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Sovereign.3825

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Posts posted by Sovereign.3825

  1. 2 hours ago, Erenias.6947 said:

    The only difference here is that "molten end" is a single hit.

    And there you have it in a nutshell, a single hit skill capable of inflicting 115k damage.  Now that's fine if you're going to balance that against other skills in the game, but if not say hello to the new Hammer Train.

    • Confused 3
  2. The biggest one is finding a means to make winning mean something in WvW without motivating players to burn themselves out trying to maintain 24/7 coverage.

    Tend to agree about participation feast followed by famine, particularly when the better nature of WvW play is sustained participation, aka continuous meaningful content. Seems this where WvW is suffering most atm, lowered populations while peak hours of participation narrow; and that's without meaningful contest rewards.

    Seems like something is missing considering Anet's dominant market position in this area. I never quite get how Fortnite Battle Royale has a player base counted in millions and WvW can't even sustain meaningful content populations. Zero queue resets are the norm now, even on T1 servers. Though clearly different games in a variety of ways, both seem to have more in common than not when it comes to likely market interest. And so, is there a marketing problem?

    Leadership rewards? Never understood why some form of credit isn't given to tags, at least tags that so substantially contribute to WvW game content. Seems there's a metric there to make such a reward system workable without exploit. Pugmanders in particular, at least the resilient, committed ones deserve some form of tangible acknowledgement as new players often initially experience WvW through them. The game suffers in their absence, and it's effectively the WvW tag "farm system."

    Finally, how about a path to WvW legendary weapons akin to the current armor rewards/incentive system? (Doubtless a very old request at this point.)

    [edited for grammar/spelling/punctuation]

  3. @"DeadlySynz.3471" said:

    Then the other change.. devouring darkness this makes no sense. The community certainly is mostly divided when it comes to feedback which is why Anet really shouldn't be listening to us at all. There is one thing we can all agree on though, boon spam is completely and utterly out of control. It is what breaks builds, like completely breaks them. Then we see the change to devouring darkness, reducing boon corrupt from 3 to 2... I mean really...... really.... Then to make matters worse the Guardian is still running around with that skill that converts 5 conditions to boons on 5 people (functions like an elite skill), yet it sits on a 12 second cool down. Everyone ever who has opened their mouth about feedback has specifically stated numerous time "boon spam is out of control", so a change to devouring darkness converting 2 boons instead of 3 makes less than zero sense.

    What he said. It doesn't make a lot of sense to me if you're NOT going to "balance" those classes converting conditions to boons. Devouring Darkness only converts 40 boons (per necro) per 60 second large group encounter because the boon spam is there to begin with. I mean, you want to do both rather than one, right? Then you lower to burden on servers and avoid turning WvW into an unmitigated boon swamp.

  4. @"otto.5684" said:

    Lastly, I really hope that your balance design is not based on two random Zerg mobs, uneven in number, in an unstructured environment using non-standardized gear slugging it out. You will never ever balance that kitten.

    What he said, assuming otto.5684 meant "your balance design is not based on equalizing two random blobs uneven in number." Skill should be the only metric capable of achieving that.

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