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Rysdude.3824

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Posts posted by Rysdude.3824

  1. While I agree that WoD needed toning down, this nerf pretty much makes it obsolete. It already has a loooong cast time with a very noticeable tell, but now it also has a 1 second delay that will ensure that everyone has time to clear out of the bubble prior to any consequence. I mean, really?

  2. > @"joneirikb.7506" said:

    > > @"Israel.7056" said:

    > > > @"Gop.8713" said:

    > > > > @"Israel.7056" said:

    > > > > > @"Chaba.5410" said:

    > > > > > > @"Israel.7056" said:

    > > > > > > > @"juno.1840" said:

    > > > > > > > KDR is only half of the WvW game mode. There should be no reward for ignoring half of what you're supposed to do for a win.

    > > > > > >

    > > > > > > Last I checked kills accounted for a relatively small percentage of total points and it's entirely possible to win the week with a negative kdr so I don't think kdr is even half of what you're supposed to do for a win.

    > > > > >

    > > > > > PPT scoring is rewarded by the additional points you get for having upgraded objectives. The extra points given for taking upgraded objectives isn't enough to justify the grind to take them. I think that's one reason why PPT still beats out PPK.

    > > > >

    > > > > 100 percent. Structures upgrade automatically and upgraded structures can just sit there accumulating points for hours during low activity spots with zero interference whereas farming ppk takes a lot of time and effort and the people getting farmed can just peace out and go build siege and force attackers to endure hours of long sieges just to get one or two fights and ain't nobody got time for that.

    > > >

    > > > Yes, that's the problem. Ppl getting farmed aren't willing to stick around and get farmed. So inconsiderate . . .

    > >

    > > It's a problem if ppk is supposed to be an actual deciding factor in matches if people can just build siege and easily hide from fights.

    > >

    > > It's a problem if the winners are supposed to be the ones winning most of their fights.

    > >

    > > Its a problem because experienced ppt oriented players know that they don't actually need to be able to win fights to win matches so a lot of servers don't even try to fight much they just try to take stuff when everyone else is asleep upgrade them so they get as many points as possible and then defend them with siege and stalling tactics whenever they get attacked.

    > >

    > > This is the game were playing so let's not pretend fighting is half of what's needed to actually win when ppk is more like 10 to 15 percent of the total points in most matchups.

    >

    > You know, just an unformed idea in my head, but what if buildings slowly de-capped if you didn't have anyone around it (inside event range?)?

    >

    > I mean, that has the potential for so much problems, but could change the passive point gain a good bit. Or a slightly less version, don't have building upgrade unless there is a player within "range" or the upgrading pause.

    >

    > ---

    >

    > Or just have NPC's (centaur hordes or whatever) come and attack towers/keeps that's been undefended for 30+ min or something, just a method to return "passive" buildings to un-claimed.

    >

    > Depending on perspective, I guess this would create more "active play", though others might see it as more "passive play" for those would would be "stuck" defending objects for keeping them.

    >

    > People would probably end up focusing on a couple of keeps, and ignore the rest, and rather just karma train to take them back.

     

    Timezone coverage would still be the trump card it currently is.

     

     

  3. > @"TallBarr.2184" said:

    > > @"LaGranse.8652" said:

    > > Because the points gained for killing enemy players are less than the ones gained from holding structures?

    > >

    > > A server might have a higher k/d ratio however winning the open-field battle means nothing when the enemy just took control of your castle.

    >

    > But there are some servers who dont focus on capturing objects at all and only fight, atleast on EU. Wouldnt it be better to pair these servers together because they dont focus on objectives.

     

    You can’t pair servers because all the virtual warriors bandwagoned to the same server and now have no one to fight.

     

  4. > @"shadowpass.4236" said:

    > > @"skystorm.9280" said:

    > > > @"shadowpass.4236" said:

    > > > > @"Pterikdactyl.7630" said:

    > > > > Was Soulbeast ever advertised to be a petless ranger? As far as I'm aware this has just been a large portion of the community's assumption and expectation because of the merging mechanic. The design of Soulbeast is fine and I really don't think it needs pet swap in Beastmode. I don't think it would raise the skillcap of the spec considering you would be potentially/partially removing one aspect of micromanagement from the spec.

    > > >

    > > > Agreed. The Beastmode mechanic is fine as far as I'm concerned and doesn't need pet swap while merged.

    > >

    > > I was mulling over the thought of "what if there was a buff that increased something the longer you were in beast mode." Like every x amount of seconds you would get x seconds of fury, or some stack of might, or even exploring the thought of "if you merged with a power pet you not only get the stat stick attacked to you but might/fury buffs the longer you are in beast mode, if your in a defense pet youd get protection or stability, if your a heal pet youd get resistance and a small heal. I thought that would be too much like what guardians do with their virtues but yea some benefit to sticking in with your pet other than well all you get are these stats but it was a thought I dont think will happen but interesting to entertain.

    >

    > That's a pretty interesting concept.

    >

    > This buff should be tied to a trait though. I would change Eternal Bond into something like:

    > ________________________________________________________________________________________________________________________________

    >

    > #####Eternal Bond

    >

    > _Gain boons while in Beastmode._

    >

    > 1. Stout - Protection + (2) Stability + Retaliation

    > 2. Deadly - Fury + (3) Might + Quickness

    > 3. Versatile - Swiftness + Vigor + Alacrity

    > 4. Ferocious - Fury + (3) Might + Quickness

    > 5. Supportive - Regeneration + Resistance + Aegis

    >

    > - Boon Duration: 3 seconds

    > - Boon Application Interval: 10 seconds

    > ________________________________________________________________________________________________________________________________

    >

    > This way, you're rewarded for both merging and staying merged. The boon application interval is the same as the cooldown for Beastmode and the boon duration is kept short so (while still helpful) they can't have a permanent uptime even with max boon duration.

    >

    > Also, this would make Eternal Bond good enough to compete with Leader of the Pack for our grandmaster trait.

    >

    > I actually like this idea a lot. @"Ben Phongluangtham.1065" pls read ^-^

     

    +1 to this idea!

     

  5. > @"Levetty.1279" said:

    > > @"Kylden Ar.3724" said:

    > > Everyone in this thread must only play PvE... Power LB/GS Soulbeast was common in WvW and annoying to the whiners cause picking off slow/downed zerglings.

    > >

    > > This is a WvW whiner reaction.

    >

    > Maybe we play PvE only because Rangers only role in WvW is to pick off stragglers.

     

    No, it’s not. Rangers, both druid and SB, make exceptional roamers. We have our part in WvW.

     

  6. > @"OGDeadHead.8326" said:

    > > @"shadowpass.4236" said:

    > > 1. There are also people who complain about non-issues and try to get them nerfed.

    >

    > This. /thread

    >

    > It's like

    > "I don't use this skill, but I think it's too strong when others are using it, so nerf it!"

    > or

    > "This skill doesn't fit my vision of the game, so nerf it!"

    > or

    > "Too many players are using this skill - nerf it!"

    >

    > It's my way or the highway!

     

    Amen

     

     

  7. I think the 66% boon duration increase is a bit over the top and makes it easy to reach 100% boon duration with little sacrifice. I hardly think its a noob crutch though. It fits perfectly in the boon heavy meta and so easily countered.

     

    Also, your argument of it being not fun or challenging to fight against because its continously used off cool down can be applied to just about anything. Might not be fun for you, but you’re not the one playing that character. Next time, should whisper the one you’re fighting and ask them if it’s fun for them.

    Edit: spelling

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