Showing Posts For Anwedie.2360:
What exactly are you calling NA primetime? I’m not seeing the weakness on BG’s part in “prime time” other than that we don’t have queues in any battleground including EB.
It doesn’t matter how good you are, some classes just have much more powerful down states. And by powerful, I mean that it takes longer to stomp them than it does to kill some classes standing up. They need to reduce the stomp timer by half again, lower the downed HP by half or redo all the downstates to remove any “stomp delay” abilities.
I agree something has to be done. Rewarding bad play isn’t the way to go, you shouldn’t win some engagements because you have sheer numbers.
Reduce the stomp time by another 2 seconds and reevaluate. Noone should be stronger in the downed state than they are alive, some classes seem to take forever to “kill” still after they are downed.
Downed state is something more useful in sPvP, in world vs world is becomes a “rally off the bunny kill” fest. There’s too many NPCs in WvW to not rally during a fight and the more people in an engagement the more mass rallying there is.
It’s impossible to take a defended position when NOONE can see anyone. It’s much easier for defenders to defend a garrison lord room because people have to be in the circle to cap, meanwhile invisible defenders rain down AOE death from unknown locations above or on the side.
A lot of people are taking days off here until they see a fix, it’s just too frustrating otherwise. Hopefully there’s some progress post made by A-net by WvW reset day or it’s going to be an absolute disaster.
It seems almost like a “memory leak”. The longer you play the more people who disappear. I’m down to not seeing ANYONE, except a pet here and there. Does relogging fix it? I’d rather not sit in a queue.
I can’t see ANY enemies, holy god they made culling worse somehow. Even NPCs load slowly in now. I should go set-up my commodore 64, apparently that’s the type of person they want to be able to play the game. I’d rather the server crashed than culling.
If he hits you once you can see him for a minimum of 4 seconds.
That is of course if the game decides to render the Thief before they re-stealth
Taking 17k damage before the thief becomes visible is just stupid. It’s almost as bad as the culling system. I don’t mind having unique mechanics, but every ability should have a hard-counter if you want to use utility slots up for it.
Nothing like seeing “Unknown Server xxxx player” spam in combat log. By the time they fuller render, the fight is already tilted heavily in their favor. This is more of an Arenanet problem, than a stealth problem though.
Underwater combat needs an overhaul.
If an opponent is killed underwater he shouldnt be able to swim faster and further than what he could when he was alive! If you are killed underwater, there should be no movement allowed(save for up) and if you reach the top of the water, you should not be able to re-submerge and abuse invulnerability coding.
Water combat is fun, right up until the point where you kill someone and know it will take 2 minutes to down them.
This is the #1 problem in WvW right now. The large clashes between armies where flanking and such would be used cannot. Right now the winner is whoever stacks on top of each other, speeds, then charges into the enemy and starts AOEing before they render(or portals since rendering is just as poor for that).
Pretty poor design to say the least. Id rather every NPC that gives exp is removed from WvW and all enemies are displayed than pretty fauna and flora and getting wiped by invisible people.
I think the maps could still support another 20-30 players per side. And I dont say that as a problem solver for Eternal, I say that because I purposely play with friends on whatever server we think we can get the most people on. And I think if they bumped the cap up a tad, it would be more accommodating to guilds who play together.
They’d have to get culling under control first. The maps cannot even support the amount of people they have on them now due to invisible armies clashing both in the open and keep fights. Why even have classes that can stealth when the game itself stealths entire armies with permanent invisibility.
I’d rather have MUCH less siege equipment, less NPCs, less keep guards and less character detail if more people would be loaded so you could make tactical decisions instead of, “Hey look 5 people are guarding a supply camp..wait how did 5 people turn into 35?”
Is there any way you can rework the culling equation to not count allies as much as enemies? Entire groups are un-culling literally next to you while you can still see all your allies. I’d rather see many more enemies than allies, since my allies arent killing me while invisible.
There’s nothing we can do on the client-side to avoid this so it’s entirely out of our hands.