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Projectiles & Condition Damage are useless in medium and larger comp fights


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Dear Anet,

 

Please address the uselessness of projectiles and slow ramp (non fire) condition damage in medium and larger fights. If boon balls are the now and the forever future, at least provide some limitations on how many projectiles can be blocked/reflected, and do more to reduce condi spam that can be just as meaninglessly cleansed by organized groups while also making its use more impactful. 

I suggest adding more meaningful, high cooldown skills with potent conditions that require careful use while limiting the mindless low cooldown spam and equally skillless utility of group aoe cleanse.

 

I believe most WvW players seek variety and competition in their wvw experience, not being limited to a mere few builds per class that can be useful through the projectile immune condi immune blobs pervasive in every matchup.

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I get what you're saying but whenever our team takes out maybe one or two key people in another team's composition, things often snowball for them. Of course, you'll bang your heads against the wall if you're trying to push your almost blob into a stacked blob as if you're all running the same stuff with the same people. Whatever increased firepower we give to everyone would be used on groups who can't fill a composition. 

I would like Anet to make boon balls mostly possible during deliberate spikes or call outs than being sustained by numbers and redundant builds. If there's not the potential to ball up to power through something at least tactically or deliberately, then guilds and squads would get farmed routinely. 

 

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1 hour ago, Apokriphos.7042 said:

I believe most WvW players seek variety and competition in their wvw experience...

That is the funniest thing I've read on these forums for some time, thank you.

Edited by zinkz.7045
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On 11/15/2023 at 9:40 PM, XenesisII.1540 said:

They don't want counter play to their boon balls, they just expect you to run up to each other and whack a mole in melee lag.

Less skills casts means less work for the servers means cheaper servers. Boon - 1-1-1 auto while running against each other seems to fit the bill. 

for the lag complains it seems they have downscaled the servers performance so it would not surprise me at all this is actually the reason of this game design. 

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The amazing part is they make new specs that are all projectile heavy without zero concern they can be reflected, like they just don't care. Well obviously this is designed with pve in mind, but still.

Each reflect/.barrier being able to block an infinite amount of projectiles makes very little sense. They should probably all be given the sanctuary  treatment where it's limited to affect a certain amount of enemy players per reflect, say 10. That would remove the silly possibility of a player simply being able to nullify a reflect with multihits.

Edited by ArchonWing.9480
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I have to learn to recognize the tells, memorized the sound and animation of skills, trying very hard to stay on tag, dodge out of arrows and sniping,  differentiate the colors of good and bad bubbles, all the while trying to strips boons from enemy effectively, or providing stab at the perfect interval.

Now maybe I should just instead ask for a telescope attached to my long range siege and make the turning/aiming instant, cos enemy keep moving and I can't hit them, and once I target them with my treb they should be immobilized.  Oh , please increase the rang of treb too so I can treb everything from spawn

waits for confused emoji cos I am right!

Edited by SweetPotato.7456
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Just make unblockable a Boon that hard to access. We did that with Alacrity and look where it got us today.

It solves alot of things except the boon ball situation in zergs.

 

This is just a spitball idea, not really solidified or anything, but something to work off of.

Edited by Oahkahmewolf.6210
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