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sirjarros.4107

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Everything posted by sirjarros.4107

  1. I greatly appreciate the renewed focus on balance and communication. That's great news! Sadly, in the last year, I have felt so much disappointment and dissolution over the state of WvW, that I just can't bring myself to play anymore. Here's a few reasons why I quit playing WvW after many many years (since late 2013): Blobbing is an epidemic. Large scale fights have become about who can blob better, and thus annihilate the enemy faster. They've lost the feeling of early WvW where it was a large group vs large group, fighting a wonderful battle for an objective, over more than just a few minutes. By blobbing I don't mean zerging. I mean how boon and combo mechanics forced commanders to require people to "stack on me" and push forward as one blob. As condi bombs and aoe power bombs grew in strength and popularity, we have arrived at today -- where whoever can blob and bomb a single location the fastest and best, wins. There is NO competition. No fight. It's steamrolling at it's finest. And the worst form of zerging I have ever seen in a game.As the blobbing "meta" has grown, the needs of the smaller roaming and havoc groups seem to have either been forgotten or ignored. Or maybe developers just don't know how to include them in this mode. (My primary play style). It's NO FUN to cap a camp with 5 people and suddenly be steamrolled by a blob.Conditions were best when they were icing on the cake -- not the whole meal. That said, some condition builds have been super fun to play. But only because there is NO way anyone could ever have enough clear to make a fight last more than a few seconds. I remember back to my 30k in 10 sec burn engineer build of a few years ago. Super fun, but way too OP.Most objectives -- other than Stonemist -- are pushovers for a large well-supplied group. Tier 3 keeps are a joke for large groups and blobs. Undefended, a large group can cap a keep in 5 minutes. That's just a ridiculous. A keep should be a worthy capture -- an accomplishment that defines the map and directly effects strategy. A 5 minute cap does NONE of that. It means nothing. It lead to karma training and encourages blobbing. The addition of rewards and reward tracks were wonderful -- for a time. But it's overtaken the mode. I've seen players worry more about their pips and participation than actually playing WvW for WvW sake. Folks used to play for PPT or PPK or strategic capping or whatever their content focus was. Now people are playing PPP -- Pips, Progress and Participation. It's diluted the content mode and added unneeded pressure which detracts from simply playing the game mode. Get rid of downed-state completely. It's an outdated mechanic in WvW. It still has value in PvE and I can see the upside in sPvP. But in large scale mode like WvW, it's lost it's place and has become a crutch that favors the blobs. The swords mechanic -- flagging an objective as contested -- needs to evolve if other mechanics evolve. For example: If keeps become more difficult to take, require more time to get in and cap it, then flagging an objective at like 50% wall or gate health (like in ESO), creates a fresh feel and gives the attackers time to make a significant dent, while allowing defenders time to get inside and repel the attack. The current meta doesn't do that.I don't claim any of this is right or correct or even good ideas. For all I know, I'm the only one who thinks and feels this way. Hopefully, it gives CMC and the team something to chew on.
  2. The daily collection time gating is nothing compared to the gating of the charged quartz. Myself and one other person, out of our 20-person guild, are the ONLY people who have any charged quartz. And very few have of them have the gold to buy the crafted items off the trade post. 95% of these friends don't gold farm. Don't care about or have nodes in their home instance. And I doubt their alone. It will take some of my friends WEEKS to get the mount because of this. Heck, keep the daily reset time gate -- that actually makes sense story-wise. Get rid of the charge quartz requirement. I will never understand why the dev team thinks it's ever a good idea to gate highly desired content behind a limited and difficult to get item. Didn't you learn anything from the massive mistake of makiong Sigil of Nullification required for the Requiem gear??? STOP placing content behind ridiculous exclusive and hard to get items. It's not compelling or engaging content.
  3. Players make guilds, guilds make alliances I get that. That wasn't the question. How about this then. Players make guilds with a limit of players per guild.Guilds make alliances with a limit of guilds per alliance and a limit of players per alliance.Players and guilds and alliances make worlds, with a limit on alliances per world and a limit of play hours compared to other worlds. Still not an answer to my question. Will an alliance be allowed to functionally accept individual players not in a guild.Anet has not stated that will be the case. However, you make a good point. Random, individual "roamers" should be allowed to join an alliance. Especially if it's a group of people they like to play with or around. It's important to respect different players preferences when it comes to flying solo or being associated with a guild.
  4. My guild does the same thing @"Zolazie Grengche.3051". We've actually gotten in the habit of running tagged in recent months. We just set the squad to closed (nobody can join) and sometimes to semi-open (can join with approval). We mostly run closed since we're all in the same voice chat. Yes, we've gotten some flack from others on the map who have a differing opinion on what a commander tag should be and do and when to fly one. We simply say we're havocing/roaming and proceed with our fun, ignoring the comments. You could try that for the next few months, in order to make sure Anet's new system gets more counting in. That said, I 100% agree with you that Anet should also watch tagless squads and count those in the new system metrics as well. We still do that alot ourselve. Better yet --- Anet: PLEASE PLEASE PLEASE introduce a "private" or "hidden tag" squad option. This has been a need/problem/annoyance for a LONG time now. This will allow squads like mine and Zolazie's to run a tag -- which our group can see for following and orienting -- and which we need for the squad features -- like /squadinfo and subgroup control -- but no one else on the map can see our tag. And no, turning off the current "Show All Commander Tags" option doesn't solve this problem. This would be a huge benefit to roaming/havoc/small teams that want to NOT attract random followers, but still benefit from the squad features!
  5. This proposed change is pretty darn exciting for me. I'm open and curious to see how this unfolds! My primary concern is over the need to choose only ONE guild as a personal primary. This creates an uncomfortable dilemma for players that belong to multiple WvW guilds that won't be forming an alliance together. For example: I run a small havoc-style and roaming WvW guild. At least one of my other members belongs to a larger guild that has a different agenda and play style. And I won't ever form an alliance with them. So what happens when restructuring happens at the end of each season? Does he no longer have access to play with one of the guilds, even though has has regularly run with both? In my opinion, if both guilds have deemed themselves WvW guilds, he should have the ability to play with them simply by repping which ever one he wants at any given time. Despite being in different match ups as well. Otherwise, this systems forces the player to make a gravely limiting choice, when for years now, he hasn't had to make such a decision and has had freedom to play with whichever guild he wants. That freedom of choice MUST be retained somehow. Sure, it won't matter to some players. They'll just choose their favorite, where they play the most or feel most at home. But loosing the power to make that choice doesn't seem like a good plan to me. My second, but lesser, concern is whether forming an alliance with other guilds will cause a loss in guild identity. I would hope that doesn't occur. Smaller servers have suffered loss of identity due to World Linking for a while now, in deference to the primary linked server. If smaller guilds in an alliance loose their identity to larger guilds, that would just be a disaster. I formed a guild for a reason. I'd like to keep it's identity alive and well, even in an alliance. Thanks for listening! I'm ready fro change and eager to see what happens down the road!
  6. Remember: the goal was to offer a consolation prize to people who had completed two identical legendaries before the wardrobe, when that was the only way to dual wield e.g. Bolt (now you can just reskin). Upon reflection, they agree with players who think, "yeah, but that was then; this is now" and it should be a title accessible to anyone, regardless of which Legend they want to duplicate. However, making that happen is easier in theory than in practice. There are probably various parts of the collection system that would have to be replicated/replaced/adjusted to make it work. I am not inquiring about the title....i dont care about the title. I want to know if it is possible to craft the gen 2 a second time, given that the achievement chests and recipes are available after having completed the achievements the 1st time. Seems feasible.
  7. No the only legendaries you can acquire more than 1 of are the first gen, as all others are collection based, and there's no way to redo the collections. Gen 2 precursors can only be acquired from the collections, but gen 2.5 pres are crafted. I've agreed with the above statement for years now. But I'm starting to think this is incorrect. Sure, you can only do the collections once. But, once those achievements are completed, Grandmaster Crafstman Hobbs allows us to buy the achievement rewards from him directly. For example, I made HOPE a while ago. I'd like to make a second one. So tonight I looked into this in game and using the wiki. My huntsman has the recipes for Research, Development and Prototype.Each one takes an item from the achievement chests which appear to be purchasable from Hobbs in his Collection Chest tabs.With those chests and recipes, I could craft the 3 stages of the precursor again.And with the precursor crafted, make the legendary again in the mystic forge. Has anyone actually tried this yet? Has Anet confirmed whether this would work or not? Certainly seems feasible but I don't know for sure.
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