "damage" here is misdirecting since you can also make up for it in other ways but it is easiest to understand a concept where you just boost your DPS numbers by 30% to make up for it in case the fight goes otherwise exactly the same. Do note that these super large numbers are just between tower/camp vs tower/camp and there are much larger differences that occur when dealing with keeps.
  5. We are talking about 200 power, 200 precision, 200 vitality, 200 toughness = 800 stats in total. Those stats also compound on each other, for example if you have more power, crit chance increases your effective flat damage more. 2k health is maybe easiest to understand it is about 10% total health and since you almost always heal to full after a nonduel fight, you can also take 10% more burst.
  6. I keep hearing how objective auras aren't that strong on these forums but lets have a math fight. Let me start: Case 1: Your server owns the tower/camp/sm and has +100 power +100 precision + 100 vit + 100 toughness => ~6% more damage and ~9% survivability (with 20k max hp) vs Enemy owns it and has 6% more damage and 9% survivability Total: Approximately 30% survivability difference Occurance rate: Very frequent. Affects majority of the fights Case 2: Enemy server owns the tower vs Your server owns the keep Total: Approximately 45% survivability difference Occurance rate: Frequent (Example: tagging up to fend off attack to your keep then going on to push enemy side or recap things back) Case 3: Keep vs Keep Total: 60% survivability difference (4k HP, 400 armor, 400 power, 400 precision) Occurance rate: Occurs when 2 servers have T3 waypoint on same borderland Questions: Q1: Can any top PvPers tell me how is this fair? Just camp vs camp is basically difference of having permanent 30 stacks of might on 3000 power build. Q2: How does one magically start dealing 30 to 45% more damage? Q3: Isn't this the main reason for server stacking? Q4: Why do claim buffs even extend beyond objective walls?
  7. Outnumbered buff shouldn't affect combat stats. Else it messes up 1v1s and even fights on open field. Same applies to Objective Auras extending outside objective walls. As a sidethought, objective auras are too strong anyways.Whoever thought it is great idea to have a 30% damage swing between friendly and enemy towers? (200 power + 200 prec + 200 vit +200 armor = 13+% damage and 17+% survivability). And 60% between friendly and enemy keeps.
  8. Well, it isn't a secret that lack of open tags has gotten worse and worse over time. There are players and plenty of people that used to tag up on voice around. Just wondering why did you personally stop to tag up in public?
  9. Honestly, I do not mind core builds being obsolete. Elite specs are just more interesting and have more weapon choices. I think anyone who finds "backstab 20k" gameplay after 10 years fun is kind of messed up in the head. What Id like to see however is a system where you can get elite spec in addition to 3 core traitlines. Basically make Cores even more obsolete by watering down core traitlines a bit so damage or sustain doesn't become overwhelming, then change to a system with 1 elite spec + 3 core traitlines. I just think we get too many QoL and story changes these days. I want to see some bigger changes that shake whole system up between expansions.
  10. Well it isn't just neglect but Anet did make some big mistakes that were terrible for longetivity of WvW: Relinking system: Any system that equalizes playerbase and resets any progression your server made every 2 months actually punishes you for playing a lot or doing good. Example: Look at the 2 most popular servers in EU being punished to last 14th and 15th places because no link. Also if there total of 6 enjoyable servers amongst 15, highest tiers can only fit 40% of player population, when in the past they would have held higher percentage of players. Note: Alliance system will have same problems deincentiving people/guilds from playing too much, randomized matchmaking would be better. Visible KDR: Well, while it seems like a great QoL feature but it also gave people transparency when their server is doing well. Ultimately following commanders, guilds and servers that give high KDR is attractive. So usually servers and commanders that can muster more players than enemies. There were outside sources to check for it but now it is mainstream Objective changes: Right now fighting inside objectives isn't competitive. Difference between being offensing or defending side has at least 12%+ damage and 20%+ defences difference, essentially giving "defending" extra 2-3 runesets (3 in keeps). Guilds used to face each other inside keeps and towers, now only time guilds go near anything is to farm pugs. Upgrade time were also made at least 3-4 times faster for everything, meaning everything is T3. There are literally 3 servers on EU covering 3 tiers that have SM T3 everyday daytime and just stay there all day Siege changes: Siege was pretty welltuned but at some they halved siege damage to siege, made guild golems more available, nerfed wall hp and added shield gens. This means most defensive siege can't kill offensive siege in their designed timeframe. There is 1 viable strategy for defending: Killing enemies (need numbers) and 1 unstoppable one for attacking: Shield gens and anything else (guild golems most potent). This means defending without numbers is a lost case unless against bad commanders and due to point 3, attacking isn't fun either. These are some of the definite ones, there are quite many others that are either less impactful or do not affect longetivity at all. Examples: Desert map (unfair scoring), squad system (no communication, 1 person centered system), superspeed (more speed == less range), minstrel stats (super supports) and nerf of EotM rewards (noob lobby removed)
  11. Just fix the gamemode and new players will stay around~ The underlying systems should be logical, competitive and promote longetivity. Right now this just isn't the case.
  12. Well with lack of meaningful scoring system, linking system just gets gradually worse and worse. People leave full servers since links give same activity with less gems. And then those full servers can fit less players. At start of linking system, links provided maybe 10% of total population, now they are providing easily 35% or above. So more strangers and less stability. When should one log in for good time? Struggle a month to find it, then it is gone in another. But ye, it isn't worth the effort so people don't log in anymore unless there are discord announcements that commander is tagging up. Score, tier, server mates change anyways. The more you play, the less players you have next relink.
  13. You forgot weapon stats but nevertheless are heavily are overcapping on crit chance: -10% extra against burning foes - 25% extra from having retaliation - 20% extra from fury - (often +5% from claim buff) So you should definitely replace lot of marauder stats with Dragon ones until you hit 40-45% crit chance. Also you propably need cleansing sigil somewhere. I myself find Valor with 5 meditations better option than Radiance as it beats squishy matchups but lacks damage against some cele bunkers., Those you have to just run away from.
  14. It was most likely just kind-hearted dev that felt bad about ignoring WvW so they played it a few hours so any WvW related questions from playerbase doesn't bother them. Based on my personality analysis, they will most likely be back in a few years. It is just difference of between being able to answer "I also play WvW sometimes but I do not have opinion on the matter" and "Sorry, I do not play WvW" while being honest. First one just sounds better.
  15. I think lot of weapons functionality has been improved vastly: Greatsword, Focus, Shield, Mace and staff all already received minor reworks. I believe Hammer is the only outdated one right now. Hammer 2 needs a longer dash. It just feels too clunky to use right now. I don't mind long cast times on the weapon but when you use hammer 2 and slow yourself down in PvP gamemodes.. It just feels bad.
  16. Staff 3 is there to apply burning so your power damage deals more damage. Tbf Fire is fine but if they did staff rework to make it more fluid: Fire 1. Flame Burst marks enemy and "explodes" after 1/2s delay, dealing some power damage, burning and being blast finisher. Cooldown 10s->12s. Delay is there for WvW balance. 2. Meteor Shower cast time from 3 3/4s -> 3s, duration reduced 9s-> 7s. Water 1. Water autoattack reworked to function as a cone that heals allies and damages enemies (old guard staff 1). Range reduced to 750. 2. Healing rain (Water 5) cleanse/regen pulse interval from 3s -> 2s. Air Windborne speed (Air 4) cast time removed: castable during cast time of other skills Earth Autoattack: Flight speed increased by 50% Shock wave (Earth 5) cast time: 3/4s -> 1/2s
  17. I guess the issue is that some of us played the game before there were desert maps so we got 1 good map and fair matchmaking taken away for no good reason. Now we have unfair matchmaking and less "popular" maps which obviously doesn't make much sense. Of course illogical systems in place also struggle to attract new players since bunch of them will think the gamemode is just blobbing and 111 since scoring/matchmaking doesn't make sense. Basically having uniformity in type of borderlands will lead to logical and fair system. And alpine just seems to be vastly more popular choice. Let me also give you deeper analysis why desert numbers are much worse than they seem: 1) People are forced to defend borderland sometimes (so there are baseline kills even on unpopular maps). So you can only compare surpluses after reducing this baseline. 2) There are 2 alpine maps and 1 desert map Why point 2) is particularly interesting is that people who like alpine will choose 1 map out of 2 meaning their activity there will only reflect half of the activity what desert map preferrers would if comparing 1 alpine to 1 desert. So while desert would seem to have 60% popularity compared to 1 alpine, in reality it should be something 30%.
  18. to nerf concentration and expertise in WvW. This will put Celestial, that needed buff but not as large as it was, Trailblazer and Minstrel stats in more reasonable place. Suggested change: Would Minstrel and Cele still be popular after this? I firmly believe so.Trailblazer I am not completely sure of.
  19. Actually I just noticed that you can already do this with current system. Alliances do provide perfect environment to coordinate/force it though. I wonder what system wouldn't care about this... Oh yeah, the one before relinkings where each tier represented the activity there instead of forcing equal pops.
  20. I will expose the perfect way to alliance here. Gather 500 people with 2 accounts in 2 different alliances and do following: - Play 2 months on account 1 (overpopulated linking) - Play following 2 months on account 2 (overpopulated linking) - Play following 2 months on account 1 (overpopulated linking) - Play following 2 months on account 2 (overpopulated linking) etc. You are welcome. Looking forward to Alliances.
  21. This thread was literally about 5-30 min changes. All the changes except superspeed are just numerical changes (and maybe editing old image of keep/castle upgrade status to match new dolly amounts). Your limited resources argument for small fast changes that will make WvW better for at least 1 group isn't really something to take into account. I do and have done these things. Did you just delve into my memories with your magic? Oooo. I have very good grasp on these things. Malign... Ah, well that is a new word for someone who has always worked for greater good. Also doesn't malign contradict with me trying to improve things that do not affect me? Wouldn't malign be linked with self-centered? I am just saying, there is definitely 1 thing wrong with your sentence but actually both are wrong. I said to increase supply cost of shield gens (easy change) and reduce stats of claim buff (easy change). Not remove them. So effort is 0, profit is there. Removal of superspeed will mean pirateship is back. Yes it will mean open field pirateship will be a strategy but that means melee will have more directions to go to kill opponent. Only melee DPS that ever existed were Staff thief, Warrior specs and Reaper. DPS warrior was unjustly removed with removal of Earthshaker damage but the other 2 are just somewhat outdated as specs are expected to do more than just DPS these days. Honestly, no matter what changes you make, you can't make available "melee" specs viable. Or are you suggesting that soulbeast will be the new thing? I think you just don't understand the reasons why melee DPS is dead and what superspeed does to how the fights play out. Well at least I know I come off as "malign" person now, thank you for that. Maybe I should start being more puppylike and supress my opinions. Maybe lying to others or yourself isn't the best quality though? "Please, mister, I ment no harm, but but but I have this idea, it might be bad, but but maybe reducing claim buff by 10% would help my server take some things...? Also maybe we should change up the meta... No no, now I am stepping on someones toes. Someone might dislike this idea." And thats is the kind of personality you demand, it will get nothing done and completely be crushed in this world. I believe you have strayed from path of logic, and have started to judge persons opinions by how much you like them. You just assumed billion things about what I am saying and who I am. I would recommend reviewing what you are becoming and stop it. Personal grudges will never get you anywhere. Think of this whole comment as a teaching lesson for you. I have absolutely no malicious intentions and there are reasons, partly cultural, why I come off as strongly opinionated.
  22. For example Claim buff 400 stats is a massive amount (~1.5 ascended trinkets), 800 is even more. This makes fights stale, promotes clouding and killed dueling around SM. Halve it, or replace it with non combat buffs like reducing siege supply cost or increasing mount speed. Naysayers can try playing without 1 or 2 trinkets and come tell us how it feels. Shield gens and guild golems Yep, both still too strong for their supply cost. Nullify all defensive siege. Combine them together and you got unstoppable sub 400 supply golem rush. Make them 70 or 80 supply each. Gliding in combat This removes almost all usefulness of roamers and non-zeglings in offensive fights. Defenders just hide on walls and glide away. It also removes important activity of small groups. More deaths from falling damage = more funny moments. Superspeederino Well, it was already nerfed but the upkeep of it goes against how fast the classes AoE radiuses and ranges were originally designed. There is no life outside the ball. Just reduce the effectiveness of any superspeed scrapper grants to other allies. Replace it with another unique speed buff or something. Or easy solution is to make scrappers give alacrity in WvW instead. Siege vs siege (SvS) dmg SvS power damage was halved unintentionally in patch where they made condis and crits affect siege. This made siege useless against siege. SvS damage should be buffed by around 40% (still 30% less than before). It also helps clearing siege offensively with trebs and ballistas. Upgrade times We see way too many castles and keeps zoom to T3 in less than 2 hours. Keep upgrade dolly amount should be increased by 50%, and castle by 100%. Nothing kills fights like full T3 borderland or SM. At least work for it. This will still be considerably less time than pre-HoT. Dolyak escort buff Reduce from 90% damage reduction to 50%. Minstrel escorters are too easy to way to shut down any dolyak sniper. Old school players can attest that sniping a dolyak under escorters was a big moment. Packed dolyaks Why are they just superior speedy dolyaks? You superspeed them up and you get 4 times faster upgrade times and 4x supply? No way this is intentional. Make them carry 3x or 4x supply and not count 2 towards upgrade These are all small 5-30 minute changes that impact how WvW plays out massively. I am sure there are lot more easy things to change. I hope all of us together are at least worth 1 day of work from 1 employee?
  23. Oh yeah and how looted traitlines would work (also to prevent teaming abuse by constantly killing enemy player and ressing each other): The traitlines (and skills) randomized for all 9 classes at the moment they are looted. Meaning any mesmer that gets one will have same traits from it, but it will also work for guardians. So you can share traitlines with your party. And if you loot a crate with 4 player team, there is high chance one of you will have great elite spec from it (even though only 1 of you gets to use it). This kind of system also promotes class variety, since bad traitline for 1 mesmer will be bad for another. In a way it would be funny however to be able to mix traitlines and skills from different classes, would give guild wars 1 feeling. One thing I haven't gotten hand on is that how would killing enemy player looting work in a team environment. Do they drop only their inventory, but not equipped things until their whole team is eliminated? Maybe they also drop their weapon so they're neutralized but don't have to start over? Or do they drop everything and start over when fully revived but their team didn't manage to kill the opposing team? Maybe there is a timer, like 1 minute, before they can be looted as long as teammates are still alive?
  24. Actually I have been playing around with idea of underwater/island map. So it would be truly neutral map where there is like this flying pancake in the sky and you can choose to "teleport down" at edge of it anywhere. This would spawn you at the edge of the middle island, at the center of that island would be a castle to take. So all 3 teams have same spawn with that spawn at the middle of the map. You can't however see what angle enemy is choosing to go to from your spawn, but you can still easily arrange fights with enemy commander. Then starts the water where you would have to dive to enter "underwater keeps/towers" that are within air bubbles. Inner walls would typically be sieged within land environment, and outer ones from within the water. Sometimes you could treb things from nearby island towers. Of course there would be underwater dolyaks and camps, most likely some kind of hairy large quaggans carrying supply. All keeps and towers wouldn't be underwater, but there would be island ones too. There would also be large continent at one side so if some servers prefer land, they can fight over that. First you would need to improve underwater combat and you would do this by increasing swimming speed and dodge distance underwater. Also maybe Skimmers could be used for traversal so distances between places could be bit bigger. The benefit of this kind of map is that it doesn't need to be even remotely symmetrical since all the teams have same identical spawn. It isn't without it faults though, it is most likely too easy to avoid fights in such a map. And your upgraded things will be as close to enemy spawn as yours.
  25. You need to hold a node to survive until top 4 tho. And you would need to find stealth traits, weapons and skills first.
×
×
  • Create New...