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Aeolus.3615

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Everything posted by Aeolus.3615

  1. > @"kamikharzeeh.8016" said: > > @"Aeolus.3615" said: > > People gather in a uniquye zerg cause they are new or want no effort agaisnt smaller groups, thats why zergs exist, when u have at least half of the zerg size, dont fight it scatter into serveral groups and take diferent objectives over and over in diferent maps, monoblob zerg players will get burderned over time. > > > > A full queue zerg can take a t3 in 2-4minutes. > > that's as wrong as you can try to explain "zerg" lol. coordinated largscale fights use specific builds and group compositions and commandos to acutally fight against other large scale groups. > > u only get this rarely, often only on reset bc most players are so skyscreaming casual, that it is impossible to provide it on most days, sadly. > u talk about a zoneblob (50-60 people) and even they can get wiped by any other blob. not a safe bet for nothing. we wiped way bigger numbers so many times... > > the small coordinated groups of 5-15 ppl are often just the real gankers. bc they try to get into objectives through backdoors and unnoticed, so that they can gank the few unlucky players who have chosen to defend it. Sorry not what ic... theres also guilds that moved server and decided to play on diferent timezones so they could ktrain, good think it didnt worked well for them... Most groups ic monoblobing are high link populations VS empty timezones, they search where is less to fight cause is how the game is ment to work... go where theres less fight and more ktrain.. sadly... Not sure why u call 5-15 real gankers, a group with 10+ should be more than enough to make enemy call a zerg to defend against that group (its actually what happens to us, similiar groups cant win, instant 40-50+ came to solve the problem), reason for my exp most fights are one sided due pure sheer numbers nothing else. Specific "cordinated" fights.... been there when i notice most players are just misntrell users on the other side, 20-30 FB, 15-20 sracpers mostly tons of aura minstrell tempes as well, minstrel stacking ... right that when i just alt f4 and go play some other game, the more ic those onmi blob builds the more i cry about quality of the game and players.. Now theres even a minstrell herald build with ventari(this is a huge mistake for that setup but okkk)... minstrell druids, minstrel tempest, minstrell core necros, minstrell warriors. Blob gameplay is anoying for many reasons its more spamwars witgh gimmicks than actually decent gameplay(most players dont even know what hit them nor what they are hitting lol they just aoe when they think they have to or when the mother goose screams to), besides the FPS drop and pink spikes on those fights are awfull.
  2. Anet should bring what gw1 has into gw2 with adaptations. 8-10 player GvG within maps ported to gw2. Ladders when its competitive gameplay for all modes. (gw1 had even hero control pvp with ladders). RA with several game mods rotations All pvp maps should be ported to gw2 actually..
  3. > @"kamikharzeeh.8016" said: > collecting? its autoloot anyways, unless u didn't unlock that yet. u do realize u can get precursors and lion chest keys from every drop? i got one from there yet. I hate that actually.... i did that mistake....yes That should be removed from provisions master we had a option like that on the game options already to check and uncheck for those who dont want it,.,., Dumbnet! >_> Must have been the same person who made the FB who remembered "what if we add autoloot where u cant avoid it into wvw". @"Threather.9354" besides the commander no one should be using a minstrell rev ._. (still wanderer stats would be far better than minstrell for commander ._.)
  4. > @"kamikharzeeh.8016" said: > @"ArchonWing.9480" ok, u joking here? "People ought to realize that bags are pretty worthless in wvw, and anything of value comes from reward tracks..." ... what exactly at rewards tracks has any value? bags have the chance of deldrimor ingots at least. rewards tracks have absurdly small chances of ascended drops, but u still mostly have to change their stats for another ~5 gold. and it's like what, 5 ascended boxes in 50-60 reward track finishes? even with all kinds of buffs. @kamikharzeeh.8016 i never colect bags, unless is a wooden chest "wich probably will be a useless legendary spike". Not every one is there for trashy bags....
  5. People gather in a uniquye zerg cause they are new or want no effort agaisnt smaller groups, thats why zergs exist, when u have at least half of the zerg size, dont fight it scatter into serveral groups and take diferent objectives over and over in diferent maps, monoblob zerg players will get burderned over time. A full queue zerg can take a t3 in 2-4minutes.
  6. > @"LucianTheAngelic.7054" said: > > @"Yasai.3549" said: > > "oh man I gotta press this skill which I need in this situation which I have committed to muscle memory!" > > > > *Bug which swaps RS and PT* : haha yes but actually no. > > Better yet is when it swaps the skill effect but doesn't switch the image so you think the buttons are in the right order... :( I've ended with the utilities all with the same image :| was quite funny.
  7. I dont think is FB alone, Guardian overall bacame a very boring gimmick no matter if core, or one of the elites specs.... DH with traps was awfull concept imo. FB should had been the class that have barrier not the scourge, more burn control, quickeness is stupid on this spec another gimmick to spam n stack...to catter the low effort players. After playing FB on PoF It was actually what made be start playin as rev main, and start use my 1st toon and main as a mule.. I guess they are good mules :) as any other good mule, besides that... for those who need gimmicks to be "efficient" i think it works as well...
  8. I still use it once ion a while when team feels we need more jalis hammers, and i tend to do decent damage with it :\, not my main build but still works fine "if i ignore the 20ish%" hits that doesnt show any damage :). Still hammer/staff jalis rev isnt 2 skills only.....
  9. > @"Jekkt.6045" said: > go the dota approach, if you want to play ranked you have to verify your account via phone. should deal with bots/hackers to a certain extent. Or verify game login with phone that would be imo best option, Anet could also count how many time that account changed number and flaag it as possible bot account and when is coming from(its actually possible to bypass dota system with free phone cards.. well at least was possible duno how it works now, some shady people even own a generator system to burn them to the card wich also envolves also abuse from workers or stolen data/access from the isp/phone company due their free usage of the avaliable numbers pool). ´
  10. IMO the issue with some puls Is the LoS validation rather than nerfs. Note; ground pulls should pull targets at same lvl, not targets that are far from it sometimes pulls come out of ilogical places, kinda feels its a dome wide pull coded rathen than a aoe simbol effect, still it hink its more a validation process or QoL rather than nerf.
  11. > @"kash.9213" said: > You'd have to fix Daredevil and Core also though. Poor Deadeye needs their icon changed so they don't look soo scary. They cant fix stealth due how netcode works arround it, while doing psome gameplay with friends on same lan(as in we were watching each other screens) we notice that when the thief was revealed or unstealthed, it would keep stealthed on mine for a few seconds more (theres a delay in the stealth info from the atacker and whoi has to render the atacker out of stealth) and thus giving the impression of low reaveal uptime, with more stealthy perma builds was actually a pain to duel. The more laggy the server/ map is the worse the effect is, in blobs blasting stealth and push over and over is painfull cause game becomes a mess of daamage first than evertything can happens and enemy will continue stealthed hitting the enemy for the next 2-3sec w/o reveal. Anet wont fix that cause if they touch the netcode they m8 break the game. Maybe one way to kinda reduce the "perma stealth visual effect" would be remove stealth blasts to something else, and remove stealth from scrappers. :) Get mesmers or thiefs if u want stealth :P Note: this would kinda balance out the meta classes have the all that is needed wich is 3-4 classes for the gamemode, and would make other classes being used as well,.
  12. > @"Nikola.3841" said: > > @"Aeolus.3615" said: > > > @"Nikola.3841" said: > > > Mesmer pull is fine...otherwise defenders, not attackers, would have advantage of been behind walls, and that would be stupid > > > If you want to play game where 8 can defend vs 50 because of walls and chokepoints, go watch "300" or play DAOC > > > > > > Walls on keeps were never a safe place even if anet removed the pulls, the atacking force can aoe ac's and players on top faster than anything else :). > > Problem with mesmer pull and FB pulls(close to the wall sometimes interrup players inside the struture) its the path puling way more than LoS, sometimes even at the botton of the sair u get pulled outside, that idiotic and far far than possible with LoS. > > > > Kinda remind me those rangers than can aoe arrow an entire tower everywhere by breaking LoS. > > > > > > **Note: being on a siege weapon on a wall facing 50 means instant death even if u have 20 on the wall...against those 50, walls were always a drawback to stand on....Its actually easyer to aoe from outside thaan on top of the towers even a spike from auto atacks will kell anyone who tries to cast from the wall cause ONE CANT CAST FROMT TOP OF THE WALL sicne has no LoS to outside** ;) > > if u are used to get failed caps against much smaller forces thats defenilty a l2p issue from the whole group on how to siege strucutres. > > > > > > **1St rule of WvW NEVER STAND ON THE WAAAALS, they are not ment to stand players there but just to delay enemey with siege!!!** > > I've been sarcastic in my post...I like to play games that are at least a bit logical, and part of logic is to give advantage to defenders, not to attackers Wrong game then :P 1st rule of WvW stil remainsl never stand on walls nor stairs, even if u are in the inner side and close to the wall stairs u m8 end getting pulled outside or pulled to top and be bombed fgrom outside, atackers have LoS to wall and in some same towers to the interior while players on wall wont have LoS to nothing from the wall :) Screw logic its gw2 :pensive: logic does not apply in that much in this game..
  13. > @"Yasai.3549" said: > Well it's over boys, they nerfed Incensed Response for WvW as of December Patch, we can all go home now. Rip my support herald build as well :bleep_bloop: was heavy based on draconic echo!
  14. > @"Galmac.4680" said: > Just add LOS everywhere (as necros are nerfed with torch-5, our sand portal and everything else). You guys should loose barrier as well :P, can u imagine the compensations???? oh wait its Anet nevermind!!! xD
  15. > @"Nikola.3841" said: > Mesmer pull is fine...otherwise defenders, not attackers, would have advantage of been behind walls, and that would be stupid > If you want to play game where 8 can defend vs 50 because of walls and chokepoints, go watch "300" or play DAOC Walls on keeps were never a safe place even if anet removed the pulls, the atacking force can aoe ac's and players on top faster than anything else :). Problem with mesmer pull and FB pulls(close to the wall sometimes interrup players inside the struture) its the path puling way more than LoS, sometimes even at the botton of the sair u get pulled outside, that idiotic and far far than possible with LoS. Kinda remind me those rangers than can aoe arrow an entire tower everywhere by breaking LoS. **Note: being on a siege weapon on a wall facing 50 means instant death even if u have 20 on the wall...against those 50, walls were always a drawback to stand on....Its actually easyer to aoe from outside thaan on top of the towers even a spike from auto atacks will kell anyone who tries to cast from the wall cause ONE CANT CAST FROMT TOP OF THE WALL sicne has no LoS to outside** ;) if u are used to get failed caps against much smaller forces thats defenilty a l2p issue from the whole group on how to siege strucutres. **1St rule of WvW NEVER STAND ON THE WAAAALS, they are not ment to stand players there but just to delay enemey with siege!!!**
  16. imo issue with holo its being bursty and soomewhat tankly at the same time, overheat should be prejudicial to the player not used as a gimmick for damage as well :\ Overheat should be a slighlty harder to reach Should increase by a decent number the casting time and skill recharge delay of the skills. 65% CD increase and casting tiime at 90% more than then self damage towards burn. Non holo utilities take 50% to 75% more effect of the heat system drawback This changes could balance and kill the macro holos in one hit... On team play would make better use of classes with alacrity and quickness to easy the holo overburdening its CD. About thif... . stealth problem sleeps in the netcode itself, cant be touched lol... I think thief are doing their job, damage traits to improve rifle should not work on other weapons tho.
  17. IMO for some reason they are called specializations?????? You are only thinking on the class gimmikc way to play the classes, some classes are quite decent with celestial even after hot or after pof, it isnt just the gimmick to go. Still the issue is more on the class design itself than balance, maybe some classses need more nerfs in one side to receive more buffs in the other area??? Scourge and DH are still total disaster designed classes, holo still a beast on small gameplay and can be a high damage burster and very sturdy at the same time.
  18. Rune of the golemancer creates "technical issues to the enemy clients that needs to render all the crap", on much larger scales its the double of the toons to render out of stealth and quickness(60 will become 100-120) , somehow works like a DoS client atk, kills fps back to 4-10 out of 70-80, enormous lag, huge culing and enemies continue invisible, and playuer getting dcc when the golemaancer bomb happens, stealth and quickness will agravete something that is alreaady having some sorta overflown data wich clients cant render. IF this isnt gltich abuse... idk but this sounds very agressive behavior wingin by making enemy clients crash and dcc. **IF the runes golems were just to absorv the damage it would BE A VALID strategy but that is the minimal of the problems that those runes create.** THe game cant handle a large group using those runes. Sugestion would be reduce CD on elite skills that are about summons .
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