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phokus.8934

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Everything posted by phokus.8934

  1. Chrono just took a pretty big nose dive off the nerf cliff.
  2. When they put in a half-assed event like core swap and no real game changer then there’s no questioning why wvw isn’t as packed as previous events.
  3. I’d hate to see how the OP reacts to multiple necros and their pets.
  4. No I don't. Prefer games with it. With it; PvE, if you push in too close and don't know when to pull back you pay for it. In WvW if you are support and get out of position, you pay for it. In either if you are too squishy and shouldn't be that lightly armored you pay the price for it. The only downsides to collision is lag. Now a counter to this is but I wouldn't be able to get a hit in on a PvE target. But with collision someone that runs full in moves outside of the range of support and will need to pull back out or be dropped by the target since they moved outside of the range of their boons and buffs, but again risk versus reward. In more balanced logic range should do less because less risk less damage, tanks are tanks because they should have toughness/vit and should be able to take some hits. Support should live in that mid ground. DPS shouldn't just abel to stand and take it because they just stand in it. To me one of the reasons dungeons failed is because stacking mitigated the code by allowing people to stand still on top of each other and not move. There is no lasting gameplay to that, it's boring and there is no replayability. In WvW if you run full in there you can always run back out. Some of the best game play in prior games was in holding a line, range supporting your lines from behind and you melee looking to turn flanks and get to the backlines. Here we can just zerg stack. Take World Bosses, they would probably be a lot more challenging if everyone didn't just stack in the same spot and spam 1. But I do agree that's not for everyone, which is why we don't have it here. Plus the player-base doesn't have the mindset for it and people don't do well with change and this would be a big one.I’m only going to respond to your “the only downside is lag.” That’s not even remotely accurate. You can’t see the griefing potential with this? Look no further than fractals with SA.
  5. But on the topic of Renegade, there's a whole lot that needs to be changed because it's an underwhelming elite. A useless F2, utilities that spawn at the location but act like traversing pets, shortbow all but useless in pvp/wvw due to its mechanics. It needs some serious love to be even on par with elites.
  6. The matchmaking algorithm has a hard cap of two of the same professions per team. This doesn't prevent players from swapping to another class and in theory have five of the same class on a team. There will never be a time where they'll change the matchmaking algorithm to put together an ideal comp vs. ideal comp. This is why they allow you to change your class and spec during the warmup period. Simply, change your spec, change your class, and adapt to your opponent.
  7. That is not very useful if you are actually trying to use a bunch of tomes for leveling a character. On the other hand using Mouse Keys and moving your inventory to line up with the Okay button works decently well for that. They want to sell lvl 80 boost to the people being impatient so why make it easier to level up useing tomes?I honestly doubt that the target audience for the level 80 boost are players that have a ton of tomes. Personally I think that the amount of players using tomes regularly to level (keyfarmers?) just isn't big enough to justify the cost of implementing this feature, including the support cost because of people that accidentally consumed more tomes than they intended to. Dont matter if they have tons of tomes or zero tomes.Anet want to sell level 80 boosts to the people who cant be bothered to click throught them so what point would it be for them to make it easier?Haha what? What a strange conclusion you’re making that ya zero validity whatsoever.
  8. People using QOL incorrectly isn’t new. This is a straight buff to CB. With that said, it probably could be a bit faster to cast.
  9. But those builds are on meta battle and they can’t deviate from that. What I learned today from this thread is that the majority of players who complain about Mesmer also die to beasts.
  10. It’s people like the OP and supporters that continue to ruin pvp balance. Mesmer interrupt builds have been around for years and were nerfed heavily. What we have now is just a daze where you don’t need to burn a stun break and you can still easily survive.
  11. This had very little thought put into it. I’d rather they focus on meaningful changes than these gimmicks.
  12. No one changed definitions, I think you mean the focus shifted to another topic.. the whole point of the expansion talk was about what the definition of what pay to win is.I dont think anybody in that conversation agreed with OP but someone brought up expansions. You keep stating that expansions and elite specs are pay to win.
  13. This conversation goes from GW2 being pay to win through server transfers to GW2 being pat to win because of expansions. Since when did we start changing the definitions of terms?
  14. Not as god-like as the OP and many others make them out to be. Mesmer can be NPCs and the player base will still complain.
  15. GW2 is "complex" in its pvp gamemode for the individual. The three node conquest style works for group play but falls hard for the general solo queue public. This conquest mode should've been scrapped years ago in favor of CTF/KotH/Payload as it provides a clear path for victory. In conquest you have to rely on 5 people (including yourself) to either rotate, stay, +1, disengage, stall - there's just too much thinking and too much depth for everyone to be on the same page. But honestly at this point this gamemode is not going to change much. Changing titles, adding new weapons/armor that can be uninspiring, and any other novelty isn't going to keep players in pvp.
  16. That's exactly what I was saying - shield is so underwhelming in any capacity that sword and axe will always be the better option for now. If we look at the shield abilities for guardian, warrior, engineer, and chrono, they all have use in different game modes (especially pvp). Rev shield offers no real defense or protection compared to the other mentioned classes. Shield 4 needs a cc mechanism tied to it and lose its current functionality. Move the protection to shield 5 that no longer roots and pulsates protection for the duration of the channel.
  17. A nice change if it affects up to 5 allies. Glint ain't selfish. Maybe increase range too? For keeping with the root mechanic, I like how you factored in choices for the player to make. Retal is a little questionable but I'm not nearly as knowledgeable about that There's a lot of things that can be said about shield changes, but for me, simply removing root for shield 5 is some laaaazy design. Not only will it make it a straight up better version of warrior's Shield Stance, it's also the same kind of band-aid fix that contributes so much to power-creep based balance. In that instead of looking at deeply "rooted" issues with something, they just pile more stuff on there in hopes that something changes.I've made some shield suggestions on my own that I felt stuck more to the theme of Glint than what we have now, but if I really think about it, shield might not even need changes. In the grande scheme of things, there is an ever growing list of things that we can mostly agree that will significantly improve combat and balance in this game. And the way I see it, solving the first things on those lists will in turn put in check the rest. Domino effect. And in that sense, that's why I see "removing shield 5 root" as being at the bottom of that list of meaningful changes. Tbh Anet should just announce something like a Balance season. Like a 3-4 month period where they're communicative with the community and are committed to finally changing balance in major and meaningful ways The problem with shield is that it's outclassed in every way imaginable between sword and axe. It is subpar in every game mode and that needs to be fixed only by changing how it functions completely.
  18. I'm not sure if you're misunderstanding or agreeing with OP. OP and I aren't asking for a winning steak. We're asking for matchmaking that gives closer to 50% win rates. I'm on a 5 match loss streak so far with a few smaller ones in between and it's pretty ridiculous when i was a solid 50%+ when I first started playing this season. That's TERRIBLE matchmaking. Even games that were only PVP based I've played in early access that have died after a month had better matching than this. Either players are misbehaving or the algorithm/placement system is just bork. My hunch is that too many people quit PVP and so they're lumping people together willy nilly. I've been grouped with and against the same set of people over and over again when i've queued multiple times in a row. If you keep flipping a coin, eventually you'll get 5 tails in a row. It doesn't mean the coin is broken. when you keep flipping the coin and it spits out 5 heads, 5 tails, 5 heads, 5 tails over and over, the game is programmed for loss streaks This is why you stop pvping after a loss and wait a day to come backExcept the matchmaker isn't designed for 50% win rates. The matchmaker takes the queued populating and their relative rating. If you have a low population then you get what we have today with pvp in GW2.
  19. Condi Mirage was largely overshadowing Rev. Now that Condi Mirage was toned down a bit, the mob moved onto power rev.
  20. I can see scepter being the next weapon as some sort of spellcaster support. Greatsword would be fine as long as it is unique and not just swing and do damage.
  21. Core Swap is now active in World vs. World! Crush your enemies to gain access to their profession skills. What in tarnation... can’t wait to see what this madness is going to be about.
  22. Build templates.Rework Stronghold to be attack/defend but as a payload style map. Incorporate it into ranked as part of the map rotation.
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