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Aeolus.3615

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Everything posted by Aeolus.3615

  1. Totally in equal numbers yes i totally agree with it, but WvW has become everything except equal similiar numbers and will never be similiar group sizes, unless theres 2 queues with mostly minstrelkls colliding with each other. Atm getting farmed by several guild groups ktrain and pvd... been like this for quite a few hours and will continue trough NA timezone most probably as usual. I am just done i think.. i find the mentality on the devs way to much lamer alike carrying most big groups against small ones.
  2. 100% oumaned in all maps :D its just my normal daay in WvW, the rarelly momments i am not outmaned it is us who outman the enemy.. it is stupid gameplay and population dispersion. And yes i am content for big zergs since most zergs only atack much smaller groups than them. Joking asside, it always was about boonballs but now it is more than ever with the current Anet mentality. Both population gap has been intensifying towards blob pvd fest and makign gameplay easier for them.
  3. I would not mind this, if it is only for the guild group that owns that structure, keeping the EWP the same - Waypoint always avaliable for guild who owns the stucture with some exceptions. - IF stucture guets contested players that own the structure can only use WP every 2 or 3 minutes. - EWP works the same. - Remove mounts from game :) since now theres WP
  4. The 2 biggest servers barely fight each other most time they even atack the smaller or empty server at the same time, there are guilds that move to desert bl with their queue map to avoid any oposition.. At the end it will result just in faster pvd, as in less ways of delaying with wall back up at low health. I have a some worries about the current chanmges Anet is making towards WvW that wont make the gameplay better, but will instead make a happy EOTM PvD Ktrain in WvW for the zergs... with 0 figths.
  5. @XenesisII.1540 if i recall theres a few skill that teleport trough those huts node farmers will be farmed by surprise now.. i actually like this change. I think this change will apply a reverse card in anet intentions lol
  6. @Chaba.5410 i can hit those with trebs from outter... but it will have to be a open field treb >_> And yes 3rd floor smc always theres no other place to put siege to delay a zerg, even so trebs and balis can hit siege even if almost oin center of that roof
  7. Sorta, ill try to rephrase "engrish" in not my forte :) Which advantages have the defenders above offenders that makes their gameplay easier ?? Note this things: ->Siege can be wiped with easy from the offense team still on outter as well due better LoS then the defenders. -> Defenders dont have much LoS for enemy siege if the siege is well placed, neither can outdamages enemy due sustain due the overusage of minstrell stats, and the AC's nerf 1 hit per sec and per player. Cause besides go in open field with similiar numbers (even with slightly less ) and fight the enemy directly i cant think off anything else, in terms of siege gameplay offenders will have most time the advantage.
  8. EDite d: What advantages defenders do have that are missing from my part that can easilly deal with the lack of LoS over the enemy and the enemy sustain?
  9. But that is what defines the advantage on equal numbers lets assume this way, the offender still have a minor advantage towards defenders due game gimmicks: - Pulls players form walls or in stairs or any player that is using siege on wall. - Kill every siege on walls from outter. - Some classes and LoS and aoe interior and players/siege. - LoS on defensing team is actually problematic wich leads players trying to gain los to be killed from outter. - No LoS for proxy siege or siege that looks like was glued inside the wall lol... At the end the offenders have the LoS advantage and the sustain overal all siege due the amount of minstrells in the zerg, AC's are easy to sustain from a zerg perspective.
  10. That actually deppends the numbers but overall i dont that that is what happening. Offensive group only atacks most time if they outman or they have a huge zerg that easilly beat the defenders. Ac's were nerfed in the past its 600-850 damage to players at max if not in support stats arround 1.5k and a player can only be hited 1 damage tick per sec wich is easilly covered by the ammount minstrells zergs have, so having 10 ac's shooting against 1 players its the same has 1 ac against that player, can only be damage from 1 ac's each second. The offensive force also has perma domes from shields against defensive structures sieges. The advantage at the end might come to whom has more boon spam and players nothing more, usually it is actually the offending force, structures were already easy to take lol.. now they are mega easy due how population gap exists.
  11. Wrong that all what Anet does not want neither the zergs that give feedback de dev's.
  12. Actually this changes made game easier for grief troll emptier server.... The only thing this adresses is the few repairing walls and spliting group team half inside half out when the wall goes up with just a few repairs anything else it will be the same or worse deppending th epopulation., And theres no 3 players defending from a zerg.... if that happens to a zerg how dumb the zerg players must be? Kriff if a zerg cant take struture from 3-5 players they dont deserve that structure.
  13. so now zergs that have players with bots muiltiboxing with trebs on structures will win since it makes them more valuable with the walls up only@ 50% HP This will make zergs with alternate account greef supply more valuable... kitten More power to the zerg kitten
  14. That is an interesting concept. Why main hand weapons only have 3 skills and one is forced to use a offhand, it would be interesting for every main hand weapon to have 5 skills being the offhand a way to alternative setup. It is interestin but all know how it would end... more boon and condi spam :) nothing else.
  15. spear it will be but u think rev should receive a scepter 1st :P
  16. why not get rid of the other 2 teams? only one team alowed in ebg xD each time Lamers would love it, and wvw would be a rush queue every time a map would open to PVD. it would be a suckcess!
  17. Good thing health care is "free" in my country, one more month playing with this weapon and i will need mental health care!!!! The amount of effort and timing it needs to work and yet the help it offers is basically useless even when it works in most cases, this needs an QoL asap, it is a new weapon that basically does nothing and skills fails on allies and enemies, the range on the weapon feels shorter in wvw as well. Wonder what can be done to make Auto chain interesting, the amount of stats a person needs to invest to get 803 barrier at every 3rd auto is insane. Skills 2 and 3 needs a complete QoL or maybe an redesign they simply don't work 99% of the time on wvw for several reasons. Edit: somehow the beta version worked better than this version, any information from Anet towards the problematic weapon release from revenant would be apreciated. Edit 2: in all seriousness trying to make this weapon work in WvW has been a nightmare, who the hell tests this weapons anyway?
  18. Well that's actually very true :/ people dont play counter's most time in gw2 they rather abuse what is strong tho.
  19. Balance warrior hammer to hit hard on barrier Make 1 util from Renegade target inside cant gain barrier. Secpter rev 2 on ally pulses vampiric on barrier arround the afected ally (its better than the nothing it does until the barrier explosion lol) Some firebrand skill from book 1, aply burn every sec to targets that enter zone with barrier @Chaba.5410 so much can be done about barrier.. lol Anet would have done it if they wanted, they rather nerf everything and enforce players to stack zerg rather make good balance overall and having strong stuff with good counters if people abuse.
  20. if the zerg got all siege disabled by 1 disabler :D.. they deserve it Zergs that are used to get carried with pvd never learn.
  21. And why would u think Anet had better interest in making game more difficult to pvd zergs or try to balance their power against structures? I once had a pm from a dev in EOTM when eotm was a thing, the dev said that i was ruining other players experience.. i was alone with one ac vs 100 or so.. dont expect Anet to make gameplay better...
  22. Renegade utils somehow felt kinda underwhelming on wvw and will continue to be underwhelming. At the momment so many things going wrong on rev overall :/ and since there no dev that plays that class dont expect to have the right atention. Migth stacking they adressed that with the useless scepter that aplies more might with auto and skill 3 lol.
  23. Meanwhile herald trait that Anet changed to give quickness can bug and provide perma afk quickness :D, it has not been fixed since anet ruined that trait :P
  24. It is not a support weapon as well :) well as in, fake suport is also no support, the amount of stats one needs to invest to become aceptable is nuts. But specter 2 and 3 are very problematic on what they offer and do to the enemy.. it is useless at the cost of energy. it is just a placebo weapon so far, i actually use it on WvW and it is a huge pain to be efficient with it, sometimes e feel completelly useless while providing might on players that dont loose any might and are at 100% uptime max might lol and cant trigger the barrier when is needed. The range of the weapon is also shorter on wvw and very bugged if u hide behing a object skills will fail :D even the detonation. Btw the animation of a whip would also be better for the auto.
  25. @Player.2475 Touché! But it is also funny trait says upkeep from weapons :D and theres no upkeep from weapon..rec septer and herald traits kinda needs some QoL so kidna hoope they adress all this in future. @UncreativeGreen.2019 yes, just press f2 and swap trait before enter in combat lol... that 25 perma might fury and quickness for the entire group lol... w/o any rotation one can even make a cup of tea while support team.
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