blp.3489
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Posts posted by blp.3489
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> @"Dawdler.8521" said:
> > @"blp.3489" said:
> > I guess I'll eventually get used to it but it just seems like unnecessarily bad design.
> No, what you describe is unnecessarily bad design, because we've already gone through this - WvW had the color setup exactly like you describe at launch. It was changed to the current color system because it's a better design and allow you to identify servers by color.
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I would have thought that if everyone on your own server team saw the same colors that would be good enough for communications, I'll take your word for it that you need to identify servers to people on other server teams and that using additional colors is also a bad idea.
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I'm a relative newbie and its my first time having desert border lands as my home map and red as my home color, and it's very disconcerting to have both enemies and allies that are red and green (e.g. friendly dolyak with green text and red icon or enemy dolyak with red text and green icon), not to mention squad members being blue, the same as enemies. (Slightly different blue I know.) Couldn't there be more than three colors used, reserve red for enemies, reserve blue for squad, reserve green for allies? Or just make the colors view-specific, e.g. allies are always green. People on different teams would have different colors displayed but so what? I guess I'll eventually get used to it but it just seems like unnecessarily bad design.
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I'm just an inexperienced newbie but I have to say that watching the first of those videos was more a lot more interesting than what I generally see. I don't think anyone reasonable would complain about overly prolonged stealth there. It's fun to see a prolonged back and forth instead of people being instantly "bursted down".
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What amazes me about that video is how little damage you take, even diving into the enemy zerg.
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For Fort Aspenwood you might find this helpful:
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> Not having gliding available outside your territory would make that hard to play, depending on the map structure that is.
I think they should add a map where gliding and all the PVE mounts can be used, with terrain that's designed with that in mind, and with appropriate defense mechanisms.
Maybe the mounts can only be gotten from stables, like the loaner mounts before you get your mount license in PVE, that you therefore want to protect, and you have to go back to after you dismount.
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I think this game mode really needs some aoe attacks that work on a small area but affect everything in that area. Something that can be used on zergs that crazy stack.
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The Core Signet Roamer build on Metabattle uses the Plague Signet but after trying it out I'm not sure why one would want to. Yes, you get a condition clear/transfer every 45s but you also soak up all the conditions from allies. I thought that was kind of a nice support role for group play, but in my experience was just a recipe for spontaneous combustion and movement impairment, usually ending in death due to getting caught and beat upon by the enemy. While there is some satisfaction to the condition transfer, the 45s cool down means I'm usually dead before I can use it a second time. Am I missing something?
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On sigils that activate on interrupt, does that mean just using a skill that can interrupt or does the target have to be in the middle of a skill that you actually interrupt?
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"In-combat stealth is useless"
"Is not"
"Is too"
"Is not"
...
Hasn't his gone on long enough?
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I have to say that it is mildly annoying when they jump up and down on your body after a 7 vs 1 "fight".
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Like I said, I'm a newbie, but is passive perma-retaliation a thing? Isn't it something that you have to proc at some expense? How many members of a zerg can have retaliation at any one time? Even in a zerg that is actively trying to maximize retaliation what realistic percent of the players have retaliation at any one time? My intuition may be off but I would think it would be very very rare for an aoe to hit 5 players who all have retaliation at the same time. And if players with retaliation are dashing into your aoe isn't that an active tactic? Isn't there a bit of "I should be able to afflict my massive damage skill on your zerg without there being any chance of blowback" here?
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I think "reanimation" would be the way to go. You create minions by reanimating things you have killed. The amount of life force needed depends on the level of the creature/player. If a minion is killed you can reanimate it again, if you have enough life force. The very simplest case would be the reanimated corpse attacks like it has been taunted, but you specify the target. It seems like it would be reasonably easy to implement and consistent with existing mechanisms.
More complicated control systems are possible of course.
P.S. See the web comic "solo leveling" for inspiration. sololeveling dot net
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Sometimes when I pull up the wvw wx/ability panel some of the masteries that I have allocated points to show has no points allocated. If I close the panel and open it again they are there again.
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Excuse my newbie ignorance but:
If attacks can only hit 5 people what percentage of those are likely to have retaliation and how much retaliation damage can that generate? Can retaliation blowback exceed the damage applied? If not, is it really that unreasonable that a player ought to be able to take at least a fraction of damage they are giving out? It seems like retaliation is a check on "full glass" builds... For projectile attacks, isn't reflect the same but worse?
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I'm confused, are a large percentage of condition necros and fire guards running power builds?
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Apparently it happens after a new build and rather than waiting you need to restart. Kinda wish it said that in the message you get.
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What is this "matches being updated" that won't let me play and has locked me out for a lot more than "a few minutes"?
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From the balance notes:
> Counterplay is important. Skills that have a major impact on an enemy player should allow that player the opportunity to react, which means that we want to avoid instant skills that do large amounts of damage or hard cc.
I think this explains why I find stealth frustrating.
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I'm not really serious but it would be kinda cool if every week the all players got to vote on one or two classes/mechanics/builds/whatever to ban from wvw for the week. With enough players participating it might give real insight into what classes/builds are truly problematic. Whether you could accurately specify specific builds to ban or not I'm not at all sure. I'm sure there is no chance whatsoever of this happening but I like the idea.
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> If you are a vulnerable class with few blocks and invuls (read: necro), then it is your job to AVOID open ground. If a pew pew finds you and you aren't paying attention, you will probably die especially if anything adds to the fight.
I am playing necro and I never thought about terrain very much so thanks for this. Thanks for your entire post actually.
> You should always know the panic buttons of your builds.
I am slowing getting better at using the worm and the spectral walk to make escapes. At this point I'm mostly happy to just escape let alone win fights.
Players that materialize out of stealth, clobber me, disappear again, repeat... I really don't know how to handle. The other day I got clobbered by a deadeye that appeared, hit me with 4 5k damage plus cripple skirmisher's shots, and then another for 3k. I guess I'm slow but I get so busy clearing conditions that I'm a sitting duck. I just put sigils of cleansing on my weapons, which helped somewhat, at the cost of damage.
Having gotten to enjoy the downed life leech skill in PVE it seems half my opponents stealth before doing a finisher, negating it entirely.
Opponents that here then there then somewhere else I don't know what to do with.
I bought two new character slots during the recent sale so I'll create characters of a couple more classes, although that isn't a quick process. I still think that someone putting together a basic tactics for fighting different classes/mechanics would be doing new players a huge favor, and maybe keep more of us newbies playing wvw.
Anyway, thanks again.
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Has anyone seen guides on how to fight against/survive various classes or mechanics? I have no idea what to do when attacked by players using stealth or that teleport all over the place such that I can't get any hits in. Especially when conditions are overwhelming my cleansing options.
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> heck even let you escort dolyaks for increasing their speed!
Having the dolyaks match the speed of the player when escorted would make escorting them less painful than having to match their speed, and would make escorting more rewarding. Having the warclaw speed buff apply to dolyaks would be really excellent.
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Another track could give you food and banners and similar.
What to do with excessive amounts of WvW currency & tokens & emblems?
in World vs. World
Posted
Being able to spend it on the potions that advance the reward track would be nice, and wouldn't have much in the way of side effects.