Changes I Think Should be Made in WvW
1: People keep talking about mucking with downed/dead/rezzing mechanics. They’re an important part of the meta in WvW and one of the things that makes large battles what they are. In other games we relied of a handful of easily focused classes as the fulcrum to a sustainable force in mass PvP. In GW2 a sustainable force is a force that wins. Successful mass play means every player needs to be conscious of, and know how to counterplay the rez mechanics. This doesn’t need to change as it’s the only thing keeping the game from becoming 100% spike DPS on called targets. That type of mass combat was never fun.
2: Agreed. Honestly all attack/defend events should reward badges, and the random drop/chest rewards should remain unchanged. This would make going for objectives the best way to acquire them, leave the JP important and viable for small groups to hit for bonus siege, and reward successful force-on-force play more than individual K/D ratios.
3. Use a more efficient stunbreak. Also, the downed/rez mechanics exist in large part to make stunlock viable but not an instant I-Win button in mass combat. This about this before suggesting changes to downed.
4. That’s the POINT of mesmer illusions. They’re supposed to confuse your targeting. They’re supposed to make it hard for you to determine the real mesmer. The illusions are the mesmer’s primary means of defense, similar to a thief’s stealth. Honestly the illusions don’t do the job as well as they should.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
I have to say I agree with you almost 100%
1. I still have my doubts about the downed state. In some situations (I’d say most of them) it benefits the team with more numbers, because no matter how well organized you are and able to bring them down and stay alive, they’ll keep rezzing each other, and sonner or later you’ll wipe. Even if you have 5 people trying to dps a downed enemy, if there are 5 enemies rezzing him, you won’t be able to kill him.
But when the numbers are somewhat even it’s a great mechanic.
2. The badges system is terrible. The current more eficient ways of getting badges are being a glass cannon and running with a zerg and doing jumping puzzles. The fact that badges of honor are needed for the Gift of Battle (and gear/trinkets) is a complete dissaster, it makes people save their badges instead of buying siege, and brings PvE’ers to WvW for nothing but farming.
Make badges for buying siege (upgrades too?) ONLY, and/or give them as a daily reward after doing X amount of WvW stuff (capturing camps, scorting yaks, reparing structures, buying upgrades). I don’t want PvE farmers in WvW, they don’t want to do WvW. It’s a crap system for all of us.
3. I’ll probably make a suggestion post about this asking for players to have the Unshakable buff like champion mobs. I agree 100% with you. Crowd control effect should not allow perma stunning a player. If you get ganked by 5 people, you are gonna die anyway, but being perma stunned is the frustrating part of it. And stability is really hard to get for some classes (and one can’t carry 5 stun breakers).
4. What you are describing is caused mostly by the mesmer “Illusionary Leap” ability. What’s broken for me is that mesmers/thieves lose their target icon when they stealth.
Some say “you can’t target what you can’t see”, but really? So if a party is targeting me, on my ranger, and I go inside a keep, or get behind something out of their LoS, the target icon above my head will dissapear? No, it doesn’t work that way, that’s why it’s stupid. And I’m not asking to be able to see the target icon WHILE they are stealthed, I just want them to keep it when they come out of stealth.
4. What you are describing is caused mostly by the mesmer “Illusionary Leap” ability. What’s broken for me is that mesmers/thieves lose their target icon when they stealth.
Some say “you can’t target what you can’t see”, but really? So if a party is targeting me, on my ranger, and I go inside a keep, or get behind something out of their LoS, the target icon above my head will dissapear? No, it doesn’t work that way, that’s why it’s stupid. And I’m not asking to be able to see the target icon WHILE they are stealthed, I just want them to keep it when they come out of stealth.
Again, you’re missing the point of stealth and illusions. They’re supposed to throw off your targeting, their entire design is intended to make it difficult to quickly and efficiently re-acquire the target. In mass combat stealth is supremely effective for quickly losing yourself in a crowd (often at the back of said crowd) and mesmer illusions would be absolutely pointless if you could just paint the real one with a big red marker.
The reason other classes don’t break said cursor is, quite simply, they don’t have any abilities that would be broken by not clearing it. Rangers (and all classes) will similarly clear the corsshair when stealthed by an outside source, and rangers specifically will lose it when entering stealth via camoflauge.
The issue is with the placement and the way it interacts with keep defenses, and there I can see it as an issue. After all, it’s a floating flag that can give you away in only very limited numbers of places, however one of these places is behind wall crenelations.
One could argue that crenelations are intended more so to block LOS than they are to hide defenders, and that abilities geared toward target confusion are just sort of passively better. I don’t feel that this is unbalanced as classes not geared for these abilities already have superior core defensive buffs, and I don’t think it’s a large enough advantage to the mechanics that do break it that it bears changing in favor of LoS, or even how well an LoS check could possibly work. It would be extremely annoying to keep dropping the crosshair under normal combat on every wayward tree or rock in the course of most normal fight. In fact it would just break the call system altogether, and nobody would bother.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
Downed state is fine if you actually try incorporating it into your combat instead of treating it like an ugly useless zit that needs to be removed.
There shouldn’t be a limit to how much you can be cc-locked. That’s how it should work if people coordinate their CC properly; and it’s punishment to your group for poor coordination and communication of enemy location.
Quit using auto-targeting in WvW. You’re the one making the mistake of relying on the game system.
The only thing that really needs to change is the stupid AoE cap.
Siege weapons were suppose to be to be scary.
People shouldn’t be zerging at a castle/tower wall. They should be using their own trebuchets to bust down walls, arrow carts, and enemy trebs, and advancing as they succeed in doing so.
As it is now, World vs World vs World might as well be renamed Zerg vs Zerg vs Zerg.
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
(edited by DreamOfACure.4382)
The only thing about the downed state that needs nerfing is the removal of the invulnerability buff a player receives when they’re downed.
If you’re in the middle of a burst move when the enemy player is downed, half your burst (or all if you used quickness) is wasted. The buff also removes conditions, so any condition builds are hampered greatly by it (especially necros that are trying to outbreak) and lose a large amount of their damage.
+1 for removing / increasing the AoE cap.
+1 for not being able to rez defeated players in combat while in WvW.
Meh… I’m not feeling the things listed. Don’t they have better things to work on like new sieges, more equipment, and map upgrades? The only thing listed thus far that should be looked into are badges of jumping :-)