Showing Posts For ArcturusWolf.1205:

WvW messesd up PIC ATTACHED!

in WvW

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

If they really want to stop this from happening the solution is quite simple: add a few pieces of working invulnerable siege at spawn. Range too short to hit any objectives, range long enough to prevent spawncamping. Problem solved.

Sylverinia | [TS] TimeShift | Eredon Terrace

WvW dead spies? Need to fix this

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Just let us burn dead bodies when out of combat and everything will be fine. Once they’re burned they’re forced to res at their home waypoint.

Sylverinia | [TS] TimeShift | Eredon Terrace

An idea for sentrying - binoculars/telescopes

in WvW

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Great idea for tagging enemies. Lets non-commanders mark enemies to seek and destroy. I like it.

I’d like to add another possible option for this:

Tag ground for siege. Your long-range artillery (Trebunchets, mortars (maybe catapults?)) get a marker for them to hit. Would be useful when blindfiring, especially when firing towards a marker lets them know if the shot landed correctly/short/long etc.

Sylverinia | [TS] TimeShift | Eredon Terrace

Anet makes mechanics without counterplay.

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Burn a thief, break his stealth.

But no, seriously. I’d rather have stealth be changed so that they can’t stealth again for 3-4 seconds after the end of the previous one. Right now, I’m seeing thieves that literally just pop stealth again and again – because they never break out of stealth, the Revealed debuff never comes into play – and hence they become permastealth. It’d be much better if stealth could not be reapplied before the previous one ended. Or at least halve duration if it was reapplied before the previous one ends.

Sylverinia | [TS] TimeShift | Eredon Terrace

WvW Wish list

in WvW

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

1) Removal of Downed State.
2) Capping maximum amount of stealth per minute.
3) Make engineers be able to repair siege with wrenches. They ARE TURRETS TOO!
4) Make engineers be able to repair other engineers’ turrets.
5) Give ballistas manual aim.

Sylverinia | [TS] TimeShift | Eredon Terrace

5/31 - SF - ET - HoD

in Match-ups

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Seems outmanned flat-out isn’t working. No that it matters when SF can field 4x our numbers consistently. Ridiculous imbalance is NOT the way to make WvW more fun, ANET. At least fix your kitten game to apply the buffs that are supposed to be there.

Hah, at least you guys HAVE numbers to field. 2am – 6am server time, only 2 people on ET defending ETBL against SF and HoD, both of whom have 15-20 each.

But I agree with fixing Outmanned. It doesn’t matter if you don’t have repair bills; you can’t DO anything if you’re Outmanned that badly. They need to change the effects.

Lightly Outmanned: (as now) : when your population is 25% less than the largest of the two other servers.
Moderately Outmanned: (current buffs, +25% allstats) : when your population is 50% less than the larger of the two other servers.
Heavily Outmanned (300 mode, +50% allstats): when your population is 75% less than the larger of the two other servers.

In the end, if it’s like this, being Outmanned still means that you are weaker as you still have less manpower, but at least you have the stats to partially compensate for lower numbers of people.

Sylverinia | [TS] TimeShift | Eredon Terrace

[WvW] Keep/Tower/Castle Hardpoints

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

As it stands, ballistas are probably the least used siege weapons in WvW owing to the (relatively high compared to arrowcarts) and low accuracy, especially on moving targets. Throw in the fact that extended ballista range is much more difficult to get (and probably makes it even less likely to hit) compared to extended arrowcart range, and we’ve got a problem.

I thought that there may be a solution; to make ballistas useful again. Give towers/keeps/SM some wall Hardpoints, which are specific positions on the wall which can have a ballista built on them, akin to a cannon mounting. When a ballista is placed in such a position, it would have greater health than its field counterpart and does not disappear as other siege weapons do. Almost like a non-structural cannon, minus the AoE.

Being placed at certain intervals along the wall may help with those cannon blindspots, and actually allow for some targeted kills, instead of just AoE spamming with arrowcarts.

Thoughts?

Sylverinia | [TS] TimeShift | Eredon Terrace

ET for tier 9

in WvW

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

I’m seriously losing faith in WvW’s balancing with this update, really.

Throwing us with SF and HoD is extremely questionable. Bottom of T8, with top of T8 and a T(6?). We on ET had the short end of the stick for quite a long time now, and they decided to rub salt into our wounds? If they wanted to cycle colours they could just do it inside each tier.

And then comes the issue of excessive rewards on Southsun. It’s draining our (already small) WvW presence to almost nothing. Four days in a row I’ve only been able to find two other people on the map. No talking, nothing. So we were forced to watch helplessly as HoD and SF zergs just rolled over everything we had that was fortified. Several gold down the sink in one sitting.

Is this what they intended for WvW? Just a glorified gold sink that no PvE’r will play since they are too interested in gold and legendaries.

Sylverinia | [TS] TimeShift | Eredon Terrace

Upcoming WvW changes, may 28th

in WvW

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Still looking for that fix to the commanders’ /supplyinfo command. 120 range on it makes it all but useless; we still have to guess whether or not people have 10 supply or 0.

Sylverinia | [TS] TimeShift | Eredon Terrace

Manmode WvW Traits

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

While we’re in that direction, we might as well cut down a few of those trees and use them as battering rams. The more people holding the tree, the more damage it does! Oh wait, Asura aren’t big enough…

No, but seriously, 5% increase vs gates by players isn’t really a lot – it’s like 2-5 damage, barely noticeable compared to the rams’ 8k or so.

Sylverinia | [TS] TimeShift | Eredon Terrace

Eredon Terrace Map chat troll!

in WvW

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

I can vouch for this. He goes out of his way to lure enemies to ET lands, even during times when we are Outmanned and would much rather keep out of the way or stay on the defensive. Things like gateknocking to get crossed swords, get spotted as an ET, and lure a retaliatory strike on our home territories. Or hit morale-sensitive targets like Keeps and/or SM with siege weapons and bring a zerg in unnecessarily.

That is, on top of the other troll things he does. He hasn’t yet built rams in keeps or towers yet, but I don’t think it’d be that far off when he starts draining supplies at camps by building ballistas behind pillars.

What I’m not entirely sure about is how this guy is getting away with the huge volume of reports that have been sent.

@katz, I was the active commander at the time along with Shanks. We both told in /t and /m for whoever was on the treb to get off. Failing that, we asked for whoever built the treb to seize control of it and afk to stop it from firing. But that doesn’t quite work when -he- built the treb…

Sylverinia | [TS] TimeShift | Eredon Terrace

(edited by ArcturusWolf.1205)

Warrior Bugs Thread

in Warrior

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Warhorn: Targetless skill #4 causes autotargeting to lock onto a nearby enemy (potentially causing unwanted hits).

Sylverinia | [TS] TimeShift | Eredon Terrace

Why do ppl complain about warriors?

in Warrior

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Because they don’t bring support to the party, only lots of damage.

I beg to differ. Superior Rune of the Soldier + Shoutheals: Condition removal for your group. Cleric gear + shoutheals/bannerheals and you distribute mass healing and CCs everywhere with hammer/x. Immobilise with bolas, Leg Specialist and Flurry. A near instant ranged AoE blind with longbow, and long duration bleed + immob with LB 5 (if thieves get away they can’t break out of battle for ages unless they burn a condition removal thanks to a 22 second bleed).

You can even dump a really long duration fire combo field for your whole group with LB burst. It’s just that most warriors you see around these days are GS + axe/x, that you think they’re all damage.

As for OP: People complain about warriors for the same reason people complain about thieves. The burst. Granted a 100b BC-bolas is a one-trick pony, but it’s extremely deadly if the enemy is completely unprepared for it. Which is why there’s so much QQ against them, because people get caught unawares, get killed in seconds and go ‘omg that’s so OP’. That, or they meet a hammer support warrior and get stunlocked for 8-10 sec straight, because they didn’t pack stability or stunbreaks.

Oh and they’re just jealous that we can wreck almost any PvE enemy because none of them dodge.

People will always complain about classes that aren’t their own. Best to get revenge. With a smile.

Sylverinia | [TS] TimeShift | Eredon Terrace

Land Spear!

in Warrior

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

F1: Even a god-king can bleed.

But really, land spears are a great idea. I wouldn’t mind them being a bit longer and get given 300 range in exchange for a narrower melee attack cone.

Sylverinia | [TS] TimeShift | Eredon Terrace

Some WvWvW ideas!!!

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

I like the idea of towns/villages – would add a proper warfare supply chain issue.

What bugs me currently is that somehow we’re transforming raw supply into useful building materials without additional processing. Orchard fruits → stone walls/siege weapons…?

I think a way we could go about this is to have say, Supply Camp → Tower → Town → Tower → Keep for each dolyak. Supply camps still allow pickups of supply for the usual 10 supply; but Towns process received supply into refined supply, which are easier to carry; you can take 20 supply from these. They don’t, however, produce supply on their own, so supply camps are still necessary.

More traps are definitely needed for WvW. I wouldn’t mind seeing Charr Landmines at 10 supply each, at a limited number per keep/tower/supplycamp that doesn’t count towards the normal siege limit.

Sylverinia | [TS] TimeShift | Eredon Terrace

Use Cinnamon For Something - So Much Stock

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

+1.

Cinnamon comes in huge quantities with no visible sink aside from really, really low level recipes.

Kaineng Four-Spice Powder anyone? :P

Sylverinia | [TS] TimeShift | Eredon Terrace

Charr Field Gun [WvW]

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

We seem to have an awful lack of functional catapult-like anti-infantry weapons that are usable in open field battles for WvW.

Let’s face it, ballistas’ lack of manual aim is extremely limiting. Sure, it’s great in a narrow corridor where people bunch up, but when people are actually capable of dodging, autotracking aim is actually a disadvantage. Spread shot tries to counter this but doesn’t allow for vertical traverse, so it only works on completely flat terrain.

To this end, I propose the Charr Field Gun. Slightly more expensive than a catapult at 50 supply. Range in between ballista and catapult (approx 3500). Left-right traversal faster than a catapult, and fires in a way similar to a catapult, with slightly faster charge rate. Shots travel faster but have a little more spread than a catapult.

Has 3 ammunition types.

1. Explosive shell
High-damage area effect shell with knockback. Does a very small amount of damage to walls and gates. Decent against siege weapons, exceptional against infantry.

Applies its damage in 3 concentric radii, at 150/250/350 range. 150 range applies a 4-second burning and some bleeding. 250 range applies some bleeding and the knockback. 350 range only applies damage.

Direct damage is split evenly among the three AoE radii.

2. Grapeshot
Fires 15 randomly scattered smallshot in the same AoE radius as Explosive Shot. Does not apply knockback; applies significant bleeding. Shots do not pierce, do not do damage against walls. Does minimal damage against gates and siege weapons.

3. Incendiary Shot
Fires a large shell containing sticky burning tar. Causes a 300 radius fire field to be generated at the point of impact for 6 seconds. Burning applied every 0.5 seconds. Does minimal damage on impact against all targets.

Sylverinia | [TS] TimeShift | Eredon Terrace

Race Change

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

It isn’t really viable to change it. What about all those personal storylines? You cannot make a racechange that is congruent with your personal storyline. Think about it – an Asura as part of the Iron Legion? A Charr as a child of the Pale Tree? A human in the Blood Legion? It would simply destroy so much of the lore it isn’t funny.

Sylverinia | [TS] TimeShift | Eredon Terrace

[WvW] Commander Commands

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Also on that note it would be nice to have commanders designate different icons on LTs. Like, Scout parties, etc, also allowing them to mark enemy positions on the minimap.

Sylverinia | [TS] TimeShift | Eredon Terrace

[WvW] Commander Commands

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

Would also be nice to have a squad control window so you can assign individual players to each LT mini-squad. That way you know that the squad composition will work out.

Sylverinia | [TS] TimeShift | Eredon Terrace

Crafting for New and Improved WvW Equipment

in Suggestions

Posted by: ArcturusWolf.1205

ArcturusWolf.1205

I’ve been observing for a while how crafting seems to be well and truly ignored in WvW despite the fact that all siege weapons technically are crafted. We could probably involve the crafting professions a little more in WvW to introduce more diversity in game.

While we obviously can’t have premade ready-to-go siege weapons in inventories, I think being able to craft improved and/or cheaper versions of existing siege weapons would be a fine way of dissipating that excess Elder Logs and Mithril Ores supply on the TP.

Possibly we could use Weaponsmithing for (mostly) metal based siege equipment, like Siege Golems or Flame Rams, and Huntsman for (mostly) wood based siege equipment, like Trebuchets, Catapults and Ballistae. We may even be able to involve other crafting professions too, for new equipment types; Asuran Shield Generators for Artificer (similar to that used at the cannon near the Temple of Grenth), Mantlets and/or Siege Towers for Armorsmith, etc.

Asuran Shield Generators could be similar to a Siege Golem’s shield: a (450?) radius bubble which blocks all incoming ranged attacks. These protect whatever is inside from up to a significant amount of ranged damage, possibly almost equal to an Alpha Golem’s health; but are easily destroyed by melee attacks. These could provide an additional dimension to attacking a heavily fortified keep, tower or castle, rather than trebbing the walls for hours on end. You could attempt to break the gates in by ramming.

Mantlets could provide limited cover similar to a wall, but have health. They would also impede both allied and enemy movement, and be moderately resistant to both melee and ranged fire, while being weak to heavy siege (cannons, catapults, ballistas, trebs). These could look like one of the projections from the floor in Plains of Ashford, like those seen in the Charr intro sequence. Being able to impede movement may be able to allow commanders to reshape the battlefield to better direct enemy forces into chokepoints, or allow allied players to heal up in relative safety.

Siege towers could also be an alternative to PvDooring, by allowing players to bypass walls with significant supply investments. They could dump allied troops right on walls, forcing the defenders into a melee combat to retain control of their wall. Siege towers would be movable, albeit at a very slow rate; and since they are taller than walls, they would also be unable to pass through gates therefore making the inner gate of SM and keeps to be still useful.

Thoughts?

Sylverinia | [TS] TimeShift | Eredon Terrace