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Sovereign.1093

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Posts posted by Sovereign.1093

  1. > @"Diku.2546" said:

    > WvW is meaningless & amounts to nothing without Tournaments.

    >

    > I'd like to see Tournaments brought back, but it has to be done correctly, or it's going to be un-healthy for players & this game mode.

    >

    > WvG TOURNAMENTS - Using New Match-Up Mechanics based on a Globe Raiding Model

    > https://en-forum.guildwars2.com/discussion/comment/1064956/#Comment_1064956

    >

    > Yours truly,

    > Diku

    >

    > Credibility requires critical insight & time.

     

    indeed. it was the best time and why wvw was awesome.

     

    > @"Dawdler.8521" said:

    > Tournaments was unhealthy for the game. WvW is eternal war, not a contest where we are handed out medals. There is already tournaments in sPvP and look at what state that is in.

     

    ppl should learn to stop playing when they tired. it's as simple as that.

     

    pvp no esports so, not as important.

  2. > @"Gop.8713" said:

    > > @"Dawdler.8521" said:

    > > > @"Gop.8713" said:

    > > > It works for holding them in place, prevents their moving around the map and capping things. Players will stay in one place if they think it means they'll get to kill someone over and over. It's weird, but I promise it works. If I as one player can control the behavior of a half dozen enemy players, I consider that successful play . . .

    > >

    > > But you said that the game should be **designed in such a way that this doesnt work**.

    > >

    > > It is designed in that way. In a micro WvW universe where only you and half a dozen enemies exist, you dont win by tying up any number of them. Hence the game **is** designed so that it doesnt work.

    > >

    > > Whether you consider it successfull play or if you are riding the PPT success of your server by preventing random enemy caps is a whole other thing. That has nothing to do with *design*. That has everything to do with players being stubborn.

    > >

    >

    > Yeah that's fair. It is more the fault of the players than the game I suppose. True of most wvw problems . . .

     

    except for the tournaments. :3 make wvw great again. kwee

  3. > @"SWI.4127" said:

    > Fair enough lol. I have always wanted to try one raid with all speed runes on players so I get it.

     

    we tried to keep the speed runes on the down low cause its really fun 66% increase. now its pretty expensive. 6 gold last i remember

  4. > @"Gop.8713" said:

    > > @"Sovereign.1093" said:

    > > > @"Gop.8713" said:

    > > > > @"Sovereign.1093" said:

    > > > > > @"Gop.8713" said:

    > > > > > > @"Sovereign.1093" said:

    > > > > > > > @"Gop.8713" said:

    > > > > > > > > @"Sovereign.1093" said:

    > > > > > > > > some of us have all the classes and we can easily change professions to counter the opposition. it's like rock paper scissors. not many have this option unless they gear up properly and it takes time. that's why if possible there should be one toon that can be all professions and can have altered gear on the go. >3<

    > > > > > > >

    > > > > > > > It should also be pointed out that a lot of us can't be kitten to change classes/builds just to win a fight when we could just as easily die and run back without consequence . . .

    > > > > > >

    > > > > > > that's the thing isn't it :) faced a lot of people with certain composition. the moment we did the rock to their scissors, it's their turn to get farmed again and again until they stop coming. it's a little effort but it works.

    > > > > >

    > > > > > 1) I never stop coming. I love tying up 'better' builds/groups by dying over and over . . .

    > > > > >

    > > > > > 2) works for what? That's the problem. The game should be designed in such a way that the tactic described in 1) doesn't work, but it always does . . .

    > > > >

    > > > > well if you like dying again and again, thats on you. =)

    > > > >

    > > > > how does getting farmed work? if thats a win for you then dont change =)

    > > > >

    > > >

    > > > As long as death is free of consequence, I don't plan to. So long as I get to fight, it's win-win :)

    > > >

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

    > > > > > @"Gop.8713" said:

    > > > > > > @"Sovereign.1093" said:

    > > > > > > > @"Gop.8713" said:

    > > > > > > > > @"Sovereign.1093" said:

    > > > > > > > > some of us have all the classes and we can easily change professions to counter the opposition. it's like rock paper scissors. not many have this option unless they gear up properly and it takes time. that's why if possible there should be one toon that can be all professions and can have altered gear on the go. >3<

    > > > > > > >

    > > > > > > > It should also be pointed out that a lot of us can't be kitten to change classes/builds just to win a fight when we could just as easily die and run back without consequence . . .

    > > > > > >

    > > > > > > that's the thing isn't it :) faced a lot of people with certain composition. the moment we did the rock to their scissors, it's their turn to get farmed again and again until they stop coming. it's a little effort but it works.

    > > > > >

    > > > > > 1) I never stop coming. I love tying up 'better' builds/groups by dying over and over . . .

    > > > > >

    > > > > > 2) works for what? That's the problem. The game should be designed in such a way that the tactic described in 1) doesn't work, but it always does . . .

    > > > > Yes, works for what?

    > > > >

    > > > > The game is literally designed so you cant win by doing that. You need PPT and PPK to win. No matter what part of that you aim for... it doesnt work.

    > > > >

    > > > > If you only want annoy people well the game is *definetly* designed for that. Its premise is to be an MMO after all.

    > > >

    > > > It works for holding them in place, prevents their moving around the map and capping things. Players will stay in one place if they think it means they'll get to kill someone over and over. It's weird, but I promise it works. If I as one player can control the behavior of a half dozen enemy players, I consider that successful play . . .

    > > >

    > > > Though I shouldn't have said it 'always' works, as there are certainly players who will lose interest and move on. It works a lot though. More often than it should :)

    > >

    > > =) well as long as you are happy

    >

    > Thx :)

    >

    > The only time I really get frustrated in wvw is when the ppl on my side won't fight. It's never made sense to me to get frustrated at the players on the other teams bc they're the enemy, they're supposed to be frustrating :p

     

    as for frustration = i see multiple tags not handholding against blobs. or multiple open tags in one map.

     

    there should only be one open tag, all other groups should be invis.

     

    dont compete for members.

     

    i.e. versus fa ane ar. when we united. they easy. then multiple spread. meh...

     

    guild must learn 10 on squad only. let other members help open tag

  5. > @"Gop.8713" said:

    > > @"Sovereign.1093" said:

    > > > @"Gop.8713" said:

    > > > > @"Sovereign.1093" said:

    > > > > > @"Gop.8713" said:

    > > > > > > @"Sovereign.1093" said:

    > > > > > > some of us have all the classes and we can easily change professions to counter the opposition. it's like rock paper scissors. not many have this option unless they gear up properly and it takes time. that's why if possible there should be one toon that can be all professions and can have altered gear on the go. >3<

    > > > > >

    > > > > > It should also be pointed out that a lot of us can't be kitten to change classes/builds just to win a fight when we could just as easily die and run back without consequence . . .

    > > > >

    > > > > that's the thing isn't it :) faced a lot of people with certain composition. the moment we did the rock to their scissors, it's their turn to get farmed again and again until they stop coming. it's a little effort but it works.

    > > >

    > > > 1) I never stop coming. I love tying up 'better' builds/groups by dying over and over . . .

    > > >

    > > > 2) works for what? That's the problem. The game should be designed in such a way that the tactic described in 1) doesn't work, but it always does . . .

    > >

    > > well if you like dying again and again, thats on you. =)

    > >

    > > how does getting farmed work? if thats a win for you then dont change =)

    > >

    >

    > As long as death is free of consequence, I don't plan to. So long as I get to fight, it's win-win :)

    >

    > > @"Dawdler.8521" said:

    > > > @"Gop.8713" said:

    > > > > @"Sovereign.1093" said:

    > > > > > @"Gop.8713" said:

    > > > > > > @"Sovereign.1093" said:

    > > > > > > some of us have all the classes and we can easily change professions to counter the opposition. it's like rock paper scissors. not many have this option unless they gear up properly and it takes time. that's why if possible there should be one toon that can be all professions and can have altered gear on the go. >3<

    > > > > >

    > > > > > It should also be pointed out that a lot of us can't be kitten to change classes/builds just to win a fight when we could just as easily die and run back without consequence . . .

    > > > >

    > > > > that's the thing isn't it :) faced a lot of people with certain composition. the moment we did the rock to their scissors, it's their turn to get farmed again and again until they stop coming. it's a little effort but it works.

    > > >

    > > > 1) I never stop coming. I love tying up 'better' builds/groups by dying over and over . . .

    > > >

    > > > 2) works for what? That's the problem. The game should be designed in such a way that the tactic described in 1) doesn't work, but it always does . . .

    > > Yes, works for what?

    > >

    > > The game is literally designed so you cant win by doing that. You need PPT and PPK to win. No matter what part of that you aim for... it doesnt work.

    > >

    > > If you only want annoy people well the game is *definetly* designed for that. Its premise is to be an MMO after all.

    >

    > It works for holding them in place, prevents their moving around the map and capping things. Players will stay in one place if they think it means they'll get to kill someone over and over. It's weird, but I promise it works. If I as one player can control the behavior of a half dozen enemy players, I consider that successful play . . .

    >

    > Though I shouldn't have said it 'always' works, as there are certainly players who will lose interest and move on. It works a lot though. More often than it should :)

     

    =) well as long as you are happy

  6. > @"Burnfall.9573" said:

    > > @"Sobx.1758" said:

    > > > @"Mikhael.2391" said:

    > > > > @"Justine.6351" said:

    > > > > Idk really, the answer varies wildly for different reasons.

    > > > >

    > > >

    > > > No it doesnt necro has the worst survivability since ever and anet does nothing about this.

    > >

    > > It doesn't, but good job playing a victim :D

    >

    > https://forum-en.gw2archive.eu/forum/professions/necromancer/So-ArenaNet-when-do-you-guys-going-to-give-some-Necro-love

    >

    > https://en-forum.guildwars2.com/discussion/747/necromancers-depth/p1

    >

    > https://forum-en.gw2archive.eu/forum/professions/necromancer/Anet-s-love

    >

    > https://forum-en.gw2archive.eu/forum/professions/necromancer/My-most-beloved-Nekro-was-a-Dissapointment-Why

    >

    > https://forum-en.gw2archive.eu/forum/professions/necromancer/PvP-combat-log-Necro-vs-Thief-in-WvWvW

    >

    > https://forum-en.gw2archive.eu/forum/professions/necromancer/The-necro-still-needs-a-lot-of-love

    >

    > https://forum-en.gw2archive.eu/forum/professions/necromancer/Rerolling-and-this-is-why-constructive-thread

    >

    > https://en-forum.guildwars2.com/discussion/89323/message-to-anet-balance-team-regarding-necro

    >

    > **'Necromancer Profession are not playing the victim. In fact, Necromancer Profession are a victim of their design'**

    >

    > -we have no control of our design and our circumstances. We are design this way... to be the The Punching Bag Profession-

    >

    > so we are the first one to be targeted and are the first one to die

    >

    > so much for playing the victim right :(

     

    necros need a team to be carried. warrior was here once pre hot and hot. scourge needs a bit of redesign

  7. > @"Cyninja.2954" said:

    > > @"Sovereign.1093" said:

    > > > @"Cyninja.2954" said:

    > > > > @"Sovereign.1093" said:

    > > > > > @"Simo.6819" said:

    > > > > > > @"Sovereign.1093" said:

    > > > > >

    > > > > > > actually small or big your opponents there at middle isle spammed a lot of ae and your team couldn't really push in except kill their straglers. i made a small diagram earlier to highlight the points

    > > > > >

    > > > > > thats called a spike , and you can either kite it , sit in it and die , or dodge trough it , thats how WvW work son, as i said , noone of that vod clips has to be considered for rebalance argument , as the fight was 1:2 ratio , all the info or example taken from that vod are irrilevant for a proper rebalance or argumentation.

    > > > > >

    > > > > >

    > > > >

    > > > > highlighting my point again. their ae is very good and kept your team off. not saying rebalance, simply talking about pirate chips

    > > >

    > > > No, what Simo is saying is: you are trying to deduce arguments from a heavily skewed situation. Winning 1v2 or even 1v1.5 fights is not as easy as it sometimes seems, even if the underdog side is organized.

    > > >

    > > > It requires one or multiple factors to go in favor of the underdog such as:

    > > > - a stealth initiation as to even numbers early (and even then, at a 1v2 ratio you are still disadvantaged due to downstate immunity and still twice the targets)

    > > > - a heavy positioning advantage (such as the enemy arrogantly trying to jump on you)

    > > > - excellent poke and disengage of the underdog without the bigger blob reacting to it

    > > > - a HUGE disparity in player skill and class advantage

    > > >

    > > > That fight you were referring to had none of those benefits for KILL.

    > > >

    > > > The biggest issues you face as underdog once you pass the 1.5 enemy mark are:

    > > > - your bomb will not pressure the enemy hard enough even if it hits perfectly

    > > > - the enemy's bomb, even if only a fraction of it hits, will pressure you hard. This is absolutely unrelated to class. Watch what happens if a blob twice your size with elementalists as dps hits you, the results would not be to different from necro. It might even be worse if the enemy blob has twice the amount of warriors to go along with that

    > > > - downstate immunity kicks in and damage is to spread out to make use of downstates fast enough

    > > >

    > > > On topic:

    > > > The necro nerf has created some room for other builds to be played. Scrims have seen more Reaper play from guilds trying melee setups. The main advantage right now is: brain dead necromancer F spam will not hit 10 people around the necro any longer, which makes pushing at uneven numbers better. The ranged spike from necro out of stealth is now lower, making pushing bigger groups harder for smaller groups.

    > >

    > > actually that's highlighting my point more. :) the other side just simply out ranged them and had a very decent on point ae. not much they can do to push though the wave of ae on the floor whether stealth or not, the other com must simply be familiar with his tactics.

    >

    > Yes, but the reason they out-ranged them was due to amount of players, not class balance... How is this difference hard to understand?

     

    ah you miss my point since i posted the one on top.

     

    they werent that blobby in the isle. :3

  8. in the past there was this one minion manser necro who did the same thing all over again from spawn to cap camp etc., he does it 24 7 it was so funny. and it's more funny when you see him kill people. but i think he's a bot. he does the same thing all day without change on the dot on time per pve event south west camp. i'm sure some ppl in nsp remember this dude. just can't recall which server he was.

  9. on scourge. well, it is still meta. if the player is good at dodging and can stick to com good. (i.e. axe warhorn speed runes or traveller) he'll be fine. you can push with f1 but remember to recenter the shades on you by your second f1. and save the last one for self bombs.

     

    if you're alone, well... thieves will hunt you down. you can try, condi heal or be a derp minstrel or nomad, but u may get bored or just focus on heals support.

     

    the scourge user must think about allocating his self defense barriers. but as long as your group is good, you'll be fine even as zerk

  10. > @"Cyninja.2954" said:

    > > @"Sovereign.1093" said:

    > > > @"Simo.6819" said:

    > > > > @"Sovereign.1093" said:

    > > >

    > > > > actually small or big your opponents there at middle isle spammed a lot of ae and your team couldn't really push in except kill their straglers. i made a small diagram earlier to highlight the points

    > > >

    > > > thats called a spike , and you can either kite it , sit in it and die , or dodge trough it , thats how WvW work son, as i said , noone of that vod clips has to be considered for rebalance argument , as the fight was 1:2 ratio , all the info or example taken from that vod are irrilevant for a proper rebalance or argumentation.

    > > >

    > > >

    > >

    > > highlighting my point again. their ae is very good and kept your team off. not saying rebalance, simply talking about pirate chips

    >

    > No, what Simo is saying is: you are trying to deduce arguments from a heavily skewed situation. Winning 1v2 or even 1v1.5 fights is not as easy as it sometimes seems, even if the underdog side is organized.

    >

    > It requires one or multiple factors to go in favor of the underdog such as:

    > - a stealth initiation as to even numbers early (and even then, at a 1v2 ratio you are still disadvantaged due to downstate immunity and still twice the targets)

    > - a heavy positioning advantage (such as the enemy arrogantly trying to jump on you)

    > - excellent poke and disengage of the underdog without the bigger blob reacting to it

    > - a HUGE disparity in player skill and class advantage

    >

    > That fight you were referring to had none of those benefits for KILL.

    >

    > The biggest issues you face as underdog once you pass the 1.5 enemy mark are:

    > - your bomb will not pressure the enemy hard enough even if it hits perfectly

    > - the enemy's bomb, even if only a fraction of it hits, will pressure you hard. This is absolutely unrelated to class. Watch what happens if a blob twice your size with elementalists as dps hits you, the results would not be to different from necro. It might even be worse if the enemy blob has twice the amount of warriors to go along with that

    > - downstate immunity kicks in and damage is to spread out to make use of downstates fast enough

    >

    > On topic:

    > The necro nerf has created some room for other builds to be played. Scrims have seen more Reaper play from guilds trying melee setups. The main advantage right now is: brain dead necromancer F spam will not hit 10 people around the necro any longer, which makes pushing at uneven numbers better. The ranged spike from necro out of stealth is now lower, making pushing bigger groups harder for smaller groups.

     

    actually that's highlighting my point more. :) the other side just simply out ranged them and had a very decent on point ae. not much they can do to push though the wave of ae on the floor whether stealth or not, the other com must simply be familiar with his tactics.

  11. > @"JusticeRetroHunter.7684" said:

    > > @"Sovereign.1093" said:

    > > > @"JusticeRetroHunter.7684" said:

    > > > > @"Sovereign.1093" said:

    > > > > still good for counter bombs as long as your group is well supported.

    > > >

    > > > I don’t really understand what you mean by this, can you clarify.

    > >

    > > scourge still works well in a team.

    >

    > Hmm well I think that supports the reason why I feel nothing has changed? Thought the whole point of the patch was to get scourge under control.

     

    it's weaker now. less 5 targets. and less corrupts. but it highlights a point that a good team does good damage and sustain and a bad team gets wiped easy. if a team has a good team synergy, it will always be better than those who dont. it also highlights the point that the scourge is not the issue. what is ? some people are just bad or aren't there yet. so they need to get good. a synergized composition will win easier than those who are not. and if you do good at doing the easy thing, chances are you'll be able to pull of a win versus a wipe.

     

    a test.

    do a spike. count 1 2 3 bomb. if your team can do it. then you're already ahead of the 50%. do a refresh count 1 2 3 heal cleanse might stealth speed if you do this together, you're ahead again of 50% of the players. if you'll able to chain these 2. you're ahead of 75% of the players. muscle memory/situational awareness - things that you get through experience.

  12. > @"JusticeRetroHunter.7684" said:

    > > @"Sovereign.1093" said:

    > > still good for counter bombs as long as your group is well supported.

    >

    > I don’t really understand what you mean by this, can you clarify.

     

    scourge still works well in a team.

  13. > @"Gop.8713" said:

    > > @"Sovereign.1093" said:

    > > > @"Gop.8713" said:

    > > > > @"Sovereign.1093" said:

    > > > > some of us have all the classes and we can easily change professions to counter the opposition. it's like rock paper scissors. not many have this option unless they gear up properly and it takes time. that's why if possible there should be one toon that can be all professions and can have altered gear on the go. >3<

    > > >

    > > > It should also be pointed out that a lot of us can't be kitten to change classes/builds just to win a fight when we could just as easily die and run back without consequence . . .

    > >

    > > that's the thing isn't it :) faced a lot of people with certain composition. the moment we did the rock to their scissors, it's their turn to get farmed again and again until they stop coming. it's a little effort but it works.

    >

    > 1) I never stop coming. I love tying up 'better' builds/groups by dying over and over . . .

    >

    > 2) works for what? That's the problem. The game should be designed in such a way that the tactic described in 1) doesn't work, but it always does . . .

     

    well if you like dying again and again, thats on you. =)

     

    how does getting farmed work? if thats a win for you then dont change =)

     

  14. > @"Gop.8713" said:

    > > @"Sovereign.1093" said:

    > > some of us have all the classes and we can easily change professions to counter the opposition. it's like rock paper scissors. not many have this option unless they gear up properly and it takes time. that's why if possible there should be one toon that can be all professions and can have altered gear on the go. >3<

    >

    > It should also be pointed out that a lot of us can't be kitten to change classes/builds just to win a fight when we could just as easily die and run back without consequence . . .

     

    that's the thing isn't it :) faced a lot of people with certain composition. the moment we did the rock to their scissors, it's their turn to get farmed again and again until they stop coming. it's a little effort but it works.

  15. some of us have all the classes and we can easily change professions to counter the opposition. it's like rock paper scissors. not many have this option unless they gear up properly and it takes time. that's why if possible there should be one toon that can be all professions and can have altered gear on the go. >3<

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