Mouggari – Warrior – Candy cane Avenger
Ram mastery, a little bit over the top?
Mouggari – Warrior – Candy cane Avenger
uh, who cares about balance? all i want to do is steamroll!!1
They tested them, they are working as intended.
I dearly hope I’m not the only one that saw this coming when they decided to put damage bonuses in the rankup system. Without an equivalent increase in power for gates and walls, they were doomed to irrelevance as soon as the cata line was introduced.
Indeed. Rams are too strong atm. Anet should really strengthen gates, mby give another tier into gates or tone down the ram mastery line.
[FURY] Gunnars Hold
uh, who cares about balance? all i want to do is steamroll!!1
Yet another poorly, if at all, tested mechanic added to WvW that takes away from any sort of chance anyone, particularly the underdog, has of fighting the superior force that’s probably doped up on 3 stacks of BL Bloodlust.
The decision makers of WvW overall do not make sound decisions, are too slow to alter their screw ups, and are quickly digging the grave of this aspect of gw2. The Ram mastery is just another example of this.
Have there been improvements, sure. But the scale is heavily weighted on the side of disfunctionality rather than functionality when it comes to WvW’s existing features and adaptations implemented in the last 12 months.
I fear for WvW’s survival.
(edited by Krypto.2069)
they could change the oil pot to be repairable and make mastery in it give huge damage boost against rams/golems or something like that.
Yet another poorly, if at all, tested mechanic added to WvW that takes away from any sort of chance anyone, particularly the underdog, has of fighting the superior force that’s probably doped up on 3 stacks of BL Bloodlust.
Working as intended you need to buy gems so you can transfer to the larger population sever.
Anyone else feel superior offensive siege is already somewhat broken — especially at times of low coverage?
The somewhat missed negative of ram mastery is it solve the overpoweredness of arrow carts, but only for the guy on a ram.
They would have done far better to just nerf arrow carts, then make the bonuses for ram mastery a lot smaller. 25% reduction in damage taken say, and a smaller boost to ram damage.
Siege reining supreme must be the end goal here, I don’t know, maybe because siege costs coin, and needing in game coin translates to Anet making real coin.
In general these abilities all just further increase the offensive aspect of WvW while giving defenders even less incentive and time to actually try and defend.
Yay, thanks to all these damage increases towers will now drop in 30 seconds instead of kitten now an enemy zerg couldn’t get there in time even if they wanted to.
I could get behind this if they removed player trash damage (or at least ranged) but I don’t see that happening.
Its a bit to much imo so i agree with OP.
Now lets sit back and watch what Anet will do to golems as theyre the last one left to get a mastery line
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Makes defending even more pointless than it was before. And now there is even less point in buying upgrades.
I bet if everyone would just quit buying upgrades for towers and keeps they’d change it.
It is like they want stuff to be easy to flip for some reason. I wonder how much money upgrades takes out of the economy?
They would have done far better to just nerf arrow carts, then make the bonuses for ram mastery a lot smaller. 25% reduction in damage taken say, and a smaller boost to ram damage.
I agree that ram mastery is a bit too strong. When I my self first tested it out I thought “Neat!” Then soon I saw that when my small group was taking a un-upgraded tower with a single normal ram, my thoughts turned to “man…how much faster was that than without the mastery???”
The Iron Hide buff should be lower, like 20% damage reduction I think is more fair. The rank 3 ability for faster ram skill recharge should be a bit less, like no less than 4 seconds for the main ramming ability.
And finally, I think that gates should receive an overall increase to their hot points, perhaps 10% more or so. And more defense against player damage so a mega group of players can’t just as easily beat down a paper gate with their bare hands.
[AoD]- Commander Vars Wolf
Its fine, this way the karma/wxp trains can do their circles even faster, maybe they might bump into one another by accident.