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Riba.3271

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Everything posted by Riba.3271

  1. Well lets see. Just some ideas but of course I could come up with plenty more. Reaper Add back pulsing stability on shroud 3. Fear immunity would be nice also during it. Guardian Hammer Mighty blow (2) should trigger combo:blast effect twice (bring back waterfield blasting) Revenant Mallyx Pain absorption should pull 2 conditions from allies Chrono Shield 5 range should be increased 600 -> 750 Holosmith Just make this trait give pulsing stability instead of damage reduction https://wiki.guildwars2.com/wiki/Light_Density_Amplifier Superspeed Tune it down to 100->66% increase in ms. Reduce cooldown of several self-superspeed skills.
  2. Tempest is very effective, peoples issue are trying to stick it to every party and that they don't know how to play anymore without having very high superspeed upkeep What is overlooked often about tempest: - The cleansing potential is there, higher than scrapper - Dagger/Focus is still what people run despite since they added transmuting auras and nerfed earth 5 on that set, dagger/dagger is better for supporting, CC and downed control. Dagger/focus is great too, but worse for WvW these days - Kill potential: Multiple ways of AoE immobing on low CD: Earth shout/overload and Earth 3. Shocking auras. - Absolutely bonkers cloud control with high frost aura upkeep - Vigor regeneration, everytime you apply aura, you also regenerate 10 endurance for 6 people (because auras go to 1+5 people). This trait is wrong for metabuilds because the metabuilds haven't been updated in almost a year and are still running "10 man shouts" even though they don't exist anymore. - Elite shout and frost aura effects are very strong but 99% of the players won't even notice it - Ability to swap to staff weaver when there is lack of firebrands or you need some big DPS/wall pressure/choke control/win percent fluctuation What is lacks compared to scrapper: - It is much harder to play since it isn't just pressing w key and running very close to tag and it also requires you to use shocking auras when its needed, and same applies to other auras. So you have to choose from, lets say 7 different ways of supporting while scrapper just rotates same skills over and over. - The healing is kinda lackluster - Superspeed upkeep is terrible. This is problem almost always, but not with every playstyle. There are commanders that actually counter bomb enemies and are willing to hold chokes, but not many. - No stealth. Stealth gyro is busted. It can make a guild or blob farm pugs endlessly. - Other tempests make tempests weaker. First of all, tempest hits 6 targets, not 5, with auras, meaning some of the effectiveness will be wasted if there are too many tempests. Also it doesn't really make a difference if you get hit by 1 or 5 shocking/frost auras from enemy side. - One of the main issues with Tempest is that the fire auras constantly apply very weak burning, which converts into aegis, and this actually helps enemy more than you. - No AoE stab which is bad TLDR; Scrapper is easy, you can run more scrappers than tempests, it is easier to recommend. I do think that tempest is better in right hands but it definitely has a learning curve and requires being able to swap between supporting and killing enemies at will. Tempest is like a mesmer, you only want 1-3 of them in whole squad.
  3. Coming back to game after ~ 6 month break: - EU situation exactly same. Full unlinked servers stuck at T5. Are you guys like EU racist or something?
  4. Its just the optimal way to play game these days. It is an issue with a meta where most efficient tactic available isnt to make a strong organised group but rather bore anyone stronger than you to death. Running around in circles inside friendly objective is just too easy. Cant do anything? Just gank single attackers, not like they can do much with you having first jump and +13/27% damage and survivability And commanders are happy to tag up once enemy disperses since there are always people ready to PPT stuff down. There is no glory and fair fights left in WvW. Just degenerate ganking and brainless stacking.
  5. Off hour coverage is just based on how fun the game is to play. Commanders and players will show up more evenings while sticking around longer times. Right now the game is just not in a great state and thats why off hours are deadish. They cant force people to play in the middle of the night. They cant either split timezones evenly between servers because very few people want to play with less than 20 players and there arent enough commanders. People will just sleep instead. Overall fighting balance needs to be based on equal numbers, else you just reward camping. For example even If there was a regulars commanders and that commanders core group just camps friendly towers and keeps with siege, stat bonuses and clouding. None of which will be available attacking, thus every night of that matchup will play out exactly the same. Which is definition of boring gameplay. Sure there are people out there that go sit in a pub every night with same people and same topics but game with repetitive system (both combat and Infrastructural wise) with random varying people wont reach anyones preferances. I believe everything I suggested to be fixed made the gamemode considerably worse when they were introduced. Especially during hours when it isnt just bashing at each other on open field. Anet made lot of great changes but they just gotta look at other succesful game companies and also adjust/remove any changes that made the game worse.
  6. While your words seem true on paper, night shift openmanding died because Fights are boring rn. You feel like you deal no damage, there are no conditions, it is all meta classes, the fights somehow still don't last, fighting inside enemy objective is idiotic as you lose like 80% of the time... What do any of the remaining night commanders do? They all sit in their keeps and port away anytime they have to fight open field. And it isn't their fault really, their "followers" just have become so bad that they can't fight without massive clouding and stat advantages. So reasons why WvW is dying off-hours are the same reasons why there is no high level scene anymore and solutions are: - Rework claim buff to not provide combat stats: Fair fights, assessing numbers is easier, people can't only be "good" when defending, powerlevels between groups does not vary over the map (but strategies/respawns available might). - Diversify DPS meta: Significantly increase cooldown of condi cleanses, reduce amount of AoE superspeed and nerf protection/stability upkeep. - Increase server population stability by either removing linked servers or increasing amount of time between relinks. Also increase transfer costs. It just doesn't work when server has a 50 man nightcrew for 2 months, then magically it becomes 5 people. The night commander will just quit the game, or transfer, lose all their "regulars" and proceed to quit anyways. In ideal world commander should be able to enjoy WvW with any number of players, but like with preferance of music genres, it just doesn't happen in reality.
  7. Old system for me was one before linked servers
  8. Infrastructure got ruined with HoT but meta was great during it due to tempests and heralds being on the forefront with tankiest member being cele guard. Then with PoF the unbalanced fighting came with minstrel builds for everything, condi immunity and massive super speed upkeep. Overall both fighting and sieging are terrible rn. Smart influential people already abandoned the boat and anet doesnt play WvW due to not enjoying it anymore, thus they have no knowledge, or motivation, how to fix it.
  9. Aa I see it alliances have similar problem to relinkings: - Does not allow server stability (activity hours, server building, median amount of commanders) - same loudmouth reset frequently and unfair matchmaking - monotonous uniform server populations causing lack of choice regarding how WvW plays out. - points mattering very little (actually providing pugs content is bad). It is gonna be same round and round around the SM lord room. And yes, being slightly outnumbered was sometimes a problem with old system. But at least it had tiers in place and lower pop servers faced each other. Now it is complete transfer bonanza. I am not against alliance system to rebalance populations as it could be great... With at least 6 month period before rearranging servers. I am big advocate of server stability and maintaining some degree of how things play out there. With shorter periods you just get punished for doing well or building a strong bunch... Fighting alongside a weak or obnoxious bunch 🙂 Of course alliances are great for alliance vs alliance fights. But why are the pugs or roamers even there? Why not just make a GVG mode similar to GW1 one? It is what "alliancers" want anyways. Not to build a strong server, but to build a strong "guild".
  10. Bandvagoning and transferring is even worse now with: 1) Open servers Yep, just go to link if main is full. It requires ton of stacking to fill both main and link, but still happens every 2 months. 2) Cheap transfer costs You can actually get to T1-T2 server with max 1000 gems 3) Unstable playerbases It is simple. Every 2 months there are new leeches that will be loud and self-centered drowning out the voices of regulars. Any progress you made regarding The server or raiding times will be nullified 4) Terrible matchmaking for half the time Relink happens and soon to be T1 servers start in T5 and other way around. Every matchup is a landslide for several weeks 5) Similar activities Lot of people and guilds prefer different kind of activity levels Some servers like Kodash dont want to play without 60+ players 24/7. Relinks try to make every tier the same activity and population when most of WvW players preferred massive pug activity. And quite a bunch preffered being only Guild in T4 or lower activity bunch. And I am not suggesting going back to 9 tiers, but 4 or 5 max, with 1-up-1-down system. Then it would be manageable for larger communities to start over at the bottom and climb up within a month. It would still have very different feel from old system while offering people choice of what flavour they want instead of choosing from 5 different strawberry ice creams.
  11. 1. As it is there are no reason to use speedy dollies as it is currently as packed is superior in every way. However you do bring up a good and that packed should carry more supply instead (like 3 or 4x?) while speedies should make upgrading faster and easier. 2. Of course it will make a difference. Less time it takes to upgrade = less valuable is it to defend it. And there will be more to do since logging in to too much T2/T3 stuff on maps is terrible for groups of all sizes. It also affects the median upgrade status. 3. Well, siege vs siege damage was halved unintentially in the patch they made conditions and crits work against siege meanwhile doubling siege hp. After this any regular defensive trebbing (against catas and rams) or clearing siege behind walls, just died out. Overall I mean that siege should do more damage to siege. Of course this will affect attackers also but to lesser extent as they will usually use their siege on gates/walls. 4. Shield gens shouldn't have been implemented at all. There shouldn't be "this blocks all siege and makes game braindead easy to play" button. But since they're already in game, you can just make them pulse damage reduction instead so it makes siege tankier while providing a combat advantage when enemy pushes your siege. And keep the AC fire blocking ability of it. There are of course other ways to go with it as well, like making the bubble grant superspeed or pulsing boon removal. Of course it will still be "why is this siege even in this game", but at least it won't make other siege useless. 5. Maybe super organised fights it doesn't matter, but it is what carries clouders and bad builds. Especially the movement speed. Of course having 10/20% extra damage and 10/20% extra survivability also ruins dueling and equal roaming (very important aspects for competitive players). Another hourly occurance is having a pug group that misses some of their skills (standard) fight another, then swap to the opposite servers corner, there is too much of a swing in stats (up to 400 power, 400 precision, 400 toughness, 400 vitality, swiftness necessity) to keep up or finetune nice fights. Of course organised groups don't fight each other inside keeps anymore so you have "artificial feeling" that it isn't felt, everyone is just avoiding the spots. Overall if one burns their hand on a stove too many times, even idiot will stop doing it. 6. Even I wouldn't do it myself anymore since dolly snipers are usually pretty bad minionmancers, but before reaching certain level, it can (and was before dolly escort buffs, increased supply amounts and reduced upgrade times) be quite entertaining scene that I wouldn't want others to miss out on. 7. The issue isn't the fights or their outcome itself. It is having small skirmishes inside keeps or towers when one side outnumbers another. When the defender has option to glide away and random pugs just think they can pewpew on walls, it is kind of an issue. Also gliding speed is comparable to superspeed so any slope down a lordroom grants defender too much mobility. Overall the most unfun thing is that it makes clouding braindeadly safe at places like alpine bay or desert fire keep lord rooms. And lot of towers. Summary: I tried to depict as well as I could how WvW used to be, how it is unbalanced for one side currently and lot of these things have nothing to do with blobbing, guild raiding or commanding. Just having plethora of activity and options back that were removed from WvW. 2. True, I just feel like the damage is very low right now, might be that boon upkeep is too much. 3. I mainly mean condition cleanses, mantras, superspeed and boon removals. If you have 3 AoE sources of boon removal and condi cleanse available every 10 seconds, it removes cooldown management of WvW and makes it just a train fiesta. 4. How I see it is that if you nerf individual boon durations like firebrand, tempest, herald and scrapper boons, you will also affect any respective roaming/small scale/DPS builds that use same traits or skills. Overall nerfing boon output duration towards allies from concentration stat is the least damaging way to nerf the current excessive boon durations.
  12. Simple solution to this: Concentration should only have 50% effectiveness on outgoing boons in WvW
  13. The original with following: - Remove lowest population servers (4 or 5 tiers, I understand lower tiers won't be that active outside peak hours but its how people prefer it) - 1-up-1-down remains (optional)* - Transfer costs to higher tier servers are high (so 1800 gems or full) so no link transfer abuse* WvW infrastrustruce also fixed: Remove packed dollies counting as 2 for upgrade*, increase amount of dollies required to upgrade (keeps 1.5x, castles 2x as much)*, increase defensive siege vs siege damage,* rework shield gens to not block siege fire (except maybe acs), guild claiming buff reworked to non-combat bonuses (like OOC speed, less supply spent and siege v siege damage), reduce dolyak escort buff 90%-> 60%* and remove gliding in combat* With some necessary balance fixes: AoE superspeed cooldowns increased significantly (to HoT levels ~40s cd per class that has it available), Damage turned up slightly ~10%, Short cooldowns increased to less spammable level Concentration stat efficiency towards outgoing (not self) boons halved in WvW. Keeps lot of roaming builds intact while nerfing minstrel.* * = Incredibly easy fixes that any programmer can do in less than an hour. Rest can take longer and require some decision making/data manipulation. And this is the minimum what anet needs to do to fix WvW.
  14. Most of us veterans already either quit or play the game very little because there are very little "challenging" fights. So we just do whatever is most fun for us whenever that is available. There are plenty of 1-push-wipe PPT groups going around. Nobody wants to hop to defend garrison against Self-Claimed-Hero-Commander number 300000 with squad filled with 20 ranger dangers.... Overall it is a game, and you want little bit of challenge with it. If you just run around killing 20 man PPT hero groups, it is comparable to walking around doing nothing. You shouldn't take it personally when commanders or guilds ignore boring things for them.
  15. Nah. Old system was better. Where upgrades took supply but workers were slow so if you had decent amount of dollies coming in, there was supply. Meaning dolly sniping and saving supply actually mattered. These days there is just supply everywhere. Trebbing anything is waste of time. You combine that with defender having quite a strong combat advantage, and you have a fight only meta. Nobody likes "fighting" inside keeps or towers anymore, it is just farm. And no lads, you pewpewing from walls with useless ACs or clowning in lord room while real players carry you, isn't fighting. Yea, current supply system is a travesty, but what can you expect from devs that didn't really use the old one.
  16. I do not play the game anymore. Waiting for AoC and/or EoD expansion. But my opinion is that alliances will function from player side following way: Experienced players will group with experienced players (with max 10% tryhard "trainees") Casual players will group with casual players Now it depends on the size of server how it will function. Will massive "fighter" alliances make up for 50% of active playing hours? Or only 5%? There is massive difference in that. Because outmatching or being outmatched so much for vast majority of the matchup isn't fun. With the proposed alliance player capacities, fair matchups will be rare. Alliances should be max 100 players. Overall my opinion is that alliances won't function because solo players will quit the game when their "server regular timezones" get flattened out across all timezones. But I might be wrong. So far only way I see alliances being good for WvW is that the small part of the massive PvE guild community in this game will take a go at WvW and stick around. But my true worries about alliances are elsewhere than alliances, the balance has just become too carebear. Defending is too easy. Getting inside objectives is too easy. Running away is too easy. Commanding is too easy. Pressing skills is too easy. Surviving in a proper teamcomp is too easy. While alliances might provide a minor boost to playerbase through PvE community, they will never stick around with the current state of the gamemode. The balance has simply become bad
  17. Increasing amount of guilds was a mistake. At least for WvWs part. Before guilds used to stand for something, not for 1/5th of something. No legendary, or systematically creative, guild can exist anymore. Going back to 1 guild per player would be nice but its not happening. This is Pleb Wars now. Might as well give people 2000 guilds.
  18. Dog can spend a lifetime to climb a ladder and still fail. Time spent isn't indicator of how well something is made. Some people can't do or figure out some things no matter how hard they try, others only take 5 minutes. Of course ideas don't have physical limitations like traveling to Mars with current technology but you get my point. We live in a society where almost everyone, even the company in question, is paid by hour under contract instead of quality and quantity of their work, so we end up with people slacking because people are inherently lazy and they'll only get creative when it would make future things easier. Fix WvW! Stop paychecking!
  19. Steps are simple: Reduce amount of servers to 9 Make every map have different opponent servers (4 maps x 2 opponents/map = 8 opponents) Scoring: Keep as it is but make visible leaderboards so PPTers "can be top server" despite it not mattering due to you always facing same 8 servers Results Can arrange GvGs and BvBs with anyone. Ezpz Wanna dodge stacked server? Just avoid 1 map! Wanna stack a server? Everyone will dodge your maps! Perfect solution.Thx. Frankly all gaming companies should only hire mathematicians to decide direction for maintaining logical decisions. I made this in 5 minutes and it is already better than alliances. Making fun of game designers, *screech*
  20. Population imbalance is caused by bad balance. Unfortunately the WvW infrastucture is a toiletshow as it is and needs to be fixed. If there are fast upgrading objectives that give massive combat boost everywhere combined with watchtowers that reduce serverwide communication, it just feels like an unnecessary hassle playing on a weaker server where you can never take anything from stronger/overpopulated ones, even on that one-day-a-week you feel slightly stronger than them. And relinkings make only viable long term goal for a server: "lets stack it!" as any other problem will just renew with new people every relinking. Pugs and server communities get worse every passing month if you carebear them so hard instead of maintaining healthy balance where equally strong attackers stand a chance and server building exists as a longterm goal. And no, all of the flaws that I mentioned didn't exist in the past but were introduced in half-assed no-adjustment manner. They can change combat balance as much as they want but as long as they keep only option for good fights neutral open field, people won't enjoy it and keep stacking.
  21. Thats generalization, just people in every industry and generation are 90% replacable. Do you think there are any irreplacable people left in Anet after they have been doing nothing for years? Only time they show any passion is when they release new expansion indicating the issue is that their main goal in job is to show off how creative they are and the money they're making through gemshop, not give customers what makes them happy. Happy people don't loiter around gemshop. True, this is the biggest issue. They ruined WvW with HoT claim buffs, relinkings, desert map, faster upgrades and infinite supply. Then they stopped enjoying it after ruining it themselves and stopped playing so they have no motivation to fix it. And you can't blame them for anything else than being incapable of seeing how too extreme the new inftrastructure was. You can't really fault them for wanting to ignore gamemode that they do not enjoy.
  22. Each expansion only add 1000-2000 hours of gameplay/theorycrafting. After you master the builds, it just farming and socializing around, that is obvious from how most people act in the game these days. The expansion is just long overdue. Unfortunately also the combat is pretty terrible with no proper matchmaking or server stability (relinkings). It always devolves into 1 server defending with extra stats and no chance to reverse the situation due to stats and siege advantage flipping over making 20% damage and 20% survivability swing. Overall if they remove claim buff, there would be more entertaining and enthralling commanders leading dozens of hours a week, not only the current infrequent ones that are like zombies looking for validation in life, and less server stacking. But the meta isn't great either with every party having 100 cleanses and 3 AoE superspeeds on 20s cd. Anyways in life everything, even sports for professionals, become monotonous after certain amount of hours, the hour amount only depending on how fast your brain is. If you don't find GW2 challenging, or monetary profitable, anymore: just don't play it, there are plenty of other games and real life out there.
  23. It's just combination of mass transfers with an off hour server. Deso never held SM for long before this linking or had big coverage. Theres influx of guilds, 24/7 pptmanders and scouts on WSR. Overall T1 is pretty boring, enemy isnt even trying to fight, just not play and drop. Please just remove link servers completely, this just happens every 2 months on different server. Keeping the timezones and populations more constant will lead to better server building and you can actually tell usual time for fights
  24. I get this is a joke and if you want extra things to memes me about I'll list some other beliefs I have as I haven't posted them on the forums in a while: Upgrade times are too fast these days. Keep and castle upgrade dolly amounts should be increased by at least 100%.Packed dolyaks shouldn't count as 2 for the upgrade, instead carry 4 times as much supply. Dolyak escort buff should be reduced to 50% damage reduction.Relinkings are too frequent, make transfers too cheap, promote bandvagoning and ruin server timezones every 2 months. They should just delete the links and give players there free transfer.Minstrel stats are bad for WvW and should be nerfed. At least concentration stat should get some kind of nerf (maybe 1% per 21 instead of 1% per 15)AoE superspeed duration (scrapper) shouldn't be as high as it is: movement speed is too high in wvw atm. This ruins originally designed skill ranges and radiis. Scrapper is plenty strong without so much of AoE superspeed: they can keep high superspeed duration on themselves but not share as much.Siege vs siege damage and gate/wall hp should be higher promoting active defences and long term sieges (instead of claim buff and short upgrade times)As you see, I don't blame claim buff for everything. Mostly for lack of long term fights and commanders in general causing stacking servers. These 3 are all linked together as if there are no commanders, there are no fights, so stacking is solution to be able to attack strengthwise and have enough coms.
  25. This thread isn't about turtling. It is about the fact that if you defend with ~9% extra damage and ~11% survivability and then go on offense, there is ~20% damage and ~20% survivability swing making it nearly impossible to have good fights longterm, no siege or turtling involved. Same applies to keep fights even harder. For example bloodlust and food buffs aren't comparable because all sides should have them at the same time instead of them hopping sides. Of course claim buff does promote turtling as well but turtlers are only so widespread atm because most people that played for frequent fights and nice activity quit already, or tuned down their playing hours to minimum, as good largescale fights are so rare with the claim buff ruining it with unnecessary stat swings even on open field Stealthing from behind portals when defending is a good example of how defenders do not need claim buff to wipe stronger attacker: They have strategies available that don't exist for attacker. Good another example is last hold of lord room with Arrow carts but if you combine those strategies with claim buff, that you can't play around, they become overpowered and turtling becomes big issue.
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