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How can ArenaNet solve this roaming problem?


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If anything I would prefer the Warclaw mount cooldown removed if not in combat. It was added to prevent quick attacks and disengages but has a bigger impact in people trying to repair that are just trying to get back and fourth. We already have less people repairing after other changes and the prior cooldown on mounts in combat or not further impacted people trying to finish repairs so they could get back to fighting. Nothing worse then waiting a cooldown after grabbing supply and not in combat so you can repair and get back into action as others have run off leaving a wall that awaits one more shot to fall. Gogo Karma trains.

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On 1/27/2023 at 6:12 PM, Elementalist Owner.7802 said:

I think that we can all agree this is a problem, but the question is how do we solve it? I want to hear your suggestions, because quite frankly I cannot think of any. What can ArenaNet do to save roaming?

More warclaw skins.

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On 1/30/2023 at 11:45 AM, Gorani.7205 said:

What @Xenesis.6389 said on page #1: Warclaw mobility does not hurt roaming, at least not at the current state of the game, when adapted builds on quite a few professions are as fast as Warclaw (and much more flexible on their abilities).
What's hurting roaming right now is ANet cutting down on active game play option for roamers that keep you "in game" (=participation loss if you fail defences and you bother to repair things) and the far better state of "zerg down anything in a boon ball". Roaming style game play of stationary scouting was removed when participation was introduced. Clever camp flipping with keeping the dolly to trigger defense event was removed. Repairing was removed as a means to keep participation up, because it was abused by "SMC sitters" to stay in a safe place. Clever siege placement and maintaining got removed, because defensive siege is pretty useless due to nerfs and horrible LoS design choices that never have been fixed. Warclaw is the least problem the roaming play style is facing right now.

You might as well say GW2 is balanced by this logic.  The dominant builds for each respective class *are* good at what they specialize to do, after all.

Most balancing woes are because diversity in terms of what you can perform even remotely well on beyond anything but the dominant builds is hot garbage.  And people have every right to think that way.

That's why mobility creep and damage creep and boon defensive creep and raw healing potency creep and invuln creep and so on for all of the professions, and thus and mechanics like Warclaw, is bad.

It also goes both ways.  Warclaw basically gives everyone an extra 5k HP barrier and double dodge to happily crawl back into the nearest structure rather than being forced to fight or get dropped by a player *gasp* playing aggressively with a *gasp* aggressive, risky, build.

Every good build today is so damned safe, and everything about the format punishes players for taking risks and making aggressive plays on their own.

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If you combine mount usage with mobility skills and superspeed you can outrun anyone including entire zergs (with the exception of zergs that run players who also know how to do this, in my experience it's very rare tho).

I.e. for ele (assuming running endurance regeneration food): warclaw dodge, dodge, leap off warclaw, dagger/dagger: fire 3 + earth 3 + air 4 + catalyst elite + air 4 + attune water, mount up again, dodge twice, leap off mount, swap to offhand hammer water 4, swap to d/d fire 3, repeat...

Same can be done on thief, warrior etc albeit much easier and simpler lol

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4 hours ago, solemn.9670 said:

If you combine mount usage with mobility skills and superspeed you can outrun anyone including entire zergs (with the exception of zergs that run players who also know how to do this, in my experience it's very rare tho).

I.e. for ele (assuming running endurance regeneration food): warclaw dodge, dodge, leap off warclaw, dagger/dagger: fire 3 + earth 3 + air 4 + catalyst elite + air 4 + attune water, mount up again, dodge twice, leap off mount, swap to offhand hammer water 4, swap to d/d fire 3, repeat...

Same can be done on thief, warrior etc albeit much easier and simpler lol

Great, now try to do the same while in combat and getting spammed by all sorts of hard and soft cc. Bonus points if you are playing something that doesn't have perma stab, resistance and superspeed or stealth.

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17 hours ago, UmbraNoctis.1907 said:

Great, now try to do the same while in combat and getting spammed by all sorts of hard and soft cc. Bonus points if you are playing something that doesn't have perma stab, resistance and superspeed or stealth.

Sure, I do all the time, in fact it's a meme I exploit frequently on my channel. I only have 1/4 of those on core ele but most of the running away part comes from running a WvW roaming build as opposed to "it's like, what I feeeeel like playing, mannn".

Mobility has always been necessary for open world pvp situations where you can get 3v1, 10v1, 50v1 etc. Nothing new, mounts changed none of that. 

I can't relate

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As for nowaday by roaming, even got many classes, thief mostly can win 1v1 or even can win 1v2 or1v3 even they nerfed. I met a DE just now that can sheath every 1second, when HP lower than half, they ran away fast without getting catch, after turn around and come back with full HP and kill you, dont think thief can nerf badly with sheath still on.

Edited by Varg Fenrir.9253
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3 hours ago, Sonork.2916 said:

Mounts aren't a problem, classes with near infinite mobility and can escape everything are the problem.

This is due to them balancing pvp around standing on a node so having 6 instant teleports isn't imbalanced if it loses you the game.

In WvW it's unplayable.

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10 hours ago, solemn.9670 said:

Probably, but you know core ele will get smashed by anet even tho it needs a buff if anything. Cata overperforming? Ok we nerfed core ele to decrease build diversity and make game unfun. Problem solved

"Welcome to the party pal." - John Mirage McClane.

Only in these forums would a die hard quote get confused emoted, smh 😔

Edited by Xenesis.6389
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4 hours ago, Kozumi.5816 said:

This is due to them balancing pvp around standing on a node so having 6 instant teleports isn't imbalanced if it loses you the game.

In WvW it's unplayable.

Same for WvW.  You can't cap anything if your running away. 

 

I suppose duelist's might get mad about ooc, if someone wants to run away in WvW you shouldn't really chase them.  At least if your playing "correctly"

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In combat gliding, overly potent dolyak escort buff, watchtowers and considerable amount of stat advantage around objectives are the things killing roaming. You should be able to log in and find some players to fight at a fair ground. Unfortunately to find people you have to go to them and then you will have to add like 4k more damage to 20k to overcome claim buff, and your build isn't magically going to have 1 more big hitting skill.

Even if you find someone they will mount or glide away. You don't really have luxury of taking 5 second longer to kill someone before they get help... Or they kill you instead, because at decent level where you actually land your skills, 20% damage makes a huge difference.

Edited by Riba.3271
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On 1/28/2023 at 1:12 AM, Elementalist Owner.7802 said:

When the Warclaw mount released, that all changed. Roamers can't escape from bigger groups anymore because everyone runs around at maximum speed with the Warclaw. I'm sure everyone is familiar with the situation where a roamer is locked in combat with an enemy, whose mounted teammates catch up and zerg the roamer down. Roamers will always get zerged down and there is no counterplay. Big group eats small group every time. That's just boring.

And that's a good thing. Some roamers being able to escape with ease if things go wrong and then come back when they have the upper hand, essentially having no consequences for making a mistake is *check notes* a bad thing I would like to see utterly removed instead of enabled.

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6 hours ago, displayname.8315 said:

Same for WvW.  You can't cap anything if your running away. 

It's not the same for WvW. In WvW you can come back and try again but the defenders in WvW will have to keep their participation clock in mind, so to stay to defend will cost you participation. And after you cap an objective you don't have to stay there because it's uncappable by opponents for 5 minutes.

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17 hours ago, displayname.8315 said:

Same for WvW.  You can't cap anything if your running away. 

 

I suppose duelist's might get mad about ooc, if someone wants to run away in WvW you shouldn't really chase them.  At least if your playing "correctly"

Objectives do not matter in WvW and the match doesn't end and kick you out to a lobby  if you ignore them.

Edited by Kozumi.5816
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2 hours ago, Kozumi.5816 said:

Objectives do not matter in WvW and the match doesn't end a nd kick you out to a lobby  if you ignore them.

I hear that but if groups decide they want to play to win, defending waypoints and the extra score boost from upgraded objectives is the strategy of the game mode.  "Chasing" is one of the biggest faults of a fighting force.

 

Not to say skilled roamers can't keep everything greased.  But they also can play to win in a similar way if they so choose.  Resetting fights is not the ultimate strategy in roaming gameplay, probably in duels tho if that's all your on for. 

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