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Adamsdjr.1350

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  1. Objectives, no matter the size, don't matter if the rewards suck. And they suck, for everything. Fighting is fun, if rewards are better people will want to fight for things. It's pretty simple.
  2. I'm on FA and when we're in tier 1 we play on reset then disappear because it's just pointless. I can't even imagine how hard tier 4 would give up lol
  3. Probably why? No different than when engs were 1v3ing people and didn't see nothing wrong with that.And yes I've faced a few of those core warriors that are unkillable, mobile, and still pack a punch, where's the trade off? Being unkillable doesn't make something overpowered. If they were unkillable AND actually did something, then it would be broken. They don't do much in this meta theyre just annoying.
  4. Seasons with season-specific achievements/cosmetics/loot boxes is something I would be interested in. Weekly rewards isn't enough at this point
  5. I had to make sure I was in the WvW section of the forums when I read that people wanted warrior nerfed. Seriously, why? Nerf: Scourge, Firebrand, Rev, Scrapper, holoBuff: Chrono, Tempest,Adjust: Weaver. Tone down its roaming capabilities a bit because it's currently unkillable if played well. Buff its group fight by giving the class a reflect wall in Air Attunment (staff)Ranger. Nerf pewpew, it's anti fun and needs to go. Help them in groups by improving stance sharing capabilitiesWarrior. Shift focus from being unkillable to being useful. Rework:Base Necromancer's shroud could be reworked into a melee-style tanky boon corrupter/support
  6. Look at it this wayEveryone starts with supply > we go to take a tower > someone throws siege disables > stack and afk until siege is usable > hit gate 5-10 times > someone else throws siege disable > afk wait until siege is usable > finally break in > everyone inside drained supply and flees > kill lord, bad rewards > go take camps for supply > go take tower ...you get the idea. People don't care about winning because winning is boring with awful rewards. It's actually more fun for a lot of people to just group up and go hunting for other groups to fight because it's fun to kill people, it's fun to watch high numbers, loot bags are fun, etc. If that means that half our map is being back capped, then so be it. You want people to care about winning, have some incentives for winning. Today we had a pugmander and he's trying to get our server back in shape. He was friends with one of the guild leaders who are on a server we're facing this week. He agreed to fight us in EBG island with equal numbers, no BM. So, we spent an hour or 2 in discord with the commander learning how to fight, follow tag, etc. It was the most fun I've had in wvw all month, or for the past couple of months for that matter.
  7. I agree. I don't think it's a balance issue, in fact I would say that it's probably one of the most balanced boons in the game. The problem I have with it, is that when you're fighting in groups, your group is pretty much going to have retal, meaning there's damage you are totally unable to avoid. If you're AoEing and a group has retail you're pretty much going to kill yourself if you don't get support. This leads to a situation where healing/aegis needs to be abundant and easy to access and that naturally leads to over-tuned specs that do too much (firebrand for example). However, some of the proposed changes hint at a condi meta coming back which would make the retal problem non existent for the most part.
  8. It's been the same since release. WvW restructure should have happened this year, the fact that there's no roadmap for it probably spells the death of the gamemode. Takes far too long to get balance patches out for WvW leading to metas that last for far too long making it very boring and repetitive. Elite spec power creep. God awful lag spikes when fighting in/with big groups. Rewards suck. Timezone differences means you'll get activity in small time frames. Am i missing anything?
  9. or you know, since obtaining it is so unbelievably trivial and completely vital, give it to players for free? It's a real turn off for people wanting to get into wvw and they're late to everything/die all the time because they can't keep up with the groups and/or they just get picked off by other players on mounts. It doesn't make any sense to gate it behind a reward track. Make it cost some karma or badges or something, let's not turn people off to wvw more than we already have.
  10. The only time I see it is if it's a pug commander and they're usually in full tank gear just so they don't die. It's a great class for commanding because there's very little to do so most of your time can be used for marking places to run and watching enemy movements. Other than that, it doesn't do anything. Not sure why it's so difficult just to make Chrono a boon-ripping class in wvw, a niche that is very under served atm
  11. Firebrand: These changes just make it so we'll need 2x the amount of firebrands to make wvw playable/not frustrating. If 1 firebrand can't give STAB to the party he/she is in, then you'll need two firebrands in that party. To be fair, firebrand is clearly overpowered, so the other changes make sense, but I would revert the stab changes until you can figure out how to give other support classes a reliable way to generate stab. Scourge: The shade changes don't really make sense on paper. Every scourge will still take the 1 large shade trait and play exactly the same, except now the power builds will just do less damage, so what? As it currently stands nothing can fill the role that scourge currently does. It does everything on top of being extremely easy to play. Sand Shield is too strong, I'm surprised that isn't being addressed. Scourge bombs were overkill anyway, so the damage nerf hardly matters, and scourge's will still use big shade to bomb on pushes even if theyre running into a group. Scourge makes sense thematically as a boon-corrupt utility support class at least in wvw context, that's where the design focus should be. Rangers: I wish Anet was clear about this type of stuff. Is every class supposed to be wvw viable by design? Is that something the balance team strives for? Should every class have a zerg option? should every class have a roamer option? What's the design philosophy here? pewpewpew needs to be nerfed it's very anti fun but without it, what are rangers supposed to do? Long Bow 5 and run? Mesmers: I guess this class is just done with. Are we not trying anymore? Is it REALLY that hard to just give chrono some of its wvw power back in zergs? There's seriously no good zerg builds for Mesmer aside from the occasional pug commander running full minstrel Mirage just so he doesn't die. Engi: The rune changes pretty much take scrapper out of the meta, so we're going to back to pirate shipping until one group gets bored enough to run into the other team's 40 Revs. Idk which one is more mind numbing. Overall this does very little in the way of balancing anything. Stability as a concept needs to be looked into. Increasing stability access for other support classes is tricky because if there's too much then CC means nothing. My only suggestion would be to heavily nerf the duration of stability while improving stability access for other classes and/or improving access to boon ripping and boon corruption on classes where it makes sense (give chrono a boon-ripping niche in wvw zerg fights, boom useful). These changes are going to take us back to pirate shipping, a meta that no one enjoys.
  12. Is there a berserk + valk combo that achieves similar results?
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