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grave of hearts.7830

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Posts posted by grave of hearts.7830

  1. We went through this before,the deployable cannons were fun till blobs started mass using them outside of objectives.

    That resulted in them easily stripping an objective from all defensive sieges and having easily an advantage due to numbers.

    On the other side of the fence there was a case of valley fully decorated with cannons,which as far i remember no one could get close.

    I think if moderated to a certain cap within objectives they could be re introduced,it was a fun siege addition but needed limitations.

     

  2. A small reminder why the EOTM ktrains died,a single group had turned it into a gold business by running all 3 sides of the map.

    This came topped up with a serving of verbal abuse ,griefing and death threats to people who tried to compete in the map.

    By the time anet took care of the problem,all the legit players were gone from it and many left the game as well.

     

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  3. Backseat yelling from spies stirring drama.

    Too many spies calling in queues on you.

    Constant sabotage.

    Too many lazies expecting to be spoonfed profit without working for it.

    Tag watchers.

    No progression as a commander to encourage sticking with it.

    And at some point it became a job that doesnt pay for the time invested,i was doing 20 hours daily for 6 months straight and didnt hear a thanks.

    Basically it all boils down to anet's decision to go f2p,with p2p a spy had to cough 60 bucks for each failure and now with the f2p model the spies are admiting it openly without any risk since they will just create another account if they get banned.

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  4. 51 minutes ago, fuzzyp.6295 said:

    Necro as the worst solo roamer? I dunno.... are we gauging classes on a whole like with all their elite specs included? Necromancer may not be top tier, but Core, Reaper and Harbinger all seem like pretty solid options for solo roaming.. which is more than I feel most classes can say right now. It may not be the best but I'm not sure if I'd say Necromancer is the worse. Could use some love though, you're right about that.

    EDIT: Reaper could use some love, let me clarify that... Harbinger can be pretty oppressive atm if built correctly... probably needs more than just love to bring it into line.

     

    Yeah specs included,its always the same deal with necro regardless of what you use.

     

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  5.  Between borderline zero stability,chain pulls over walls constantly and immobilise spam on top of the worst mobility in the game makes necromancer the top candidate for the worst solo experience in WvW.

    Adding to it that if you arent the attacker in an objective,you may as well alt+f4 instead of going up to the wall to defend due to how line of sight works hindering the necromancer completely.

     

    The rampant cleansing on large fights adds even further to the horrible experience that is the necromancer due to most ranged options scaling with condition damage and thus you end up not seeing your condition damage tick long enough to justify risking getting into the 1200 range and so much for wells for that matter.

     

    Adding the non scaling (or non existent for the most part) defence mechanisms that cant scale to compensate for the lack of mobility is a pretty much one way ticket to respawn every time you encounter 1+ outside objective walls,especially if its a longbow ranger.

     

    And thus my vote goes to necromancer.

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  6. Opened client,loaded catalyst,readed the skills and turned the game of.

    The discrepancy on balance between harbinger and catalyst is disgusting,the catalyst kit is so grossly overloaded that harbinger should be renamed to NPC.

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  7. Well heres my bone with harbinger,for one the whole being mobile lie i see plastered all over the damned place is false advertisement,one 900 range leap doesnt  make the class mobile.

     

    Using pistol doesnt make you any more mobile than using an axe,the offhand options lets face it are horrible and still clanky as the day the game released 9 years ago,on top of the traits affecting them not making any real difference .

     

    Can someone from the development team go into wvw and ROAM in tier 1 against mag for a month with the spec? let us know how well harbinger works against thieves and longbow rangers for you.

     

     

     

     

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  8. My personal opinion by experience so far.

    I am not hyped by the teaser because it doesnt have anything to show other than a gun,and given how anet treats the class we all know how this will go.

    They will leave it overpowered for the beta so they can get hype and sales and after  launch comes they will eventually cripple it,just like they did with core and reaper and scourge.

     

     

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  9. Resistance and condi flip to boons been a crutch for blobs that turned the mode stale and had interactions it shouldnt had.

    With permanent boonflip blobs abused the chilling fog to get perma quickness (usually using a spy to pull the tactic),staff condi necro ended up buffing the enemy instead of contributing etc etc etc.

    Retaliation was too much of a deterent to rangers-elementalists-flamethrower engi that are supposed to be able to pressure larger numbers.

     

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  10. Lets be honest here,the only people defending rapid fire are the ones playing glass ranger.

    Its understandable that a ranged class should be able to put pressure ,but balance wise the stats+utility dont add up for some classes to counter it leading to severe abuse cases.

    The majority of rangers i know arent logging to wvw to fight ,they log in the game specificaly to ruin other players gametime by specifically griefing necromancers and elementalists because one class doesnt have mobility and the other doesnt have a large enough healthpool.

    Add on top of it auto evade customized to avoid cc skills and the taco display giving rangers their threat range consistently and you get the picture.

     

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  11. Tbh condi revs are so rare that i cant remember the last time i saw one in NA T1.Given the ammount of cleansing and boonspam nowadays if a condi rev can roam without getting picked off by rangers id say let it as it is.They cant do much on objective fights against organised groups,their range renders them a free bag if they try to get in range of the blob.

  12. @Gudradain.3892 said:The main problem is how the game is currently balanced. Guild groups always had an advantage over pug groups but it was never that big.

    I always liked to pugmand and I have done so since 2012. Things have drastically changed since the earlier days and made it easier for guild groups to completely dominate pug groups. In particular:

    1. It's way easier to heal now since you have dedicated build to heal. Healing required to stack in a place, drop a water field and then blast it to heal all the group. That regroup gave pug group a little break to recover and you could even bomb that heal attempt sometimes. The less good the guild group, the more time they would take to regroup, drop water field and blast them to heal. Now they just heal as they move and continuously destroy pugs.
    2. Guild groups move much faster now. It used to be a bit comical to run around guild groups unaffected by them while they slowly move in a nearly straight line toward the pug group that was rapidly dispersing in all directions. It was harder for them to catch pug. Now, they have superspeed!
    3. Easy stealth engage. Stealth engage is nothing new but it never used to be so ridiculously easy to do it. Nothing better to wipe a semi-attentive pug group than to stealth engage them from very far away.

    These would be the main issues combat-wise for me.

    +1 from me on that ,and i am adding the fact that condition to boon was made easier and more systainable while the options to flip boons to conditions got nerfed.Unless somehow a pugmander gets everyone to run that sigil that steals a boon,the odds of pugs dealing with an organised boonspam group in limited space are dramatically low.

  13. Missing the option about the game mode beeing degraded by cheaters proffesional and not.Its hard to be a pugmander when you reach the point where you fight outmanned against guilds that on top of the boonspam blob have 5-6 spy accounts on your server and when you stall their gold farming they simply sabotage you by blocking access to siege and draining the supply stocks.

  14. Use a ranger,toggle the target to ground max range and use barrage.Just get some friends along to cover you and your trebuchet problem will be gone proportionaly on how fast and effectively you kill it so it wont take much of your time.Got a couple guildies that we go together along with venom thief,usually by the time the trebber notices he is downed and thus he provides a steady income of participation so we go chase squirrels in peace .

  15. @"HazyDaisy.4107" said:I play for pips only these days.

    If things are slow and I just killed the veteran worm, finding a group of opposing "roamers" and laughing at them usually yields outnumbered in 1-2 tics depending on the server.

    Even that got boring for me,like 2 years ago.And there isnt anything i want left to even bother with ticks for crafting,outside making a legendary armor set to save yourself from the cost of buying new runes every time the rest of the rewards arent competing even artistically wise.The reward/eyecandy/utility vs time invested ratio isnt balanced at all,its just a bone they threw at us to leave them alone because things were a lot worse previously with defenders spending hours defending objectives and getting practically zero rewards for the time invested .And even that is a fail balance wise because an attacking blob with 50 supports spamming heals against the majority of random groups gets more rewards even when it has to retreat,it is why it is a meta and the very same reason it adds up to game mode beeing stale.

    Edit:Maybe this is the one direction they should had taken,decoupling large objectives from beeing large caches of income and redistribute the rewards on an active aspect of wvw that doesnt involve blobing,like defending a camp or escorting yaks but limit the numbers that can receive the rewards.It would make for a much healthier and effective change than spending hours doing class balance.

  16. @MaLong.2079 said:I am just surprised someone mentioned turrets as being a problem. I have not seen a turret, other than healing, in a loooong time. And I play engineer. The supply drop takes like a year to reload. But seriously, anyone use turrets in WvW? I just don't see how.

    I used to run turrets on my engi ,then they took targeted placement out.The still work for boons when they arent insta deleted due to enemy 11111111 spam.But the only case there ever was a problem with them was when it was when thumper was abused with targeted placement on wall nukes by blobs.If you downed by aoe the engi could just hit the active and launch you off the wall while downed and you were done for,which tbh was not really that much of an issue.And the reason the changes happened wasnt even because of wvw,it was because pve bots used them for farming........

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