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Dinas Dragonbane.2978

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Posts posted by Dinas Dragonbane.2978

  1. > @"Shadowcat.2680" said:

     

    > Function Gyro is a mechanic of scrapper, sure. But its main mechanic? Something with the functionality to be compared to Celestial Avatar, Full Counter, or Reaper Shroud? With zero major traits in the Scrapper line to enhance Function Gyro, I'd have to say no.

     

    Please look up traits like Decisive Renown, and Final Salvo, the latter of which links into two other scrapper traits Shocking Speed and Rapid Regeneration. Yes Decisive Renown affects ALL gyros, including the function gyro :)

     

     

  2. From what I've witnessed from 2 of the last 4 linkings most every t2 server adheres to the lose today, have fun tomorrow instead of win today, struggle tomorrow. It also seemed to me that T2 would drop off halfway through the week as nobody wanted to win, so the tier was only half as active as any other, then started to affect T3 as then nobody was too excited to move up as you'd only get good activity halfway through the week, so then servers did not want to leave T3. In both of those last 2 linkings where I dealt with this Borlis Pass was linked to T4 servers that went all the way up to T1 which was ridiculous. The other 2 linkings in this time we've been linked with SoS which is just dull and boring because T1 is the same pretty much every week.

  3. > @"Dawdler.8521" said:

    > This idea is totally borked.

    >

    > If your only stipulation is that servers get unlinked then how the heck is an entire server supposed to fit on one map?

    > Plus it would also make the mode *all* about coverage and nothing else. Either you go hard into a matchup and upgrade all your objectives, there is zero chance anyone else can win after 2 hours (exponential PPT gains ensures that). Or you just lazily suppress them for 2 hours and then schedule the main raids to roflstomp them the last 2 hours.

    >

    > Considering we would also meet new enemy servers every 4h, combat fatigue would set in within a couple of skirmishes and then no one care anymore. WvW would die. The entire charm of WvW is the conflict between the server communities. Not just large scale, but on the small scale too. If I see a guild [cry] that I got ganked by 1v2 and then we ganked them 3v2, I want to know that yes, we could see them again anytime this week, to fight again. Maybe not now, maybe not in 4h, maybe not even today. But the conflict is there for an entire week and all of us know it. 4h is **not** a matchup. Its a fleeting moment in time no one cares about.

     

    The mode would become ALL about coverage and nothing else....only if a server wanted to be the top spot in every single time bracket, like one server seems to currently do. Ever heard of a server being in a tier they shouldn't be just because they have coverage when the others don't? In this system those hours would not affect what matchup that server gets in OTHER time brackets, just that time bracket(like they could be t2 in that time they have lots of coverage but t6 in regular and prime time hours)

    If matches are every 4 hours, everybody would try to go hard into a matchup, just like reset....right? Is that better than not caring after a day or two into the match? Lazily suppressing wouldn't be wise either as both enemy servers should be present as it is only one map, so good luck lazily suppressing both.

     

    Your second paragraph is the most intersting in my view. Meeting new enemy servers every 4 hours would cause some to not care anymore, but week long matches doesn't? How many servers actively AVOID T1 because they would NOT care about playing if they got there? The entire charm of WvW was the conflict between server communities, but most all servers nowadays seem to be a few pug commanders with a sizable militia and 3-4 fight guilds that run for a few hours, a shadow of what servers used to encompass. My view has changed over the years from being able to play 60 hours a week to the meager amount I play now, mostly focusing on roaming, mid size, and small group fights. My server also is a Link server, so going from place to place for 2 months at a time doesn't show off much if any of any real character of a server's community. All these things are on the negative end of the wvw spectrum so my viewpoint is a bit different than the norm, but most everybody here wants the same thing, WvW to be fun, invigorating, and interesting to everybody involved.

     

    Nobody seems to be interested in my idea though which is not surprising on this forum so I'm not gonna bother describing any more, thanks for the few that read it for your time!

  4. > @"MUDse.7623" said:

    > changing the match to 4hr based to balance coverage would help with that problem of yours.

    > but why do you want to change all the other stuff? like that it will be just ktrain+bagfarm, upgrading and defending structures will be pointless so you might as well replace them with just a champ ( for that champ bag) and a capture circle.

     

    The one thing I want more than ever is LESS karma training and bagfarming, as the blobs are too popular in the game mode and small group action is in terrible shape. I had more to elaborate on but I don't have much time to post as that just takes out of my 9-11 hours I get to play wvw a week. I had originally intended this thread to become more of a collaboration of thoughts and ideas but I apparently just confused people, I'm sorry.

  5. A few side adjustments I also want to add but never finished in a manner I thought was balanced is as follows:

     

    Players begin each match carrying 5 supply

     

    Eternal Battlegrounds stays the same, Borderlands Bloodlust gains a timed event which happens at a slightly random interval (every 35 mins to 1 hour but always 5 minutes into the start of each matchup). During the timed event the server which captures the bloodlust will also gain access to a supply drop in the center of the bloodlust objectives(like eotm's supply)

    All structures will regain automatic upgrades, although yaks delivering will still be important to expedite upgrades and supply will be needed in general.

     

    Righteous Indignation- The server in 1st place will have no RI on anything they capture, 2nd place will have 5 minutes on

    anything they capture, and the 3rd place server will have 10 minutes of RI on anything they capture.

     

    Points for PPT will likely change to accomodate the fact that there will only be 1 map

     

    Waypoints-Cannot be used unless you are dead or invulnerable(at spawn) although Emergency Waypoint being the exception

     

     

    I have stuff for making rewards interesting as well but I have to sleep tonight so any questions I will try to reply to tomorrow!

  6. A WvW change proposal that can function well with or without their new restructuring

     

    Coverage vs. Coverage

    All servers become UNLINKED

    MATCHES last 4-ish hours, replacing current SKIRMISH

    Each match consists of ONE map, changing at random with each new Matchup

     

    Each Match TIME BRACKET is its OWN glicko or 1up 1 down system, making it so that the servers with the strongest coverage in one time bracket will eventually face each other during that time bracket. Example: Server A has weak coverage in the hours of 12 noon to 4pm, but in this system they won't be fighting servers they struggle against, but will be fighting against other servers(Servers B and C) that also have weak coverage during this time bracket, for a more balanced fight. Same goes for stronger servers fighting other strong servers in that time bracket. Some of these weak servers might have much better coverage in the NEXT time bracket and will fight the stronger servers in that time bracket instead of picking on those weak ones they were evenly matched with.

     

    During big downtimes(like SEA OCX or European) Worlds likely will be linked so that there won't be a ghost town, although only having one map should lower the time it takes to locate fights.

     

    Immediate Pros:

    No "night capping"

    No T3 structures bristling with defensive siege

    Supply always important(no more fully stocked +10 garrisons at nearly all times)

    No map swapping to avoid fights or blitzkrieg a structure

    Server Population SHOULD theoretically spread out a bit more

    Less empty(and sometimes fully upgraded) maps, because there's only one!

    One map will also make fights more constant and consistent...you shouldn't have a 40 man zerg show up out of nowhere

     

    Immediate Cons:

    Large servers and guilds will suffer queues(nothing new here though)

    Players that like to build and defend their entire home borderland likely won't be able to do so

     

  7. > So do pve work to get the ability to do more work to get better loot in wvw?

    >

    > Was a lot easier to get a mez to port me to where i needed to go so no and i comply reject any ideal how pve work being needed to get a chase at getting better things in wvw.

    > Not only this is a complete insult to wvw players to do a full LS to get wvw content and that it was the only contented added to wvw but the level of "blocks" that where added in for mount kitten marks where a complete joke on the level of added in a small fences that blocks the way that often are the sine of laziness from the game makers.

     

    If something this minor can make you so upset and put this much effort into forum posts where you would've finished the story long ago...something is wrong and you maybe should take a vacation from the game!

     

  8. > @Ricky.4706 said:

    > what if, capping a building didn't make a score, only player vs player points determined the score ? capping buildings only gave you buff bonuses in the area and a safe space to hide, but irrelevant to the score. that would redefine how wvw is played.

     

    Likely would only make the zergs larger to reduce casualty potential. As a small group participant I hate this idea as we usually run into the thief/mes roamer that excels at escape and is annoying to pin down for a kill but then eventually get caught by a zerg that will sacrifice us to your new point god.

     

  9. > @"X T D.6458" said:

    > Here is another, Celebration bonus only gives 10% gain to PvP reward track but not WvW, that should be fixed.

     

    Well that's because it gives 100% wxp in WvW which is a large difference than the pvp reward side, hehe.

     

    The one suggestion I like a lot is the reward track repeating, mine always resets to citadel of flame, ugh.

  10. and I was just reminiscing tonight about pre-server links, where if the homeland was in trouble I actually wouldhelp save it because I knew the people that worked hard during the day to build and defend it, nowadays I don't care so screw it, I let it die and stay in whatever map I'm in.

  11. > @boneduste.4023 said:

     

    > I am not wrong in the slightest. The only people defending this buff are the casual pve player.

    Don't forget roamers or havoc groups. They love it as well. The only people that seem to dislike the buff are the zerg types which have their fair share of pve players following that tag.

     

  12. > @"Strider Pj.2193" said:

    > The OP understands well how his posts are worded. Responses come in, and he states he is bullied. It is a consistent M.O.

    >

    > Honestly, like many people searching for a response or attention, a lack of responses is the best.

     

    Can you block somebody on the forums where you can't see their threads? That might do the trick!

  13. > @FaboBabo.3581 said:

    > U stat condi clear in every build,because its a thing which cant be handled otherwise, which is good.

    This statement right here says it all when he says "because it's a thing which can't be handled OTHERWISE", as in there is no other way to fight conditions than removal(which is a finite amount for every class).

     

     

  14. > @Leamas.5803 said:

    > The thing with condi builds is that they have always been overpowered in WvW/PvP, if you ask the power builds, but is that because they're truly overpowered or that so many "power" players run zerker glass canon builds and are easy fodder for conditions. In general, condition/magic builds are also more skill rotation depended and condi players are more likely to know how to get the most of their build to get that stack up where a lot of zerkers approach a fight with the attitude of run in do as much damage as possible until they go down and hope someone rez's them. Many don't even try to protect themselves. How does that make my necro overpowered if they don't dodge my marks or spec condition cleansing skills?

     

    Anybody running full zerk in WvW is easy fodder for anybody, not just conditions. Also any build that offensive likely won't have as many condi clearing skills because they are trying for the short game and if you get them into a long game they will lose as conditions were built to do. Condition stalemate until somebody runs out of cleanses and then tick tick tick away the health.

  15. > @Adenin.5973 said:

     

    > Power is superior in short fights where you can burst out everything you have. Which means trash mob groups, open world PvE in general, Dungeons, Fractals (eventually).

    > Everywhere else, Condi has to be superior, otherwise no one would consider using it. (Imagine choosing between two skills: A: 1k dmg instantly, B: 1k dmg over 10 seconds) Skill B has to do more dmg.

    > That's the design intend.

     

    In WvW 90% of players stack a fair bit of toughness and vitality automatically mitigating what would've been the 1k power damage, whereas the condition damage would still deal its full 1k over 4 seconds(the amount that anet guy said in the reddit thread). Where power damage can be mitigated through skills AND toughness, condi can really only be mitigated through skills, and you can only have so many of those at any time and some classes have to completely change their build to compensate. I really hoped for more trait based condi defenses such as the necro death magic's Corruptor's Fervor with the release of path of fire, but alas...we got the opposite I figure

     

  16.  

    > @SkyShroud.2865 said:

    > It was voted, literally. Great majority voted positive for it.

     

    Sorry haven't logged in a bit but yeah I KNOW it was voted but it the vote was DURING all the hype of server linking, my point is a new vote to see if it is STILL the popular choice of those currently playing has been a subject brought up by multiple people.

  17. > @Swagger.1459 said:

    > Server linking was voted in by the majority and is now a permanent feature to wvw.

    >

    > Since the linking and rewards update, a dev clearly told us that more people are participation in wvw.

    >

    Wasn't that dev statement a year ago? Like when linking was still very new? There are many people that would be interested to see if it still is the popular vote.

     

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