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gavyne.6847

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  1. > @"LetoII.3782" said: > > @"gavyne.6847" said: > > 20-25 players > > You're self limiting due to your guild's size. > try running less people if you _actually_ want more fights. > Used to run 15-20, but more and more guilds run 30+ now it becomes harder to stay small. Times have changed, seems like skilled players are consolidating into less guilds on less servers, hence creating this problem. When facing certain servers you are expected to fight multiple guilds running 25-30+ next to each other, which makes it even harder for you to compete as a small group.
  2. What makes WvW stale is you take a squad of 20-25 players out there to raid for 2 hours, and finding no good guild groups to fight. You end up either ending raid early or run around chasing cloud or banging your head into siege filled T3 keeps that are not possible to break. Due to the tiered system, this happens way too often. There are only a handful of servers that have enough guild groups to fight during NA. And they are all spread out in different tiers, giving you potentially weeks of boring matchup before you finally find one matchup with good NA content. There are too many servers that have only offhour or odd hour content. There's nothing more frustrating than having people show up wanting to play GW2 WvW, but having no content to fight other than cloud or frustrating siege filled keeps. Or there is content, but they are on a queued map that you can't move your guild onto. So again, people log frustrated and slowly become uninterested in GW2. The key to fixing WvW staleness is to simply give me content to fight, don't make me waste 2 hours looking for content. None of the ideas posted in the original post would solve this problem. Sure, change up the meta, tweak balance, etc.. are all no brainers that the devs should already be doing. But too often you could spend weeks stuck in boring matchups. This has to be fixed, server stacking only makes the issue worse as there are now less servers with competitive content to make raiding daily worth while.
  3. Doesn't matter how much Tempests cleanse, Scrappers flip everything they cleanse into boons thanks to Purity of Purpose. So even if a Tempest is "competitive" with Scrappers, it doesn't matter, Scrappers still win due to the single fact that they keep your whole squad with a full bar of boons with their cleanses. Why take a class that erases condi's when you can take a class that turns all the condi's into boons? Simply you wouldn't. A nerf to Purity of Purpose would bring Tempests back into meta. Tempests already got their 10 target shouts slapped. We're all waiting to see what Anet is going to do with their rumored 2nd round of support balance nerfs. Until then, if you want to play useful meta support, go with either a minstrel firebrand or support scrapper.
  4. Purity of Purpose is the main issue with scrappers, it's too op to not carry 1 scrapper per party. Even if another class, such as Tempest, get anywhere near a scrapper's cleanse numbers, the scrapper is still better because all those cleanses are flipped into boons. A scrapper hits 1,000 cleanse? That's 1,000 boons the scrapper just gave to his/her party. Where as Tempest simply cleanse, there are no boons coming out of the cleanses. Not to mention scrapper's sneak gyro which is very valuable in WvW. But the main reason why scrappers are preferred over others is how their cleanses turn condi's into boons. There was a time when you could say "but Tempest can 10 target..." but that already got nerfed. An adjustment to Purity of Purpose is long overdue.
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