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Riba.3271

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Everything posted by Riba.3271

  1. Ofc not, how would bad ideas mix with good ones? Matching servers by KDR has nothing to do WvW scoring or playing hours. It wouldn't change any flaws anyways since servers are linked and people transfer anyways. People will just tank KDR like they're doing with score right now. Also KDR isn't implicative of servers activity since 1 person server can easily get 50 kdr, they just need to dive into blob fight, tag people, and die. My point isn't to get rid of transfers, it is to allow people to transfer to a server that fits them and make it so that server doesn't get ruined by periodical changes in playerbase. Of course servers will still lose or grain players gradually, but that will be much slower than relinkings and reflect how entertaining they are. The best server for a player or a guild would stay best server for years, rather than 1 or 2 months. This is the power of solo servers. System we already had. Asking for it, but with approriate amount of servers for the playerbase, isn't "wishful" but completely reasonable. They just need to copy paste and adjust some code from the past.
  2. If you base your game on illogical decisions that allow playerbase to outnumber enemies as much as they want, you can't be surprised your playerbase becomes like that too. All competitive players that want actual fair gameplay, are already maining other games. It is developers fault. But maybe they do want this kind of playerbase because they spend more money on gems. You can't place bunch of people in fight to death with knives and guns on the table under rules that only knives are allowed to be used. it is developers responsibility to not place the guns on the table at all.
  3. Although I think WvW has been neglected. The problem of population imbalance is primarily driven by player behaviour. That's why there isn't an easy fix, that's why world restructuring won't fix it. It was the devs made full servers open and cheap to transfer to through links. We have High + medium linkings fighting against Full + Very High linkings. Somehow player counts changed massively in couple of days, as if there was scheduled event that incentivised them to transfer to certain places for low cost. There is an easy fix: Solo servers (delete excess ones) so transfer costs and population status mean something. System we already had. Relinkings are not the way to balance populations, incentivising players to do it through systems and fair balance (another big problem) is. Yes, some not-so-entertaining worlds will still have less population, but they will face against other such worlds. And that is great, it gives player chose on how active environment they want to be in. The devs are just shooting themselves and the playerbase in the foot by trying to make every world same size. There aren't 12 great commanders with plenty of time in hand in 12 different places to make 12 big communities.
  4. Quality of life ideas all go to this thread Granted most of it will be ignored
  5. Actual solution instead of trying to make dysfunctional infrastructure even more so: Solo servers No relinkings Delete excess servers Lower tiers will stay alive due to cheaper transfers and how easy it is to climb in 1-up-1-down Result: Server communities revive and commanders can train pugs Guilds will care more about points and be more involved in server activity due to stable server environment and long-lasting effects on serverwide decisions Fair matchmaking: Better be in Tier 4 facing Tier 4 servers than in Tier 4 facing Tier 1 servers Worlds that are full, will be full. Underpopulated worlds will be cheap for transfers Capturing objectives won't be as shunned since it won't lead to less populated links or even being unlinked.
  6. What connected guilds, organised players and pugs in the past was the server and the tier their server tends to be in. Now servers don't exist with constant relinkings, cheap transfers, permanently open servers and terrible matchmaking every 2 months. Now obviously it is hard to feel like your current server is the best place can be in when the playerbase, opponents and tier drastically changes every 2 months due to relinkings and transfers. You cannot teach the pugs longterm because they get replaced, you cannot control your servers tier and what guilds you face, and transfers are too cheap. Also part of reason why guilds run invisible tags is because the queues are pretty bad. Partly because increased playerbase after linkings were implemented. Another big one is the fact that objective auras exist in the game and a pug that might have decent contribution defending a keep, will become useless rallybot the moment he steps near enemy tower or camp. So while they could remove invisible tags, it is definitely healthier choice to renuvate the connection between servers and guilds by going monoserver system where population status, effort you put in and transfer costs mean something.
  7. Full status isn't static number, it is relative to highest population world. It just means these 3 worlds are more active, not that others are dead. They might fill 3 maps, when others only 2. Also world population means nothing since 2 servers are linked together.
  8. I'm on dragonbrand, which is considered "full." Full means nothing now that links exist. They wanted people to spend more money so they made every server open through linkings. Even overpopulated ones.
  9. I jump on the human. Human mains are always edgelords with bad mechanics. The charrs and sylvaris are always mechanical gigachads that induce fear in everyone around them. Norns and Asuras... Well, haven't met roamer playing those yet. And I won't touch them either.
  10. Eh, discord is a no-go for me. As far as servers, which are more populated for the pve side with some decent wvw as a side thing? PvE uses megaserver system, only your region matters (NA and EU are separate). For WvW if not using voice, you might want to go one of the "camp T3 sm and cloud enemies down" servers, so Fissure of Woe or Whiteside Ridge if on EU, Maguuma on NA. Those servers will most likely be full, but you can always hop to their link for cheap. EB will always be queued there from noon onwards but you can always queue while doing PvE. Just bring your best PvE build, they love carrying noobs. Or play a real build and you might deal more than 5k damage before dying.
  11. Fights are longer and okish as long as you're willing to join voice comms and a decent server. But other than that, transfers are still 500 gems and objective auras are still in the game, so unfortunately most timezones are still people outnumbering or just sitting around waiting to defend.
  12. You have to consider that lot of WvW players have alt accounts these days. They don't have multiple GW2mists account. We all know lot of veterans keep their alternative accounts on Whiteside Ridge and Fissure of Woe links. They are not using those accounts for GW2Mists. While lot of FSP might have been registered guild account mains, lot of the Vizunah incoming transfers were alt accounts. Even [ODIN] has several people with accounts on multiple servers. There is no guarantee they linked their main account, or linked at all.
  13. If you look at https://gw2mists.com/worlds/transfers, and filter transfers since relinks were announced, you will see transfers by people who have account linked there. FSP lost 100 people, Vizunah (Whiteside Ridge link) gained 65 people. In reality only maybe 1 out of 3 players have their API registered and are using that accounts API, so we can approximate that FSP lost 300 accounts and WSR gained 175. That is 475 people swing since relink.. And these players were active enough to care about transferring. Look at it positively: At least ANet made bank. Fair matchmaking isn't even nearly as important, right?
  14. Guardian pistols – All lame pewpew skills with no survivability or CC. PvE weapon by design. Revenant scepter – Whole concept of using lot of autoattacks to activate other skills is flawed. The autoattacks look great tho! PvE weapon by design. Warrior staff – Amazing, lacks blast and leap finishers. I am leaping or blasting but no finisher? AAs should have longer range? Engineer shortbow – Nothing is more annoying than spamming slow-casting ground targets with no mobility. People who try this weapon first, will think the game is very bad and outdated. PvE weapon by design. Ranger maces – Everyone loves them Thief axe – Didn't try, thief mains don't like it. PvE weapon by design. Elementalist pistol – All lame pewpew skills without enough survivability or CC. PvE weapon by design. Mesmer rifle – Too many ground targets, not enough fast cast CC or survivability. PvE weapon by design. Necromancer swords – Promising, little lackluster on boon removal and damage side. PvE weapon with current numbers. The weapons that are not viable in competitive modes, need big additions in self-survivability and CC. Also there are too many skills that are ground targeted or require facing enemy. They just aren't fluid or feel modern at all. You can literally take ele staff, weapon from release, and these new weapons compared are just skillspam thrash with no real utility or survivability.
  15. 10k heal is pretty much expected from a skill with 3 bars of adrenaline that pretty much does only healing. This is what warrior needed, the support of the class was kinda meh I tried cele berserk with staff + d/wh, and it was pretty fun. The berserk traitline giving self-stab, superspeed, stunbreaks, immobs and invuln. I do understand Core Warrior with Defense is great option, but what kept me away is that there isn't really anything impactful other than Cleansing Ire. Unless you run Berserk and take Defy Pain with headbutt, but you can't really cut discipline or tactics.
  16. It is kinda boring: 3 ground targeted support AoEs and an extremely slow single target projectile stun. I would like to see following: Rifle 2 and 3 should be merged into 1 skill. Many ground targeted AoEs that require mouse targeting from just 1 weaponset will just be annoying to play long-term with. Rifle 5: The portal should port to the from-being-shot location, rather than mesmer, so mesmer can use it for self survivability Rifle 4: Should have separate function <600 range situations where mesmer shoots the bullet (so faster stun) and spawns a clone. Better suited for PvP New Rifle 3: Burst of light pulsing rapidly. Cleansing, applying chaos aura and healing allies and at same time damaging enemies in between affecting also target but not the caster. Would require standing still and about 1.5 second cast time. Honestly the current Rifle iteration is not very GW2ish, you should look at inspiration from warrior rifle or ele staff. Some reactive CC, fast cast times and survivability is a must.
  17. I think what they meant was Pistol didn't exist in the past so the CC skills on it would be designed with the current balance in mind. You may not agree with that, but that's how it is. Well, sure, you're probably right if off-hand pistol will see any play in WvW. Unfortunately, everyone who actually tried it knows that it won't. And no, it wasn't designed "for the WvW playerbase" which is probably less than 5% of the games playerbase.
  18. What is really annoying is about taking Arms is that the minor traits give crit chance as well. Deep Strikes (10% crit chance vs bleeding) and Furious Burst Also Major traits such as Unsuspecting Foe, Opportunist and Wounding Precision have same problem when combined with the new Burst Precision It would be nice if some of this stuff gave crit damage instead of crit chance.
  19. No, but CC skills did damage in the past. So for newer skills you take the damage the skill would deal in the past (% of pve value?), then half it.
  20. WvW Skill 2 or 5 should be unblockable (too many reflectable projectiles) Skill 4 2nd cast should corrupt 1 or 2 boons. The damage just doesn't varrant total of 1.5 second time.
  21. Skill 5 needs to deal damage in competitive gamemodes. Still hoping one of the skills will be reworked into spinning attack that hits both allies and enemies. Facing enemies all the time isn't that viable in sPvP/WvW.
  22. Skill 3 needs complete rework. How can you expect anyone to land 6 autoattacks in competitive mode without swapping weapons or getting blocked/evaded?
  23. Most fun new weapon I tried so far. Well done. I still have some feedback: Autoattacks: More range and visual cues matching that Skill 2: Add leap finisher Skill 5: Add blast finisher on final cast
  24. Guardian Pistol 5 should deal damage, else the weapon is just bad. Necromancer Sword 2 or 5 should be unblockable in WvW. 2 skills and autoattacks being countered by reflects is too many. 2nd cast on skill 4 should probably corrupt 1 or 2 boons. 1½ second total cast time for just small amount of damage is bit too much. Warrior Every non-AA skill on staff feels very nice but it seems like it should have a leap finisher on skill 2 and blast finisher on skill 5 2nd cast. Autoattacks could have more range and visual cues matching that. Revenant Scepter is absolute joke. You need to land 6 melee autoattacks for 3 to do something slightly useful? Don't have opinion on rest yet. Ele pistol seemed bit lame. What do you guys think? Don't forget to also share your opinions at the dedicated class threads listed here:
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