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zinkz.7045

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Everything posted by zinkz.7045

  1. How it turned out is they turned a decent combat system into a trash one. Changing the UI could also work out just as badly.
  2. I am sure everyone that plays engy, ranger, thief and even ele or warrior are playing the world's smallest violin for the poor necros getting a nerf in WvW, a class that has been pretty much permanently meta the entire game for WvW zergs / guilds...
  3. That is the funniest thing I've read on these forums for some time, thank you.
  4. Actually by the standards of PvP in most themepark MMORPGs, sPvP has had quite a lot over the years. It's had numerous systems like paid / free tournies, automated tournies, the first leaderboard way back (I mean the one for everyone, not the points from paid tournaments thing they had near the start of the game), then they did a better leaderboard with seasons, MMR system, various different attempts at solo / team / ranked / unranked queues, then solo / duo, reward systems that got reworked, etc. They also added features like spectator mode & custom arenas. Plus added Stronghold, Courtyard, 6(?) new conquest maps, added 2v2/3v3 offseason with 3 new maps and reworked the mists. There were also actual PvP tournaments with prize money. And not forgetting that the combat / classes / balance was originally designed nearly entirely around sPvP which continued until they decided to accommodate PvE raids with HoT, in most themepark MMORPGs PvP is basically an afterthought and the idea of basically balancing around one PvP mode would be laughed out of town.
  5. Yes, for example on FSP which has been T5 for a while, it is not uncommon to have 2 maps queued at primetime, you still get things like a 30+ man queue to a map that barely moves. And that is with a server that has not had a link for some time and only has a handful of guilds, most of which are on the small size. You even get a queued map at 10 am on a weekday because there is some terrible guild (plus a bunch of pugs that join Discord with them) that PvDoor the maps most mornings. The main thing about T5 on EU is how dead it can be much of the rest of the time or how often one server has a group going but the others don't.
  6. Well on Pop OS (Ubuntu) they are saved here: ~/.steam/steam/steamapps/compatdata/1284210/pfx/drive_c/users/steamuser/Documents/Guild Wars 2/Screens
  7. No there aren't, because the vast majority of competent players / guilds left the game years ago. The servers are all just varying degrees of bad (even by the laughably low standards of WvW), the only thing those left playing this game are strong at is roleplaying.
  8. You must be new or have a selective memory, engy spent most of the game between bad and mediocre in PvE, didn't have a real place in the WvW meta for the first 6 years of the game and in PvP has been very up and down (unlike thief in PvP which has spent the vast majority of the game as meta).
  9. But then on that basis if this was an actual MMO (rather than in name only) then there wouldn't be 3v3 (or sPvP) in the first place. Which are basically normal multiplayer lobby games tacked on to the side set outside of the persistent world to accommodate people who don't want something massively multiplayer.
  10. 100% stab uptime is pointless when your stab skills only provide 1 and 2 stacks of stab, I mean are you not actually aware that hard CC removes a stack of stab? (lets not even go into how certain boonrip skills have stab as high priority) Because that would seem to be the only explanation given your wonderment at this. This build is trash as a roamer: - It has poor damage application. (you aren't sitting on a node in WvW like PvP) - It's alacrity largely relies playing against players who stand there and get hit by the 3rd phase of mace 1 like a target golem. - It is are easy to focus because no stealth, no invurn, no evades, no blinds, etc. - Then its rubbish for securing kills because it has limited chase ability in a game where people run as soon as they think they might lose. - No secure stomp. - Scales badly as numbers increase. - Has skills with a high opportunity cost. - The 1 or 2 stacks of stab is weak even against one person, let alone more. and so on. There is a reason there aren't many mechanists roaming in WvW and it isn't because they are good. ;)
  11. I think you will find how it usually works is when you make a claim then you are expected to substantiate it. It's not up to me to do research for your claim to try and substantiate it for you. So you go to Google find it and show me exactly what they said, without that it is meaningless. Judging by your efforts to avoid providing any information on this I will take it they did not in fact 'debunk' anything and that all they gave was some meaningless answer, devoid of context and open to interpretation (If in fact they made any comment on it at all).
  12. What you mean is you made a claim that you can't back up. Because it either never happened or what they said is so vague, open to interpretation, lacking context, etc, that it is meaningless.
  13. No they didn't. But feel free to provide the numbers that show there are not less players in WvW than there were say 5 years ago
  14. Making specs for certain content is the only logical option, especially at this stage of the game with so many elite specs. Take WvW for example, to make a viable spec for large scale means it can't be based on projectiles, condies, pets, delayed skills like engy bombs, etc because they are weak / useless due to the broken nature of large scale WvW. Now even if you design a spec that doesn't use those, it still has to be stronger than the existing busted specs like FB, Scrapper, Scourge, etc, which would have to be nerfed into the ground or we would have to have yet another round of extreme powercreep (which is a big part of what killed PvP / WvW in the first place). Now multiply those limitations / requirements to all the specific and conflicting needs of different bits of the game - PvE raids / strikes, sPvP, fun themes (see Mechanist), etc and it should be clear why designing a spec that is viable for all content for 9 classes is not realistic. Even in the past with the ridiculous powercreep and less specs, only the completely busted things like Chronomancer, Firebrand, etc were actually good in all content, most specs weren't.
  15. To be fair, pretty much everyone who plays WvW as their main thing is garbage (more so than ever in 2022), it's basically a self-selecting sample at this point. So whether it's organised garbage or disorganised garbage, it's still just garbage.
  16. The combat mechanics were designed around sPvP, of course they become imbalanced with 15 - 50 clowns running around in a ball, they weren't designed for that. And that is never going to change, because WvW never has been and never will be a priority.
  17. It makes zero sense to have the same skill balance between sPvP and WvW they are very different game modes, with very different balance requirements. To take an example of the differing balance requirements, let's take engy as that is the subject of this thread and go back to vanilla when skill balance was the same between game modes. For a good chunk of that Engy was getting nerfed every balance patch, because in sPvP it was a very strong sidenoder (the Teldo build for example). So those nerfs were applying to anyone who played engy in WvW. For which engy was considered one of the two most useless classes for zergs or guilds (large scale) and was middle-of-the-road as a roamer, so basically it was a lot weaker in WvW than in PvP, yet getting nerfs, whilst far stronger classes in WvW got buffs and/or less nerfs. Which shouldn't be a surprise, because 5v5 capture point, on small maps, with lots of LOS, with an actual functioning game mode has very different balance requirements from 60 vs 60 open field blobs, roaming about an open field map solo, etc, in a game mode where your actions are largely irrelevant to the end result to the point no one sane really cares.
  18. I hate to shatter your little roleplaying session, but most of the PvP playerbase left before HoT was even released. Which is why there is no team queue, because they decided the population was too small to support both a team queue and a solo/duo queue. That is some top level hypocrisy there, congrats.
  19. Rubbish, the PvP population in this game has been declining since a couple of months into the game (previously mentioned temporary boosts aside), the laughably bad "team" queue did nothing to arrest that, which is why they couldn't have a proper team queue and a solo queue, the pop was too low. Irony. 😉
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