Jump to content
  • Sign Up

Can we at least get fixes to small things


Riba.3271

Recommended Posts

For example

Claim buff

400 stats is a massive amount (~1.5 ascended trinkets), 800 is even more. This makes fights stale, promotes clouding and killed dueling around SM. Halve it, or replace it with non combat buffs like reducing siege supply cost or increasing mount speed. Naysayers can try playing without 1 or 2 trinkets and come tell us how it feels.

 

Shield gens and guild golems

Yep, both still too strong for their supply cost. Nullify all defensive siege. Combine them together and you got unstoppable sub 400 supply golem rush. Make them 70 or 80 supply each.

 

Gliding in combat

This removes almost all usefulness of roamers and non-zeglings in offensive fights. Defenders just hide on walls and glide away. It also removes important activity of small groups. More deaths from falling damage = more funny moments.

 

Superspeederino

Well, it was already nerfed but the upkeep of it goes against how fast the classes AoE radiuses and ranges were originally designed. There is no life outside the ball. Just reduce the effectiveness of any superspeed scrapper grants to other allies. Replace it with another unique speed buff or something. Or easy solution is to make scrappers give alacrity in WvW instead.

 

Siege vs siege (SvS) dmg

SvS power damage was halved unintentionally in patch where they made condis and crits affect siege. This made siege useless against siege. SvS damage should be buffed by around 40% (still 30% less than before). It also helps clearing siege offensively with trebs and ballistas.

 

Upgrade times

We see way too many castles and keeps zoom to T3 in less than 2 hours. Keep upgrade dolly amount should be increased by 50%, and castle by 100%. Nothing kills fights like full T3 borderland or SM. At least work for it. This will still be considerably less time than pre-HoT.

 

Dolyak escort buff

Reduce from 90% damage reduction to 50%. Minstrel escorters are too easy to way to shut down any dolyak sniper. Old school players can attest that sniping a dolyak under escorters was a big moment.

 

Packed dolyaks

Why are they just superior speedy dolyaks? You superspeed them up and you get 4 times faster upgrade times and 4x supply? No way this is intentional. Make them carry 3x or 4x supply and not count 2 towards upgrade

 


These are all small 5-30 minute changes that impact how WvW plays out massively. I am sure there are lot more easy things to change. I hope all of us together are at least worth 1 day of work from 1 employee?

Edited by Threather.9354
  • Confused 2
Link to comment
Share on other sites

Threather, what else is new?

I'm sure you'll find here as in your last thread about stuff related to this that you are either suggesting completely benign things that everyone agrees on but no one else sees as much of a problem or worth spending the limited attention, time or resources we have on or they are malign things, highly contentious, where your opinion comes from a perspective of the outside looking in: It's about things you don't do, so you have insufficient grasp of them.

Examples: I don't know anyone who likes the Shield Gens or Claim buff stats, but they take more to remove than they are worth being concerned about tbh. An example of the other side is superspeed where you and some like you keep implying that range is disadvantaged while there are zero melee damage builds in the meta. The meta is predominantly ranged and making it more ranged will just make it more dominantly ranged. How many times have we been over that? We can't just stick our heads in the sand about it and make new threads pretending it's not there.

That goes for the boon-spam too. It has been an issue ever since PvE raids set the balance standard. However, guild groups balling over you has much less to do with balance issues than you want to admit. They are just better-organised and better than you. That balance, a guild with a plan versus a casual pickup or cloud is not unintended. The spam is volatile and annoying, but the balance, the actual balance of things does not support your claim. There are some balance issues related to it, but those are mainly class-issues, individual on a class-class basis and a result of how the last promise of quarterly updates never got quarterly updates. It's unfinished and in many cases only loosely related (is the problem a boon, a trait, a barrier, a class-mechanic interaction etc.). It's not always the boon. It's not the mere existance of boons that is the problem. Again, if stability was too strong or too available, we would have a norm of melee damage builds. We don't, even if guilds roll pugs and solos.

Edited by subversiontwo.7501
  • Like 3
Link to comment
Share on other sites

57 minutes ago, subversiontwo.7501 said:

 

I'm sure you'll find here as in your last thread about stuff related to this that you are either suggesting completely benign things that everyone agrees on but no one else sees as much of a problem or worth spending the limited attention, time or resources we have on

This thread was literally about 5-30 min changes. All the changes except superspeed are just numerical changes (and maybe editing old image of keep/castle upgrade status to match new dolly amounts). Your limited resources argument for small fast changes that will make WvW better for at least 1 group isn't really something to take into account.

 

Quote

or they are malign things, highly contentious, where your opinion comes from a perspective on the outside looking in: It's about things you don't do, so you have insufficient grasp of them.

I do and have done these things. Did you just delve into my memories with your magic? Oooo. I have very good grasp on these things. Malign... Ah, well that is a new word for someone who has always worked for greater good. Also doesn't malign contradict with me trying to improve things that do not affect me? Wouldn't malign be linked with self-centered? I am just saying, there is definitely 1 thing wrong with your sentence but actually both are wrong.

57 minutes ago, subversiontwo.7501 said:

Examples: I don't know anyone who likes the Shield Gens or Claim buff stats, but they take more to remove than they are worth being concerned about tbh.

I said to increase supply cost of shield gens (easy change) and reduce stats of claim buff (easy change). Not remove them. So effort is 0, profit is there.

57 minutes ago, subversiontwo.7501 said:

The meta is predominantly ranged and making it more ranged will just make it more dominantly ranged.

Removal of superspeed will mean pirateship is back. Yes it will mean open field pirateship will be a strategy but that means melee will have more directions to go to kill opponent. Only melee DPS that ever existed were Staff thief, Warrior specs and Reaper. DPS warrior was unjustly removed with removal of Earthshaker damage but the other 2 are just somewhat outdated as specs are expected to do more than just DPS these days. Honestly, no matter what changes you make, you can't make available "melee" specs viable. Or are you suggesting that soulbeast will be the new thing? I think you just don't understand the reasons why melee DPS is dead and what superspeed does to how the fights play out.

Well at least I know I come off as "malign" person now, thank you for that. Maybe I should start being more puppylike and supress my opinions. Maybe lying to others or yourself isn't the best quality though? "Please, mister, I ment no harm, but but but I have this idea, it might be bad, but but maybe reducing claim buff by 10% would help my server take some things...? Also maybe we should change up the meta... No no, now I am stepping on someones toes. Someone might dislike this idea." And thats is the kind of personality you demand, it will get nothing done and completely be crushed in this world.

I believe you have strayed from path of logic, and have started to judge persons opinions by how much you like them. You just assumed billion things about what I am saying and who I am. I would recommend reviewing what you are becoming and stop it. Personal grudges will never get you anywhere. Think of this whole comment as a teaching lesson for you. I have absolutely no malicious intentions and there are reasons, partly cultural, why I come off as strongly opinionated.

Edited by Threather.9354
  • Like 1
  • Confused 2
Link to comment
Share on other sites

21 hours ago, Threather.9354 said:

Just reduce the effectiveness of any superspeed scrapper grants to other allies.

Delete superspeed from the game entirely.

I'm 100% serious. It cannot be balanced. It's immunity to snares AND go max movement speed in a single skill/boon and you can have 100% uptime of...there's no rpg where something like that exists for a reason.

Edited by Kozumi.5816
  • Haha 1
  • Confused 2
Link to comment
Share on other sites

I didn't mean you come off as a malign person. What I meant is that the some of the suggestions you make comes with no problems or risks. Some of the suggestions you make do come with problems and risks of having larger or unforeseen negative results (especially if they come from a misunderstood perspective). Some have no risk of being bad (benign) others come with the risk of being bad or harmful (malign).

When I said that you have an insufficient grasp of some things that wasn't meant as an insult either. It comes from how you talk about balls, pirate ships and melee builds for example. You don't talk from a perspective of playing in them, only against them. When there was a pirate ship meta there were no "melee builds having more directions to go to kill". The pirate ship is a "boon ball with only ranged damage and control". It gives less directions to go, fewer singular targets to hit and so on. It places more people tighter together at safer distances and less subjected to separation through movement. If you know what a pirate ship is, you know these problems with it. A pirate ship is no counter-point to a boon ball. The counter point we had was the vanilla meta where the main parties were melee that could screen opponents from their ranged parties and focus parties that had more targets and directions to go to kill ranged players. It was a rock-paper-scissor balance that included all classes (kind of) and their fundamental design.

The focus parties only existed because melee and range were separated into different parties and positions. When range sits ontop of support and melee doesn't exist, nore does focus. That is a pirate ship. They're named after how they fight, swirling around each other at range, firing all cannons as one concerted volley. Or put in acronyms: The GWEN meta was essentially just a pickup simplification of GWN+E+TM whereas the HoT pirate ship was just GREN, the melee W(arrior) replaced by the ranged R(rev) and TM just pushed out of everything too.

The vanilla pirate ship that AGG (et. al.) ran assumed the same logic but it wasn't until HoT (2015) and the Rev that it really cemented into pickups or the be-all of everything until the actual (namesake) Boon ball and Mercy meta (2016) came around with Chronos, Tempests and tripple Minstrel support. So the GREN was everything that bad players thought the GWEN was but wasn't and we have the same issues now with Boon-ball cries risking to return Pirateships because they confuse them with Clouds or mistakenly assumes that range/CC buffs will just make guilds feed bags without adapting to Clouds or that Clouds stand up better to Pirateships. That's just naive and harmful.

Edited by subversiontwo.7501
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...