Jump to content
  • Sign Up

Dagger.2035

Members
  • Posts

    128
  • Joined

  • Last visited

Everything posted by Dagger.2035

  1. I can only discuss pugging in zergs since I don’t roam with either of these professions. I think Scourge and Herald have similar sustain and mobility if you are playing the meta builds. Scourge has more frequent low damage attacks. This makes it more immune to aegis, but it requires more time and patience to setup a good burst. It’s ground targeted skills are more versatile and handle vertical terrain so it’s better in both structure fights and ranged fights. Scourge provides your group with corrupts and barrier. Herald has less frequent higher damage attacks. This makes it better at producing downs but it is more susceptible to aegis. The Coalescence of Ruin nerfs wrecked the skill so it’s damage gets negated on walls and vertical terrain. This weakness isn’t an issue in melee since Vengeful Hammers and sword provide excellent damage. Herald provides your team with boons (fury, might, stability, etc) and damage reduction.
  2. I think my first memory was of defending Durios from with the old 1200 range cluster bomb.
  3. I think the main reason why it has less people is that it is more difficult to find fights. It will always be the last choice for this reason since fights can be more easily be found on the other maps. The same is true for FPS games. Smaller maps feel more intense since you can quickly get back into the action. It has nothing to do with the quality of the map. This map had many more problems on release and the original complains were valid and not from an unwillingness to learn a new map. Unfortunately many of the flaws originated from community suggestions. * **Multiple Paths:** Multiple hidden paths were supposed to allow small groups to move around the map and counter zergs, but this just makes it more difficult to find fights and makes the map feel empty when it isn't. * **3-Way Waypoints:** The waypoints were changed so each color could only waypoint one of the keeps. This was probably added to promote three way fights and address complains that an enemy can waypoint all of the keeps in a home borderlands. This is another change that made the map feel bigger than it actually was since it made it more difficult to respond to white swords. * **Large Keeps & Marked:** Larger keeps were added to provide more room for zerg vs zerg fights inside an objective. This also removes double cata walls which makes it more difficult for a large zerg to quickly flip objectives in a map. Marked was also added so zergs didnt' have to spend time sweeping an objective. I feel like the marked mechanic was a mistake since that was a fun aspect of roaming. Hiding in an objective hoping no one would find you so you could solo the lord and take it back. This wasn't a problem back then, but now mark could only be removed if you also remove the thief portal or reduce stealth. * **Auto Upgrades:** People wanted the ability to zerg and not be responsible for scouting and upgrading objectives. There was also problems with trolls triggering upgrades to waste supply before an attack. I feel this is another bad change. It diminishes roaming and removes strategic play and benefits zergs. * **Guild Upgrades:** The guild upgrades hurt roaming since roamers no longer had access to the +5 supply bonus. * **Tower Importance:** A post suggested that towers should do more to help control a map since they could be bypassed. They added tower walls which made it more difficult to navigate the map. The dumb thing about the implementation is that the walls only impacted roamers since zergs could easily destroy section of the wall. It doesn't make sense to deter roaming and push people towards zerging. * **Tower Placement:** There were many complaints about the top corners of the alpine borderlands. I also believe that there were posts that objectives shouldn't be able to threaten neighboring objectives with trebs. * **Enhanced PvE Lords:** There were suggestions that there should be minimum player limits to capture objectives and that keeps should be group content. This gave us enhanced lords which do nothing but interfere with PvP fights. * **Laser Event:** The laser event was way too frequent. You would be in the middle of something and would have to constantly go back to the center of the map. It was supposed to be roamer friendly but could be easily done more quickly with a zerg. * **Map View:** The map still looks awful. It's like someone with only MS paint skills dropped in the new bitmap. * **Vertical Terrain:** No one asked for this.
  4. This bug has been an issue for years. It seems to be linked to gliding and mounts after being pulled or knocked down. The only fix is to switch maps an that’s not always a viable option.
  5. I’ve started playing revenant again after a year break from it and keep running into this issue. It happens every I switch templates.
  6. It's also not fair to compare minstrel to wanderer's. If you are playing a dps build you should mainly be running berserker or maurader's and then mix in defensive stats as needed. A full PVT build is usually considered a starter build for new players.
  7. > @"kamikharzeeh.8016" said: > says the guy with the thief icon, brb laughing 20 hours. It’s just an icon. I mainly play necro and guardian. I haven’t dedicated much time to thief since pre-HOT.
  8. > @"Wiin Prenite.9652" said: > Also the argument that dps has less sustain then a support is null and void as soon as you bring scrapper, reaper/scourge, thief and dgh into the mix i won't go in depth unless people actually need the reasoning Sure please explain your point of view.
  9. I'm not saying support doesn't contribute. I just don't think this is a major issue in WvW. If you want more bags play dps. It's also a complete joke to suggest support doesn't have more sustain than a dps build.
  10. > @"Veprovina.4876" said: > How is being a healer or support low risk, lol? You're exactly where everyone else is, often right in the middle of enemy AOEs. > The only difference between DPS and support are that support don't tag enemies as much. But everyone is taking the same chances when in fights. It should be obvious. Defensive stats, stability, stunbreaks, condition clears. A dps build has to sacrifice these things for damage.
  11. I don't see an issue with the current system. Low risk = low reward.
  12. I have 7 full sets and some leftovers from abandoned ideas. * Light * Berserker * Grieving * Valkyrie/Berserker * Medium * Marauder * Heavy * Carrion * Celestial * Minstrel I’m crafting a new heavy power set since I can’t bring myself to stat swap my Celestial armor which I no longer use.
×
×
  • Create New...