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Sovereign.1093

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Posts posted by Sovereign.1093

  1. wvw is dying without explicit and recognized competition with unique rewards. so no. not until we get something only the best of the best can get.

     

    also bully on ppl who just want fights. all are but zergers. and the few of us who do it, has no enemies once we wipe them after 2 hours. never to be seen in the week.

     

    unique rewards is the carrot. give us unique rewards

     

  2. y u hate scourge? is fun is love.

     

    my post is more on the idea that scourge has 2 traits that can be removed. sand savant and harbinger shroud.

     

    i u fight slayers xd for past few days xcept yesterday, u may notice i lead on warrior x scourge x dps guard and i am sure ar or bg small group felt our 4 man 6 man presence with scourge lead.

     

    i will share vid soon as i am travelling so no good internet. point is, as scourge is gutted, there is very strong build that is not broken but requires fb like thinking.

     

    although back to sand savant. its like normal f1 but longer cd wider range and 1 bullet. is pretty much a useless skill.

     

     

  3. cant lead today so i play scourge tomorrow. for xd

     

    as for scourge. can change sand savant?

     

    wide range still 5 targets, slow cd. :/ probably change to longer barrier duration?

     

    regen on barrier? more damage?

     

    get rid of sand savant and harbinger shroud.

     

    make harbinger shroud to improve life force?

  4. > @"Burnfall.9573" said:

    > 'NA WvW is on permanent winter vacation'

    >

    > WvW has been on many permanent seasonal vacations.....it did not change

    >

    > **-Time, Seasons..... Changes-**

    >

    > WvW will get better by CHANGE, not by seasons or by time

     

    devs just need to think of a theme. and it'll be ok

     

    i.e. tournaments allowed us to compete and aim for the top.

     

    defanged now, so we just make up goals.

     

    like personally, must stomp atleast 10 players.

     

    must kill a friend on enemy team.

     

    must do tunnel action

     

    must eat 1 food by friend

     

    must play healing scourge.

  5. > @"Dawdler.8521" said:

    > > @"Sovereign.1093" said:

    > > tournaments neere to happen

    > Tournaments never to happen? Cool.

    >

    > Anyway, the premise of "manual involvement" and those examples is just... wrong. What many of them describe is creating menial tasks and busy work just for the sake of creating menial tasks and busy work that doesnt really involve players. That's *not* what I would say is "more manual player involvement". It should have a definite purpose or allow you to enhance the game in addition to it's base function, or at least let the players think that they need to do a certain action (like say escort a dolly) in order to achieve a momentary goal (like say the keep was attacked and now need supplies), not just drag it on and on and on and on with just I need to run next to every single dolly on the map or they wont move and I have to do it *forever*.

    >

    > To make some **other** examples, based on the examples in OP:

    >

    > - Packed dollies is an active tactivator that increase the carrying capacity much more than today for a limited time, but slows down the dolly considerably thus encouraging players to escort (and kill) them.

    >

    > - Keeps and towers have upgrade paths that players need to decide on, for example such as stronger walls (do you focus your manual defense on the doors?) or a scouting tower (passive scout, but considerably weaker walls and doors).

    >

    > - NPC sentries sentries no longer reveals, but pings out being attacked on the map and summons guards from the nearest tower/keep to attempt to delay the enemy.

    >

    > - Ruins are changed to small cappable guard towers that function similar to sentries, but when held also gives additional NPC guards to their linked keeps instead of bloodlust.

    >

    > - Tower sentry balloon is now a repeatable 2m tactivator on a 20m cd.

    >

    > - Keep waypoints requires 200 supplies to keep it passively running for 30 minutes, if the keep is lower than this the waypoint shuts off and wont renew until it goes above 200 supplies again.

     

    tournaments must happen :3

  6. > @"Dawdler.8521" said:

    > > @"Sobx.1758" said:

    > > > @"Dawdler.8521" said:

    > > > > @"Sobx.1758" said:

    > > > > > @"Dawdler.8521" said:

    > > > > > > @"Sobx.1758" said:

    > > > > > > > @"Dawdler.8521" said:

    > > > > > > > > @"Sobx.1758" said:

    > > > > > > > > > @"Ayrilana.1396" said:

    > > > > > > > > > My opinion is that downstate should just be removed from the game entirely making the mount ability issue moot. It's a handicap mechanic people use as a crutch to not play better.

    > > > > > > > >

    > > > > > > > > I don't really care about downstate remaining as a safety net in pve content, but I agree that there's no need for that in wvw/pvp.

    > > > > > > > If there is no need for tactical decisions or using your skills to stomp or res then I would argue there is no need to fight in WvW/PvP because all you get is a hollow empty shell of insta-kills so we might as well delete fighting.

    > > > > > >

    > > > > > > Ayyy tactical decisions, you cleave/interrupt those scrubs in big scale and do whatever you want with the poor kitten on the ground in 1v1s. Other than that, it's just a safety net for outnumbering side, which is stupid. Downstate tactical decisions, oof...

    > > > > > >

    > > > > > No one care about "big scale" or 1v1. The real game is smallscale, where yes you still have tactical decisions to make. A win or loss can be ressing or stomping at the right time, not just facepalming your keyboard in a zerg or playing it safe in the dueling spot. Yes, *especially* when outnumbered.

    > > > >

    > > > > In smallscale you still just cleave and interrupt any ressers, tactics ayyy

    > > > >

    > > > > I pretty much never zerg and literally never "duel". Still plenty 1v1s around.

    > > > So what do you do when the enemy AoE nuke/cc you trying to cleave and pop stab/invouln to prevent interrupts so they can res? Or use certain specific res skills? You have no idea what tactics even mean, do you... because interrupting ressers is a tactic on it's own too, yes ayyy. And so is choosing to cleave or not.

    > >

    > > I always love those imaginative scenarios on the boards -even better when I can technically pick any class/build/ability I need at the moment and decide what my opponent already used and what I didn't. I'm sure you can solve the equasion here, it's not that hard.

    > > And you can do almost whatever the kitten you want, because if there's a downed player+another one picking him up, you can either choose to cleave them both or leave them alone and kill the rest of your opponents that are now 2 players down. Unless they're outnumbering you, which is the only scenario they really can commit to that pretty much for free. Downstate is garbage and brings nothing good to the game outside of pve, but if you feel better about yourself when you think it requires some great tactical mind to deal with then you're free to do so.

    > And if it makes you feel better blaiming your failures or owing your success on downstate thats fine too, we're all fine. Just like the warclaw, people say its garbage that need to be deleted yet we're still here and its fine.

    >

     

    sometimes ppl just lazy

  7. > @"Dawdler.8521" said:

    > > @"Widmo.3186" said:

    > > I wonder If Cake players ever go out of spawn without FB or healing Tempest. Just like in the showed video, squad of 10 = 2 FBs + Tempest, party of 5 = one FB. Also sometimes scrapper. And then theyre salty whisping ppl kiting them around because they cant kill em with this comp ;)

    > >

    > > Nice video, cya in dueling zone mr Wintrader

    > Cake or literally any guild. I cant remember ever having seen a group exceeding 4 people that doesnt bring their own pocket healer and start running all melee boon train focusing 1 enemy at a time.

    >

     

    most parties out there are ranger mirrage theives war holo. :3 of course those who used to run 15 ppl now decided to adjust in teams of 5 by 2 healr 3 damage. =p

  8. > @"Sinfullysweet.4517" said:

    > I have to raise my hand on this. There has been times its been fun, fights have been pretty equal, but only if you are in that sweet spot of a time-frame where everyone is on. Lately its gotten so one sided that even veterans like me are just in the mode of screw it. Why upgrade, why build siege, why try to defend? As a defender and scout, nothing is just disheartening when the prime time crews log off then you get ktrained over and over. Why waste badges or siege when no one will refresh it and it dissolves anyway? Then when the other servers are stacked so hard against your 10 man crew, you get the "what is the point of this?"

    >

    > I watch so many times a pack of soul-beasts, engies, elementalists reach so far into a keep from the walls to demolish any kind of upgrades you do. After a while you just get burned slap out. Caught myself losing my temper tonight and realized, I could accomplish so much more doing other things. So for me, unless I am going into EBG to get the banner buffs, I probably won't return to that game mode. Kudos to those toughing it out. I just can't any more personally.

     

    indeed thats the problem with server based pop without queuing like spvp. :/ not equal nos.

     

    i tell u bg even this weaker one has blob at sea. and ar at early eu.

     

    we are lucky when we got.nos in weekends.but weekdays its our 5 to 8 man crew versus the world unless.fabian tags up to.lead open and rally the gang

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