(edited by Solomon Darkfury.3729)
Here comes Alpha Zerg meta...
Anet, masters of imbalance and breaking down their own game.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
By increasing the effectiveness of golems they increase the demand
for counters.Enter the new trap.Enter the gold sink.
And hopefully but most unlikely enter the credit card.
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-
It is a nice boost but the final ability is pretty moderate in effectiveness and obviously makes a golem single use if they want to use the ability. That is a lot of supply for an effect.
“Youre lips are movin and youre complaining about something thats wingeing.”
ANet really don`t understand what WvW players want…
Let’s be honest, the new golem mastery won’t do anything for open field zerg fights. The key to winning zerg fights is still high mobility and good positioning, which are both severely limited by golems.
However, it does make defending that much harder. The last thing that needed a buff was golems. It’s already easy as kitten to build 8 omegas and PvDoor down fortified keeps.
ANet really don`t understand what WvW players want…
You dare question Anet? They know what the players want, more than the players themselves do.
Remember, all the people complaining are just a drop in the ocean compared to the billions of satisfied players.
ANet really don`t understand what WvW players want…
You dare question Anet? They know what the players want, more than the players themselves do.
Remember, all the people complaining are just a drop in the ocean compared to the billions of satisfied players.
Also the changes that WvW might need to become more fun, might not be code friendly(time consuming developing them) to the game engine.
(…)
-_- Anet… do you even PLAY your own game?
They used to, sometimes was possible to find them in WvW w/o the Anet tag.
(edited by Aeolus.3615)
Meh. I thought alphas would be used a lot more when they dropped to 50s, then even as low as 15s on the TP, but they aren’t. I am actually the only player I know of that uses them on a regular basis for the lulz and, and because you can mostly bypass the clumsy nature of moving them playing a mesmer with traveler runes. They are basically an easy way for one player to transport supplies from a full camp to a gate.
Alphas are really bad for fighting players or doing much more than tanking the lord room NPCs when teammates are fighting enemy players, or you need to DPS the lord as quickly as possible. All this really changes is not ejecting at ~5-8k or so, and maybe getting some sort of random knock down when the golem dies (alphas already have a knockback this is largely useless). I would be more concerned about the possible effect of the new heal with the bubble. If it’s a decent size heal and bypasses the 5 player cap, it could be very OP for both sides in lord room blob battles. Attackers may use alphas more often, and more servers might start keeping alphas ready to use in their waypointed keeps for defense.
Omegas on the other hand will still be as OP as always for taking down any siege on the walls, bypassing any behind the gate defense, and spinning to win in lord room fights with a massive HP pool.