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Svarty.8019

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Everything posted by Svarty.8019

  1. > @"lil muffin.1250" said: > i know this is petty but god i dont want my players to retreat i want them to charge. > retreat means we are always running away. sometimes we are running towards. > omg change this. Sounds good in theory, but why do work that's not needed when there's a tonne of stuff ~~not being~~ yet to be done that is?
  2. > @"Star Master.9051" said: > Green Border needs something done. The spawn point can be hit by Trebuchets but no counter siege can be placed to counter this or players spawn camping! Sounds like a bug that's blocking progress to me. ... might as well be an exploitable issue too... why not?
  3. > @"Threather.9354" said: > People just lack passion for the game. Playing the game all day just isn't fun anymore: balance is terrible, relinks are terrible, commanding is terrible, fighting meta is terrible. As a result, pugs are also terrible. You can't even siege/defend objectives and get lasting fights from it because it will always devolve into clouding. That's only because zergs are so big that everything blows up in a microsecond. The zergs/guilds are way too big because that's the way to optimise. It's just a case of commanders taking advantage of mechanics - mechanics which SHOULD be altered for the health of the mode. The secondary problem is that when things weren't as EASY for the giant zergs/guilds, there was a considerable amount of lobbying taking place on the forum in order to push the mode to it's current position.
  4. > @"PrinceValentine.9320" said: > Make sure to avoid rangers and thieves when you are at the squad's tail, as a minstrel chrono, you have no way to defend yourself. > > And some enemies might take you as the commander so you will get sniped non-stop when you are on a squad. And also unless the squad really knows you, they will not welcome you that much as opposed to being a Firebrand or a Reaper. :) **Don't be last. ** The last person always gets picked off. As mesmer you're traditional role is to provide Pulls (focus #4), Portals, Veil. If you need help with those things, ask another zerg mesmer. Good luck finding one, they're all gankers afaik.
  5. > @"Spook.5847" said: > > @"Svarty.8019" said: > > > @"Spook.5847" said: > > > > @"Threather.9354" said: > > > > **Following changes are necessary:** > > > > #Reduce passive defending: > > > > - Nerf claim buff to ground (especially movement speed), even replace whole claim buff with non-combat buffs like siege taking less supply to build and out of combat movement speed > > > > - Reduce gliding speed in combat or remove ability to glide in combat. Remove this toxic playstyle, there used to be massive negatives standing on the walls midcombat with pure caster builds like staff ele (and now dps guard). And now you could be fully wipe defenders that lose fight or escape on the wall, deservably. > > > > - Increase upgrade times of keeps and castles by 100% and 300% respectively while reducing incoming supply. No logic in every objective requiring same amount. > > > > - Fix packed dolyaks that they don't count towards 2 for the upgrade. But make them carry 4x supply to make up for the incoming supply nerfs. > > > > > > > > #Increase active defending: > > > > - Remove shield gens ability to block siege but instead make it pulse like 30% damage reduction that also affects siege > > > > - Increase siege damage to siege some because siege health got doubled vs siege for no reason in condi/crit change. > > > > - Increase health of upgraded walls/gates (was nerfed for no reason to make up for defensive powercreep by other things introduced with HoT) > > > > - Increase supply cost of guild golems to 80 > > > > > > > > So overall powershift in so that attackers take longer to breach outer and inner walls but if they manage to do, the fighting ground is somewhat equal outside defender having supreme stealth engages, ability to use keep portals and cloud in the lord room. You will maybe take the keep in 1 time out of 6, like in the past, not just get onepushed by equally strong group. And big nerf to clouding playstyle because reworking claim buff will mean one needs permaswift. > > > > > > > > And please, do not think these changes are unfair, they are for good of WvW and will affect enemy servers as well... > > > > > > This is exactly the opposite of what is needed. Making stuff actually hard to take is better - but add some bonuses too. Eliminate the horrifically vulnerable designs of the fortifications would be nice too (seriously - anyone who designs games like this should be required to study the history of true castle battles). Farms especially need some updates. No objectives should be soloable. Make siege immune to hand weapons, etc. Quit exposing cannons and other things to easy pickings - make them truly useful - and DEADLY. There needs to be a strong counters to blobs, and artillery fire should be one of them - just as it is IRL. Eliminating the ability to treb keeps from other keeps is also a must. > > > > > > It's funny how you say it's "the opposite of what is needed" and then go on to make other positive suggestions that could be ADDITIONALLY altered. There's no need for the hard "no" at the start of your post. > > > > The hard no is why we get no updates ever. The devs think we don't agree on what we want. > > > > They don't have to go nuts to bring back defending. ACs could go back to hitting more targets instead of 15. Manning oil could give you "Determined" buff, like being in spawn (you can still be pulled, so you'd probably need perma-stability, too, while manning it). These easy, small changes could have a great impact AND shake things up again. > > Small changes will not cure what is basically terrible design overall. It is also clear that the policy is to encourage blob warfare mechanics/tactics/power, which I strongly disagree with. But, we keep hearing about how this company cannot do things due to not being able to read and write their own code, so i guess the argument is pretty academic in the face of that admission (or excuse, however one wishes to interpret it). We have some new games dealing with siege on the horizon now - maybe those will do a better job. I concur with much of that, but I won't give my opinion because... well.. you know.. the walls have ears and all that, [nudge nudge, wink wink, say no more]( ). And yes, it's exciting to see that even outside GW2, the enthusiasm for WvW-style gameplay has influenced other great developers!
  6. > @"Weerus.3701" said: > Hello, I'm playing since 2012, but I've been mostly focusing on fractals and what time I had left I raided or sPvP. I never basically played WvW besides initial try years ago, and I'm itching to give it another go. > > What would you suggest new WvW player like me to play. Which class? Which build? How to even go about WvW, what to do there. Some simple direction guides :P > > My main is Mirage and I recently made HFB since coming back after years of pause. I can probably create and ascended equip any class, but I would like some imput on what and how to play :) #Get ready to die. A lot! Understand that your server has cycles of population now. So there will be times when you get utterly demolished by opponents - this is my favourite time to play. Small victories in a time of despair are more interesting than rolling over enemy stuff with a giant zerg. But I'm getting ahead of myself; First, press B on the left press the bottom icon This will show you your #World vs World ABILITIES Aim to get 1 point in gliding, then 1 point in Warclaw, then 4 points in provisions mastery ->F2P players start here Guard Killer Defense Against Guards Things that involve Supply Siege stuff last of all - don't man siege if someone else can do it - they are probably higher rank than you and have these masteries that buff their effectiveness. Now, that's in an ideal world, but you are curious about siege and they are weary veterans who have done it a zillion times, so by all means jump on the siege and use it, but don't waste your points in mastery ... until last. #SUPPLY Supps are the lifeblood of the WvW game. You do everything with supply. So try to make sure you have some. If you stand near a tower, keep, camp (henceforth referred to as Objectives) you should look in the top right corner of the screen - it says "Supply in Depot". When you press F while standing near the big pile of boxes, you collect supply. You can see how much supply you are carrying - it's that number at the top of the screen next to the barrel. The other numbers are score and tick timer. #SCORE The score has evolved over the years to mitigate giant spikes of activity (also known as night capping). So the things that display the score are a bit all over the place. In addition to PPK (points per kill), you get score by PPT (points per tick) - ofc PPKers tease PPTers, but we secretly know they need each other. Here is how PPT works; If you hold an objective, you get points every few minutes for holding it. Simple! If you put your mouse pointer over the number at the top of the screen a dropdown shows a summary of the number of objectives each team has. When you press B, the default pane is the pie chart. Next to the pie chart are the scores... On the right is Warscore. When the TICK timer drops to 0, the points at the top of the screen are added to the warscore. When the SKIRMISH TIMER (also at the top of the screen in small text) hits zero, the team with top warscore gets 5 VICTORY POINTS, second gets 4, third gets 3. Those VICTORY POINTS are added to the score on the LEFT of the pie chart. Whoever has most victory points at the end of the match is the winner. #LADDER The ladder is a secret list of Worlds. This ladder is ONLY available on [third party websites.](http://gw2stats.com/matchups) When you win a matchup, your World goes UP the ladder! When you lose a matchup, your team goes DOWN the ladder. If you don't do either, you remain in your current tier. (if you lose in the bottom tier you remain in bottom tier, if you win in top tier you remain in top tier) NOTE: Tier 1 is not always the most fun! #Voice Comms Probably the best thing you can do to improve your gaming experience is to join a voice comms team (you don't have to talk, just type responses in chat, people are understanding if you're shy or mute or have no microphone). Voice lets you hear the intentions of the commander, listen to real humans - the difference between listening and reading emotionless text is phenomenal. That's the basics of the game, you should probably just follow a commander tag at prime time. Good luck. Ask for help in /team chat. There's often someone who wants to show a newbie around.
  7. > @"Spook.5847" said: > > @"Threather.9354" said: > > **Following changes are necessary:** > > #Reduce passive defending: > > - Nerf claim buff to ground (especially movement speed), even replace whole claim buff with non-combat buffs like siege taking less supply to build and out of combat movement speed > > - Reduce gliding speed in combat or remove ability to glide in combat. Remove this toxic playstyle, there used to be massive negatives standing on the walls midcombat with pure caster builds like staff ele (and now dps guard). And now you could be fully wipe defenders that lose fight or escape on the wall, deservably. > > - Increase upgrade times of keeps and castles by 100% and 300% respectively while reducing incoming supply. No logic in every objective requiring same amount. > > - Fix packed dolyaks that they don't count towards 2 for the upgrade. But make them carry 4x supply to make up for the incoming supply nerfs. > > > > #Increase active defending: > > - Remove shield gens ability to block siege but instead make it pulse like 30% damage reduction that also affects siege > > - Increase siege damage to siege some because siege health got doubled vs siege for no reason in condi/crit change. > > - Increase health of upgraded walls/gates (was nerfed for no reason to make up for defensive powercreep by other things introduced with HoT) > > - Increase supply cost of guild golems to 80 > > > > So overall powershift in so that attackers take longer to breach outer and inner walls but if they manage to do, the fighting ground is somewhat equal outside defender having supreme stealth engages, ability to use keep portals and cloud in the lord room. You will maybe take the keep in 1 time out of 6, like in the past, not just get onepushed by equally strong group. And big nerf to clouding playstyle because reworking claim buff will mean one needs permaswift. > > > > And please, do not think these changes are unfair, they are for good of WvW and will affect enemy servers as well... > > This is exactly the opposite of what is needed. Making stuff actually hard to take is better - but add some bonuses too. Eliminate the horrifically vulnerable designs of the fortifications would be nice too (seriously - anyone who designs games like this should be required to study the history of true castle battles). Farms especially need some updates. No objectives should be soloable. Make siege immune to hand weapons, etc. Quit exposing cannons and other things to easy pickings - make them truly useful - and DEADLY. There needs to be a strong counters to blobs, and artillery fire should be one of them - just as it is IRL. Eliminating the ability to treb keeps from other keeps is also a must. It's funny how you say it's "the opposite of what is needed" and then go on to make other positive suggestions that could be ADDITIONALLY altered. There's no need for the hard "no" at the start of your post. The hard no is why we get no updates ever. The devs think we don't agree on what we want. They don't have to go nuts to bring back defending. ACs could go back to hitting more targets instead of 15. Manning oil could give you "Determined" buff, like being in spawn (you can still be pulled, so you'd probably need perma-stability, too, while manning it). These easy, small changes could have a great impact AND shake things up again.
  8. > @"moony.5780" said: > So....MMORPG means "massively multiplayer online role-playing game". But are you happy or not happy to meet other play in open world? And why? If u r not happy, what changes do u suggest? (only gw2 experience) I mainly play in a party. Im mainly happy to see other player in open world because... World vs World baby! We play **TOGETHER**! Teamwork! #MassivelyMultiplayer
  9. Ehm... What if they're trying to fix exploitable issues? Do they tell us there are 20 exploitable issues to encourage nefarious people to look for them, especially if they've previously revealed that the team is extremely small? On the other hand, what if they've got a BIG team, and aren't fixing bugs to your expectations? What then? It seems silly to be transparent on this issue.
  10. > @"Threather.9354" said: > **Following changes are necessary:** > #Reduce passive defending: > - Nerf claim buff to ground (especially movement speed), even replace whole claim buff with non-combat buffs like siege taking less supply to build and out of combat movement speed > - Reduce gliding speed in combat or remove ability to glide in combat. Remove this toxic playstyle, there used to be massive negatives standing on the walls midcombat with pure caster builds like staff ele (and now dps guard). And now you could be fully wipe defenders that lose fight or escape on the wall, deservably. > - Increase upgrade times of keeps and castles by 100% and 300% respectively while reducing incoming supply. No logic in every objective requiring same amount. > - Fix packed dolyaks that they don't count towards 2 for the upgrade. But make them carry 4x supply to make up for the incoming supply nerfs. > > #Increase active defending: > - Remove shield gens ability to block siege but instead make it pulse like 30% damage reduction that also affects siege > - Increase siege damage to siege some because siege health got doubled vs siege for no reason in condi/crit change. > - Increase health of upgraded walls/gates (was nerfed for no reason to make up for defensive powercreep by other things introduced with HoT) > - Increase supply cost of guild golems to 80 > > So overall powershift in so that attackers take longer to breach outer and inner walls but if they manage to do, the fighting ground is somewhat equal outside defender having supreme stealth engages, ability to use keep portals and cloud in the lord room. You will maybe take the keep in 1 time out of 6, like in the past, not just get onepushed by equally strong group. And big nerf to clouding playstyle because reworking claim buff will mean one needs permaswift. > > And please, do not think these changes are unfair, they are for good of WvW and will affect enemy servers as well... Great post, completely agree. These posts would certainly change the way fights around objectives would occur. Reverting the wall nerf would be a giant leap forwards. I feel that pulls might need nerfing, too - or some way to access to stability for defenders, since standing ANYWHERE on a wall gets you pulled nowadays (see the Twitch video where Iraneo is surprised by how far an engineer pulls him). I love the dolyak suggestion, I'd also add this (though it doesn't involve the OP's subject); Armoured Dolyaks should be permanently invulnerable.
  11. > @"AliamRationem.5172" said: > I'm not a big fan of world bosses. They are visually impressive, but 50 people stacked in a pile beating on a dragon's toenails just doesn't do it for me. I agree. That stuff looks ridiculous. It's 2021. Arenanet, please do your part in making the future look right! > @"AliamRationem.5172" said: > The sounds and animations in this game are pretty terrible, too, aside from the voicework and music. I'm a fan of the GW2 audio people. I think some of the weapons could do with a refresh, though. I think the mount animations were "[really, really good]( )", but I'm not so sure about what else we've seen - imagine if players could clap! OMG! Emotes? It's 2021, we had games with far more animated emotes ... FIFTEEN years ago! > @"AliamRationem.5172" said: > You definitely can't see anything once you get a group above about 10 people and the seamless cooperation between players often makes it so that you don't even need to because any damage you take is instantly healed and you're covered in boons to handle everything else. Just hack away and win! I don't see this resolving itself without a gigantic balance patch on every class and ability to nerf boons. Unless they just make boons just plain worse across the board. So each boon does less of whatever it does, or gets changed to do something else. I bet they do that in EoD. I also expect new enemies that do rapid multi-strikes to make aegis spam ineffective. It's the age old story of nerfing what currently exists to add new things that are way more powerful - buy the expac or remain weak. "Weak? I was strong just before..." ... ye.. that.
  12. The situation that the OP is describing is where the sides have a similar number of players, but one is inside the building and the other is attacking, I think. So what you have is a bunch of guys going afk and falling asleep while catapulting and another group who have an aura buff and a stationary enemy. It seems that the defenders _should_ win that scenario. I call it defending by attacking.
  13. > @"Firebeard.1746" said: > I think I made a paltry 2-3g off of my smaller envelopes I got from doing the race and lighting events each day. I was probably spending 40 mins a day on this festival and only getting a few extra gold per day. I probably could have made up the difference by running fractals or being super focused on better metas (and could have made close to half, if not more, just buying the 8 envelopes and being done with it). > > I feel like I could easily make more cash grinding just about any other festival, and that's disappointing, especially with the effort of completing SW metas and going through the trouble of buying & gathering all those buffs from my bank, guild traders, etc. I feel like the fully boosted profit should be the base profit and it goes up from there. You think *that* was Meh ... wait until you see the other festivals! Don't get me wrong, I appreciate that there's "something different to do" every now and then, but it's never going to be a better way to grind gold than a finely honed method you use every day. I would suggest playing for fun and taking the gold as a nice benefit, rather than expecting better currency rewards than a regular activity. I get it, there's an oriental gambling culture that this festival is themed after - fair enough, but we all know gambling never pays and I think a miserly reward is Anet's way of reminding us of that.
  14. > @"kamikharzeeh.8016" said: > and most guilds aren't fielding more than 25-30 people on their guildruns, so not sure what u refer to by "giant guilds" @"Svarty.8019" Well ye, I'm not talking about "most guilds", I'm talking about the giant ones, and, if you haven't noticed, there are more of them than there were.
  15. Nobody is tagging up because commanding atm is extremely difficult and (on our server at least) barely anybody joins open squads anymore. Expanding on that, Guilds are gigantic these days as people aren't finding the action they want in PUG squads, so they join a guild. PUG Commanding is difficult because; * not enough people join PUG squads because they get the action they want from their guild, and, * with the significantly smaller group (AND lack of guild discipline*) they will get annihilated. So PUG commanding doesn't happen - commanders have given up on that, and so have the potential PUGs. What you get now is an intense period of guild gameplay at primetime followed by vast periods with barely anybody playing on at least one of the servers in the matchup, if not all of them. # BlameGuilds. *guild discipline: Guild commanders have more disciplined players because they can threaten them with expulsion.
  16. Do you know what the counter to blob sustain was? Mount stomps! But nooooooo, a portion of the players didn't want that anymore, so it had to go. ... just the facts. I suggest a petition to bring it back! /signed - let's go!
  17. > @"hugo.4705" said: > What kind of maps are missing in gw2 to you? WvW maps..
  18. > @"Bellbirds.1679" said: > > @"Astralporing.1957" said: > > > @"Bellbirds.1679" said: > > > > @"Astralporing.1957" said: > > > > > @"Svarty.8019" said: > > > > > > @"Bellbirds.1679" said: > > > > > > GW2 started off fairly similar, > > > > > > > > > > GW2 started off with a [baseball cap](https://wiki.guildwars2.com/wiki/Celebration_Hat). Just saying. > > > > And [The Moot](https://wiki.guildwars2.com/wiki/The_Moot). And the [rainbow unicorn-shooting shortbow](https://wiki.guildwars2.com/wiki/The_Dreamer). You can't forget those. > > > > > > > > > > At the time these were extremely rare. I went months before I even learned they existed. > > I'm quite sure i saw someone waving double moots in one of the cities even before southsun update. Although you are right - at the time people preferred to burn other people's eyes out with male charrs in pink dresses meta. TBH, i'm not sure if one is an improvement over the other. > > > > > > Arguing about whether things of this type existed at launch is irrelevant. But the thread is called "The aesthetic of GW2 has become compromised", suggesting that once upon a time it wasn't a flashy mess.
  19. > @"Will.9785" said: > I agree that something needs to be done. Its blatant market manipulation by 1 or 2 guilds with very rich players (i.e. hundreds of thousands of gold). > > This is harmful to the game in the long run. A new player would instantly be turned off by this if they wanted to go for a legendary. It puts what is already a daunting task for many players even further out of reach. Many may not find it worth the effort and leave the game. People need long term goals like this to stay invested in the game but they need to be reasonably within reach. The carrot on the stick approach only works if the person chasing the carrot actually believes they can get it. > > A price of 2-3 gold is not fine. You need around 500 for gen 2 legendaries. That's over 1k gold JUST for the coins. > > Even if you feel like 2-3 gold is fine, at what point does it start to become a problem? Because it can/will reach 3-5 gold before you know it given the manipulation we are seeing right now. The whales are trading in legendary weapons. That's their currency. So mystic coin price will be affected by that. The mystic coin price is also affected because it's a store of value. Why hold gold? It's a garbage currency. Supply of mystic coins is limited, as others have said, so it's price shouldn't fluctuate with market whims.
  20. If you play the music in the OPPOSITE PHASE simultaneously, you won't be able to hear it. Hashtag NoiseCancelling.
  21. > @"dylanirwin.6249" said: > maybe the WvW balance patch will come when they release alliances. xd Let's be positive. It's bound to come at [sOME](http://umsu.unimelb.edu.au/wp-content/uploads/2015/02/UHT_waitingforgodot2_670x334.jpg) point.
  22. Here is an outline of WvW in the EU 2021. I hope it helps you make your decision: * Most people only play for a few hours at prime time. So guilds just tend to neutralise each other at that point. * After prime time, a night capping guild will have little/no opposition and can take several skirmishes just by staying up late. * Of course, some servers have groups of people (not always guilds) in the super-early morning and win skirmishes that way. * Most of the impact comes from affecting things when the enemy has a small population and crucially, no commanders.
  23. > @"Dawdler.8521" said: > > @"Yasai.3549" said: > > Decreasing map size could work. > > The entire Ruins area takes up 30% of the map for no reason. > Scaling the map is not an option either. That's a new map because people arent exactly talking about adding a bush here and there, > It's funny you should mention that. I think one reason the red map failed was the collision detection on exposed roots and bushes. Just turn it off, please!
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