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Sovereign.1093

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Posts posted by Sovereign.1093

  1. @Zok.4956 said:

    @Zok.4956 said:

    @Zok.4956 said:

    @Sovereign.1093 said:Imagine a certain instance where the loot is 3 x etc and good drops and you can pk players.

    It'll be fun. Raid the instance of ppl killing jormag for example

    That instance already exists (without Jormag and without the 3x loot). It is called WvW.And you can still gank PvE-players (that are only there for the Gift of Battle).

    No. Try to stay on topic :)

    I am, but you are not. There are very good reasons why Anet decided to make a clear split between the cooperative and competitive game modes in GW2.

    WvW is the open-world PvP version in GW2. If you want to kill other players (that agreed to be killed) go to WvW and make scrims against each other. No need for open-world-bosses for your fights. Anet tried that already and it failed when they put more PvE-elements into a WvW map (in the first version of the desert borderland map).

    This is not the topic of the thread.

    The topic of the thread is (quote): "We need a time of the month where we can raid pve players in a pve rich environment"I think PvP in PvE is a very bad idea for GW2 and I wrote several reasons why. Maybe you can find other games that are better suited for that.

    I respect your opinion but disagree. Yes, its perfect for pve instances. Atleast worth testing

  2. @Zok.4956 said:

    @Zok.4956 said:

    @Sovereign.1093 said:Imagine a certain instance where the loot is 3 x etc and good drops and you can pk players.

    It'll be fun. Raid the instance of ppl killing jormag for example

    That instance already exists (without Jormag and without the 3x loot). It is called WvW.And you can still gank PvE-players (that are only there for the Gift of Battle).

    No. Try to stay on topic :)

    I am, but you are not. There are very good reasons why Anet decided to make a clear split between the cooperative and competitive game modes in GW2.

    WvW is the open-world PvP version in GW2. If you want to kill other players (that agreed to be killed) go to WvW and make scrims against each other. No need for open-world-bosses for your fights. Anet tried that already and it failed when they put more PvE-elements into a WvW map (in the first version of the desert borderland map).

    This is not the topic of the thread.

  3. @Zok.4956 said:

    @Sovereign.1093 said:Imagine a certain instance where the loot is 3 x etc and good drops and you can pk players.

    It'll be fun. Raid the instance of ppl killing jormag for example

    That instance already exists (without Jormag and without the 3x loot). It is called WvW.And you can still gank PvE-players (that are only there for the Gift of Battle).

    No. Try to stay on topic :)

  4. @"Gryphon Radwing.7042" said:Skill lag as been a very significant issue in WvW, especially on the night of reset when queues can be 20+ deep. And that is the juxtaposition of lowering caps: You make one problem better by making another worse.

    Two real/best answers here: Remove the things not needed in WvW (like mounts) to reduce the information that you need to serve, and increase the size of the servers. Therein lies the real problem: Money.

    ANET is appropriately reluctant to take away things that people spent real time/money on (e.g. mounts), but equally skittish about spending more money on a "free" game via the charges they would have to pay server hosts (i.e. AWS).

    Maybe it's time to get down the REAL problem: It's hard for Guild Wars 2 to remain profitable by offering a game that lives off of optional purchases instead of the sustained residuals of monthly fees. If we want to see this game continue to grow and be sustained, maybe its time to tweak that revenue model. Re-think pay-to-play for some of the optional areas/content, and untangle the crossover benefits where you have legendary items that require you to play in all of GW2s areas. Consider making access to WvW, PvP, fractals a pay-to-play addition...with unique armor/weapon skins attainable only by those willing to pay the 99 cents for that particular area ($2.50/month for all 3, $25/year if paid for 12 months).

    Just a thought.

    Ah :) if this happens, it's time to choose a different game.

  5. @Cyninja.2954 said:Yes, please. Remove downstate so when my WvW guild group rolls over an enemy public twice our size, we don't have to worry about the other side getting a chance to resurrect their members. All fights would basically begin and end with: us engaging, producing 10 kills, disengaging until cooldowns are ready again, then proceed to surgically disassemble the enemy bigger blob until there is nothing left.

    Unless the enemy blob is other organized guilds of bigger size.

    I think any player here who is not in an organized guild group should think long and hard about removal of downstate. Maybe think about some of the fights you had on border and why they turned out the way they did, and not just remember that 1 time where you didn't get to finish off that one downed target. I can tell you right now, more casual players who rely on numbers will not enjoy downstate getting removed. Which in turn would make this game mode even less populated.

    There are certainly some interesting ideas how to approach downstate by for example expanding up how to deal with the mechanic, both offensive as well as defensively. If you strait up remove it, well some players will not be member of this game mode for long.

    That is an extremely important point. Also ppl will probably just do the pew pew range from a far game play and focus commander to kill the pugs. And commanders will be full nomads/melandru runes energy cleansing

  6. @Voltekka.2375 said:

    @"mike.6957" said:I am starting to dip my toes into WvW. I joined a quild (Thanks [NEW] for letting me join with you) as they are a Darkhaven guild. I was playing with my Necro that I am working towards getting used to and enjoyed. However when I check metabattle, the builds are very glassy. I was thinking of adding some toughness and vitality to increase survival.

    I want to get others opinions on what armor, trinkets, runes and sigils to work towards.

    When I play, I mainly use the mouse for 6-0 and F1-F5 skills. So any other help would be great

    Thanks in Advance

    I've always promoted Pvt armor with hoelbrak runes, zerker weapons and trinkets and energy and force for the power necro. It's old school good news.

    It's the minimum I've tried and used versus blobs as a commander and as a pug as necro core reaper and scourge.

    The other choice is celestials. It's the go to set that works as 2nd best in all occasions especially if you don't want to change stats.

    Once you have this set. Listen to your team and try to see the effect they want or end goal. So you can find means to make it happen .

    Big shades? No. Just take feed from corruption, survivability will shoot through the roof even on full zerk. Bloodmagic? No. Just no. Scourge has enough barrier as it is...

    He can try either. There's no set rules.

    But I'd urge he work his way from being tanky to glassy.

  7. Aye. If you have a good healer, you can probably survive well on zerk or knights zerk or cavalier zerk or Mara etc., But beware of the ranger. The moment you see them pew pew you it's time to dodge and hide on your commander.

    The rise of the cloud especially if you face maguuma, you will see that it's no fun as a necro to be hyper focused. But it's not that hard to survive too. You can alter your utilities to have that poison anti range. Or be dire set with condi runes and sigils. Chill reaper is making a come back or power reaper.

    The problem most ppl have with necro is it's slow. So warhorn is important. Or your team must have a means for speed x superspeed. I.e. pushing with glint elite revs

    These are dark times for the necro with the nerfs but, you must rely on your allies.

    In my old thread I've calculated the exact amount of stats u need to get 3k armor I'll have to figure it out again to share the proportion but even if you use this food helps more now.

    Especially the food vit/toughness - power damage or -condi duration which I believe is probably the best overall general food right now

  8. @Stand The Wall.6987 said:i would love to see a 2 fb 2 temp 6 vault (or dps scrap) comp tagging along with main zerg lol. i find it kinda strange that there aren't many 10 mans tagging along. for some reason they call it nut hugging which is kitten, i mean if you don't have the numbers what the kitten are you gonna do? not play? a good 10 man of any yolo dps comp can make a big difference.

    hell if your zerg is facing superior numbers then try to recruit 2+ 10 mans who are down to coordinate and zerg bust. dunno why but its always been zerg em down with 50% more numbers or run away.

    There's this too

    1 mercy fb or tempest or Chrono or mercy warrior. Then 4 souldbeasts or 2 soul beasts 1 vine druid and 1 bomb engi. This way you got stealth too :3

    I think a raid squad of 10 can do enough bs to harass the enemy

    I mean we face mag a lot and they rain clouds on us. The way we counter it is to stick to the walls towers etc as not to be overrun at all sides.

    It's just that some meta builds are so paper that it's hard to defend the squishes unless they add a little bit of defensive gear on.

    Also the cloud lost a bit of strength because of the mount stomp loss. But I think a good banner warrior can probably do the job

  9. @"mike.6957" said:I am starting to dip my toes into WvW. I joined a quild (Thanks [NEW] for letting me join with you) as they are a Darkhaven guild. I was playing with my Necro that I am working towards getting used to and enjoyed. However when I check metabattle, the builds are very glassy. I was thinking of adding some toughness and vitality to increase survival.

    I want to get others opinions on what armor, trinkets, runes and sigils to work towards.

    When I play, I mainly use the mouse for 6-0 and F1-F5 skills. So any other help would be great

    Thanks in Advance

    I've always promoted Pvt armor with hoelbrak runes, zerker weapons and trinkets and energy and force for the power necro. It's old school good news.

    It's the minimum I've tried and used versus blobs as a commander and as a pug as necro core reaper and scourge.

    The other choice is celestials. It's the go to set that works as 2nd best in all occasions especially if you don't want to change stats.

    Once you have this set. Listen to your team and try to see the effect they want or end goal. So you can find means to make it happen .

    http://gw2skills.net/editor/?PSwEcEmpsBGC7hdwMxk3y8lB-z1YYhobEhZDuMysqqIFUaA-w

  10. @"Yuffi.2430" said:Having been the sole player on a map (pre-linking) I can absolutely guarantee that reducing the numbers of players sufficiently will stop lag - but this approach does make the game unplayable.The big question has to be why lag occurs. Even if it's server performance there will be a reason why the server can't cope, so it's worth trying a few experimental weeks to gain data. We had golem week (which some players enjoyed and others hated but everyone knew was temporary), so some you could run some weekly investigations.

    But rather than experiment with WvW borderlands and EB, why not open up EotM again and give players an good incentive to use it while you test ideas and take measurements. You'll still have "normal" metrics from the borderlands and you can trial all sorts of things in EotM - changing population caps, reducing visual effects, ban minis, reduce condi/boon to one stack and one tick, even banning stealth in case lag is caused by large numbers of invisible perma-stealth thieves spamming random skills: whatever you need to try, all on existing one map that's already part of/associated with WvW.

    Here here. Make eotm great again. :3

  11. @"Hannelore.8153" said:Player caps need to be reduced all the way down to 40-50 per side on every map, especially EBG. You should never have more than one squad's worth of people on a map. If people want to play with each other they can go to another map.

    It sounds harsh, but you can't guide balance around people's feelings, thats how we ended up here. There's plenty of maps in the game mode and only like 1-2 get played at any given time, and that's not even taking into account possibilities like reviving EoTM.

    The solution to maps being full is to add more copies or more alternatives, just like PvE, not keep trying to shove people in.

    Please take extreme actions to fix this game mode instead of "a little salt here, a little sugar there".

    @Rasp Sabreblade.5421 said:Lower map cap- unlink servers and groups who can’t get in will move to server’s they can play onThere's not enough people on NA to unlink servers, if anything we need triple links on T2/T3 and T4 eliminated entirely. We hit a map queue about once a week, around reset time, and only on EBG and maybe one Borderlands. And being a link server, I've been linked with something like half the NA servers, and trust me it doesn't change much through the tiers.

    Aside from a few really active servers like Mag, WvW is mostly dead on NA.

    I think if players stack on one server with less map cap, then, they will spread on other servers. Because they can't play with their fav commander on a queued bl.

    But I suppose your correct in reducing tiers, simply so eotm gets love again maybe give it same rewards as wvw but cut by half.

    Ideally for fun a team ought to have 50 players per server at all times. Not per map. 50 is good enough and fun and then from there people can sort themselves

    I remember in the past we had commanders specializing in alpine or eb or desert.

  12. @Apokriphos.7042 said:For those who have played the latest living story, Bjora Marshes, it adds quite a few interesting features that would be quite relevant to WvW while additionally enhancing the game mode.

    The easy addition of Parachute whenever a character enters a borderland or when taking an emergency waypoint would be a wonderful QoL.

    More destructable and buildable features such as new variations in walls, huts, tables, and other landscapes used in Bjora Marshes.

    New types of Charr oriented siege instead of only Asuran Golems.

    There are plenty of other features used in the zone that would add more variety and detail to stale WvW. What do you guys think?

    I approve. It would be nice if attackers.can destroy enemy supply huts in towers and keeps resulting to halting supplies which requires player to rebuild it.

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