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Sovereign.1093

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Posts posted by Sovereign.1093

  1. > @"Diku.2546" said:

    > OH!

    >

    > That's not true imho.

    >

    > We had a vocal majority that wanted Server Linking.

    >

    > We gave them Server Linking, but in giving them Server Linking...we un-intentionally killed off our Guest Server Communities.

    >

    > Then, those vocal majority left to get hamburgers someplace else.

    >

    > Sorry, I have to disagree that caving into the vocal majority's demands should not have been done. There's another alternative that would have met their demands concerning population in-balance given the lack of resources.

    >

    > We gave the vocal majority what they wanted...they VOTED for Un-Healthy & Un-Sustainable Zerg parties; and the devastation of these Zerg parties are beginning to sink in.

    >

    > We damaged the WvW ecosystem...and we're paying for it.

    >

    > Do I want to take a VOTE by vocal majority again?

    >

    > Short answer - No.

    >

    > My true feelings is this:

    >

    > When you damage an ecosystem...sometimes the right thing to do is to revert it back to what it was before...and hope nature takes hold & finds its course again

    >

    > Careful planning & nurturing is what's needed afterwards...as a follow-up to ensure the health & viability of the ecosystem returns for the Long-Term.

    >

    > Yours truly,

    > Diku

    >

    > Credibility requires critical insight & time.

     

    yes, anet should follow the trend always. if players change mind they should follow or predict it and change every quarter or half annual.

  2. > @"Dawdler.8521" said:

    > > @"Sovereign.1093" said:

    > > > @"SpellOfIniquity.1780" said:

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

    > > > > > @"SpellOfIniquity.1780" said:

    > > > > > 2 support Firebrand, 3 condition Scourge, 1 power GS Reaper, 1 Prot Holo, 1 boon share and Focus Chrono, 1 support Scrapper and 1 GS + Axe/Shield Berserker.

    > > > > >

    > > > > > Enough healing support to maintain each other in a ball + high Protection. Lots of boon rip/corrupt. Reaper, Berserker and Holo extremely deadly in mid-range/melee fights. Scourges provide enough pressure to pirate ship and kite if needed + high mid-range/melee CC from various sources. Chrono and Reaper capable of pulling in small groups of players for lock downs and bombs.

    > > > > >

    > > > > > I don't GvG so I could see there being far better options than this, but this is what I'd first go for if it were up to me.

    > > > > IMO that's too many necros. Most smaller guild havoc teams I see run **heavy** support to the point where if they loose just 1 player - often the power scourge - they loose like 90% of their dps. So in your group we would probably be talking 3 firebrands and 2 support scrappers, with 2 less necros.

    > > > >

    > > > > The only exception I could imagine is if 2 of of the scourges run barrier support specs, which would make the group pretty much immortal if they also can coordinate downed pulls good (so even if you manage to pull out and down someone, they just pull them back in under the umbrella of perma blocks and heals). it doesnt work so well in zerg vs zerg, but most of the targets this havoc group will face wont be a zerg, but rather small groups of randoms that they just need to down one by one. They often wont be able to coordinate bombs on downed anyway, but will have the solo damage to kill things before the havoc arrive to res.

    > > >

    > > > Fair observation. I wasn't certain of how much support was necessary, I just know from my own experience with roaming and clouding that sustain comps tend to either stalemate or eventually get overwhelmed, which is why I was going for a more offensive comp. Having support is a must, no doubt, but I think being able to blast through pugs as quickly as possible is a good idea in WvW's current state. It's so easy to get overwhelmed due to mounts that it's unlikely you'll sustain longer than 10 minutes in an open field unless you're mowing people down as quickly as they arrive.

    > > >

    > > > I think replacing a Scourge with another Firebrand or some other form of support could be wise so I agree with you there, or at minimum making one of the Scourges a Blood Magic Barrier share as you'd said.

    > >

    > > you are not wrong. if ur comp are experienced players. you can go 30/70

    > >

    > > 3 minstrel fb, and your 7 nasty damagers. 3 good minstrel monks is hard to beat. even a group of 10 will have a hard time beating 3 good guardians.

    > >

    > > another way to do it. is those 3 minstrel fb is teamed up with 7 selfish damage builds. being selfish, it is self sustaining already.

    > >

    > For enemies that's still 7 targets with only 3 healers... and if one of those targets drop, chances are high 1-2 more will be collateral damage. That's why the heavy groups are even nastier against a more experienced counter force - they literally got 2-3 pocket healers for every dps. That single dps is usually enough to kill another random, while he in turn is almost unkillable and cannot be CCd. And if you try to focus the 2-3 healers, well... not exactly easy to down either. And it usually means you are wide open to their dps.

     

    7 selfish builds who know how to dodge, cc, blast, and selfish sustain will not be an easy kill.

     

    of course if you stand and let them hit you, you die >.< hehe

     

    examples would be spell breakers, soul beasts holos, mirages, revenants, daredevils. these are beasts in self sustain and can take many if the player is good. 1 v x selfish classes and with their own pocket healers can make you pull your hair.

     

    realistic of course, the fights must be. enemies bad and not coordinated.

  3. > @"Diku.2546" said:

    > > @"Sovereign.1093" said:

    > >

    > > its like this.

    > >

    > > in business i prefer to sell this specialty food that is grade a highquality. but the demand of my clients is hamburger. i wont make money if i dont sell hamburgers. :p

    >

    > ---

    >

    > Oh!

    >

    > ANet needs to know what their Customers want & Supply it...once again...some things being demanded isn't good for the Long-Term Health & Viability of this game mode...imho

    >

    > On the surface...yes...give your customers what they demand, but if it's not good for their health.

    >

    > Hmm...even Fast Food businesses know it's better to give alternatives...so you can keep your customer alive longer so you can have a consumer that keeps on giving.

    >

    > Keep them just healthy enough so they can continue to consume the un-healthy...gotcha...that makes sense...but in the Long-Term you don't expect the consumer to survive.

    >

    > If that happens...I guess you have to keep a never ending stream of New Customers coming in...How do you propose ANet to do this?

    >

    > I'd prefer to keep the Regular customers happy & fed a healthy diet for WvW & have them bring in New Customers just because the Regulars keep coming.

    >

    > I'm looking at Long-Term Health & Viability...not short-term give your customer what they want.

    >

    > Yours truly,

    > Diku

    >

    > Credibility requires critical insight & time.

     

    regular customers went to games with hamburgers :/

  4. > @"Diku.2546" said:

    > > @"Sovereign.1093" said:

    > > there's this theory also that your kids know best. :) it's a matter of perspective. and also - basic economic principle - demand x supply.

    >

    > ---

    >

    > Hmmm...

    >

    > [ Kids know best ] + [ Perspective ] + [ Basic economic principles ] = Listen to Kids - Players?

    >

    > Toddlers are notorious for telling you what's best for them...even though that bright neon yellow pants with pink polka dot blouse looks fabulous to them.

    >

    > Appreciate your advice...I'm sure you're an awesome parent. I'll have to digest your suggestion beyond the surface level to probably appreciate it better.

    >

    > Yours truly,

    > Diku

    >

    > Credibility requires critical insight & time.

     

    its like this.

     

    in business i prefer to sell this specialty food that is grade a highquality. but the demand of my clients is hamburger. i wont make money if i dont sell hamburgers. :p

  5. > @"SpellOfIniquity.1780" said:

    > > @"Dawdler.8521" said:

    > > > @"SpellOfIniquity.1780" said:

    > > > 2 support Firebrand, 3 condition Scourge, 1 power GS Reaper, 1 Prot Holo, 1 boon share and Focus Chrono, 1 support Scrapper and 1 GS + Axe/Shield Berserker.

    > > >

    > > > Enough healing support to maintain each other in a ball + high Protection. Lots of boon rip/corrupt. Reaper, Berserker and Holo extremely deadly in mid-range/melee fights. Scourges provide enough pressure to pirate ship and kite if needed + high mid-range/melee CC from various sources. Chrono and Reaper capable of pulling in small groups of players for lock downs and bombs.

    > > >

    > > > I don't GvG so I could see there being far better options than this, but this is what I'd first go for if it were up to me.

    > > IMO that's too many necros. Most smaller guild havoc teams I see run **heavy** support to the point where if they loose just 1 player - often the power scourge - they loose like 90% of their dps. So in your group we would probably be talking 3 firebrands and 2 support scrappers, with 2 less necros.

    > >

    > > The only exception I could imagine is if 2 of of the scourges run barrier support specs, which would make the group pretty much immortal if they also can coordinate downed pulls good (so even if you manage to pull out and down someone, they just pull them back in under the umbrella of perma blocks and heals). it doesnt work so well in zerg vs zerg, but most of the targets this havoc group will face wont be a zerg, but rather small groups of randoms that they just need to down one by one. They often wont be able to coordinate bombs on downed anyway, but will have the solo damage to kill things before the havoc arrive to res.

    >

    > Fair observation. I wasn't certain of how much support was necessary, I just know from my own experience with roaming and clouding that sustain comps tend to either stalemate or eventually get overwhelmed, which is why I was going for a more offensive comp. Having support is a must, no doubt, but I think being able to blast through pugs as quickly as possible is a good idea in WvW's current state. It's so easy to get overwhelmed due to mounts that it's unlikely you'll sustain longer than 10 minutes in an open field unless you're mowing people down as quickly as they arrive.

    >

    > I think replacing a Scourge with another Firebrand or some other form of support could be wise so I agree with you there, or at minimum making one of the Scourges a Blood Magic Barrier share as you'd said.

     

    you are not wrong. if ur comp are experienced players. you can go 30/70

     

    3 minstrel fb, and your 7 nasty damagers. 3 good minstrel monks is hard to beat. even a group of 10 will have a hard time beating 3 good guardians.

     

    another way to do it. is those 3 minstrel fb is teamed up with 7 selfish damage builds. being selfish, it is self sustaining already.

     

  6. > @"Diku.2546" said:

    > ---

    >

    > Sometimes what the surviving majority wants is NOT good for the Long-Term health & viability of the game mode.

    >

    > It's like asking a child how much candy do they want access to in your candy store & they vote for an unlimited supply.

    >

    > ANet needs to be the parent & help guide the child into making the right decision...even if it means saying NO to their demands.

    >

    > Mechanics need to be re-worked so that population growth is made possible instead of chopping off toes.

    >

    > Yours truly,

    > Diku

    >

    > Credibility requires critical insight & time.

     

    there's this theory also that your kids know best. :) it's a matter of perspective. and also - basic economic principle - demand x supply.

  7. > @"sile.1604" said:

    > Basicly what the title says? What would you ideally run for a 10 man havoc/guild squad in this meta? The goal is to be able to fight other groups of same or larger size (blob busting unorganised groups), maybe do some GvGs.

     

    wet noodle group

    minstrel

    fb scrap = 4

     

    zerk

    scourge = 2

    spell = 1

    weaver = 1

    rev = 2

     

    easy mode

     

    You can make a team of 50/50 mele range or 40/60 or 60/40 provided that 40% is always heals.

     

     

    and sometimes - when you get good players with you - as long as you can wing it.

  8. > @"phokus.8934" said:

    > > @"Sovereign.1093" said:

    > > because of recent ban of arcdps altered for templates, let there be a list of what is not allowed and allowed.

    > You’re making a claim based on nothing. The only loosely approved mod is ArcDPS.

    >

    >

     

    what nothing? ppl got banned. thats why a list is needed.

  9. > @"joneirikb.7506" said:

    > * What is ANet's definition of "full" is different from players? This seems pretty obvious when you see everyone complaining that "full servers" are "empty" according to them. Perhaps they don't want to squish together so many people that maps gets queue'd all day long? (not that I think we have enough players for than any-longer)

    > * If the go from 4 to 3 tiers, some of the teams are likely going to get noticeably bigger than others, because those spare severs has to go "somewhere". And I think everyone can from experience realize how much players hate that. Each server link is too big a group to just move around without thinking about the consequences (the point of alliances)

    > * It also means it's much harder for everyone to escape BG :p You'll have one tier less to hide in!

    >

    >

     

    some teams are already noticeable bigger than others. lesser tiers means more people playing for all sides.

  10. > @"AgentMoore.9453" said:

    > Allowed: Anything you get when you download Guild Wars 2

    > Risky: Anything else.

    >

    > I doubt a list is going to be released, so until there's some kind of communication from the company, I'd advise not using anything 3rd party.

     

    wow has 3rd party aps. when we used to raid their we all has ap xyz so we knew when to cast skill 123, even maps etc. quests orgabixers.

     

    discord team speak is 3rd party ap. clearly a simply guideline can be done.

  11. > @"Ubi.4136" said:

    > > @"Sovereign.1093" said:

    > > that is disturbing.

    > >

    > > all bugs must be fixed.

    >

    > You also don't get the damage reduction if you are attacked by spirit weapons. Burn guard will still insta-kill you before you get knocked off.

     

    @,..@ oh that is good info. i must ask all nsp guards to run that keke.

     

    all u need is stab and cleanse util 3rd one is always free. and mi isnt always needed.

  12. > @"DeadlySynz.3471" said:

    > Apparently 1 Soulbeast could take care of that entire group. Longbow spam 1 pew pew, 2 dead scourges, 1 dead Fb and 1 dead scrapper. We know this to be true due to the constant nerfs on Longbow and the gross stacking of Soulbeasts in zergs..

     

    hehe such is life.

  13. > @"Acheron.4731" said:

    > I see the balance patch really nailed it this time.

    > I knew they would get it right. I knew it.

     

    ehehe. yes, it was a good patch. you must have your pocket fb and fb or scrap to help run the scourge.

     

    because some dont use this basic setup, their scourge player loses hope on the class.

     

  14. > @"Tymish.7103" said:

    > I transfered to my home server Gunnars Hold last week and i read You are not yet considered a citizen on this world thus cannot earn pips until you are a citizen.Players are considered citizens once they have been on a world for an entire match.

    > It has been a week and here i am reset happens and i enter wvw and it again says the same thing :angry:

     

    2 weeks brah =)

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