Jump to content
  • Sign Up

TidalTrident.4013

Members
  • Posts

    20
  • Joined

  • Last visited

TidalTrident.4013's Achievements

  1. ??? so much ? on this forum page. These changes were actually great and needed changes.All dmg across the board got nerfed on a big balance patch a while back as well as HEALING. Whereas, siege and banner dmg didn't get nerfed, they were already hard to deal with in the first place and got harder to deal with, they needed to be nerfed as well to maintain the balance. The nerf is perfectly fine. Mount stomps were straight up cancer, ruining zerging and wvw roaming experience because it favoured the outnumbering side, the side that had constant people joining the fight. It was ruining my roaming experience where it was 2 of us (for example) against many, as soon as my team mate went down and another enemy joined the fight, instant stomp then i can't handle the fight alone. In zerging, players drop a utility to have a ress to increase their group sustain, there are already ways to counter the ress via CCs on the person ressing or casting a ress skill, or knocking enemy downs away or even warrior elite banner if a warrior ran banner (most likely not) or just straight up high dmg before ress/ poison on downs. There are many active ways to counter it, but people would rather not actively play their class and just wait on mount for 10mins till someone comes along and carries with dps and makes downs?
  2. You miss the problem that the necromancer no longer has crippling on their shades. That was removed with the last update. If anything the shade pulse will not deter melee from pushing in at all. If there is still a problem, its Sand savant. Also, Desert shroud is not very high damage. its pretty low, its just the necromancer supplements that damage with their own pressure from their skills since its effectively a free cast. it is a good thing that they removed the cripple, scourges are already doing enough condis because they're corrupting like insane on top of the f1 condis.The extra cripple isn't needed to keep enemies in a spike. It is more healthy for wvw fights to promote co-ordinated spikes and ccs. Scourges shouldnt be able to do everything, now scourges do dmg (and they can still cc with fear and corrupts) but you have to also rely on allies to pull or immobilise in your bombs. Scourge still also hits like a truck, all dmg got nerfed, not just scourges. Scourge is perfectly fine as it is imo
  3. I think shades are fine as they are, in terms of WvW. Having shades pulsing their effects around players will force a more pirateship playstyle which is boring af, because no matter how much you bait a bomb, if you push melee, you'll still have to deal with the high f5 dmg around the necros for example (which imo is unrewarding gameplay). I prefer the thrill of being able to push melee and it is more punishing for necros that fail to keep up the pressure when the enemy hard pushes. If shades are a problem for other game modes as they are, is it possible to make it work differently for different game modes?
  4. it really sucks that this skill is single target tbh, it would be nice if they kept the cd but if 5 people were hit with a CC from 1 skill, all of them would get 5 vulnerability and 1 cripple but the player only getting 1 stack of Kalla's Fevor.
  5. also condi in wvw needs to be relooked at, it's not meant to be bursty right? condi guard is still gonna be strong and super bursty still after patch for example
  6. yo anet, another reminder to please remove mount finishing and nerf dragon banners...
  7. It's probably their way of trying to stop people from going minstrels or full healer I'm guessing. Well we'll have to see after patch if it is viable to drop minstrels or not. It could be the return of cele.
  8. Anet can you also nerf tactic banners (especialy dragon banner!) and maybe siege as well for the patch please. Also nerf burn guards too.I'm looking forward to the patch! ?
  9. Please nerf the dragon banner for the patch.I dunno if this was discussed but the damage on dragon banner is already high and if it stays the same, then more people are gonna be using them on demand. It adds too much to power creep even now so i hope it gets nerfed a lot.
  10. simply nerfing everything and tweaking stuff is a great start. First time in many years, that i'm seeing proper balance for WvW, great stuff. I eagerly await future balances!
  11. https://www.guildwars2.com/en/news/looking-ahead-to-the-new-year/some new info popped up about the balancing.Btw, for WvW can you nerf (or completely remove) Dragon Banner and also remove mount finishing
  12. i'm speechless that this was the final conclusion made... putting detection pulse on utility goggles toolbelt... i'm guessing people just complained because they wanted scrapper to work how it used to with function gyro on f and detection pulse on elite, but if you're not gonna revert it back to how it was, then this is a straight up nerf that no-one wants. Yeah poison field was nice on purge gyro before to use on downs, but it is way more important to have detection pulse slotted in one of the used toolbelt skills for scrims or WvW raiding.
  13. Ring of Fire relinked with Drakkar Lake again, we were in t5 and get put in a t1 matchup????? clearly something is wrong!
  14. I was pleasantly surprised to see this thread, maybe it is ok to have more hope for this game mode once again. Balancing is the most important aspect for WvW as well as frequent balancing to keep us on our toes for build ideas and changes to tactics. It is great that you are communicating with the community and i hope that you keep us in the loop often and ask for our opinions throughout the process. It is better to keep hearing thoughts from experienced people that have played the game mode a lot in comparison to a closed environment where you ponder what you think we would like!Here are my thoughts from the top of my head from a player that has been player WvW almost all the time since vanilla (i was more hardcore competitive in vanilla and early HoT but not so much atm but i have been in gvg guilds since all the way to this very day) sorry if i repeated stuff people have said, it's too late for me to read everyone's comments before i go to bed, but my problems with the game mode:Small scale died with cheesy builds and people running around in parties with OP support so you can't solo roam. Mounts ruined roaming even more because you needed a build that could burst a mount, which hasn't changed because lance is easily evaded and can be blocked by aegis. Hence, i only play zerging/ blobbing nowadays.WvW is now numbers game, having more numbers gives you the upper hand due to more power creep, boon application, corrupts etc. Back in vanilla, competitive guilds believed that 25 was way too big, guilds aimed for 15-20 players, where skill mattered and guilds were able to tackle groups much larger than themselves through skill and most importantly team work.My next problem is too much damage in the game, which is balanced by high heals. Too many boons which are balanced by high boon corrupts. Tone down everything, reduce dmg, heals, boon application and corrupts.Because of these factors, indisputable party compositions were made. You need to have FBs pumping out the support, you need scourges for dmg and corrupts, you need warriors for boon removal and dps, you need revs for high dmg and boons, you need scrappers for support and stealth, you need tempests support, resses and CCs .If say less boon removal was needed and slots in parties were given for pure dps and the dps classes were balanced, then people can pick different classes they like to play without people getting angry at them not playing the meta classes, Yes there will always be a meta comp but i they are all somewhat similarly balanced then skill comes into play, people can excel in any of the classes if they have mastered it.10 target support reduced build diversity even more, since certain classes pump out support that goes beyond parties, i would never take onboard other healers because tempests and scrappers are too OP. Similarly, you need scourge for its 10 target dmg.I want to reduce the need of people going full minstrel somehow, not saying that we should go back to water blasting (i loved that though <3 ) but make it a team effort to stay alive and it was a team effort to make downs by cleaving together. I miss the old core guard feeling, and having all melee players making sure to cleave together with auto attack since it played a big role in dps.A bit of a contradiction to my last point (since i want minstrel to not be as effective, or dire for condis on small scale i guess?) but i want gear choices to have more of an impact. In vanilla you felt the difference between having too much PVT (power toughness vitality) gear compared to a good mix of PVT, knights, whatever. Since, like i said, it was a team effort to make downs by cleaving together, so you needed enough dmg but at the same time enough tankiness to survive. Finding that right balance for classes based on if they could wear heavy/medium/ light armour and how high their base health pool was, that was super fun as a build theorycrafter! Shout out to the ele mains that knew the pain of having light armour and lowest health pool! ?Anyway it's way too late now and i'm super tired, if i have anymore points that comes to mind i'll be sure to post it at some point. I eagerly look forward to any more posts from anet in this thread!P.s. unrelated to the thread: how's alliances going? Will we be getting new elite specs (were the rumours about dual class system true? hehe) ?
×
×
  • Create New...