[StrongHold][NPC Blur&Heal Balance]
@TOWS I wasn’t being a troll I was answering a post. Truthfully though.. I don’t place a high value on your opinion either. You consistently attack me. So, please do stay away from my posts. That would suit me fine.
Leave this forum, please.
Stronghold is failing because of premade abusing that sort of comp.
+1, right now it’s easy rank up’s for premades to queue Stronghold for fast wins. NPC’s are nearly unkillable, and that’s just a flawed design for a map designed around the npc’s.
You could spend your time trying to kill door breakers with little success. Or you could chase tempest/mes around while door breakers waltz through the doors. Never thought these bunkering classes could get worse outside lil circles they have to stand in. Now you give them a whole map to kite around while they keep npc’s alive for fast/easy wins… yeah…
PvP can’t get any worse at the moment, and division ladder means absolutely nothing due to these cheese tactics. You’ve got premades cheapening the PvP league all around, be it Stronghold or Conquest.
This.
btw, could be worse… i though that gw2 was really bad, and hot surprised me.
https://www.youtube.com/watch?v=WKBKak4gU0g
It’s the same in either scenario. That’s pure sophistry. Either way, the chrono was obviously not under much pressure. The OP’s team got outplayed and that’s not a reason to cry for a nerf. Particularly right after a heavy nerf to the same skill.
Well to be fair, precog was nerfed in the conquest format. It was buffed everywhere else.
It was pretty obvious Anet didnt go through the mental motions to forsee the various consequences of their balancing. There were various ways to handle precog and while they took the most obvious, it was hardly the most sensible.
Oh yeah, ok, they did alter the pre/after cast, but w/e.
Anet just doesn’t think of the consequencs coming with keeping all gamemode’s skills linked together…
WoP was a justified nerf in conquest… doesn,t affect much PvE, but it was an important buff in WvW and stronghold…
But yeah, trust Anet to refuse to separate gamemodes… we’re also still wondering where are our PvP build template so that we can quickly switch build if need be..
how can it theis called balanced when
soloq player has less chance to win a match vs premade than if they play soloq in conquest, here teamwork is more important than conquest
chrono bunker make npc unkillable !
please find a sloution, and nerf chronor bunker
omg, guys, you CANNOT nerf the serious problematic healing and invincibility for the bombers because Esports.
Something definitely needs to be done about Chronos and Tempests in this mode. Maybe make NPCs unable to gain superspeed, distortion and have them receive reduced healing by maybe -75% or so.
how can it theis called balanced when
soloq player has less chance to win a match vs premade than if they play soloq in conquest, here teamwork is more important than conquest
chrono bunker make npc unkillable !please find a sloution, and nerf chronor bunker
There is no balance, take that idea out of your head.
I don’t know what “Balance” Anet is trying to bring out, but it’s based on pure rng…
Your MMr is proof enough, as it forces you into an unhealthy 50 win loss ratio which will not affect your general matchamaking, but will impact directly on the amount of change you have to win games.
MMr will be like: oh this guy got 52 win-loss ratio:
next few games will have your chance of winning less than 40% or something
MMr will be like: oh this guy got 40% win-loss ratio:
will find game that he’ll win easily for a while so that he can boost his mmr…
Numbers have been pulled out of my hat, but it’s still how it’s based… it’s not a general chance of winning around 50% of your match as you progress, it’s shoving down your throat that 50% so that they’re sure no one can “abuse” the system, for whatever good it did.
(edited by Pepsi.8907)
how long has it been?
Still it is the same problem….
You could just reduce the heal on those NPC to 1/3