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So, the change to mount stomp seems reasonable..


LetoII.3782

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> @"Turkeyspit.3965" said:

> > @"Dawdler.8521" said:

> > > @"SWI.4127" said:

> > > It was a low-skill cheese mechanic.

> > And yet people cry loud about removing downstate alltogether which by definition would be the same low-skill cheese mechanic since the end result is the same thing - you instantly die when going down.

> >

> > The forum is so amusingly contradictory at times.

>

> Yes, an instant stomp using a 8k health CC immune mount moving at the speed of swiftness is totally the same thing, and requires exactly the same amount of coordination and skill as converting downed players with cleave or regular stomps.

 

For too long gankers have used "skill" as justification for changes in this game. NORMAL unskilled players should be able to play too! Using "skill" as a crutch, a fallback for every argument just doesn't do the game any favours. Who wants to play a game where only the most skilled people can have fun playing it? That's silly, it's elitist and it makes the game unappealing. No wonder WvW isn't as popular as it could be, when the developers constantly bend to the whims of elitist gankers.

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They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

 

In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

 

I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

 

On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

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> @"Brujeria.7536" said:

> They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

>

> In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

>

> I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

>

> On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

 

Actually, the better question is: why does this studio continue to ignore the reality that they do not conduct sufficient testing for any new content they release?

 

When you look at the Warclaw today, all changes made except Lance were suggested within the first few days of the mount going live, and while some commented about the speed you could travel in home territory as being excessive, we didn't have enough time to see the impact of defenders returning from spawn so quickly, so many just shrugged it off.

 

It took 13 months for ANET to address issues the player base largely agreed on after only a few days of play.

 

Superior Battle Maul went live being capable of hitting 10 targets (!), and ANET implemented a fix 1 day later reducing it to 5. To this day, I don't understand why it went live with 10 targets in the first place. An oversight / error on their part? Or did they just not realize that 10 targets was way overboard, and it took 10 hours of playtime with the community for them to see it?

 

In the end it's all about perception. If we were back to March of 2019 and the mount went live, as is, I think most people would see it as a positive addition; certainly a higher percentage than those who actually did because the mount wouldn't be as OP and had some actual counters (lance, 5 seconds dismount cooldown, etc). But when you compare this Warclaw to last year's, sure it looks like a pale shadow of itself - but that just shows you how some elements were overtuned in the first place.

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> @"Brujeria.7536" said:

> They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

>

> In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

>

> I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

>

> On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

 

You can't be serious about mount stomping taking skill. A thief hanging in the back can just instantly Shadowstep away and stealth no matter how big the group he does it into because Instant Reflexes and Dagger Storm exist. Necro could precast Spectral Walk inside a structure, mount up and stomp then instantly port back with zero chance of stopping them. Mount stomping was the most brainless BS there was to WvW, get out of here with that nonsense.

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> @"Turkeyspit.3965" said:

> > @"Brujeria.7536" said:

> > They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

> >

> > In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

> >

> > I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

> >

> > On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

>

> Actually, the better question is: why does this studio continue to ignore the reality that they do not conduct sufficient testing for any new content they release?

>

> When you look at the Warclaw today, all changes made except Lance were suggested within the first few days of the mount going live, and while some commented about the speed you could travel in home territory as being excessive, we didn't have enough time to see the impact of defenders returning from spawn so quickly, so many just shrugged it off.

>

> It took 13 months for ANET to address issues the player base largely agreed on after only a few days of play.

>

> Superior Battle Maul went live being capable of hitting 10 targets (!), and ANET implemented a fix 1 day later reducing it to 5. To this day, I don't understand why it went live with 10 targets in the first place. An oversight / error on their part? Or did they just not realize that 10 targets was way overboard, and it took 10 hours of playtime with the community for them to see it?

>

> In the end it's all about perception. If we were back to March of 2019 and the mount went live, as is, I think most people would see it as a positive addition; certainly a higher percentage than those who actually did because the mount wouldn't be as OP and had some actual counters (lance, 5 seconds dismount cooldown, etc). But when you compare this Warclaw to last year's, sure it looks like a pale shadow of itself - but that just shows you how some elements were overtuned in the first place.

 

Well it could have gone either way. There have been numerous posts about Downstate in WvW is a bad idea for example - its still there. By making the downed stomp strong they could "ease" the pain of downstate by being able to get rid of a lot of downed bodies easy. Maybe that was there intention? You dont know how the players would ultimately react. It could have worked, but it didnt. But it was way more fun.

 

On the opposite site, i think the situation people complain about the most since release is thief and the very very poor and toxic implementation of stealth - yet after 8 years we still have this burden. They also made a choice here, even though we dont like it.

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> @"CutesySylveon.8290" said:

> > @"Brujeria.7536" said:

> > They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

> >

> > In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

> >

> > I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

> >

> > On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

>

> You can't be serious about mount stomping taking skill. A thief hanging in the back can just instantly Shadowstep away and stealth no matter how big the group he does it into because Instant Reflexes and Dagger Storm exist. Necro could precast Spectral Walk inside a structure, mount up and stomp then instantly port back with zero chance of stopping them. Mount stomping was the most brainless BS there was to WvW, get out of here with that nonsense.

 

Thief in WvW is and always has been broken for the reasons you mentioned. The stomp only amplified this issue even more.

 

Also for the necro cases: you need to walk within a limited time and you also need to time it so that there are actually downstates when you arrive and are ready to stomp. You could either be bad on timing, having no port back and get screwed, bad timing with the skill expiring, ultimately wasting a stunbreak. So unless the fight is like right next to the keep it actually takes a bit more coordination.

 

But also, it was balanced since you could SEE it coming from far away and you can demount by damage if you react. The player doing the stomp is also not participating in generating downed people in the first place, so you always fight with less players waiting on mount, so thats a handycap.

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> @"Brujeria.7536" said:

> > @"CutesySylveon.8290" said:

> > > @"Brujeria.7536" said:

> > > They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

> > >

> > > In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

> > >

> > > I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

> > >

> > > On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

> >

> > You can't be serious about mount stomping taking skill. A thief hanging in the back can just instantly Shadowstep away and stealth no matter how big the group he does it into because Instant Reflexes and Dagger Storm exist. Necro could precast Spectral Walk inside a structure, mount up and stomp then instantly port back with zero chance of stopping them. Mount stomping was the most brainless BS there was to WvW, get out of here with that nonsense.

>

> Thief in WvW is and always has been broken for the reasons you mentioned. The stomp only amplified this issue even more.

>

> Also for the necro cases: you need to walk within a limited time and you also need to time it so that there are actually downstates when you arrive and are ready to stomp. You could either be bad on timing, having no port back and get screwed, bad timing with the skill expiring, ultimately wasting a stunbreak. So unless the fight is like right next to the keep it actually takes a bit more coordination.

>

> But also, it was balanced since you could SEE it coming from far away and you can demount by damage if you react. The player doing the stomp is also not participating in generating downed people in the first place, so you always fight with less players waiting on mount, so thats a handycap.

 

Newsflash, mesmer can do the same things thief can and both can portal away after stomp as well. Mesmer is one of the weaker classes but it still abused mount stomps.

 

Spectral Walk lasts 10 seconds and not only does the mount have Sniff for free all enemy radar, but the regular radar shows down on the minimap at all times so there is a whopping 0 thought needed to find downs within those 10 seconds. You don't even need to go to a structure, just far away enough that you break combat and remount to run away. If you messed up a Spectral Walk cheese stomp with necro, that is 100% your fault because it was super easy. Other classes had their BS ways of getting away from combat after stomping too.

 

What in the world kind of nonsense is it to say it's balanced because you can see someone coming for the stomp? Name a single class that could dismount someone while downed? None? How about the rest of the people? You have total CC and movement condi immunity with two long reaching dodges that can close stomp distance to make that 'balanced' stomp a one sided cutscene of the person down being dead. In other words, that statement was pure dribble.

 

There are plenty of groups/guilds that take on groups far larger than them and deal with their own going down with organized rezzing or revive skills like Mercy Signet. Mount stomp negatively impacted them because they could already be outnumbered and have enemies waiting on mount to stomp then join the fight that's even more outnumbered now. This nonsense favors the bigger groups that have enough players to both fight and camp mount waiting to stomp.

 

Mount stomp was the most brainless thing added to WvW. Good riddance.

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> @"CutesySylveon.8290" said:

> > @"Brujeria.7536" said:

> > > @"CutesySylveon.8290" said:

> > > > @"Brujeria.7536" said:

> > > > They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

> > > >

> > > > In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

> > > >

> > > > I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

> > > >

> > > > On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

> > >

> > > You can't be serious about mount stomping taking skill. A thief hanging in the back can just instantly Shadowstep away and stealth no matter how big the group he does it into because Instant Reflexes and Dagger Storm exist. Necro could precast Spectral Walk inside a structure, mount up and stomp then instantly port back with zero chance of stopping them. Mount stomping was the most brainless BS there was to WvW, get out of here with that nonsense.

> >

> > Thief in WvW is and always has been broken for the reasons you mentioned. The stomp only amplified this issue even more.

> >

> > Also for the necro cases: you need to walk within a limited time and you also need to time it so that there are actually downstates when you arrive and are ready to stomp. You could either be bad on timing, having no port back and get screwed, bad timing with the skill expiring, ultimately wasting a stunbreak. So unless the fight is like right next to the keep it actually takes a bit more coordination.

> >

> > But also, it was balanced since you could SEE it coming from far away and you can demount by damage if you react. The player doing the stomp is also not participating in generating downed people in the first place, so you always fight with less players waiting on mount, so thats a handycap.

>

> Newsflash, mesmer can do the same things thief can and both can portal away after stomp as well. Mesmer is one of the weaker classes but it still abused mount stomps.

>

> Spectral Walk lasts 10 seconds and not only does the mount have Sniff for free all enemy radar, but the regular radar shows down on the minimap at all times so there is a whopping 0 thought needed to find downs within those 10 seconds. You don't even need to go to a structure, just far away enough that you break combat and remount to run away. If you messed up a Spectral Walk cheese stomp with necro, that is 100% your fault because it was super easy. Other classes had their BS ways of getting away from combat after stomping too.

>

> What in the world kind of nonsense is it to say it's balanced because you can see someone coming for the stomp? Name a single class that could dismount someone while downed? None? How about the rest of the people? You have total CC and movement condi immunity with two long reaching dodges that can close stomp distance to make that 'balanced' stomp a one sided cutscene of the person down being dead. In other words, that statement was pure dribble.

>

The dismount is really not hard, its like one CoR and a Hammer AA. Maybe you have roamers around, thief, deadeye, pewpewrangers all make short work of this. You also have means to instant rezz or even move downed bodies for that regard.

 

> There are plenty of groups/guilds that take on groups far larger than them and deal with their own going down with organized rezzing or revive skills like Mercy Signet. Mount stomp negatively impacted them because they could already be outnumbered and have enemies waiting on mount to stomp then join the fight that's even more outnumbered now. This nonsense favors the bigger groups that have enough players to both fight and camp mount waiting to stomp.

>

 

Thats a fair point. But again, especially for organized groups, its not that hard to cause the damage treshold needed to force a dismount if you pay attention. Its not like the mount can stomp from 1.500 range away totally unexpected. Or to manage the downstates better, taking necro downstate pulls or more instant rezzes. It makes things more challenging for the outnumbered faction, sure, but it can be accounted for. Also barely any groups are so good that they can win like real hefty ON fights, most downstates are dead anyway. So why removing the fun and identity of the mount only for a small part of players that are maybe affected by it? It just dont make sense. Its like balancing PvP around a single limited offseason league or PvE around dungeons.

 

 

 

 

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First you cut the speed making it harder for smaller random groups to defend against organized guild groups or havocs. Lame. Now you have removed the Warclaw stomp which made it possible to punish sloppy players in an enemy comp that was larger than yours. Lame.

 

At this point just remove the Warclaw and just give groups larger than 10 permanent endure pain. This game is so skewed against smaller scale and its really disgusting.

 

Every single time the mob complains they get it. Really sick of it. Might as well remove camps and sentries too while you are at it. Neutered siege, neutered Warclaw, and trash downstate.

 

LAME, LAME, ..........LAME!

 

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Strategies involving players being deliberately out of combat are just abusive ones that don't focus on the actual gameplay.

That's why I've been so critical of sustained stealth and D/P SA thief over the years.

 

Blob is dominant because of warclaw speed allowing insane response times to small groups taking objectives

Roaming is nonsense right now because of builds having way too much sustain and extreme variability in their respective performance.

 

And to be honest, a lot of people complaining are just doing so because they won't commit resources to safer stomps, diversify their groups, or play builds or embrace strategies that cleave better. In most cases, the only people really negatively affected by this are gank groups. The existence of downs isn't changing the large-scale scene at all, and only really influences non-cleave ranged specs like longbow ranger.

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> @"Brujeria.7536" said:

> > @"CutesySylveon.8290" said:

> > > @"Brujeria.7536" said:

> > > > @"CutesySylveon.8290" said:

> > > > > @"Brujeria.7536" said:

> > > > > They have been screwing too much with the mount. It barely feels like a mount at all, first taking the three dodges, basicly everything that did make this mount unique movement wisw - then removing its speed to a sliver - then removing the only fun and usefull thing the mount offers with the downed stomp.

> > > > >

> > > > > In all seriousness, who the hell came up with that stupid pointless idea? Its like investing hours and hours of developer time to make an actually good and fun and unique mount only to then systematicly make it worse and worse by striping everything that the mount made good and enjoyable.

> > > > >

> > > > > I know WvW is always left out content wise, but hell, the one time you do some work on it and add a really nice feature quit destroying it.

> > > > >

> > > > > On the topic of "skill" using a mount stomp without getting yourself killed afterwards requires way more skilled then a braindead zerg pressing 1111 on downstates. This isnt a definition of skill, its the definition of lazyness and the refusal to adept to a new mechanic. Skill usually means adapting to new circumstances and to utilize them, and master them in the best possible way- not crying to get it removed.

> > > >

> > > > You can't be serious about mount stomping taking skill. A thief hanging in the back can just instantly Shadowstep away and stealth no matter how big the group he does it into because Instant Reflexes and Dagger Storm exist. Necro could precast Spectral Walk inside a structure, mount up and stomp then instantly port back with zero chance of stopping them. Mount stomping was the most brainless BS there was to WvW, get out of here with that nonsense.

> > >

> > > Thief in WvW is and always has been broken for the reasons you mentioned. The stomp only amplified this issue even more.

> > >

> > > Also for the necro cases: you need to walk within a limited time and you also need to time it so that there are actually downstates when you arrive and are ready to stomp. You could either be bad on timing, having no port back and get screwed, bad timing with the skill expiring, ultimately wasting a stunbreak. So unless the fight is like right next to the keep it actually takes a bit more coordination.

> > >

> > > But also, it was balanced since you could SEE it coming from far away and you can demount by damage if you react. The player doing the stomp is also not participating in generating downed people in the first place, so you always fight with less players waiting on mount, so thats a handycap.

> >

> > Newsflash, mesmer can do the same things thief can and both can portal away after stomp as well. Mesmer is one of the weaker classes but it still abused mount stomps.

> >

> > Spectral Walk lasts 10 seconds and not only does the mount have Sniff for free all enemy radar, but the regular radar shows down on the minimap at all times so there is a whopping 0 thought needed to find downs within those 10 seconds. You don't even need to go to a structure, just far away enough that you break combat and remount to run away. If you messed up a Spectral Walk cheese stomp with necro, that is 100% your fault because it was super easy. Other classes had their BS ways of getting away from combat after stomping too.

> >

> > What in the world kind of nonsense is it to say it's balanced because you can see someone coming for the stomp? Name a single class that could dismount someone while downed? None? How about the rest of the people? You have total CC and movement condi immunity with two long reaching dodges that can close stomp distance to make that 'balanced' stomp a one sided cutscene of the person down being dead. In other words, that statement was pure dribble.

> >

> The dismount is really not hard, its like one CoR and a Hammer AA. Maybe you have roamers around, thief, deadeye, pewpewrangers all make short work of this. You also have means to instant rezz or even move downed bodies for that regard.

>

> > There are plenty of groups/guilds that take on groups far larger than them and deal with their own going down with organized rezzing or revive skills like Mercy Signet. Mount stomp negatively impacted them because they could already be outnumbered and have enemies waiting on mount to stomp then join the fight that's even more outnumbered now. This nonsense favors the bigger groups that have enough players to both fight and camp mount waiting to stomp.

> >

>

> Thats a fair point. But again, especially for organized groups, its not that hard to cause the damage treshold needed to force a dismount if you pay attention. Its not like the mount can stomp from 1.500 range away totally unexpected. Or to manage the downstates better, taking necro downstate pulls or more instant rezzes. It makes things more challenging for the outnumbered faction, sure, but it can be accounted for. Also barely any groups are so good that they can win like real hefty ON fights, most downstates are dead anyway. So why removing the fun and identity of the mount only for a small part of players that are maybe affected by it? It just dont make sense. Its like balancing PvP around a single limited offseason league or PvE around dungeons.

>

>

>

>

The identity of the mount is that you move faster, have no combat speed, free 8k health, two free long range dodges, immunity to CC and movement conditions, free radar, and make non mounted allies moves as fast as you. Stomp being gone just makes it less overpowered than it is currently.

 

Have you tried hitting a semi competent person on mount with CoR? It's one of the easiest things to dodge on foot and the mount is not only faster but can just dodge through it and get to the downed person faster. Two dodges chained together is more than enough distance to eliminate all dangers of any range weapon trying to dismount you before you stomp. You can literally hop through zergs with the mount and get away just fine unless they mount up themselves and try to lance you, which is also easy to dodge.

 

If forcing a dismount was easy, we wouldn't need the Lance skill to dismount, and even then it's too easy to dodge. One easy tactic to avoid a fight is to stay off mount and wait for someone to use engage skill, then mount up right before it hits you. You will always survive and now the enemy is stuck in combat while you dash away and only the luckiest of high dps LB rangers can even hope to dismount you.

 

In short, no you can't dismount someone easily even if you see them coming. Once the downed person is dead from stomp, use whatever relevant escape tools your class has and you just got a free kill with no danger.

 

Good. Riddance.

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> @"Svarty.8019" said:

> > @"Turkeyspit.3965" said:

> > > @"Dawdler.8521" said:

> > > > @"SWI.4127" said:

> > > > It was a low-skill cheese mechanic.

> > > And yet people cry loud about removing downstate alltogether which by definition would be the same low-skill cheese mechanic since the end result is the same thing - you instantly die when going down.

> > >

> > > The forum is so amusingly contradictory at times.

> >

> > Yes, an instant stomp using a 8k health CC immune mount moving at the speed of swiftness is totally the same thing, and requires exactly the same amount of coordination and skill as converting downed players with cleave or regular stomps.

>

> For too long gankers have used "skill" as justification for changes in this game. NORMAL unskilled players should be able to play too! Using "skill" as a crutch, a fallback for every argument just doesn't do the game any favours. Who wants to play a game where only the most skilled people can have fun playing it? That's silly, it's elitist and it makes the game unappealing. No wonder WvW isn't as popular as it could be, when the developers constantly bend to the whims of elitist gankers.

 

Git Gud

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When they nerf all your damage and downstate necros have like 40-50k health... the war claw actually made it viable cause you can't cleave pass people power ressing any more. Fights become impossible, and if you take too long to finish someone eventually you'll get +1'd. So until they change players downstate health to like 10,000 (i'll take 5000), or reduce the number of times from players getting up from 3 to 1 in competitive game modes... Anet will always fail when it comes to Balancing World Vs World / PVP in general.

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> @"Dawdler.8521" said:

> > @"SWI.4127" said:

> > It was a low-skill cheese mechanic.

> And yet people cry loud about removing downstate alltogether which by definition would be the same low-skill cheese mechanic since the end result is the same thing - you instantly die when going down.

>

> The forum is so amusingly contradictory at times.

 

It's not that contradictory for multiple reasons. One of those being that I am personally not in favor of completely removing downstate, although I don't mind the occasional no-downstate events, and even quite enjoy them from time to time. "The forum" isn't one hivemind entity. Most likely it is different people asking for no downstate and to remove mount stomp. If you see an individual contradicting themselves then take it up with them. The second reason it wouldn't be contradictory even if I did hold those two opinions is that mount stomping was in a way, selective no-downstate where the outcome was determined by somebody who didn't even partake in the combat. If you were part of the group in combat, then there was no way to suddenly OOC and mount stomp someone. On the other hand, some random person could just run up to a fight and swing it by 6 kills (killing 3 and rallying 3) with 1 skill. There's a huge difference between that and no downstate.

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  • 3 weeks later...

> @"Svarty.8019" said:

> > @"Turkeyspit.3965" said:

> > > @"Dawdler.8521" said:

> > > > @"SWI.4127" said:

> > > > It was a low-skill cheese mechanic.

> > > And yet people cry loud about removing downstate alltogether which by definition would be the same low-skill cheese mechanic since the end result is the same thing - you instantly die when going down.

> > >

> > > The forum is so amusingly contradictory at times.

> >

> > Yes, an instant stomp using a 8k health CC immune mount moving at the speed of swiftness is totally the same thing, and requires exactly the same amount of coordination and skill as converting downed players with cleave or regular stomps.

>

> For too long gankers have used "skill" as justification for changes in this game. NORMAL unskilled players should be able to play too! Using "skill" as a crutch, a fallback for every argument just doesn't do the game any favours. Who wants to play a game where only the most skilled people can have fun playing it? That's silly, it's elitist and it makes the game unappealing. No wonder WvW isn't as popular as it could be, when the developers constantly bend to the whims of elitist gankers.

 

late to the party but holy moly mate you're so very fundamentally wrong, any game with PvP is about skill. If you aren't using skill as the determining factor for a fight its going to be either luck, gear or build (theorycrafting) which is really trashy and unfun. Also just fyi you can play as a lower skill individual, your goal is to kill people about the same skill as you or lower or to just improve, play with a group whatever floats ur boat. Your absolute inability to accept skill is not a good mindset for a mode against other players, maybe try in PvE.

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> @"MysteryMen.3791" said:

> > @"Svarty.8019" said:

> > > @"Turkeyspit.3965" said:

> > > > @"Dawdler.8521" said:

> > > > > @"SWI.4127" said:

> > > > > It was a low-skill cheese mechanic.

> > > > And yet people cry loud about removing downstate alltogether which by definition would be the same low-skill cheese mechanic since the end result is the same thing - you instantly die when going down.

> > > >

> > > > The forum is so amusingly contradictory at times.

> > >

> > > Yes, an instant stomp using a 8k health CC immune mount moving at the speed of swiftness is totally the same thing, and requires exactly the same amount of coordination and skill as converting downed players with cleave or regular stomps.

> >

> > For too long gankers have used "skill" as justification for changes in this game. NORMAL unskilled players should be able to play too! Using "skill" as a crutch, a fallback for every argument just doesn't do the game any favours. Who wants to play a game where only the most skilled people can have fun playing it? That's silly, it's elitist and it makes the game unappealing. No wonder WvW isn't as popular as it could be, when the developers constantly bend to the whims of elitist gankers.

>

> late to the party but holy moly mate you're so very fundamentally wrong, any game with PvP is about skill. If you aren't using skill as the determining factor for a fight its going to be either luck, gear or build (theorycrafting) which is really trashy and unfun. Also just fyi you can play as a lower skill individual, your goal is to kill people about the same skill as you or lower or to just improve, play with a group whatever floats ur boat. Your absolute inability to accept skill is not a good mindset for a mode against other players, maybe try in PvE.

 

 

The elitist attitudes like this one are why more PvE players don't generally stick around in WvW. We always need fresh blood, but if players are funneled into this "skill at the expense of all else" way of thinking, the population will dwindle, and that's not good for anybody.

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I didn't really care when it stomped, because the only time I didn't like that was when I was unlucky and a passerby decided to mount-stomp me, and I don't really care now that it does 20% more damage instead because doing 2-3k upon engage is a useful advantage in WvW roaming. In fact it can be kind of annoying on the receiving end, just like before. Not a huge change in terms of how it affects us.

 

Mounts made WvW faster paced, it was a good addition to a game-mode that was already dying in population and very much needed the increase of pace that mounts have provided (it now takes much less time to get back to where you were on the map last when you died, etc).

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