Showing Posts For AquaBR.9250:

Suggestion: WvW Jobs

in WvW

Posted by: AquaBR.9250

AquaBR.9250

Anyways, each of these “classes” sounds very hard locked into what they do. As such, I’d say they go against the existing class design where classes can generally play in many different styles

But in WvW you dont play in any style, you just follow commander, build siege, defeat lord, follow build kill lord, the only thing you do is atack follow and build, where are the diferent play styles? They are when you can be a cool builder and manage siege or bomb some walls, watch your squad’s back and scream “INCOMING!”
We have some cool mecanics with traps and siege, but nobody kittening uses them, ans when they do is not that funny

Suggestion: WvW Jobs

in WvW

Posted by: AquaBR.9250

AquaBR.9250

I don’t really understand what you want to accomplish with this idea? Is it meant so that when you enter WvW, in addition to your normal class, you also pick one of these as sort of a sub-class ? Because at first glance, they really look like “class descriptions”, but it didn’t sound like you wanted entirely new classes for WvW.

Anyways, each of these “classes” sounds very hard locked into what they do. As such, I’d say they go against the existing class design where classes can generally play in many different styles. It also strikes me as a bad idea to add more layers of “specializing” in things in WvW, which would/could make it even harder to get good fights in smaller scale, as there would be even more rock/scissor/paper in builds.

It sounds like you want the game to play more similar to the “holy trinity” style, where people have set roles in combat ?

I said, is like a specialization, you dont equip druid and them you have druid skills and become a healer? So… You already have most of what i’v said, but in a broke way, you have your weapon and ult skills as normal, this is not changing, you only get some more and some traits, simple, don’t change anything more, smaller scale fights will stay the same as you dont build siege or have the passives from high number of enemies around, btw smaller sclaes will be cooler as you’ll have that possibility of play as trapper or scout and have that scout team X scout team fights, i was describing what they can do in addition, not like they only do that, same way you can right now put your points on flame ram mastery and improve your FR habilities, you can be a bomber and atack on a squad encounter as normal, ve a defender and dont use your shield if not necessary, “i giving the skills, you use as you wish”, play the way you where playing before and choose one job that fits what you usually do so you can do it better

Suggestion: WvW Jobs

in WvW

Posted by: AquaBR.9250

AquaBR.9250

No, this is out of scope given the perceived lack of resources on WvW’s development team. If I am wrong about that, then the issue is more for the balance team which already has problems in WvW.

Looking at your post history you are probably a new player to WvW, correct? Welcome to WvW, and I apologize for cynicism. Your suggestion feels hopeful, and I appreciate it. It’s just out of scope.

No, i playing GW2 for 4 years now, the lack of resources is the reason of this post, resources suggestion, nothing is out of scope everyone is waiting for a big WvW patch with things like that, is very dumb to stay silent waiting for them to do something you want but they don’t know you want, we have to let them know what we want, if we dont ask for, is this way they are really not doing it

(edited by AquaBR.9250)

Suggestion: WvW Jobs

in WvW

Posted by: AquaBR.9250

AquaBR.9250

I was thinking: “What if you had a function, like a mastery, like a job, on WvW”.
You equip it like a espec maybe in a exclusive slot and BOOM! You have special utilities and traits. What im talking about?
Look:

Defender: They defend they’r allies with a giant shield or shield bubbles (or something else), the concept is that you keep behind them as they walk to the front line, you cant pass through they’r shield and it blocks projectiles but he takes the projectile damage (maybe or partially), they also have some resistense ans sustain traits.

Battle Mage: If you running a elemental, a condi necro or something alike, this is for you, increase all ground targeting range and radius and they do more damage. Basically
you’re the guys thats keep behind everyone using area spells.

Marksman: All your single target skills have high increased range, and a bit of damage maybe. Just imagine a line of marksmans on a wall or a back line (long bow rangers rifle engis and war) shooting at a high distance.

Médic: You can revive allies even in combat, you have increased healing power and when you get up a downed allie he starts with more HP and buffs. Also, you can heal special condition from…

Trapper: Can put special traps to slow down or bait enemy squads, some of them alert enemy location, some take supplies, some inflict special conditions that can only be removed by a médic (you have médic NPCs on keeps) like a poison that keeps you in combat or a small slow debuff. Works good with…

Scout: Can either follow enemy squads steps to see where they’re hitting next or stay next your squad watching for enemy ambushs while they storm a keep, they have a (maybe) perma out of combat stealth and area revealed, they can also see nearby enemies as red dots on minimap. Only another scout or a assassin can a scout, as they have a strong revealed skill, but you can also reveal them with normal profession skills.

Fighter: The front line warriors, they get increased resistence and damage the more enemies nearby and get a % of damage as healing (works good with that warrior and guard build with lots of blocks going berserk diving on enemy squads).

Builder: The only one who can build siege in combat, if a ally interact with siege site while in combat, they just drop they’r supplies on the siege site and when the build interact with it they use the supplies dropped there to build. They also have some improved siege use and build faster and more effectively.

Assassin: They can get on the enemy back line and kill the marksman or the commander, with a high backstab skill and a stealth that looks like a scout, they make the other guys need a trapper trapping around they’r back line to catch a assassin or a scout to warn them.

Bomber: Destroi siege faster, and alone without using any siege do a nice damage to walls and gates deploying bombs on them (but the bombs can be destroyed by enemies maybe?). You want some bombers on your squad so you take a keep more faster as they are a dps to buildings.

General: I was thinking a concept of a guy that keeps buffing allies and just a general presence make allies inspired and stronger, like a special buff like outnumbered, only used by the commander (and when them die… well… you’re not inspired anymore!)

Just imagine, the fighters fighting on front line, you look to your right a médic reviving a dead guy, back there a line of marksmans and battle mages, at they’r side a builder building some arrow carts that he will use after building it, and a scout keeping a eye on they back for any assassins while your assasins are trying to sneak on enemy backlines

In the other side of the map a small squad, some scouts following enemy squad and some trappers putting traps on they’r way to slow them down.

Those are supposed to be passives and utility skills, working like the ones you already have on WvW but more specific and more present on the mode, you still using your profession skills on this sistem, as it works good for you to be a druid/ele médic a thief/ranger trapper or scout and a engi builder or bomber as some profession traits may work with the job skills.

Sorry for bad english

Thief Pistol/Pistol

in Thief

Posted by: AquaBR.9250

AquaBR.9250

the biggest nerf was initiative on crit, 8 hits from unload gives a lot of initiative, now i’m with a stealth build, then i can hide and wait dancing (during the bosses/f* war) my initiative recharge

Thief Pistol/Pistol

in Thief

Posted by: AquaBR.9250

AquaBR.9250

P/p thief for pve was good?
What have I been doing this whole time!?!?!?/!/!/

i never said that, but yes, when you know how to play the game, but of course you don’t, you just use endure pain and hit 2 on your greatsword warrior with any build and hit 50k, you don’t know the word kiting

That. That is exactly what I do. How did you know!??!
Does this p/p build give you EXTRA POWERS?!?! Are you reading my thoughts right now O_O
omg please, stop, I can’t… can’t hide the naughty thoughts I have. Stttooooppp

I just wondering the nerf, take your bull anywhere else please

Thief Pistol/Pistol

in Thief

Posted by: AquaBR.9250

AquaBR.9250

P/p thief for pve was good?
What have I been doing this whole time!?!?!?/!/!/

i never said that, but yes, when you know how to play the game, but of course you don’t, you just use endure pain and hit 2 on your greatsword warrior with any build and hit 50k, you don’t know the word kiting

Thief Pistol/Pistol

in Thief

Posted by: AquaBR.9250

AquaBR.9250

Why the hell Anet nerfed SOOOOOO HARD pistol/pistol build… ricochet, pistol mastery, initiative on crit… they buff condition builds a lot, and nerf zerker ones just to buff even more condition? i can’t even use my P/P thief for PvE without ricochet, every ranged weapon has a “pierce” trait that gives the weapons area damage, everyone but pistol on thief, now i need a new build for PvE, with other weapon… if you gonna buff it in the elite espe say it Anet

Thief Pistol/Pistol build nerf

in Guild Wars 2 Discussion

Posted by: AquaBR.9250

AquaBR.9250

Why the hell Anet nerfed SOOOOOO HARD pistol/pistol build… ricochet, pistol mastery, initiative on crit… they buff condition builds a lot, and nerf zerker ones just to buff even more condition? i can’t even use my P/P thief for PvE without ricochet, every ranged weapon has a “pierce” trait that gives the weapons area damage, everyone but pistol on thief, now i need a new build for PvE, with other weapon… if you gonna buff it in the elite espe say it Anet