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W3 issues (repeat/opinion)

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Posted by: Aroninio.2983

Aroninio.2983

Now that i said enough about defending its time to adress some other things.

I think field resurrection should be reworked. It is nice to be able to resurrect someone but not in a fight. If someone is only in downed status i see no problem in picking them up again, but if they are fnished off they should stay dead for as long as the fight is in a certain proximity. This would hinder a zerg from simply picking up dead people while not being in any kind of danger because the sheer number is pushing the fight away from them. Or there could be a timer on a revive so you cant instantly be revived if you are dead. This would either slow down zergs, or split them up allowing smaller groups another set of tactics. Or the resurrection could get slower the higher the number of allies close to the fallen is.

The next part will probably receive the most hate/love, because everyone will shout “OVERPOWERED” or “interesting idea”.
I think that the classes should have unique WvW abilities or traits. I think the “I jump down get hurt less and cause some effect” is boring. In my opinion those abilities could just as well be WvW freebies which you dont have to skill and which wont use up any of your utility slots. Some ideas i have include:
-> Engineers can deal a bit more damage if they operate a siege weapon, or they get another skill on siege weapons
-> Guardians in a keep can repair all walls and gates for maybe 10000 points, this would need some balancing though by making the keep resistant to it for several minutes after one guardian used it. Or guardians could allow siege weapons they operate to ignore one hit every 30 seconds making them stay up a bit longer.
->Necromancers, if resurrection is reworked, could allow dead warriors to rise and join the fight with maybe 5k hp left and no possibility to heal/get healed or with a timer after which they die and only the possibility to use/spam one ability. This effect could only be used once on each fallen ally, so if they fall after being revived by a necro no other necro will be able to pick them up again.
->Warriors could, simply by their presence, grant a small buff to everyone which can only stack up to 1-3 times and shouldnt be huge and maybe can only be passed to a limited number of players.
I didnt come up with ideas for the other classes yet, but maybe if you have some, share them…it is always interesting to hear creative ideas. (maybe somthing with using less supply, or using supplies for something only their class can do…who knows)

And the last thing for now, because i dont want to talk too much about zergs or the useless outmanned buff (there are too many threads ont hose anyway) is the buff for the Tower Lord after a tower just got captured, making it hard for a smaller group to capture even an abandonned tower. This favours the “nobody has to defend towers anyway” mentality and reduces smaller groups to camp assaults (or distractions by faking an attack on a keep).

Thats all i have to write for now, share your thoughts about this and please refrain from using those “i am so high and mighty”whoever doesnt get this and this is really out of touch with the game"" sentences. If you feel it is a bad idea, say so and say why but try to be friendly about it so it can become and stay a healthy discussion which we need if we want anet to show more love to WvW.

W3 issues (repeat/opinion)

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Posted by: Aroninio.2983

Aroninio.2983

So after i joined W3 today with my low level engineer i cam across a few things i think should be handled different, and a few things that i wished i had.

Lets begin with defending a keep.

“Defend event”
The defend your keep/tower/whatever event is ridiculous. We probably all know it, a small group attacks your keep, and the event gets triggered giving you a few minutes to defend it. Up to this point it is fine BUT, if you dont have massive damage and only manage to drive them away without actually killing anyone you simply get no reward…and if they didnt deal any real damage because you scared them away too fast you cant repair either to gte to your reward. And if there is some damage but you are more defenders, then only one can claim his reward by repairing the barely damaged gate.
It is pretty annoying how all your work simply gets ignored simply because you just didnt manage to kill something (and you most likely wont want to chase them if you are alone)…it is like “Huh? the keep is not damaged, there are no corpses in front of the keep so it is only normal that you get no reward because obviously nothing happened and the group you scared away would just happily have walked past the keep”. And before anyone says “Hahaha, who cares about experince and karma and the money anyway”, I do and many other players as well since WvW is used if you are sick of PvE but still want to have fun and lvl up too.

“Ranged attack blockers” or the keep mini walls:
Another thing probably everyone has noticed at some time in the game are those miniwalls. It is so annoying to try to use any ranged attack to hit something that moved closer to the wall, it is blocking everything. You want to shoot an arrow? NOPE! You want to let it rain grenades on your enemies heads? NOPE! I can in some way understand their existance because…if you stand behind the wall you wont get pulled down by those mean mesmers and engineers so it is protection for the defenders. On the other hand it is providing a chance for the attackers because if the defenders want to hit a target which is close to the wall they have to jump onto the miniwall which makes them targettable by those mean pulls. Its existance has a reason in a way, but it is just so annoying to see your attacks stop because of that tiny wall.

“Arrow carts”
I have no real issues with arrow carts in general and maybe it is just me but if i just cant see an area on my screen no matter how much i move the camera around it is impossible to use the arrows on that area. So those short pieces of higher walls that were supposed to grant you protection but actually dont because of aoes impair your vision and make defending harder. (Maybe it is just me who doesnt know about a feature or sucks)

“Is defending worth it?”
The way it is normally going is…everybody defends their keeps or stonemist, but only because they want to keep map control and the waypoints and to say “HAHA we got your keep”. The towers on the other hand are only defended if someone is in the mood to sacrifice himself, just to slow the enemy zerg down so that either the own zerg can come to steamroll them if they appear to be stronger or so that they can take other towers or camps, making it a race who can capture faster. I think the reward for defending/holding something should be more than simply those points, nobody really cares about since it can be taken again before the next point calculation is done.

AC Explorable - Path 2 - Detha doesn't repair cannons [Merged]

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Posted by: Aroninio.2983

Aroninio.2983

The last time i did that path she did start the event…and started repairig…and she finished 2 mortars but the 3rd one seemed to be too much for her to handle.

It went something like this….She got killed, we revived her → she decided fighting is better than repairing → we got confused by it and were overrun and died.

To our great luck we had 8 enemy ghosts (2 groups) around her corpse when we came back and it was a real pain trying to kill them because…if we didnt kill a group completely and died, the group had a reset and another ghost appeared. So we tried to resurrect her and draw the fight out for her to repair the mortar but it appears she thought helping us is much more important.

In the end by using “half resets” and the pillars we finally managed to get rid of one group and the other group was no problem anymore.

After that we revived her, she started repairing, ghosts continued spawning after she continued her job and all went well until she finished it, the ghost we didnt kill yet disappeard and we finally got to start the boss event.

So we only got to spend several hours in AC.

Staying Snow leopard after quest

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Posted by: Aroninio.2983

Aroninio.2983

You can still choose to return to your normal form, but normally oyu are forced out of it after leaving the heart area, which did not happen in this case.

Staying Snow leopard after quest

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Posted by: Aroninio.2983

Aroninio.2983

Did not think about discussing that matter, but…well the part staying as leopard was fun, but i think it defeats the purpose if it bypasses the speed impairment at the other heart quest.

So yes, having that feature would be nice, but not if its disrupts other hearts.

Staying Snow leopard after quest

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Posted by: Aroninio.2983

Aroninio.2983

After doing the “Honor the Spirit of the Snow Leopard” heart quest in Wayfarer Foothills i happened to snay in snow leopard form although i left the quest area.

The consequence of this is that it is possible to do “Help Bjarni honor the Hare Spirit” without speed impairments while carying a bag of food.