4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Orbs buff could use some "Shaving"
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
possible solutions -
change orbs to something like out numbered buff.
or just more points per tick for w/c server has it on.
like at level 1 – .5 more ppt. at lvl 2 1 more ppt. at lvl 3 1.5 x more ppt.
Always Loyal
(edited by Sovereign.1093)
“Shave” them off completely using a hacksaw.
really bad engineer
it should be 50% magic find per buff for a total of 150%
this should not give any stat buffs.
Problem is that if you shave it too much then people wouldn’t care about it enough to even fit capturing the points into their overall strategy. They need to remove the stat buffs entirely and instead give more of a utility type buff…for example:
1) Increasing speed of upgrades on structures/camps
2) Reducing amount of supply needed to build siege
3) Reduce PPT by a % (can be scaled to incentivize outnumbered servers in blowout matches and be less and less effective as the score gets close)
etc….ANYTHING OTHER THAN LAZY STAT INCREASES!
Even if you have all 3 buffs for +150 its miniscule. The highest buff is crit with 21 precision per , so about 7 and 1500 health (which is one additional hit in most cases). Everything else is less than 5%. So stop complaining.
it should be 50% magic find per buff for a total of 150%
this should not give any stat buffs.
I could go for something like a 100% magic find, 100% gold find buff.
inb4 merge
/15
The Bloodlust buff is desirable and powerful enough even without any stat-bonuses associated with it.
Bloodlust already contributes roughly 20-30% to the overall score so if you care about winning you care about Bloodlust. It also gives roamers a way to contribute to the overall endeavor.
Remove the stat buff and call it a day.
Even if you have all 3 buffs for +150 its miniscule. The highest buff is crit with 21 precision per , so about 7 and 1500 health (which is one additional hit in most cases). Everything else is less than 5%. So stop complaining.
So you like playing without trinkets?
From the other thread:
think a lot of players, like you, underestimate what is actually going on, and as a result aren’t as bothered as they should be. Food and ascended gear add less than half of what blood lust does. And with a little effort any individual can get both food and ascended on their own – not so with bloodlust. Bloodlust is +50 PER stat, not total. That means 50×6=300. For one. 900 stat points for all three. That’s like having an entire extra full set of ascended trinkets. If you can’t see how huge of an advantage that is then you don’t know how stats work in this game. A huge advantage/disadvantage that the individual, unless they slap on their commander tag and zerg the ruins, has no control over.
150% magic find is 150 × 0% chance to get anything useful in wvw. no thanks
It was 2 vs 20 but its ok we got’em both!
150% magic find is 150 × 0% chance to get anything useful in wvw. no thanks
I have had guild members get several precursors from dead players. more magic find = more gold for us WvW players.
well honestly if changed i think it would most likely become map specific, so no more then 50 stats as long as you hold it on the map your on and no bonus to EB.
It was 2 vs 20 but its ok we got’em both!
Agreed with OP. Anet just shoved their unpleasant orbs in our faces, least they could do is shave them a bit.
all is vain
An unshaven orb is a terrible thing.
As much as many might be hoping for a Hollywood pron star completely vanished orb bloodlust buff pretty sure ANET is not going to reverse course at this point. I’d be happy with a Brazilian using either the OPs method of across the board stat decrease of 50% or the previously mentioned tone down by limiting the bloodlust effect to only the map it is fought and won on with nothing for EB so the even stat crowd has a place to play.
ANET has already said they want to encourage diversity of play-styles and not punish people for playing in a certain way. It makes no sense the bloodlust buff applies to the Eternal Battleground and we are already starting to see some backlash between groups of players on different maps on the same team arguing about the most “efficient” way to enjoy the game. Borderland teams are getting frustrated with EB frequenters because they are not doing anything to help maintain the bloodlust buff or prevent the other side from holding it when the math does stack up in favor of keeping a stronger presence in the borderlands now. This is the exact sort of behavior ANET has repeatedly said is the reason we can’t have stat buffs added to things like the outmanned buff, because the players will begin to try and dictate more strongly how and where others spend their WvW time. It is bad enough that the new meta is to figure out ways to avoid being spiked at all costs and having your teammates kittened off at you when you die doing something silly. I like to be suicidal sometimes.
At the same time, the center lake area on the borderland maps is now a bit too crowded and chances of having a good small skirmish overrun by a blob passing through have greatly increased. I think they should also add two additional cap points in the northern mercenary camps (skrit and centars) that would require capture from those mercs (beat them into holding the point for your team until another side comes along to defeat them to keep the PvE event bit they put in there). This would give more meaning the northern part of the map (I would not be opposed to a bit of global warming up there to thin out the snow some either since it can be darned difficult to find your loot bags in the glaring whiteness but not at the risk of waiting longer for changes to be added). It would help spread out some of the action and give the home team a bit of advantage on their own map as it should which we currently don’t really get much a feeling of.
I would also propose with 2 additional cap points taking the total to 7 that control of 4 would be required to maintain the bloodlust buff unless your team was outmanned, and then it would revert to 3 points like it is currently. That would seem like a fair and decent way to help the lower population side without it being something that would make players try manipulate it (and each other) for a strategic advantage. I think the outmanned team should have the time it takes to flip the captures points decreased for them as well but that might a lot harder to code.
I think those simple fixes, many which have been mentioned by others previously; a bit of a buff stat shave or the buff effect limited to its own map, and the addition of 2 more home team friendly cap points with a lower cap points held requirement for undermanned teams could really help turn this mess of a patch around. Leave EB alone and let the duelers have a place to play, keep the awesome new terrain and give the seldom used northern areas more traffic. Sounds like a win win to me.
Xyleia Luxuria / Sweet Little Agony / Morning Glory Wine / Precious Illusionz /
Near Fanstastica /Ocean at the End / Blue Eyed Hexe / Andro Queen / Indie Cindee . . .