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blp.3489

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Posts posted by blp.3489

  1. > @"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.

    >

     

    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.

  2. 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.

  3. > 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.

  4. 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?

  5. 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?

  6. 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

  7. 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?

  8. 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.

  9. > 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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