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Burst too high?


Rehk.6574

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> @"Shining One.1635" said:

> > @"sephiroth.4217" said:

> > The commander who balled up to make a stand against thier push in the choke of an open wall on inner? LMAO, enemy literally ran past us with warclaw and took the high walls.

> How did they get out of combat in order to remount after breaching the inner wall?

 

Trebs and catas opened the walls from a distance.

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> @"Rehk.6574" said:

> Am I crazy in thinking the burst damage is a little nuts? It feels like I'm getting one shot left and right, and I don't remember things being this nuts back before HOT and POF.

>

> How are people handling WvW with the damage we're seeing now?

 

GW2 is [Golden Gun mode](https://goldeneye.fandom.com/wiki/Gold_PP7 "Golden Gun mode") since PoF - 1½ years ago. Nothing new here.

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> @"sephiroth.4217" said:

> Burst needs to be high to deal with mounts.

> Mounts removed a lot of playstyles and builds such as Celestial so it's become more viable to play a build that can drop 12k damage on the first hit followed up with a 20k+ hit on the second.

> Nerfing high burst builds = Mounts becoming even stronger.

>

> What's crazy is I was defending a keep yesterday, the enemy zerg just mounted up and ran past all the defenses in the keep because nothing could CC them or stop them, they balled up to soak up damage so literally no chance at stopping the mounted group.

> Cannons with chill? Useless, did nothing.

> AC's? HHAHAHA

> The commander who balled up to make a stand against thier push in the choke of an open wall on inner? LMAO, enemy literally ran past us with warclaw and took the high walls.

>

> But hey, mounts are balanced right and this was clearly how WvW was supposed to be played for the last 6 years if you ask a lot of users here on this very forum. They'll even dribble this nonsense about Ganksters Paradise like they're completely oblivious to the fact that a dismount skill doesn't favor gankers at all.

 

What should happen is that mounts should have 1000 HP max, not be immune to CC and burst damage should be lowered. All in that order.

 

Also the commander who balled up in choke and tried to catch enemies entering failed hard or the people following him failed. No amount of dodge can let enemies dodge through the choke with mounts. What you were lacking was 1 or 2 warrior bubbles in choke and mainly DAMAGE landing on 1 spot.

 

 

3:02 is example of proper trapping mounts in choke. On the clip not everyone fully dodged from enemy side but there were a truckload who did. Basically git gud is what im saying.

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> @"Justine.6351" said:

> > @"RisenHowl.2419" said:

> > I don't understand why rev hammer skills get their animations/warnings culled and still hit for 15k @ 1200 range while scourges create visual lava and hit for... 2k a hit? At 900 range?

>

> It might have something to do with a class and weapon built for damage and range creaming a mid-range condi specialization trying to play power with glass stats.

>

> >! Anet why does my full zerker shortbow/trapper druid do less power damage at shorter range than longbow soulbeasts at 2000 range :anguished: ?

 

Ranged weapons should have lower power coefficients than melee weapons, but that isn't the case for rev hammer.

 

https://wiki.guildwars2.com/wiki/Coalescence_of_Ruin 1.75, 4s CD

https://wiki.guildwars2.com/wiki/Phase_Smash 1.75, 8s CD

https://wiki.guildwars2.com/wiki/Drop_the_Hammer 1.5, 15s CD

 

let's compare that to every other melee hammer?

 

https://wiki.guildwars2.com/wiki/Mighty_Blow 1.75, 1/4 the range, same cd as CoR? Why?

I'd link more from guard, but the entire rest of the hammer kit is unusable and has a =/<1.0

 

https://wiki.guildwars2.com/wiki/Earthshaker Whopping 1.0 on a burst skill

https://wiki.guildwars2.com/wiki/Fierce_Blow 1.8 with... 150 range?

https://wiki.guildwars2.com/wiki/Hammer_Shock 1.0

https://wiki.guildwars2.com/wiki/Staggering_Blow 1.0

https://wiki.guildwars2.com/wiki/Backbreaker 1.5, which is awesome since the effect is the same as drop the hammer. only in melee range, with a single target, and a 10s longer CD

 

Not only do revs have more damaging skills, at longer range, and lower CD they also have effects that get culled as soon as more than 30 people are involved. So you can't see them coming. In big fights, you just randomly get killed by rev hammer hits you can't even see. The pirate ship meta has been the only option in wvw for over a year solely because of hammer revs, it's long past time they get a hefty shave.

 

You could literally double the CDs on all of the rev hammer skills, it would still be by far the best weapon set in wvw.

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> @"RisenHowl.2419" said:

> > @"Justine.6351" said:

> > > @"RisenHowl.2419" said:

> > > I don't understand why rev hammer skills get their animations/warnings culled and still hit for 15k @ 1200 range while scourges create visual lava and hit for... 2k a hit? At 900 range?

> >

> > It might have something to do with a class and weapon built for damage and range creaming a mid-range condi specialization trying to play power with glass stats.

> >

> > >! Anet why does my full zerker shortbow/trapper druid do less power damage at shorter range than longbow soulbeasts at 2000 range :anguished: ?

>

> Ranged weapons should have lower power coefficients than melee weapons, but that isn't the case for rev hammer.

>

> https://wiki.guildwars2.com/wiki/Coalescence_of_Ruin 1.75, 4s CD

> https://wiki.guildwars2.com/wiki/Phase_Smash 1.75, 8s CD

> https://wiki.guildwars2.com/wiki/Drop_the_Hammer 1.5, 15s CD

>

> let's compare that to every other melee hammer?

>

> https://wiki.guildwars2.com/wiki/Mighty_Blow 1.75, 1/4 the range, same cd as CoR? Why?

> I'd link more from guard, but the entire rest of the hammer kit is unusable and has a =/<1.0

>

> https://wiki.guildwars2.com/wiki/Earthshaker Whopping 1.0 on a burst skill

> https://wiki.guildwars2.com/wiki/Fierce_Blow 1.8 with... 150 range?

> https://wiki.guildwars2.com/wiki/Hammer_Shock 1.0

> https://wiki.guildwars2.com/wiki/Staggering_Blow 1.0

> https://wiki.guildwars2.com/wiki/Backbreaker 1.5, which is awesome since the effect is the same as drop the hammer. only in melee range, with a single target, and a 10s longer CD

>

> Not only do revs have more damaging skills, at longer range, and lower CD they also have effects that get culled as soon as more than 30 people are involved. So you can't see them coming. In big fights, you just randomly get killed by rev hammer hits you can't even see. The pirate ship meta has been the only option in wvw for over a year solely because of hammer revs, it's long past time they get a hefty shave.

>

> You could literally double the CDs on all of the rev hammer skills, it would still be by far the best weapon set in wvw.

 

Rev skills are also bound by energy, aka, no energy, no skills. It's very easy to be left with nothing during a fight if one is careful what and when they use it. They hit hard, but there is a trade off.

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> @"Clownmug.8357" said:

> I thought burst was about chaining a bunch of instant or nearly instant skills together. Why're people talking about rev hammer skills where the minimum cast time is 3/4 sec?

 

Right, because other classes have to blow 3+ skills to do the same damage as one Rev hammer 2, 3, or 5. Which is why it's absurd.

 

> @"DeadlySynz.3471" said:

> > @"RisenHowl.2419" said:

> > > @"Justine.6351" said:

> > > > @"RisenHowl.2419" said:

> > > > I don't understand why rev hammer skills get their animations/warnings culled and still hit for 15k @ 1200 range while scourges create visual lava and hit for... 2k a hit? At 900 range?

> > >

> > > It might have something to do with a class and weapon built for damage and range creaming a mid-range condi specialization trying to play power with glass stats.

> > >

> > > >! Anet why does my full zerker shortbow/trapper druid do less power damage at shorter range than longbow soulbeasts at 2000 range :anguished: ?

> >

> > Ranged weapons should have lower power coefficients than melee weapons, but that isn't the case for rev hammer.

> >

> > https://wiki.guildwars2.com/wiki/Coalescence_of_Ruin 1.75, 4s CD

> > https://wiki.guildwars2.com/wiki/Phase_Smash 1.75, 8s CD

> > https://wiki.guildwars2.com/wiki/Drop_the_Hammer 1.5, 15s CD

> >

> > let's compare that to every other melee hammer?

> >

> > https://wiki.guildwars2.com/wiki/Mighty_Blow 1.75, 1/4 the range, same cd as CoR? Why?

> > I'd link more from guard, but the entire rest of the hammer kit is unusable and has a =/<1.0

> >

> > https://wiki.guildwars2.com/wiki/Earthshaker Whopping 1.0 on a burst skill

> > https://wiki.guildwars2.com/wiki/Fierce_Blow 1.8 with... 150 range?

> > https://wiki.guildwars2.com/wiki/Hammer_Shock 1.0

> > https://wiki.guildwars2.com/wiki/Staggering_Blow 1.0

> > https://wiki.guildwars2.com/wiki/Backbreaker 1.5, which is awesome since the effect is the same as drop the hammer. only in melee range, with a single target, and a 10s longer CD

> >

> > Not only do revs have more damaging skills, at longer range, and lower CD they also have effects that get culled as soon as more than 30 people are involved. So you can't see them coming. In big fights, you just randomly get killed by rev hammer hits you can't even see. The pirate ship meta has been the only option in wvw for over a year solely because of hammer revs, it's long past time they get a hefty shave.

> >

> > You could literally double the CDs on all of the rev hammer skills, it would still be by far the best weapon set in wvw.

>

> Rev skills are also bound by energy, aka, no energy, no skills. It's very easy to be left with nothing during a fight if one is careful what and when they use it. They hit hard, but there is a trade off.

 

Thieves use initiative, name a skill of theirs that hits for even 10k at 1200 range in an aoe? 5k cluster bomb maybe...?

 

I can see a case made for vault, since you can hit 20k+ with it. From <600 range, with half the hp and less armor than a rev. That's a real tradeoff.

 

There is no reason a Rev should be hitting 15k aoes every 4s at 1200 range. Hammer 2/3 only cost 5 energy, so after 1s you gain that right back. A full Rev bomb 2/3/5 costs 20 energy, so when 2 comes off cd you have the same amount of energy you started with. That is not a tradeoff, they literally give up nothing to spam hammer cds

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> @"RisenHowl.2419" said:

> > @"Clownmug.8357" said:

> > I thought burst was about chaining a bunch of instant or nearly instant skills together. Why're people talking about rev hammer skills where the minimum cast time is 3/4 sec?

>

> Right, because other classes have to blow 3+ skills to do the same damage as one Rev hammer 2, 3, or 5. Which is why it's absurd.

>

> > @"DeadlySynz.3471" said:

> > > @"RisenHowl.2419" said:

> > > > @"Justine.6351" said:

> > > > > @"RisenHowl.2419" said:

> > > > > I don't understand why rev hammer skills get their animations/warnings culled and still hit for 15k @ 1200 range while scourges create visual lava and hit for... 2k a hit? At 900 range?

> > > >

> > > > It might have something to do with a class and weapon built for damage and range creaming a mid-range condi specialization trying to play power with glass stats.

> > > >

> > > > >! Anet why does my full zerker shortbow/trapper druid do less power damage at shorter range than longbow soulbeasts at 2000 range :anguished: ?

> > >

> > > Ranged weapons should have lower power coefficients than melee weapons, but that isn't the case for rev hammer.

> > >

> > > https://wiki.guildwars2.com/wiki/Coalescence_of_Ruin 1.75, 4s CD

> > > https://wiki.guildwars2.com/wiki/Phase_Smash 1.75, 8s CD

> > > https://wiki.guildwars2.com/wiki/Drop_the_Hammer 1.5, 15s CD

> > >

> > > let's compare that to every other melee hammer?

> > >

> > > https://wiki.guildwars2.com/wiki/Mighty_Blow 1.75, 1/4 the range, same cd as CoR? Why?

> > > I'd link more from guard, but the entire rest of the hammer kit is unusable and has a =/<1.0

> > >

> > > https://wiki.guildwars2.com/wiki/Earthshaker Whopping 1.0 on a burst skill

> > > https://wiki.guildwars2.com/wiki/Fierce_Blow 1.8 with... 150 range?

> > > https://wiki.guildwars2.com/wiki/Hammer_Shock 1.0

> > > https://wiki.guildwars2.com/wiki/Staggering_Blow 1.0

> > > https://wiki.guildwars2.com/wiki/Backbreaker 1.5, which is awesome since the effect is the same as drop the hammer. only in melee range, with a single target, and a 10s longer CD

> > >

> > > Not only do revs have more damaging skills, at longer range, and lower CD they also have effects that get culled as soon as more than 30 people are involved. So you can't see them coming. In big fights, you just randomly get killed by rev hammer hits you can't even see. The pirate ship meta has been the only option in wvw for over a year solely because of hammer revs, it's long past time they get a hefty shave.

> > >

> > > You could literally double the CDs on all of the rev hammer skills, it would still be by far the best weapon set in wvw.

> >

> > Rev skills are also bound by energy, aka, no energy, no skills. It's very easy to be left with nothing during a fight if one is careful what and when they use it. They hit hard, but there is a trade off.

>

> Thieves use initiative, name a skill of theirs that hits for even 10k at 1200 range in an aoe? 5k cluster bomb maybe...?

>

> I can see a case made for vault, since you can hit 20k+ with it. From <600 range, with half the hp and less armor than a rev. That's a real tradeoff.

>

> There is no reason a Rev should be hitting 15k aoes every 4s at 1200 range. Hammer 2/3 only cost 5 energy, so after 1s you gain that right back. A full Rev bomb 2/3/5 costs 20 energy, so when 2 comes off cd you have the same amount of energy you started with. That is not a tradeoff, they literally give up nothing to spam hammer cds

 

Idk about you but I'm fine with hammer Rev's damage. Not because I think it's balanced, but because I don't want to go back to the immortal heal blobs. If Rev gets nerfed, a number of support specs/builds better get the same treatment. Otherwise there won't be a lot of killing going on.

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> @"SpellOfIniquity.1780" said:

> > @"RisenHowl.2419" said:

> > > @"Clownmug.8357" said:

> > > I thought burst was about chaining a bunch of instant or nearly instant skills together. Why're people talking about rev hammer skills where the minimum cast time is 3/4 sec?

> >

> > Right, because other classes have to blow 3+ skills to do the same damage as one Rev hammer 2, 3, or 5. Which is why it's absurd.

> >

> > > @"DeadlySynz.3471" said:

> > > > @"RisenHowl.2419" said:

> > > > > @"Justine.6351" said:

> > > > > > @"RisenHowl.2419" said:

> > > > > > I don't understand why rev hammer skills get their animations/warnings culled and still hit for 15k @ 1200 range while scourges create visual lava and hit for... 2k a hit? At 900 range?

> > > > >

> > > > > It might have something to do with a class and weapon built for damage and range creaming a mid-range condi specialization trying to play power with glass stats.

> > > > >

> > > > > >! Anet why does my full zerker shortbow/trapper druid do less power damage at shorter range than longbow soulbeasts at 2000 range :anguished: ?

> > > >

> > > > Ranged weapons should have lower power coefficients than melee weapons, but that isn't the case for rev hammer.

> > > >

> > > > https://wiki.guildwars2.com/wiki/Coalescence_of_Ruin 1.75, 4s CD

> > > > https://wiki.guildwars2.com/wiki/Phase_Smash 1.75, 8s CD

> > > > https://wiki.guildwars2.com/wiki/Drop_the_Hammer 1.5, 15s CD

> > > >

> > > > let's compare that to every other melee hammer?

> > > >

> > > > https://wiki.guildwars2.com/wiki/Mighty_Blow 1.75, 1/4 the range, same cd as CoR? Why?

> > > > I'd link more from guard, but the entire rest of the hammer kit is unusable and has a =/<1.0

> > > >

> > > > https://wiki.guildwars2.com/wiki/Earthshaker Whopping 1.0 on a burst skill

> > > > https://wiki.guildwars2.com/wiki/Fierce_Blow 1.8 with... 150 range?

> > > > https://wiki.guildwars2.com/wiki/Hammer_Shock 1.0

> > > > https://wiki.guildwars2.com/wiki/Staggering_Blow 1.0

> > > > https://wiki.guildwars2.com/wiki/Backbreaker 1.5, which is awesome since the effect is the same as drop the hammer. only in melee range, with a single target, and a 10s longer CD

> > > >

> > > > Not only do revs have more damaging skills, at longer range, and lower CD they also have effects that get culled as soon as more than 30 people are involved. So you can't see them coming. In big fights, you just randomly get killed by rev hammer hits you can't even see. The pirate ship meta has been the only option in wvw for over a year solely because of hammer revs, it's long past time they get a hefty shave.

> > > >

> > > > You could literally double the CDs on all of the rev hammer skills, it would still be by far the best weapon set in wvw.

> > >

> > > Rev skills are also bound by energy, aka, no energy, no skills. It's very easy to be left with nothing during a fight if one is careful what and when they use it. They hit hard, but there is a trade off.

> >

> > Thieves use initiative, name a skill of theirs that hits for even 10k at 1200 range in an aoe? 5k cluster bomb maybe...?

> >

> > I can see a case made for vault, since you can hit 20k+ with it. From <600 range, with half the hp and less armor than a rev. That's a real tradeoff.

> >

> > There is no reason a Rev should be hitting 15k aoes every 4s at 1200 range. Hammer 2/3 only cost 5 energy, so after 1s you gain that right back. A full Rev bomb 2/3/5 costs 20 energy, so when 2 comes off cd you have the same amount of energy you started with. That is not a tradeoff, they literally give up nothing to spam hammer cds

>

> Idk about you but I'm fine with hammer Rev's damage. Not because I think it's balanced, but because I don't want to go back to the immortal heal blobs. If Rev gets nerfed, a number of support specs/builds better get the same treatment. Otherwise there won't be a lot of killing going on.

 

nerfing both would be ideal imo

 

**all nerfs go to contribution from power/healing power, not from base**

 

scrapper:

-medical dispersion field down to 35% from 50%

-MK1 down 20%

-reduce bonus healing power from energy amplifier to 150 from 250

 

fb:

-selfless daring and pure of heart down 15% each

-virtue/tome of resolve passive healing down 20%

 

ele:

-soothing mist down 20%

-geyser down 10%

-overload water down 10% per tick, 20% down on the final tick

-meteor shower down 15% per hit

 

rev and druid healers i'd leave as is, both are pretty underused. druid i'm not worried about, but rev healer might need a look in a month or two.

 

rev:

-rev hammer gets a 15% power coefficient nerf on 2, 3, and 5. 2's cd increased to 6s, 3's cd increased to 12s, 5's cd increased to 25s.

-inspiring reinforcement 20% down

-elemental blast 20% down

-vicious lacerations down to 2% per stack from 3%

 

scourge:

-manifest sand shade down 10%

-desert shroud down 10% per tick

-devouring darkness corrupts 2 boons down from 3

-well of suffering down 10% per tick

-reduce the additional crit rate from death perception down to 20% from 33%

 

balance patch done, these changes alone would open up a dozen builds

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> @"RisenHowl.2419" said:

> There is no reason a Rev should be hitting 15k aoes every 4s at 1200 range.

 

Lol and there it is,

you show me a vid of a revenant hitting for 15k aoe every 4 seconds at 1200 range. People eating that kind of hammer rev damage consistently are glass trash.

 

The claims about hammer rev damage are hilarious. And btw scourge and firebrands are why hammer revs exist. Firebrands make everything unkillable so scourges are needed to cut through that with boon corruption. But those 2 don't do damage so then the scourges go glass cannon trying to play power builds, and they do good. Now hammer rev steps in and crushes glass necromancers and all a sudden they are the ones to blame. Nobody wants to step into a pile of shades and marks and no hammer rev is going to out damage a firebrands pbaoe healing.

 

Further more, hammer rev has ate nerfs. CoR nerfed a couple times in recharge and damage. Drop the Hammer got a red ring. If you think it needs higher energy cost on CoR, cool fine. They can first make the skill not a slow garbage cascade with huge gaps in it, that fails on all but the smoothest terrain.

 

It just flusters me to see people complain about a glass cannon doing damage against their facetanking and yet vomit on those revs and everyone else with scourge shades and marks. Seriously do we need to devolve WvW even more into Scourge and "whatever class build it takes to support them" ?

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> @"TinkTinkPOOF.9201" said:

> > @"Sleepwalker.1398" said:

> > Was hit today by a scepter weaver in a fight that was like half a second.

> > The combo was so fast that i actually think it was a macro.

> > That many hits in less than half a sec is unbelievable.

> >

>

> I get called out for hacking or using macros all the time, just because you don't think it is possible, doesn't mean it isn't. Most of the time it's a set of precast skills or skills in combo with other skills that don't interrupt other casting skills. You do these rotations over and over again for 2,000 hours and you get pretty good at them. Not saying there are not macro users in the game, just saying, unless you have some sort of proof, calling people out for using macros doesn't help anyone.

>

> Do you have video of this? Do you know the skill bomb used? Do you have a screen of the combat log?

 

The only times ive seen people using macros it was on ele and its easy to spot when u get hit by 6 skills in 0.5 sec while switching attunes in between,they are rare though but real easy to spot.

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> @"DemonSeed.3528" said:

> > @"RisenHowl.2419" said:

> Whenever you're dead out of nowhere in group fights, you can always guarantee finding 3 of those skills somewhere in your combat log. You'll never see them visually render, but 10/10 times you'll be hit by those.

>

>

 

Don’t worry Anet will improve that experience to more spam skills not being rendered.

 

Anet does not care about if game can or not handle with render skills to the client.

 

The more skill won’t render the more players will be carried, that’s what the game was designed for.

 

Working as intended just expect for Anet double aoe spam.

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> @"RisenHowl.2419" said:

> **all nerfs go to contribution from power/healing power, not from base**

> ele:

> -soothing mist down 20%

> -geyser down 10%

> -overload water down 10% per tick, 20% down on the final tick

> -meteor shower down 15% per hit

 

Bruh. You still wanna keep nerfing ele after all the BS we've received. Leave us alone. Give us buffs instead.

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> @"Rehk.6574" said:

> So is WvW worth doing for a solo / small man roamer at this time in everyone's opinion?

> Are there any ways to cope with the current Meta I'm perhaps not familiar with as an older player? (have not played WvW since pre-HoT).

> Thanks for the feedback.

 

Used to roam solo on warrior, not anymore, there are mostly cheesy stealthbuilds with high mobility around, who just run away as soon as they start losing fights, and zerg player who cant 1v1 you anyways that just run away on their mount, OR chase you down in a pack of 3+ on their mounts.

 

Almost impossible to get them off their mount as full melee specc.

 

Sometimes you meet groups of roamers aswell, but you cant even hope to win against them, if they are only half decent.

 

Outnumbered fights should rightfully not rly be winnable, if the enemies arent monkeys.

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> @"RedShark.9548" said:

> Used to roam solo on warrior, not anymore, there are mostly cheesy stealthbuilds with high mobility around, who just run away as soon as they start losing fights, and zerg player who cant 1v1 you anyways that just run away on their mount, OR chase you down in a pack of 3+ on their mounts.

Replace stealthbuilds with stunlock warrior builds and you're still describing wvw.

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> @"alcopaul.2156" said:

> > @"Etterwyn.5263" said:

> > > @"Rehk.6574" said:

> > > So is WvW worth doing for a solo / small man roamer at this time in everyone's opinion?

> > > Are there any ways to cope with the current Meta I'm perhaps not familiar with as an older player? (have not played WvW since pre-HoT).

> > > Thanks for the feedback.

> >

> >

> and doing zerg nowadays is like the commanders just installed GW2 in 2017. like you have 6 paper towers available for taking and the commander decides to capture the T3 keep.

>

> used to command tho. but that was years ago.

 

Well yeah, why would a com cap a paper tower when a grp of 3 can do it?

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> @"Fat Disgrace.4275" said:

> > @"alcopaul.2156" said:

> > > @"Etterwyn.5263" said:

> > > > @"Rehk.6574" said:

> > > > So is WvW worth doing for a solo / small man roamer at this time in everyone's opinion?

> > > > Are there any ways to cope with the current Meta I'm perhaps not familiar with as an older player? (have not played WvW since pre-HoT).

> > > > Thanks for the feedback.

> > >

> > >

> > and doing zerg nowadays is like the commanders just installed GW2 in 2017. like you have 6 paper towers available for taking and the commander decides to capture the T3 keep.

> >

> > used to command tho. but that was years ago.

>

> Well yeah, why would a com cap a paper tower when a grp of 3 can do it?

Same reason a roamer can go cap that camp defended by 20 enemies while the commander bangs on the outer door of the 78/80 T2 keep, I'm sure.

 

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> @"Dawdler.8521" said:

> > @"Fat Disgrace.4275" said:

> > > @"alcopaul.2156" said:

> > > > @"Etterwyn.5263" said:

> > > > > @"Rehk.6574" said:

> > > > > So is WvW worth doing for a solo / small man roamer at this time in everyone's opinion?

> > > > > Are there any ways to cope with the current Meta I'm perhaps not familiar with as an older player? (have not played WvW since pre-HoT).

> > > > > Thanks for the feedback.

> > > >

> > > >

> > > and doing zerg nowadays is like the commanders just installed GW2 in 2017. like you have 6 paper towers available for taking and the commander decides to capture the T3 keep.

> > >

> > > used to command tho. but that was years ago.

> >

> > Well yeah, why would a com cap a paper tower when a grp of 3 can do it?

> Same reason a roamer can go cap that camp defended by 20 enemies while the commander bangs on the outer door of the 78/80 T2 keep, I'm sure.

>

 

Sorry, I miss understood you here, surely the roamer is the winner here if there is 20 people defending the camp. Com will get through eventually minus the 20 at camp.

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> @"Rehk.6574" said:

> Am I crazy in thinking the burst damage is a little nuts? It feels like I'm getting one shot left and right, and I don't remember things being this nuts back before HOT and POF.

>

> How are people handling WvW with the damage we're seeing now?

 

Two Options:

a) Running bunker condi build, it is fun to see all those glass Canons melt down and crying out salty for condition nerv.

b) Take some sustain (=invul, stealth, evade) AND some CC with you, wait out the burst, lock them with CC and kill them with a small breeze of damage.

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> @"RisenHowl.2419" said:

> I don't understand why rev hammer skills get their animations/warnings culled and still hit for 15k @ 1200 range while scourges create visual lava and hit for... 2k a hit? At 900 range?

 

But then you get a zerg composition, which is 2/3rd scourges, and your zerg, even with FBs and warriors to tank, touch the hotzone and still keel over instantly. (Warriors with a 5 seconds delay ;) ) - and don't forget, those scourges might only deal 2k at 900 range, but they also bring area denial.

 

I am not sure what the answer to such issues is. The issue is in all cases stacking. In case of powerDPS burst you stack effects and attacks to achieve a single high point of damage, in case of condi, you stack areas (even areas of the same type) to achieve high condi. Especially with zones that pulse their condis you can't even condi-cleanse against that.

 

Of course, you can stack up on scrappers on your end to try counter this - 2 scrappers for a 40-man-zerg are clearly not enough, maybe you need one scrapper per squad. Maybe this does deal with it. Haven't seen it tried yet.

IMO the better answer would be to prevent too much stacking. There are cases, where this is already realized. Many class specific buffs stack only 5 or 10 times, other stuff such as might or invulnerability only stack 25 times.

 

This would drastically change how the game is played though and I am not sure the devs want that.

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> @"Fat Disgrace.4275" said:

> > @"Dawdler.8521" said:

> > > @"Fat Disgrace.4275" said:

> > > > @"alcopaul.2156" said:

> > > > > @"Etterwyn.5263" said:

> > > > > > @"Rehk.6574" said:

> > > > > > So is WvW worth doing for a solo / small man roamer at this time in everyone's opinion?

> > > > > > Are there any ways to cope with the current Meta I'm perhaps not familiar with as an older player? (have not played WvW since pre-HoT).

> > > > > > Thanks for the feedback.

> > > > >

> > > > >

> > > > and doing zerg nowadays is like the commanders just installed GW2 in 2017. like you have 6 paper towers available for taking and the commander decides to capture the T3 keep.

> > > >

> > > > used to command tho. but that was years ago.

> > >

> > > Well yeah, why would a com cap a paper tower when a grp of 3 can do it?

> > Same reason a roamer can go cap that camp defended by 20 enemies while the commander bangs on the outer door of the 78/80 T2 keep, I'm sure.

> >

>

> Sorry, I miss understood you here, surely the roamer is the winner here if there is 20 people defending the camp. Com will get through eventually minus the 20 at camp.

... keep will upgrade to T3 long before that and then the commander will face existing defenders + T3 + 20 extra peeps that no longer gives a crap about the camp, instead of walking into the camp and stopping T3 upgrade so they could proceed to siege while a few roamers harass and delay anyone trying to take back the camp (in turn forcing the enemy to being more rather than defend the keep), which even when taken back wont have speedy/invouln dollys.

 

Yes. You totally misunderstood. Which then again seems to be norm for this scenario, so I understand.

 

 

 

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> @"Dawdler.8521" said:

> > @"Fat Disgrace.4275" said:

> > > @"Dawdler.8521" said:

> > > > @"Fat Disgrace.4275" said:

> > > > > @"alcopaul.2156" said:

> > > > > > @"Etterwyn.5263" said:

> > > > > > > @"Rehk.6574" said:

> > > > > > > So is WvW worth doing for a solo / small man roamer at this time in everyone's opinion?

> > > > > > > Are there any ways to cope with the current Meta I'm perhaps not familiar with as an older player? (have not played WvW since pre-HoT).

> > > > > > > Thanks for the feedback.

> > > > > >

> > > > > >

> > > > > and doing zerg nowadays is like the commanders just installed GW2 in 2017. like you have 6 paper towers available for taking and the commander decides to capture the T3 keep.

> > > > >

> > > > > used to command tho. but that was years ago.

> > > >

> > > > Well yeah, why would a com cap a paper tower when a grp of 3 can do it?

> > > Same reason a roamer can go cap that camp defended by 20 enemies while the commander bangs on the outer door of the 78/80 T2 keep, I'm sure.

> > >

> >

> > Sorry, I miss understood you here, surely the roamer is the winner here if there is 20 people defending the camp. Com will get through eventually minus the 20 at camp.

> ... keep will upgrade to T3 long before that and then the commander will face existing defenders + T3 + 20 extra peeps that no longer gives a kitten about the camp, instead of walking into the camp and stopping T3 upgrade so they could proceed to siege while a few roamers harass and delay anyone trying to take back the camp (in turn forcing the enemy to being more rather than defend the keep), which even when taken back wont have speedy/invouln dollys.

>

> Yes. You totally misunderstood. Which then again seems to be norm for this scenario, so I understand.

>

>

>

 

Oops, totally missed the 78/80 bit.

 

Ofc this is a completely different scenario though coz people care about t3 keep vs paper tower, and tbh that camp should of been the first to flip anyway.

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> @"Dawdler.8521" said:

> > @"RedShark.9548" said:

> > Used to roam solo on warrior, not anymore, there are mostly cheesy stealthbuilds with high mobility around, who just run away as soon as they start losing fights, and zerg player who cant 1v1 you anyways that just run away on their mount, OR chase you down in a pack of 3+ on their mounts.

> Replace stealthbuilds with stunlock warrior builds and you're still describing wvw.

 

First, how does a stunlock build run away from a group of enemies or disengages a fight while losing?

You see the problem with your comparison? Why bring it up, lol, it changes nothing with my problem with roaming atm.

 

Second, what is a stunlock warrior? Shieldbash? Hammer?!

If you cant dodge warrior cc and have not a single stunbreak in your roamingbuild, then you should definately stick to a zerg.

 

Sorry, but the times of real stunlock are long gone (since hot)

Thats the reason why hammer/gs in roaming isnt played anymore, everyone has low cd stunbreaks and should know by now what has to be dodged or blocked or otherwise negated.

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