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Atticus.7194

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  1. > @"Vallun.2071" said: > Here are two core necro builds I have a lot of fun with and think will be good in many situations for PvP because of how survivable and resilient to focus they are while also having good sustained damage. > > ngl these builds are 100% cancer, they're not fun to play against and are just damage sponges exploiting the fact a feather's touch gives you full shroud so that plus signet of vamp makes you unkillable.
  2. Maybe if ArenaNet actually tried to show instead of tell like you're supposed to I'd be excited but it's all generic cliche plot development spoon fed for the sake of justifying gameplay rather than the other way around. I understand ArenaNet is gearing up for EoD but this is still a very bad story very badly presented. I was it wasn't though *sigh*
  3. Once again BG is brutalizing every other server put up against them cause they have 900 WvW guilds and actual 24/7 map queues. That whole fucking server needs to be broken in half, sick of the bandwagon ez-mode server being an issue for 9 years.
  4. Blobs. No matter what specs come and go the core of a blob is always the same; barrier, boons and stacked healing turning everything annoyingly unkillable facetanks with a backline of DPS. The scaling on all of this has always been a problem and always will be until Anet considers WvW it's own entity and not just an offshoot of PvP and tunes for it alone. Most of this is already annoying in PvP but there are counters, in WvW when you have 50+ players everything wildly scales out of control. The meta is stale and boring and not fun to play against or in.
  5. You don't win against them 1v1, end of story, you will never lock down good ones and it's incredibly hard to counter pressure them. Basically fight one only when you 2v1 or more vs them and even then at best you're going to drive them off.
  6. Whatever you play watch out for range, it's a huge problem on any spec.
  7. > @"Astralporing.1957" said: > > @"HotDelirium.7984" said: > > I don't think "abandoning" is the right term since it has such a negative connotation- like their actively fleeing it. They are able to see all the metrics behind what everyone is doing and what we are participating in. I have to assume they jump from content bundle to content bundle to try new things and keep the game fresh while weighing the pros and cons of not very popular content. I suspect we are done with raids. We might be done with Strike Missions too. I suspect we will get up to 25 fractals to fit in the 25 tierd levels (so 4 more) and that will be that at least in this iteration. As a game studio I think they have to constantly try to innovate within the bounds of their budget, time and technology. > It's more like whenever they get to the point where adjustments of any kind to old content would be required, because they didn;t get it perfectly right from the beginning, instead of trying to fix it they decide to abandon it and start over. Sure, at some point they might even finally get it right, but that would still leave a path of ruins behind. Ruins that will only scare any potential new players. > Additionally, notice how they specifically _didn't_ want anything like this in GW2 originally. They wanted all the content to remain "current" forever. And yet, they keep abandoning ideas left and right. As a result, the game, instead of being a well-designed coherent whole, is more like a hodgepodge of eclectic pieces held together by a duct-tape and spit. > > I don't personally like raids, i was against their introduction into the game, but i still think, that, since they are already there, they should _not_ be abandoned. If they cannot continue in their present form, perhaps some adjustments might be in order, but a complete abandonment of yet another part of the game is to the game's detriment. God, thank you nailed it, you articulated what I was going for far better than I did.
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