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I really would like it if WvW had more things to do when not in zergs or outnumbered


Knighthonor.4061

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Well, I also don't really like to put Pve-elements in WvW for the same reason as others. However, i see potential in utilizing them, If they are implemented correctly. The requirements to these would be stuff like :

Amount of advantage given on successful completion, depending on players completing it, current standings etc. 

We would also have to consider what types of events to design. Like neutral camps that help attacking (like hylek etc on EBG), buffs/de buffs for attackers/defenders, frequent automated "offensive /defensive" events (depending on the side you play on) 

There's a lot you could do, take drizzle wood as example. There could be events like the balloons frequently spawning, giving you some kind of reward for completing, NPC's starting to siege higher tiered objectives (giving outnumbered players a chance to reset structures) etc. 

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On 4/30/2022 at 3:11 AM, Knighthonor.4061 said:

I would love it if WvW had more layers of gameplay to it that wasn't only centered around zerg fights and organized groups.      

Anets vision for WvW is 50 man private tag boon squads running all over so this will never happen. They think SPvP is there for people who want a smaller numbers PvP experience. 

However, there are players who want something in between, yet all we get is 5v5 tryhard esports pvp  OR 50 man zergs, no in between. Same bs extremist mindset infesting every games design for the past 2 decades.

Edited by Kozumi.5816
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On 5/3/2022 at 3:12 AM, Custodio.6134 said:

Well, I also don't really like to put Pve-elements in WvW for the same reason as others. However, i see potential in utilizing them, If they are implemented correctly. The requirements to these would be stuff like :

Amount of advantage given on successful completion, depending on players completing it, current standings etc. 

We would also have to consider what types of events to design. Like neutral camps that help attacking (like hylek etc on EBG), buffs/de buffs for attackers/defenders, frequent automated "offensive /defensive" events (depending on the side you play on) 

There's a lot you could do, take drizzle wood as example. There could be events like the balloons frequently spawning, giving you some kind of reward for completing, NPC's starting to siege higher tiered objectives (giving outnumbered players a chance to reset structures) etc. 

Atmosphere is huge in a game modes longevity and Drizzle Wood events and triggers add to it really well. If we won't get any kind of open world or any of the core and expansion maps, then WvW could use some events, or better some settings, that engage players in the game mode by giving them an objective (Edit: or at least a thematic reason to work on their build while hanging out with their people) when others aren't hopping.

If anyone played Starwars Galaxies, a little before it's "New Game Enhancments" (I might have got that wrong), there was a dedicated zone on the moon Talus that was a perpetual and player driven battle ground with drop ships inserting npcs and supplies and it was coded to be a living battle front moving and breathing mostly on either sides effort.

It wasn't an instance so other stuff happened around and through it but it was something that was always happening on some level when nothing else was due to time zone or whatever and made that planet (map) more lively. It was kind of gimmicky, but it promoted pvp and still contributed to the game mode and maybe most importantly, it added atmosphere in the same way that the original Call of Duty did with it's combat having a movie quality to immerse yourself into. 

Edited by kash.9213
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Zerg play can be fun, Warband play can be fun, Havoc game play can be fun, Solo play can be fun. So that all makes sense. Zerg taking a camp pays all the same, Warband taking all get paid the same, Havoc taking all pay the same, Solo taking pays the same. This does not make sense. A Warband (24 players) was taking a tower with no defenders. 2 of us with no defenders were taking it back while outnumbered. This happened lets say 6 times over a few hours. One side was rewarded quite more when applied to all members than the other which paid fewer players and both scored the same for the period. Shouldn't efficiency play a role here one way or another? 

Edited by TheGrimm.5624
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  • 2 weeks later...

Constant small scale used to be a thing in higher tiers before Heart of Thorns release but as soon as guilds upped their claim buffs, it just died. Just like dueling.

 

It just ain't fun to play outnumbered while also being against people who have 1 extra runeset worth of stats. It just ain't competitive.

 

So most people just sit in keeps or wait for discord announcement for a commander. Not like any rivalry or thrilling timezones can develop when there is massive stat swing everytime you swap from agressor to defender.

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On 4/30/2022 at 3:56 PM, UmbraNoctis.1907 said:

Ofc if you are treating WvW as PvE and avoid PvP, then there won't be much to do. But that's because it is supposed to be primarily a PvP game mode. There is plenty of content for solo PvE in this game, just gotta pick the right game mode. Which isn't WvW.

This is the big problem, WvW is a competitive mode, you are PvEr you are welcome, but keep in mind you are NOT playing PvE.

I think anet should give an option for pve players to get gift of battle, so people that doesnt like wvw doesnt have to play it and destroy the fun of the people who actually loves it. And also alliances when? so the pve players not wanting to play wvw can play all together in same tiers getting easy structures, and players that likes wvw can playe together in higher tiers.

 

GW2 has too much game modes and things all over the place, which makes it hard to manage to keep everything up, sometimes I think pvp should be part of wvw like depending on which alliance/server you are winning and killing people in pvp helps with your own rewards and with the server stats, pips and rewards tracks and everything shared between pvp and wvw, the stats equips and all wvw ones. And i guess heart of the mists and obsidian sanctum would have to be reworked and made together?

I know is kinda crazy , but i think with enough inputs the idea could be good.

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2 hours ago, Nocturnal Lunacy.8563 said:

The problem with what youre asking is all this is pretty much already there except the hydra. WvW is a pvp oriented game mode. The purpose is to pvp and fight and the ppt and objectives are supposed to be a side mission, something to do when not fighting, But players have made the side missions as the main mission cuz anet made it that. They took a pvp game mode and then turned it into a pve mode by making it a requirement to do the side missions first to get tower buffs etc. All pve stuff should be taken out of wvw and placed in eotm if eotm doesnt have it. eotm can be the pve/ppt game mode. let wvw be all large scale pvp like in gw1.

World vs World is a world vs world oriented game mode. There are objectives and events, that's how a lot of points are made and dictates your standing in the next match. The objectives aren't side missions, they are the mission and there's pvp in attacking and defending and in random encounters, the map even tells us where stuff is happening and there's team and map chats. There would be plenty of large scale pvp if people attacked and defended objectives, but maybe guild raids and "roaming" groups are less about finding large scale pvp and more about finding just the right scenario for their group. 
How many times has a map been queued with kitten on fire and hordes knocking on your corner of the map but no one shows up because your side are making swords on the other side of the map at a camp or something? If people want mostly pvp they can find it but is everyone actually looking for each other or is that all talk? 

Structure buffs need to go. 

Edited by kash.9213
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On 5/15/2022 at 10:31 AM, Threather.9354 said:

Constant small scale used to be a thing in higher tiers before Heart of Thorns release but as soon as guilds upped their claim buffs, it just died. Just like dueling.

 

While i don't like claim buffs either, those are not the main reason why small scale and dueling suffers since HoT. It was (and still is) primarily because of awful class/spec balance that made fights a lot less fun. Warclaw put another nail into the coffin. Guild auras are negligible compared to those factors.

Edited by UmbraNoctis.1907
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I've solo-taken a keep multiple times, and duo-taken one more than that.  It just takes time.  That said, I have also thought about suggesting more NPC elements to each map.  Right now the Centaurs, Ogres, Dredge, etc, are just noisy filler that don't accomplish much for each map.  It would be cool to get NPC factions or even a champion to help you in an assault against a tower or keep,  Or, add randomly spawning, roaming, dangerous enemies along the map to throw additional chaos into the mix.  

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22 hours ago, UmbraNoctis.1907 said:

While i don't like claim buffs either, those are not the main reason why small scale and dueling suffers since HoT. It was (and still is) primarily because of awful class/spec balance that made fights a lot less fun. Warclaw put another nail into the coffin. Guild auras are negligible compared to those factors.

Nah, if there is no scene, there are no opponents either. Imagine dueling bunch of guys happily in one matchup, then south camp/SM swap owner and you just get facerolled. Same applies to camp fights.

While claim buff seems neglible, it is losing 8% of your damage and taking 15% more damage while at same time enemy gains what you lost.

In addition to this when you have nothing to do => you push enemy objectives for fights => you end up losing to quite a bit worse players more than 50% of the time => you go back to sPvP or play some other game. This leads to a cycle where roamer groups spend less and less time in WvW and any remaining roamer groups have less non-feeding action thus spend less time as well. Claim buff was ultimately bane of 24/7 WvW which is clear from mathematics and how the player actions have evolved over time. There are plenty of players around, they just choose to not opt for this tomfoolery

Edited by Threather.9354
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1 hour ago, Threather.9354 said:

Nah, if there is no scene, there are no opponents either. Imagine dueling bunch of guys happily in one matchup, then south camp/SM swap owner and you just get facerolled. Same applies to camp fights.

While claim buff seems neglible, it is losing 8% of your damage and taking 15% more damage while at same time enemy gains what you lost.

In addition to this when you have nothing to do => you push enemy objectives for fights => you end up losing to quite a bit worse players more than 50% of the time => you go back to sPvP or play some other game. This leads to a cycle where roamer groups spend less and less time in WvW and any remaining roamer groups have less non-feeding action thus spend less time as well. Claim buff was ultimately bane of 24/7 WvW which is clear from mathematics and how the player actions have evolved over time. There are plenty of players around, they just choose to not opt for this tomfoolery

100 armor more does not reduce dmg taken by anywhere close to 15%, nor do you gain/lose 8% dmg. Those numbers are simply bs. I've dueled in areas with swapping guild auras and it wasn't noticable at all. Certainly doesn't lead to someone getting "facerolled".

I also never had someone complain about losing a fight or not wanting to duel because of claim buffs, nor do i care myself, even tho i'm often fighting in enemy territory. But everyone is crying about balance, unfun builds and bad build design and if you ask anyone why they quit playing/roaming, that's likely what they are going to bring up. I've quit the game back then for exactly that reason, and i wasn't alone.

When pushing enemy structures for fights (which i'm doing quite often with some guildies) we usually only lose because we get outnumbered heavily. When we are talking about 200-500% more "stats" for the enemy, few % more or less are irrelevant. And even then it's not just raw numbers that make fights impossible. Aoe caps, downstate and mounts are much more relevant factors that provide aditional benefits for superior numbers. And even when it comes to guild buffs specifically, something like watchtowers, guard buffs or invuln dolyaks are much more annoying to deal with.

Truth is, most players don't really care about the stats from claim buffs, you are pretty much the only one who keeps bringing it up over and over again like a broken record.

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On 5/16/2022 at 6:06 PM, kash.9213 said:

How many times has a map been queued with kitten on fire and hordes knocking on your corner of the map but no one shows up because your side are making swords on the other side of the map at a camp or something? If people want mostly pvp they can find it but is everyone actually looking for each other or is that all talk? 

Structure buffs need to go. 

 

Sometimes is badly done, but if there is swords that fight often will have good ammounts of enemies. Not always, but afaik most of the times that you can not defend while there is sword in other place is either there is 3 teams, and you can't fight both enemies at the same time, or the there is enough people to defend, but they are pve players who doesn't care and are just escorting cows, while the tag is really fighting the other color enemy tag to stop them to reset all the structures easily. Can't count how much times i'm in a 30 people tag, the map has 99999 queue, we are fighting a full map tag of one of the enemies, and magically there is not one to defend one of our structures, where is the other at least 30 players queueing the map? afk running through a wall? escorting cows?. So the pvp are doing right you are not going to sell multiple structures of that border for an easy take , just to defend one if you already have people in the map to defend, and yeah you can defend with those 30 people, that is what siege is for.

 

Other thing I see a lot is people annoyed on teamchat because tags dont go into the structure they are making calls, and there is 2 funny cases for this one:

  1. People that either dont know or dont realize they are making calls for a t0 structure while a t3 is being attacked/defended.
  2. People saying we can't defend and blaming tags, while they have a map full of pve people doing nothing and the tag is tired of trying to jump and getting only 5 people in the map.

So the root of most the problems with the sword are interestingly linked to players who dont join to play WvW just want the gift of battle, which i dont think is really hard to guess ... are pve players.

On 5/16/2022 at 3:41 PM, Nocturnal Lunacy.8563 said:

The problem with what youre asking is all this is pretty much already there except the hydra. WvW is a pvp oriented game mode. The purpose is to pvp and fight and the ppt and objectives are supposed to be a side mission, something to do when not fighting, But players have made the side missions as the main mission cuz anet made it that. They took a pvp game mode and then turned it into a pve mode by making it a requirement to do the side missions first to get tower buffs etc. All pve stuff should be taken out of wvw and placed in eotm if eotm doesnt have it. eotm can be the pve/ppt game mode. let wvw be all large scale pvp like in gw1.

 

So true, I think buffs of structures should be deleted, siege is more than enough, and if pve ppl want gift of battle or whatever give them eotm, but let WvW be WvW, because if not pve player like in this post they ask like a drizzlewood coast 2, okf you have drizzlewood coast, but you go into a WvW mode and ask for it to be drizzlewood coast and no player fighting, excuse WTF.

Sorry not sorry but ANET should make clear WvW and PvP are game modes, no a kittening reward track for PvE, PvE has its own things fun for some people, that's great. But making WvW and PvP some kind of PvE extension is absurd, if those modes are not your style is not a problem, but asking to destroy all the game modes to be destroyed to be almost PvE thats the reason why non pve modes die.

Edited by Nymthalas.4019
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Reading the post in this thread just illustrates, the fundamental problem of WvW and the "lack of balls" of ANet developers to commit to ideas World vs World was created for in the first place:
"An asymmetric fight of servers over structures with multiple ways of contributing to the success of the server in doing so."

Asymmetry has increased due to a decrease in build variety that is viable (generating boons and dealing with them, like sharing, stripping or corrupting is out of hand since PoF).
Fighting over structures has been reduced to zerging them down, because siege weapons have been nerfed to the ground and tactical player options like "bannering the Lord" have been taken away.  IMO, the WvW community has to take the blame for that too, because year long nagging about "it is to difficult to take a tower defended by multiple ACs" and "PvE players don't deserve participation by repairing walls and other PvE activity" did their part.
That leaves us with "multiple ways of contributing" which e.g. @Knighthonor.4061 asked for when creating this thread and others e.g. @Blood Red Arachnid.2493 & me chimed in on: There are not enough things happening on the maps that players can control that leave an impact on the match up. No tactical upgrading, no clever besieging that is rewarding, no supply game, no map "events" that shift the balance (killing Veteran dailies vs. best the Centaur champion in Alpine, so he defends Mill for 15 min)

Edited by Gorani.7205
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1 hour ago, Nymthalas.4019 said:

 

So the root of most the problems with the sword are interestingly linked to players who dont join to play WvW just want the gift of battle, which i dont think is really hard to guess ... are pve players.

 

So true, I think buffs of structures should be deleted, siege is more than enough, and if pve ppl want gift of battle or whatever give them eotm, but let WvW be WvW, because if not pve player like in this post they ask like a drizzlewood coast 2, okf you have drizzlewood coast, but you go into a WvW mode and ask for it to be drizzlewood coast and no player fighting, excuse WTF.

Sorry not sorry but ANET should make clear WvW and PvP are game modes, no a kittening reward track for PvE, PvE has its own things fun for some people, that's great. But making WvW and PvP some kind of PvE extension is absurd, if those modes are not your style is not a problem, but asking to destroy all the game modes to be destroyed to be almost PvE thats the reason why non pve modes die.

EoTM CAN get the gift of battle.  ‘Giving them EoTM won’t work.  They have it now.  
 

The problem in this mode tends to be ignorance.  People don’t know what their builds do and don’t do, they don’t actually know what the rewards are and how to get them.  they don’t understand the fundamental differences in Desert BL and Alpine, and EbG.  They don’t have a clue why, despite their DPS being high in the squad, they actually aren’t helping by being on a toon that contributes nothing other than DPS.  They don’t understand how having a mount has significantly changed the dynamic in WvW, both for ‘roamers’ havoc teams and zergs.
 

 

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4 minutes ago, Strider Pj.2193 said:

EoTM CAN get the gift of battle.  ‘Giving them EoTM won’t work.  They have it now.  
 

The problem in this mode tends to be ignorance.  People don’t know what their builds do and don’t do, they don’t actually know what the rewards are and how to get them.  they don’t understand the fundamental differences in Desert BL and Alpine, and EbG.  They don’t have a clue why, despite their DPS being high in the squad, they actually aren’t helping by being on a toon that contributes nothing other than DPS.  They don’t understand how having a mount has significantly changed the dynamic in WvW, both for ‘roamers’ havoc teams and zergs.
 

 

 

Thats true, but i prefer people getting high damage in a tag, because if the command knows what to do he can "carry" the people to do something usefull. But the ones "I only come for the Gift of battle".... you have queues in map without tags and everyone talking like crazy because they are loosing garri, and then you see there is like 3 in garri and 2 escorting a cow 10 running against the wall 5 waiting for a camp to flip...

 

Its been ages since ive been in eotm, you get participation in EoTM? then yeah it doesnt change a thing,

 

 

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Do WvWers players really enjoy blaming PvE players for everything? Like, at least they try to help by capping camps. It's better than nothing, isn't it? If PvE players have to play WvW, of course they're gonna avoid PvP as much as possible. I don't blame them, considering everyone and their mother is running celestial condi builds.

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9 minutes ago, Nymthalas.4019 said:

 

Thats true, but i prefer people getting high damage in a tag, because if the command knows what to do he can "carry" the people to do something usefull. But the ones "I only come for the Gift of battle".... you have queues in map without tags and everyone talking like crazy because they are loosing garri, and then you see there is like 3 in garri and 2 escorting a cow 10 running against the wall 5 waiting for a camp to flip...

 

Its been ages since ive been in eotm, you get participation in EoTM? then yeah it doesnt change a thing,

 

 

For Reward tracks, yes.  Not for skirmish tracks. So, you can’t get skirmish tickets there for legendary armor, WvW trinkets, legendary back piece, or conflux.

 

As far as the damage goes:  You do know why scourges are sought after right?  And why minstrel chrono’s are utilized?  Why Heralds are sought after more than Rangers?  

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5 minutes ago, Strider Pj.2193 said:

For Reward tracks, yes.  Not for skirmish tracks. So, you can’t get skirmish tickets there for legendary armor, WvW trinkets, legendary back piece, or conflux.

 

As far as the damage goes:  You do know why scourges are sought after right?  And why minstrel chrono’s are utilized?  Why Heralds are sought after more than Rangers?  

 

Is that a real question to me with disguised downtalking? before talking down to people check you are as smart as you think, scourge are mainly sought because of strips and chrono same reason and that strips comes from cc, herald i havent played and i could say the reason but if i make a small mistake you will come here to keep downtalking trying to look "kitten"

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3 hours ago, Nymthalas.4019 said:

 

Is that a real question to me with disguised downtalking? before talking down to people check you are as smart as you think, scourge are mainly sought because of strips and chrono same reason and that strips comes from cc, herald i havent played and i could say the reason but if i make a small mistake you will come here to keep downtalking trying to look "kitten"

No.

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On 5/18/2022 at 12:25 AM, UmbraNoctis.1907 said:

100 armor more does not reduce dmg taken by anywhere close to 15%, nor do you gain/lose 8% dmg. Those numbers are simply bs. I've dueled in areas with swapping guild auras and it wasn't noticable at all. Certainly doesn't lead to someone getting "facerolled".

I mean of course at super low level dueling stats aren't as relevant as results are mostly defined by how many key skills you can land and lot of it is can be made up by running stat heavy runes and foods

100 power and 100 precision for 2500 power build is about 8% damage. This is reasonable number because there are very few builds that can maintain more than 5 average might stacks. This is unarguable.

Well while 100 vitality is about 5% of your total health and 100 armor typically has higher value than this while as it also makes your sustain stronger. Where it might not be 15% more damage that your enemy needs to deal to kill you without claim buff, it is at least 10% more burst required.

Of course it is also class specific. For example if one side is condi noob, they get 0 benefit from offensive claim stats and if someones reaction time is so bad they can't react to burst with 3k extra health available, it might not be noticeable for them. But I am making assumptions that we are dealing with skilled power users with well rounded builds.

Another way you can see it is: 200 power = 20 stacks of bloodlust sigil, 200 precision = 10% crit chance on both weapon sets (1.5 sigils of accuracy), 200 vitality = 2 sigils of renewal, 200 toughness = 1.5 fully stacked sigils of momentum. If you cannot notice having 5+ extra sigils worth of stats, I don't know what to say? Do not feel bad about it however, we were all new once.

Edited by Threather.9354
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On 5/19/2022 at 1:24 AM, Threather.9354 said:

100 power and 100 precision for 2500 power build is about 8% damage. This is reasonable number because there are very few builds that can maintain more than 5 average might stacks. This is unarguable.

100 power would be 4% dmg - that's about what dmg varies due to weapon strenght alone. And crit is even more rng dependent, so those few % are going to matter less than sheer luck (that's why vision sigil > accuracy btw). We aren't talking about sustained pve parses after all. Also some classes can build for 100% crit chance, then extra precision does exactly nothing.

Builds that can stack 15+ stacks of might aren't that uncommon, if not with permanent uptime then at least during burst phases. You know, when those buffs matter.

Quote

Well while 100 vitality is about 5% of your total health and 100 armor typically has higher value than this while as it also makes your sustain stronger.

100 extra armor is 5% less dmg taken at most.

If i want to i can build for up to 3k power, 2,9k armor, 25k hp, 80-90% crit chance, 245% crit dmg, 650 healing power, 1,5k condi dmg, 45% condi duration and 75% boon duration. Without any guild buffs. And those wouldn't save your measly 2,5k power, 20k hp, 2k armor build.

Quote

Another way you can see it is: 200 power = 20 stacks of bloodlust sigil, 200 precision = 10% crit chance on both weapon sets (1.5 sigils of accuracy), 200 vitality = 2 sigils of renewal, 200 toughness = 1.5 fully stacked sigils of momentum. If you cannot notice having 5+ extra sigils worth of stats, I don't know what to say?

It's 100 each. You can't just take the total disparity between different situations and pretend it's present simultaneously. Also vitality does not equal healing and all the other sigils except bloodlust are garbage (and even bloodlust is highly situational).

You are talking as if PvP combat is some sort of standarized and scriped encouter with no variation besides stats. Which is about as far from reality as it can get. Stat differences only start to become really noticeable if the values are more significant than rng or the „human“ factor or the fights are super close, which most aren't.

25 stacks of might grant a total of 1500 extra stats. Cele gear grants about 60-75% more stats than any other gear (and yet some players still claim this doesn't matter). Base health of classes can differ for 60% with possibly 300 armor on top of that. Those are just some of the real stat discrepancies players have to deal with. Guild buffs are minor in comparison.

Quote

Do not feel bad about it however, we were all new once.

And that's coming from someone who has always presented himself as zerg player. So yea, it's not me who is apparently new to dueling and roaming ...

Aside from this, players would just pick neutral spots for dueling if claim buffs were the main deterrent. Like the ruins. Or EotM. Or OS. The latter used to be one of the more common dueling areas. Now it's dead. Must be because of those nasty guild buffs there … Even south camp is often unclaimed.

Mind you, i don't think guild auras in their current state were a good idea, i don't want to defend them and would actually prefer to see them removed. But they are simply not the main reason for the declining dueling and roaming activity. That's a fact. You are just completely disregarding the impact of class balance and design as well as a bunch of other factors. Just check out every single roaming discussion and i can guarantee you, claim buffs are not what players complain about.

Edited by UmbraNoctis.1907
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On 5/20/2022 at 2:29 AM, UmbraNoctis.1907 said:

Also some classes can build for 100% crit chance, then extra precision does exactly nothing.

As long as there exists dragon stats as option instead of marauder, you should leave your build slightly below 95% crit chance for WvW. You lose about 0.1% DPS but gain 4% DPS near friendly claim buffs (so around ~40% of the time). This also applies to zerg builds.

 

On 5/20/2022 at 2:29 AM, UmbraNoctis.1907 said:

And that's coming from someone who has always presented himself as zerg player.

I am also platinum ranked in sPvP and have done plenty of dueling and small scale. I have never presented myself as just a zerg player. I have also ran multiple smallscale guilds.

On 5/20/2022 at 2:29 AM, UmbraNoctis.1907 said:

25 stacks of might grant a total of 1500 extra stats.

25 stacks of might on skillful build is 750 stats as condition damage is wasted stat. Which is exactly difference between 2 claim buffs (800 stats). Of course there are 1v1 condition players out there but large majority of players play power

 

On 5/20/2022 at 2:29 AM, UmbraNoctis.1907 said:

Aside from this, players would just pick neutral spots for dueling if claim buffs were the main deterrent. Like the ruins. Or EotM. Or OS. The latter used to be one of the more common dueling areas. Now it's dead. Must be because of those nasty guild buffs there … Even south camp is often unclaimed.

Are you suggesting someone waits at OS for enemy for 30 minutes? How OS duels work is that you go there with someone you already know. Meaning you met them at regular WvW roaming. Sure it is easy to make omelette if you already have eggs but what if the store is placed far away? So claim buff makes the 1st step of finding dueling partners, roaming itsellf, completely unbalanced and uncompetitive.

Edited by Threather.9354
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