Jump to content
  • Sign Up

Reaper Alim.4176

Members
  • Posts

    594
  • Joined

  • Last visited

Everything posted by Reaper Alim.4176

  1. You mean like any other MMORPG has and would have. Nah that's too much of a hit, on the transfers financial potential. I think the Earth would have to flash freeze before that happens.
  2. Yes because everyone who plays WvW, are PvEers at heart right?
  3. They need a crazy nerf along with many other non warrior related things. The game is centered around three things: Condi, Power and Bunker. And all of them are overpowered if one of the other archetypes get nerfed heavily. The problem currently is not only are all three op, but classes can be typically be 2 out of the 3 archetypes in one build with no sacrifice. Realistically though, no one should expect anything significant from Anet balancing. The game has been around for 5 years and its only have gotten worse. The core of guild wars 2 is bad for pvp, therefore everything built upon it will be bad up too. Clearly they created the game to be a pve game instead of a pvp game. Pve games with pvp as a side show always have these type of problems. I agree, if you want decent to good PvP. Then you absolutely have to play games that focus in that area. Because PvE oriented games that are built first and foremost for PvE. Will inevitably have very lackluster PvP. It's the same as expecting a 5 star four course steak meal for your local Burger King or fast food joint. It's just not going to happen, no matter how much your moan and groan about it.
  4. but 20 guardians in a 50 man squad is OK? Apparently it's is to these guys. GW2PlayersLogic :lol:
  5. Funny all i see is wvw clearing out after wvwers get their diamond chest, mid sunday. Also the expansion which was all pve based, pretty much destroyed the wvw population. So I'd say you're in the minority. Nah since expansion I now barely plays WvW or PvP. I have another MMO that I WvWish in. I also have a dedicated sPvP game I plays now. Actually since the expansion most of my will, play GW2 at all is darn close to being completely drain. Rewards from WvW is very very bad compared to the other game modes. If you are just playing WvW in GW2 just for the rewards. Then you are clearly doing many things wrong. Because in PvE, even in PvP you'll get the same rewards in under a fraction of the time. For only a fraction of the effort.
  6. I agree that some rewards should scale based off of the difficult of what you are doing in wvw but their needs to be a base amount of wxp and loot given. A steady ram up of rewards if you kill enemies in quick succession or without being downed would be nice. A kill streak system would need to help solo player get increased loot instead of forcing them to find zerg for greater rewards. Before rewarding wvwer based off of the difficulty of a capture or fight, A-net should really look into placing a comeback mechanic into wvw. It would have to make targeting difficult objectives for a weaker server more worthwhile. As for the AOE cap that is a hardware issue that A-net has stated that they can not remove it without creating more issues in wvw. In EB the biggest fights are SM fights and alot of lag is created because of the damage calculations. Unlocking the damage cap would increase the amount of damage calculation that the servers would have to handle creating more lag. What you just proposed here. Pretty much just rewards players for stacking servers, and stomping lesser populated servers. Your solution would only add to the problem. Not help it. Also I don't think you even read my post, or you didn't comprehend it at all. Under the solution I stated here. You would get more rewards, with the less players you ran with. I also even had a middle ground for zergs as well. Being that you are rewarded more, for how intense the battle is. In other words a Zerg just stomping 5 players and PvDing would get nearly nothing. But a zerg of players fighting another zerg of players would be well rewarded for capturing and defending the objective. I believe this would give more players incentive to split up. Also this would give zerg players more incentive to look for fights, against other zerg groups. But will not reward zerg groups from just simply PvDing uncontested objectives. Or zerglings that just stack one or two servers for easy kills and rewards, would be rewarded much less as well. But I doubt any real proposal that make stacking and mowing down lessor numbers or PvDing less rewarding. Would be accepted by the GW2 community. Time to just face it. The players of this game just want stack servers and win unchallenged and uncontested. It's the main reason why WvW is offered the least amount of rewards per the effort. Because most players would just stack servers and trample over the much smaller populated servers.
  7. Your wvw blobbling is nowhere near as challenging as spvp. You're a game format whose rewards cannot be balanced because it's always a game of who's got the bigger numbers. If the rewards were any good, people would be fiercely competing to transfer to the top tier servers with the largest, most active zergs. Rewards on a lower tier server would be kitten. I highly agree with you. Thus here is my recommendations, to prevent yalls concerns. All that would need to happen. Is that ANet learn the lesson ZOS learn with ESO's Cyrodiil. Make rewards scale towards the intensity of each fight. PvDing and avoiding fights, gets your Zerg nearly nothing. Just omni-blobbing, against players who are just completely outnumbered gets your zerg nothing. Drastically up the rewards giving in WvW. However scale them based off of how many players are tagging said objectives, and players. 2 to 4 players groups rewards don't split as much as say a 50 man or more blobs. Solo players would get better rewards for objectives and player kills, then a blob of 50 or more players just steamrolling others. The longer the fight over a objective the more rewards the zergs get for succeeding to capture or defend it. Also again unlock the AOE cap. Yes zergs would be able to deal more damage to the smaller group. However that doesn't matter anyways when a group of 15 highly coordinated players go up against map queue blobs. Then because the map queue blob can just magically, ignore a big portion of the smaller group's damage by stacking numbers. Without this crutch Zerglings would have to use more tactics, and be less of a mindless zombie horde. That is the main reason why stacked servers are just so oppressive in GW2's WvW. Removing or highly nerfing the AOE cap, would also make stacking numbers and burning tactics reasonable, and not just plainly overpowered.
×
×
  • Create New...