Showing Posts For Drago.6098:

04.30.13 Patch Notes

in Engineer

Posted by: Drago.6098

Drago.6098

Healing Turret
- No longer passively creates a water field.
– Reduced the deployed heal by 50%.

well there goes a fair amount of utility for the healing turrets. Unless they’ve changed it so the overcharge goes off straight away then its kinda useless. turrets get blown up far too easily and in a moving fight having to wait about an area for the overcharge to go off to make use of one of the only water fields we have is asking to be killed.

will admit the toolbelt skill cooldown reduction for it is nice though, albeit long over due.

Incendiary Powder trait:

- Increased internal cooldown from 3 seconds to 10 seconds.

sigh….i’m suprisingly annoyed about this. it’s not really a nerf, but not a buff either imo. before with enough precision you could keep it semi up all the time. now there’s a definate downtime regardless of your condition duration. i supose it being 100% on crit means its a gaurantee now though rather than a dice roll.

and not a kitten was given about gadgets! \o/

Add overflow server's for WvW

in Suggestions

Posted by: Drago.6098

Drago.6098

Well, as the above title says my suggestion is to add WvW overflow servers.
I don;t mean to include random server’s like the overflow pve server’s, but an actual ‘overflow’ from one WvW match.

Recently i joined a friends guild on a high population server and i ended up having to wait over an hour to join the WvW match which is one aspect of the game i really enjoy.
it occured to me that since there was an hour wait, there must be hundred’s of players, if not more, already waiting from each world to try and play. If that’s the case…why not have multiple copies of the WvW match ongoing to cope with such high participation?

My suggestion is to start each game off with multiple copies, but that they only work if there are X amount of players in the waiting queue for it to kick off. With the queue system in place it would make it very easy to balance the amount of players each team has per WvW match up per main and overflow server aswell as you could control the amount each team has to a greater extent than currently by adding the cap per team dynamically by how many are waiting per team.

Obviously, this is not perfect. If one side has an enormous amount of players more and takes up the majority of the population of the main match then having an overflow system doesnt really equalise things. However, once the balancing system has been sorted out that sort of match up should not happen down the line and each match up should have similar history of wins/population but with overflow’s active a much higher population can play in WvW which is becoming an increasingly more popular to play.

I know some might say that the population cap should just be raised but that does not solve the balancing issue and would lessen the quality of the gameplay for those on lower end machines as the lag would increase aswell.