Let’s discuss red circles in WvW
They are designed to work in conjunction with the games design around dodging and damage avoidance. I like the system. Personally, I feel any changes that would resolve your complaints, would likely be damaging to the game over all.
https://www.youtube.com/watch?v=6q3em9s5I4c
AOE has always been the most reliable damage in large scale WvW fight. Even melee class need to rely on large-area cleave. Single target skills are at a significant disadvantage as not only they do less overall damage but also the targeting itself is already difficult and unreliable in large skill fight.
The fact that you can double dodge out of most circles make it fairly balanced. Without them, there would be no way to hold a choke. I mean how exactly do you propose to stop or hinder a solid melee train?
The pirate ship meta is fun to play around in sometimes, it’s fun to joke about it, but truth is a solid melee train is still hard to stop. It’s even worse when a pirate ship meta raid goes up against 2 drivers with melee trains, coming at you from different locations. The red circles that really hurt you have timers & cooldowns, they aren’t up all the time. They’re also most effective when concentrated. But that’s part of the game, the whole timing thing, making your enemies burn their cooldowns, flanking tactics, know when to commit, etc..
It’s good to know there are some basics to WvW that separates players. If you aren’t on your toes and stand in the red stuff too long, you’ll pay for it. It’s really WvW 101, don’t stand in red circles…something new WvW players learn quickly.
The fact that you can double dodge out of most circles make it fairly balanced. Without them, there would be no way to hold a choke. I mean how exactly do you propose to stop or hinder a solid melee train?
The pirate ship meta is fun to play around in sometimes, it’s fun to joke about it, but truth is a solid melee train is still hard to stop. It’s even worse when a pirate ship meta raid goes up against 2 drivers with melee trains, coming at you from different locations. The red circles that really hurt you have timers & cooldowns, they aren’t up all the time. They’re also most effective when concentrated. But that’s part of the game, the whole timing thing, making your enemies burn their cooldowns, flanking tactics, know when to commit, etc..
It’s good to know there are some basics to WvW that separates players. If you aren’t on your toes and stand in the red stuff too long, you’ll pay for it. It’s really WvW 101, don’t stand in red circles…something new WvW players learn quickly.
Very much this.
Picking when you engage with your melee is extremely important. Its become more and more important to bait out enemy wells and meteor showers. Pirate ship style fighting is about focusing your damage in a tight area to secure kills.
It’s also a test of agility for your commander, and the frontline. Even though damage has been moved to the range pressure, the frontline are still an important part of balancing your boons and conditions, and securing stomps.
Finaly melee trains not unstopable. I like it
Just the WvW
R3200+
Finaly melee trains not unstopable. I like it
Back when melee was at its absolute strongest, VR was stopping them. It’s a simple matter of being good at the game.
Finaly melee trains not unstopable. I like it
Back when melee was at its absolute strongest, VR was stopping them. It’s a simple matter of being good at the game.
Every organized guild or group was stopping them, that is not the point being made. That is not the point. Stopping them wasn’t particularly special to be honest. What he is suggesting is that they are not as unproportionatly strong as they used to be (many felt the stability was op).
https://www.youtube.com/watch?v=6q3em9s5I4c
(many felt the stability was op)
Many were wrong, then.
(many felt the stability was op)
Many were wrong, then.
Do you have proof of that, or are you implying that your opinion is actually fact? If your going to make statements of fact, it is probably wise to add a supporting argument at the very least, facts are always better.
Either way, what does that have to do with the topic? We have plenty of threads to cry about the lose of the stability crutch. Lets have that discussion there. This one is for the “red circles” as the OP put it. I am not entirely sure what that is meant to mean. Ground targeting skills are generally AoE and AoE thrives in WvW. As I see it, the are uses generally in a reasonably strategic manner. I do not care for necro staff marks personally, but that is just my opinion.
(many felt the stability was op)
Many were wrong, then.
Do you have proof of that, or are you implying that your opinion is actually fact? If your going to make statements of fact, it is probably wise to add a supporting argument at the very least, facts are always better.
Stability was far from OP as there were so many ways to counter it – the most popular being stripping it off with wells or just choking the melee by training down the backline, or by the opponent having a poor stability rotation, which would eventually lead to them dying off.
Back to the OP – the AoE dps has always been a part of WvW as it is the best way of dealing out the most damage to the group. Most auto attack skills are cleaves hitting 3 people with the third swing hitting 5. And as someone said earlier, if they don’t lock you down in the dps you can just walk out of it. If you are locked into it, it’s time to cleanse that condi or get some stability. And if you are a Caster you shouldn’t be near that anyhow, unless your a necro dropping wells.
(edited by lightson.2310)