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TheGrimm.5624

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Posts posted by TheGrimm.5624

  1. 10 hours ago, ArchonWing.9480 said:

    They could even monetize it, and then we could stop having excuses about why the game mode makes no money.

    That would serve the guild that claims but not all others that aid in the take. I think we need player kill quests that would be buy in costing up front, have time limits, and have payouts that return investments but raise challenge and risk to achieving and rewarding if done else be bane if not. I see this more as options for all players versus a group or guild. 

    • Thanks 1
  2. 9 hours ago, XenesisII.1540 said:

    Seems I need to reword the 5th option as I guess.

     

    lol, you need a leaf on the wind option my friend. Doing the same to see what the sort logic and initial placement does to try and provide feedback since I am mental. 

    When my friends run me over, just remember: 

    “Alas, poor Yorick! I knew him, Horatio: a fellow
    of infinite jest, of most excellent fancy: he hath
    borne me on his back a thousand times; and now, how
    abhorred in my imagination it is! my gorge rims at
    it. Here hung those lips that I have kissed I know
    not how oft. Where be your gibes now? your
    gambols? your songs? your flashes of merriment,
    that were wont to set the table on a roar? Not one
    now, to mock your own grinning? quite chap-fallen?”

    lol, ok I admit too far, just be ready for me to joke you back. 🙂 All welcome on Forum Wars 2!

    • Like 1
  3. On 5/16/2024 at 10:51 PM, Stand The Wall.6987 said:

    yeah i stepped away for a few months and this change snuck in. glad they no longer disable it was nothing more then a glorified grief mechanic

    lol, I won't counter, but am always happy to see players return, so welcome back! 🙂 May your bags be fulll!

  4. 2 hours ago, Mechtec.3827 said:

    Oh i see now, ok it says Magic Find +43%  luck 45/520? that luck figure leaves me with more questions.

    Picture of what you are looking at might help, wiki link has a the full table for luck requirements for each % till you max out of luck. at 43% total luck to consume is 9920, to reach max you will need to reach 4295450.

    Wiki link also shows the panel you are looking for: https://wiki.guildwars2.com/wiki/Luck

    Food and util aren't needed for PvE but can still add stats, XP bonuses, luck, gold find and just help round out a build and make it more efficient especially if you are going solo.

    In WvW if you head to the mists I would say that is different and if you aren't running them you aren't helping yourself. 

    Food Wiki: https://wiki.guildwars2.com/wiki/Food

    Hope that helps.

     

    • Like 2
  5. 2 hours ago, Mabi black.1824 said:

    in regards to the title even if i get the freebie i probably won't use it. Because from June 14 it won't say anything more. All I can represent is my guild.

    Come the 14th, we will have a potential of various situations; view points narrow, view points expand, but my guild says, I don't care, log off we need space. Hope it leads to where peeps think it would. 

    Thanks for all the fish.

  6. 1 minute ago, Mabi black.1824 said:

    If you don't have too many pretensions because you just need to have some fun in company and if you want to be together with some faces you recognize, write me in the game. I don't have a clue how it's going to end, but I can't stand the idea of a teammate alone being used as filler.

    lol, and you see why we are different regions and I will claim you as friend. Good hunting!

    • Haha 1
  7. 22 hours ago, joneirikb.7506 said:

    I stay because I like my guild full of nutcases and loonies, without them I'd have stopped playing probably around 2015.

    lol, good reasons. Some of us also do this since we see the same in servermates as well as guildmates. 🙂

    We all need to consider what comes come 6/14. So be ready in all forms. Good hunting all!

    I think since 1987, R.E.M has said it the best 🙂

     

    And if you we are in same shard, send me a wave! And when Roaming, will always welcome a dance off if not in a Havoc or Pugmand form. Good hunting!

    • Like 1
  8. I admit, going to ride the whirlwind for a bit to see what the sorts look like to better provide feedback and push for Alliance logic which is not the same as a 6th Guild slot. Other reason, initial placements I think need a lot of work with bad initial placement it makes matches and resort feel bad since new servers are in the wrong tiers after being created versus creating better matchups. Now granted I may be mental and faced issues like this in the old tourneys and had to adapt when guilds jumped during tourneys in the past. But it is what it is.

  9. 1 hour ago, Dinas Dragonbane.2978 said:

    Maybe that is the key, if defenders stick 1 toe into the ring they are guaranteed defense credit? Mwahaha

    lol. No it was more of a bad habit learned from Warhammer and that was the DPS players job to block rings until the tanks and healers could get there. But you might be right this could be the scoring change coming up...hmmmmm. 🙂 

  10. On 5/14/2024 at 4:58 PM, XenesisII.1540 said:

    There you go Grimm, you cracked the code on how to get people to jump into small rings to defend no matter who's involved, it's not a heal, misplacing nodes, not a stability boon, not even seeing the lord health as an event, it would be because of gold motivation.

    lol, you know its in bad state when I am not even trying to block a ring cap or telling people to try and use the delay tactic. 

    • Sad 1
  11. Lets face it the disabler to disruptor change was to remove defensive options from an already poor option for defenders to try. The change was to support attackers and probably resulted from players with stealth options having a better rate of success. Did it actually stop attacks, no, delay, yes. Even Roamers and Havocs would just need to make a judgement call of do we still have time let alone when you get into Warband or zerg size. If anything the larger the group the answer was just build more and keep going after you baited out the disabler attacks. 

    • Like 4
  12. 1 hour ago, Chaba.5410 said:

    "Death sentence?"  To be honest, that sounds more like a skill issue.   There's a risk to be sure, but plenty of players have had no issues with them.

    Lets break that down, so how often does your group fail to pull people from walls? Question two often do you have a player mount a wall and have 4 players apply stab so they can use the disruptor? Now once 5 have performed that act how many do you have ready to jump the wall or mount it to fire at the siege that was just hit? Now how often do players try all that solo?

    Maybe that one could have been phrased better yes?

    • Like 2
  13. 9 hours ago, Spiral.3724 said:

    For me, I have a big guild with a great commander and fun guildies. It's about the camaraderie and teamwork to achieve goals.
    But my second account doesn't have a guild and I feel unhappy about the loss of 'worlds'.
    Why do roamers, scouts, gankers play WvW?
    Why do YOU play WvW?

    I Roam, Havoc and Pugmand. My guild is small and on less and less, but have played across various games for decades.

    So to answer your questions, a solo player has many roles. Scout, roam, and gank, and a lot more not mentioned. Yet those same roles can be filled by roamers and Havocs. 

    So why would a roamer player try it? Because its not easy. It ups the challenge.  Why would a roamer go for a 1v1, 1v2, 1v6? Because they want to practice. And it part of the mental game. 

    Why does a player fill a Roamer role, to do the most with the least and slow down a larger side and make them use more to stop you. Even if you lose, you win.

  14. 2 hours ago, Dawdler.8521 said:

    The game has no reason to make you part of an escort event when you run past a dolly for 1 second, yet it does and at the same time doesn’t. It’s Schrödingers event.

    So please clarify, what actually triggers the defense event? 

    What does Anet need to code to define the attack events that haven't been released?

    If you don't know I enjoy your viewpoints and snark but you need to give some as well as snark. Its matter of balance when you see me reply. So where is the defense events breaking and how can we help Anet define failed attacks that are of value? Thoughts?

     

    • Thanks 1
  15. 19 minutes ago, Chaba.5410 said:

    I guess I don't understand when I read complaints about defender siege not able to do enough damage to attacker siege when there's a trick called siege disruptor that lets one now do more damage to attacker siege... and now it will be unblockable by default.

    Because its a death sentence to use for defenders unless you have defenders to gain from your death or are on a class that can apply it without getting killed. So it ends up as a waste of supply for defenders and a stronger tools for attackers to use when targeting defensive siege like oil or cannon. 

    • Like 2
  16. 8 hours ago, Bobsies.4857 said:

    I was reading the announcement from Anet this morning, and I'm left feeling uncertain about whether there will be one final relink before the permanent beta starts on June 14th or not. In the announcement it says as follows:

    Since I was expecting the current linking period to end on May 24, but the announcement states May 31, could anybody help clarify whether there will indeed be one more relink before the beta or not? 

    The next relink was going to be on May 31, reading it now that we will keep our existing link until they switch things over on June 14th. 

  17. 7 hours ago, joneirikb.7506 said:

    Counterpoint: ANet seems to have done everything they could over the years to make certain we ONLY play in big groups. They seem dedicated to that "idea", so why would they change? (Not saying it's smart or good...)

    tldr: Use rewards to encourage and teach players good behaviour/strategy. It's not as easy as it sounds like, and would need a lot of iteration and brainstorming to pull off.

    Agree its not a quick add this to do that and it wouldn't be the same for all players but finding and targeting whatever that is to encourage more people to want to win might help. What form is that in, agree it might need to be various things. This again might be a whole thread by itself. Example could see it based on activity, on placement, it might come in the forms of bonuses to other game modes, new achievements, new earnable over time rewards, placement rewards, temporary access to new reward tracks for the week following and so fourth. It might look like the wizard vault, you earn tokens and then choose what you want. Take inverse rewards as well, coming in last means your scribes have lowered build times to craft new siege for the new week, you get a discount for things that allow your side time to catch up. Its not a small topic nor one path I agree. 

    What I am concerned with is focusing on all the same scale of play by removing options for other scales of play and watching for changes that address your top line of just size matters. Doesn't mean I won't still try and 1 v 6, but that's not for everyone. And too many worry about their KDR which is what I think lead to some of the defensive nerfs. PPK and PPT were in reasonable standing though I think PPK could be adjusted to encourage balance in attacking and defending and in potentially addressing the issue of just jump the side that is down if in doubt so I admit the upcoming scoring changes are both questionable and encouraging at the same time. If it creates more of a wedge between PPT and PPK play then it will be bad, if it addresses issues in the others it could be good. If it encourages less public versus private tags it will be bad. All these things are interconnected and sometimes it seem like Anet loses focus on that or its seems that way in which they release their changes. 

    • Like 1
  18. First off I love the development time so I hate to create counter posts on changes and especially ones we haven't tested but I can't say thanks either. At times it seems like they do these things backwards. Example we have scoring changes and reasons to win coming down the road so we are making changes to help with 'x' and 'y' to balance out 'a' and 'b'. Versus here is a random change that may not have been anywhere on the radar.

    I think at times it would help to understand changes if they provided more whys of a thing to help players understand the intent. Example changing chilling fog to a heal mist, why? Posters made good arguments that for groups running conversions it added alacrity to attackers. Other posts provided examples to change the impact to be something that can not be converted. 

    Checking the wiki:

    Some effects are considered conditions for some game mechanics so they can be removed with condition removal effects, but are not available in any profession or race skill sets, and cannot be converted into boons. Here are some examples of such conditions:

    Don't have access to the heal numbers they are thinking but will it really do the same thing? Would it have been better to add a new condition that couldn't be converted or apply one or some of the above? There is where intent comes in. How much heal would it need to do to encourage a player to dive into a ball in the smaller rings to try and block it? And what benefits does it give to the outer fights? Was the prior tactic seen as a slowing tactic, or offensive one? If so why replace it with a heal one that does nothing to an enemy that is not engaged at the time? These do not fit the same goal. Would it have been better to still have it apply a damaging effect on the attacker that just could not be converted to a boon but could still be cleansed?

    Take the change to the supply drop. Personally as a scribe and a player that applies a lot of tactics to structures (mine and any claimed ones that are without upgrades) it would be a matter of what is the overall picture. Is there a tag that needs supply to use to reclaim stuff, do a lot of structures need repairs, add supply drops. Are there defenders, are there scouts, are structures standing and holding, add fog. From the blog right now my first thought is just add the supply drop. So the change moves the idea from there is an either or decision to just my choice is now A. Now will I test and check numbers yes, but honestly I doubt they would add a heal buff that was strong enough that would make me say lets go for it and I try and go 1 v 6 if roaming to practice how long till I die tactics and how to plan on getting jumped when not expecting it. 

    Take the disabler to disruptor change. To me this moved the tool from its a defensive tool to now its only used when attacking. Unblockable just means more of the same, there is no reason to even think about trying to get to the oil since any smart attacker is going to increase the damage applied to the oil siege to burn it down faster. So this is another one would it have been better to have both disablers and add a disruptor?  Walls are already seen as a death sentence for defenders but the trade off was your death could buy time for more defenders to arrive. Why risk that on the disruptor as an attacker since if you die applying it, you won't be there to apply more damage to said siege that is was applied to., so don't waste the supply on it.

    Will need to create a separate thread but I think it wouldn't be a bad idea to get a preview of the scoring changes. I say this since as I said sometimes it seems they go backwards, we are making these changes since we have these changes coming down the road. Example lets say the end goal is week-end rewards for server placements based on activity. Which could mean scoring means something, which means smarter play means something which means defending and attacking mean something. In that sort of light how do we get servers to play smarter, attack the bigger server or server in first place versus jump the smaller or server in third place. How do we encourage defenders to try and face more attackers. Some of these upcoming scoring changes might be to help this and these are pre-changes, but in a vacuum they just come up as what are these? 

    Enough rambling for now, back on this later.

     

    • Like 3
  19. 8 hours ago, KrHome.1920 said:

    This is still a game. People play games to make progress in one way or another. It does not make sense to apply real life rules here. Stalled fights are not fun for anyone. Players are getting the  feeling of wasting life time which eventually leads to quitting the game.

    Were the fights you were seeing stalled? Or were they prolonged fights? Aka were you seeing stuck outside or breached walls and defenders continuously running back blocking a cap? These are not the same. 

    • Like 1
  20. 1 hour ago, Stand The Wall.6987 said:

    unblockable siege disruptors is going to perma stall fights. this is completely unnecessary and going to break wvw. 

    Yeah remember disablers are gone disruptors mean you will just be able to burn down oil and cannons faster to break in.

  21. If we want more balanced maps, we need reasons to win to encourage players to spread more and do more with less across all maps and timezones. Versus stack and roll since winning means nothing. What does this help? Class spread, skill balance and latency. Plus balancing 50 v x v x. You want to run with 50? You are countered by 10 groups of 5 or 5 groups of 10. Anet already said defending should not favor a side, so they want us to split up attackers. Give us reasons to do so then.

    • Like 2
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