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kamikharzeeh.8016

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Everything posted by kamikharzeeh.8016

  1. @"hunkamania.7561" because several things got nerfed quite hard yet. necros got big nerfs and some people called them for dead when those nerfs hit... class is still good tho. and again, anything should be nerfed, but not group-skills. all the singletarget stuff can be tuned down. ranger barrage may be nerfed, since it has a unfair angle - line of sight not needed for a big range aoe is kinda weird, esp since ele doesn't get the same there. even with mortarkit engi u need to do special positioning to get a fair angle.
  2. in the end this is just parallel the the fact that objectives are worth nothing. u can technically camp SM with a strong group and just farm - and that is legit, if you have no people otherwise (because: last relink messed up your population, your server doesn't play on desert for reasons) it's also often not possible nor worth seriously defending a t3 SM though. cloudheavy servers just mass-suicide when it gets attacked, just to kill 2 pieces of siege. rangers 1700 phantomrange, cannons, trebs, ele showers, stealthclasses with disablers... pick your pepega. in one matchup we also defended it, but camping and defense tagging for it so people notice where the attackers amass is boring as hell in the end. after 2 hours roughly its t3, then the real downfall begins. t3 is the worst for "big shiny castle", since it can be opened fully at outer without much effort and really fast. and pugs of any server with lacking experience WILL just waste all supps to repair outer. and once outer is a swiss cheese, inner is ripe to be poked over and over. (that's kinda your solution... make them empty all supp stocks. takes a while, but easy once it is t3 actually.) the real problem for the attackers is, that EBG has a consistent population of people who don't participate in the group play structures. even, a lot of those. therefore, defending goes easier than attacking. therefore in the end, this all has absolutely nothing to do with siege. u can just pew pew cannons down like everything with a fast and structured group from the right angle (rangers, staff ele, staff scrouge, deadeye can all hit em)... if ur sneaky enough and if that'd be worth it, u can even have a mesmer portaling to the spot so the enemy cannot react with countermeasures in time. so we finally just come back the the major problem of the link system, the smaller border caps also make this worse. with 30 random opentag people u just wont beat a 55 people cloud with buffed stats due to keep buffs, that runs full glass dps. even independent of all the siegestuff. further... for me personally, the only reason to defend anything is bags and kills. i care 0,000001% about the objectives really. even if hbl garri flips, so be it. if 20 cloudy people go there to defend against 40, there's a point where i just stop trying. new player groups u may get with just a fast aggro push, but if 20-30 ppters flip t0 bay in meantime while garri t3 gets lost to a big group, that's what current Wvw is in higher tiers sort of. and there we come to the final part. winning ppt is worth absolutely nothing. it's even bad if you'd go to worst tier, t1, due to excessively ppt'ing, bc u become a bandwagon target for pugs. or rather, for people who you will just never see anywhere. ____ i'm convinced IF the transferring system and the world creation system was bound to special status guilds called "Wvw-guilds" would be like suggested in the Alliances update preview, that would fix quite some issues. additionally, different queue priority. +4 blobsize squads, +3 guild groups of 20+ players, +2 wvw guild people and all groups of 20+ players, +1 wvw guilds outside of groups, +0 everyone else (-2 rangers and thieves kek) maybe do it like pvE and offer +1 and +0 a small bonus to WXP and magic find if they swap map when theres a Q. additionally, better rewards. cannot be stressed enough. as long as ppt is only for ego, why would any sane person do it seriously instead just seeking big groups to farm? why ever would u deal with ppl who bunker up in siege-filled fortresses, that can permacycle like 20 barrages constantly onto your heads, if all u get is a paper keep that brings u sorta worthless ppt score only?
  3. @"getalifeturd.8139" i mean, that kinda is still similar. good pugs will wait for a guild or a openzerg to engage first... u cannot just yolo into some enemy blob, that's deadly within a few seconds only ____ i personally don't understand what alliances could even make possibly worse than the current state is, really. also the thought of pugs and roamers to "be forgotten" is .. questionable. there's been roamer/smallscale guilds ever since. and GvG guilds always formed the backbone of the real fighting zergs and blobs, they still save the "precious ppt" of those pugs who are interested in having that ppt. siege, disablers, single actions of defenders only rarely really save objectives that get attacked by zergs (or blobs). means without them, the whole mode would not be able to exist. ___ i would prefer people here to refer to exact passages from the "world restructuring" threads (where alliances been explained with FAQ etc) and tell us, why they don't believe those passages and points would or could not work alike. not just randomly asking in a general way. topic's too broad for that.
  4. @"Hannelore.8153" u do realize that this was kinda what many AoE has been? target caps got reduced because apparently less server traffic by that problem we have here, defending would be even easier with this than it is yet. a proper sieged up keep is hard to sustain (unless it isn't defended at all) ___ i personally think the old damage is better since all classes are designed on this "fast combat" ... currently it is not extremly fast, areadamage need to be stacked to deal the "real" damage. in good blobfights that takes several pushes. now if we nerf all sustain, it'd be just more pirateship... i really don't want a single nerf on sustain for groupbased fights. Anet is free to nerf the personal sustain stuff of classes, but group supporters need their role to be alive. AoE dps and sustain are what makes the base core of Wvw. ___ also, we might again remember that EoD will come out this year, in some months (?) ... nerfing everything to cruel would just make the new elite specs too brokenly storng (and i have no doubt that they will be pretty good)
  5. there's a vendor for those in LA, near the crafting circle.... just put the boosters into one global use tab and you'll be fine ;P IF they update the vendors, then give us some wvw specfic stuff. upgradeable wvw infusions for example, and/or just more rare ones that can drop from lootbags. maybe access to some >20 slot boxes. etc etc
  6. i got warned again some weeks ago, so that cannot be 100% like this, tbh ;P the communication from Anets side surely is lacking, but yeah... it is what it is. sort of sad that the best gamemode of gw2 gets ignored like this, but what shall we do. u said it yourself, looks not like there'd be reception going on about improvements and community thoughts.
  7. i agree with @"primatos.5413" , only i do think that balance isn't making sense in Wvw. the mode is naturally unbalanced. think about it.
  8. EU t1 if full ppt on all sides by now. absurd... it's so bad (a lot of people knowing nothing about the game, its mechnics and fight movement but tryhard ppt in cloudy blobsizes for nearly full day coverage) that i'll finally move off... time to join old friends on other servers and lose other staying old friends. it's really frustrating and sad that people still bring ANY worth into ppt score. one would expect they'll eventually realize that there's no worth in it. no rewards in that. not a single bag, not one lootbox, not one ascended coffer. @"Charley.1489" a lot of comms tag up frequently. the veteran comms nearly burn out from tagging, and also not established comm you have usually issues getting enough ppl on tag. and sometimes just the server composition is that bad that you may get 30 ppl as not-regular tag, but half of it is just classes that cannot make any effect in groupfights. it's not fun to lead that. usually ppl are very cloudy in non-voice tags as well, making it regardless of numbers extremly hard to fight anything. new comms often just feed the others, if they run against a far more experienced tag, which also lower morale on all sides. some players will swap map, others just log off, or eventually the tag just stops. problem here is when inexperienced tags run during "rush hours", while they should get their practice basically when the enemy doesn't have two zoneblobs or three good zergs running but still, there's enough ppl owning tags. some old comms show up only now and then, some burnt out from leading too much. game's incredibly time consuming, but ppl do that because they simply like the format much, i suppose.
  9. the linking system destroys communities the whole time anyways... what should this be even? giving people space to insult each other? i'm even mad at my own server and will transfer off soon, too kitten. will miss a lot of people, but also others i knew in the past who are on several servers spradout now. communities are important in Wvw, for sure... maybe one reason that the mode still survives. just, they're not bound to servers really anymore. guild commanders have own communication channels to organized GvGs etc, and the communication flow between long term players works either way since the leading names are known (or, searchable via gw2mists) the servers core population only know the unspoken rules of the game, if they play longer and talk to guildplayers or annecdotes of voice comms... bc those guild coms usually are the same who lead openblobs during reset.
  10. @"ArchonWing.9480" telling all the toxic elitist advice oof. need to keep the secrets tbh... every server apparently spawncamps for hours and has 60 ppl zoneblobs on every spawn ... happens totally all the time. camping all three spawn-exits, oh noes.
  11. it wasn't really in our case. or at least, only partly. the 2-years ago exodus of the guilds was bc it was overstacked and ppl got bored - since other servers mostly lacked opposition and we been stuck in t1 due to ppt people bandwagoning to link to ppt 24/7. then yes, two times unlinked with a fake-full status. since over 1 year we had nearly no guilds (no raid guilds) at all. so neither the fullness nor the unlinked been in the end the reason... but the system is messed up. i agree with you that the system is the issue tho. we need a change, and we'd need it asap. either full unlinks with few servers dissolving if too small, or just the #allianceswhen imo we'd also really need more rewards for ppl to play serious. i'm feeling and hearing also from others that it just gets boring now and then. and, a full map with half of the people never joining groups during primetime... that is in fact a player-problem only. where the #allianceswhen system could maybe fix that, by making dedicated "Wvw-guilds" more important. the 40 different 1-2man guilds per map just aren't healthy for a group-based largescale combat format.
  12. the real difference is just in knowing mechanics, movement and pressing skills fast. a strong fighting guild would probs wipe any average one even in full yellow gear. @"Mixes.7164" ur wrong there, shredder gyro is the meta on dps scrapper. https://gw2mists.com/builds/engineer/power-scrapper the difference of that one trait is ... marginal. ur anyways not the prime dps. u trade damage there for stab+more superspeed. surely, whynot, but the biggest dps are weaver and herald (unless they slacked).
  13. good fights last waaaaay longer than one push. if u only run with uncoordinated groups that hardcore refuse to use "meta bc meta is the devil and i like my pepega class"... yeah well. that's our biggest issue. u often fight on uneven numbers and very often get on a full map =70~ players on map, only 30-35 into a squad. the rest either refuses to join, afks, roams, roleplays?, duels, hunts dollies, hunts moas, suicides into the enemy 50 man group. of the 35 u have like 15-20 at best on voice mostly so all the pugs miss the calls on voice and lack experience to dodge on own intiative. of those who survive, 50% run around after a heavy bomb that caused 5-10 casulties, which leaves the less numerous group at a further disadvantage, bc those who panic now will be easy aim for nearby roamy-gankers that often cloud like vultures around zergfights. if it was a 30 ppl guildgroup, it would in most cases easily farm the 50 ppl group guilds know each other and the fighting specialized ones are usually way more aware of zergfight mechanics than 80% of opentag-groups are. like, we have still far 2 often offensemode firebrands or other wrongly used specs in those openzergs. u just cannot control that exact what people use. it matters, if the enemy knows what they're doing. @"mzmz.6289" you know, this is why a squad has to "run close quarters". everyone should be withing 400 around the tag. if not, you're far too spread out, and that messes up the whole comp. this is the major issue of many squads. no discipline, maybe some confuse it with spvp. the core of squads are firebrands, and they have only limited stab/cleanse/healrange. ergo, if u are too spread out, half of the group will die left and right bc they simply avoid the FBs heals, but soak up the enemy dmg like sponges.
  14. see, there is only one answer: yes. if u read the concept plan, i don't see any reason to doubt that it would perfectly work the current system is absolutely toxic for the gamemode, and we have it for years. so Alliances could only just work, if the current, completely bad system, can "work" somehow as well. the "old" Servers are mostly not existing anymore anyways. the desolation i started at ~3 years ago only is by now spread out on like 5 other servers, vabbi sorta has died completely even 1-2 years before i started playing. @"Naxos.2503" well, it is even longer. alliances was hinted in a post of the devs in ~ late 2017 yet, the 3 years ago thing was actually when it has been fully planned and ready to technically go live.
  15. i mean, nothing's as trolly as #allianceswhen funnily people really make thread now to ask "would Alliances really change anything" and "could Alliances really work"... let us say as much, the current system totally works not, it's really bad. and that for years, therefore either removing links to create a new everyone-unlinked system or just bringing the full planned and on enough pages discussed Alliances simply on the table. outside of that, other quality of life changes might be an idea as well. objectives are still worth nothing but the possibility of a good farm or just annoying the others. i think what those people, who say too much competitiveness would just lead to stacking, miss is: it never was that alive than when the tournaments been around i guess. there was real rewards, like those u can get in the spvp monthly (btw spvp had app in 2016 still a worldcupt tournament?) ... and if all people are stacked, then those "tryhards"wouldn't interfere with the casual players' "funny pirateshipping" even with a good link, i'm just very sick of this current format. it just repeats itself, and plays russian roulette... every once in a while another server dies and their guilds emigrate. often they go to promising server, means the "oh noes stacking" always happened, for years now. without the limitations of Alliances system to keep that controlled. the guilds sorta know each other anyways. the more weeks u play, the more guilds u get to know, be it on good or bad terms. servers lost their identity anyways. the desolation of 2-3 years ago is spread to 4-5 servers, WSR is since some links now not on the host bc the farm on the "holidayserver" is app better etcetcetc
  16. i think the basic class balance was really good when i started in 2019... bit condi-heavy, but u could even do stuff as newbie with cc's, despite back then literally every healing skill had stability included sort of. then, anet removed a lot of class-intern stability, stripped damage of ccs, but it is still cc-spamerama. working as intended? that's why i'm sceptical to any balance changes. need to get people with insight. players, not marketing bois.
  17. "we try to fix lags" ... "oh btw flying mounts for 2000 gold"
  18. @"mercury ranique.2170" the Wvw perpective: i have 400 mystic clovers, 1700+ obsidian shards, wearing armor costing 750 memories of battle each (mistforged ascended), 20.000 badges of honor sold 750 mystic coins last year and am at 230 yet again, have 37 gifts of battle, roughly 60 legendary spikes... ... yet i have not a single legendary weapon, in fact i'm not even past the precursor for sunrise. i'm at the 2nd or 3rd collection somewhere drowned. means i am at the point where legendary is just useless for me outside of the optics - i have several ascended characters max geared yet. and several unusued ascended boxes from largescale battle-loot. selling the toilet coins gave me enough gold to buy character slots and shiny infusions, and i could yet just buy a TP legendary for 2k gold. but i have no option to craft one without doing annoying, time consuming openworld stuff... killing 1500 people just during the weekend in Wvw does not help me at all in that process. (the gold basically came from farming spvp and t4 fractals for easy loot lol) __ about the state of Wvw... it isn't that empty as people suggest. just play times vary heavily. there's no 100% time coverage obviously, that'd be absurd anyways. if you have a 20-30 ppl group on a map that knows what they're doing, it would make up for 50 enemies easily. problem is, ppl come to wvw expecting a comm leading them 24/7 and let them just afk in a blob of 50 ppl. that is just not the reality. without a strong core or a lead that knows their job, a blob ain't going anywhere. i personally don't tag for anything than defenses, bc it is just not worth. people never stay on tag, die left and right, and even if u push a blob across half of the map with your cloudyzergy, it's annoying to lead this. when u tag as firebrand, u have no real dmg output options outside of trollbubbles and tome1 cc/burn but eh. you need your group to do the damage, and if they're 80% ranger thief, it's extra hard. relies kinda on the opposing group having a bad lead that doesn't recognize their position and just runs away and dies off slowly. it's like coming to raids with yellow gear, or going into t4 fractals without any AR. or like using pvE builds in spvp... you won't get past silver with that. we wrote it BILLIONS OF TIMES here yet... views vary, but Wvw would need some sort of bigger competitiveness and rewards for winning. the best farm atm u have for just farming enemies. u get nothing for "winning" the point matchup really. the maps need updates (-> Edge of the Mists), maybe with EoD expansion even a new, far bigger map to match warclaw speed people don't play it bc the devs try to abandon it for years... some other stopped bc the changes made by anet are not those that anyone wanted or that the format needs. we got nerfs, mounts, eh. few good changes, a ton bad ones. @"subversiontwo.7501" btw i lately read the old wvw threads on here... in 2017 someone suggested inventing a "dolyak mount", and somone else posted "better not, the maps are too small for it" HOW did Anet ignore this.... the idea of a ridable dolly would be even way less problematic, bc you could only mount it up at t3 camps afaik from that idea. i'm so flashed that this one guy NAILED the obvious issue with mounts in wvw so long time ago. and it got still introduced. also the EWP-fail-teleport-back2spawn was addressed even in 2017. and it still ports u back to spawn in 2021.
  19. at least u guessed right, i guess. #allianceswhen
  20. yeah u can leech if the zerg does the work for you. @"Kovu.7560" plus, u forget that scrouge isn't basic dps but does AoE field dmg and booncorrupts + groupsustain... also, offhand herald uses sword/sword usually, which is - together with active dwarf hammers - a brutal meleeball. u don't need ranger for that. herald is the top dps and has two fast quick bombs, despite their heavy dmg loss on hammer 5, elite skill and the horrific changes on hammer2 aiming. herald is top dps normally for a reason. if u run sb full melee, ur doing kinda nothing than waiting till your group has a stealtpush (you cannot even blast the smoke field i guess?) and about druid... that class is still selfish. it's a weak healer with still much bunker and offense abilties. it'd be surely more useful for a group than a core ranger or soulbeast, but this ain't static raids where u can kite around against a big, slow target with huge hitbox. druid is just not viable enough to be called metaclass.
  21. for a (sorta competitive) endgame format (since you use your "real gear" unlike in spvp) it has even quite easy access to everything. if u combine spvp and wvw, you get a full armor of exotic rarity with free choice stats straight away, and rather fast also one of the legendary backs (at least the asc variant goes quite quick)
  22. > @"Stand The Wall.6987" said: > wvw players will complain they don't have new stuff, and complain when it comes. i'm with anet don't give wvw anything new just let it be. we just don't want the format to be crippeled... the original maps been designed, sizewise, for now mount no glider. no map been designed for mounts. instead Anet nerfs around and calls it "balance" patches. and its been critzised bc it does not differ between unecessary changes and good ones. the nerfs always get done for wvw + pvE or wvw + spvp oddly, which just doesn't fit and shows how big time the people making them lack insight. and we don't really are able complain about new stuff... outside of the warclaw, since i play gw2 nothing has happened really. okay, the warlords collection. it's newbie friendly, nice thing. bit funny to put that on a endgame format tho. and warclaw got that big time nerfed, it cannot do much anyways. only constant fast walk, which is bad for the map sizes as well.
  23. it would be great if new players got any info about wvw before, but well... if u talk to the instructor NPC in your home border map spawnside, you'll get a laughing flash. one dialogue is still "coming soon", after probably 9 years. (the "what else can u tell me / advanced advice" or sth alike) @"SypherZent.3684" if u have a build slow free, fill it with all mobility skills of your class, should at least be able to roughly keep up with the rest then. kinda know it can be a bit annoying because in the release week of warclaw all maps been nearly 24/7 queued, and u could hardly get it fast unless u had stocked up many wvw-potions for the reward track. those who had it been few back then, but after 2 more weeks the hype been gone and people had yet very mixed feels about it. even now, you rather dismount before battle begins, since u need to waste a stunbreak otherwise or get stomped after getting forcefully dismounted by attacks (and the warclaw does not your your charcters bulk, it is very squishy)
  24. nah, usually the coordinated fights happen elsewhere. in EU t1 on EBG happens usually the clownparty for hours. u get only clouds skirmishing on each other and either dieing or running if any serious group enters the brawl. it depends where u play tbh. EBG isn't the best map, it's just easy to farm others if u own SM castle. on EBG, technically all sides have equal starting ground. on the home borders, the owner of the border is meant to have advantages, while for desert border this usually ain't working alike. 4 copypasted EBG maps would be hell... really no good idea. desert border could get a remake tho, and EotM heavily needs to be updated into a full legit map. also, still many ppl like the alpine borders. they have good open spaces, where u can fight quite well (without too crazy amounts of uphill-downhill, while there are enough bad spots also)
  25. the one thing that is indeed missing is a legendary weapon skinset... in spvp u can technically get legy weapon boxes from performing hightier, Wvw doesn't have anything there. and the performance difference is NOT gear based. a ton of people does not use group sets, does not coordinate themselves, just does random things and gets cleaned up and farmed easily. i learnt that on learning scrouge, it was supereasy to do crazy work wtih "only" exotic gear. the big dmg comes from the right buttons, the ascended gear is only the final min/maxing to kill a tiny bit faster and to live 1 second longer under heavy pressure. imo the majority of the current Wvw playerbase (90%~) is just far too casual, therefore u cannot expect any performance. it's about knowing what button to press when, and when hammer them to survive + to kill things. in 50ish opentag groups, the dmg often comes only from 10 players only. wvw ranks could be just old players that got them basically for free, in totally different metagames. i felt there should be a lot more Wvw masteries... they are maxed out pretty fast. u don't need all to be "fully functionable"... the comfyness ones first, base warclaw one, then either ram or catapult maxed out, those are the core ones. what i agree with is, YES more rewards for actual performance would be great. the link system has to go still tho, it's pretty bad for anything. but no... "free" legendary wvw-only armor wouldn't be too great, since the wvw-legy armor is costing a crazy amount of timegate (claim ticket wvw) materials, so it'd be really slap those player who made some of these hard. i don't think that'd be fair. Wvw is meant to be a very hightier Endgame-mode, it just got kittenized during the years, after Anet for odd reasons (players zerg through nights anyways for worthless ppt even still) ... the wvw rewards for the tournaments back in the days been ascended stuff, which would by now be legendary stuff. u can be sure that this'd be made people try again to capture things. every single serious player doesn't give 1 sh*t about holding things in the end. garrison keeps yes, bc they're kinda comfyness point. but all others? rather not, also since the scouting often is extremly lackluster. can be sure that there'd be more discipline if you could earn a legendary choice box for "winning t1" (ascended in 2013/4 was probably of similar worth as legendaries are now - roughly 2000 gold.)
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