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Finally this day it’s arrive; so as every day WvW player let me list the top 5 priorities and the possible solutions.
1)Stability: the current state need an improvement both in stacks and durations on all the related skills and traits, and ofc this specific rework it’s gonig to be valid only in WvW.
After this change the priority on skill balance have to go to the burst and low cd skills with 1200-1500 range (like Gun flame, Coalescence of ruin, etc) for finally put an end at the “pirateship” meta, and bringing back the fun in the fights.
2)Fix the DBL: this map have too much of potential for simply scrap it and return at the old ABL, where all the veteran players have already see for years the same things (tactics, sieges spots, structure vulnerabilitys, etc). These are my suggestions for made the DBL a more fun map.
-Towers: actually they are too big and they look like more as keeps (repairing/building alone inside when they are under attack it’s a nightmare), so if we consider the EB ones as tiny a medium size with two entrances for the DBL it’s going to be the perfect measure. In addition to this they have to be close enoght to the nearest keep, for hit the outer wall in one point with trebs as it was in the ABL; otherwise they havent a real strategic role.
-Keeps: in DBL are twice the size of the EB ones, so even here a little reduction it’s more than welcome. About the Rampart in particular the rockwalls from the shrines are just problematic for everyone and not really usefull, when instead they can be easily replaced with quicksands that pulse cripple.
-Oasis: this can become the heart of the borderland instead of “only every 3h” area; how ? Making it an official place for GvG and duels! The place it’s already set for this and just need some easy changes (fix bridges and hylek hallways, remove unnecessary rocks, move dinosaurs at sides, made the 3 priory encampments usefull and remove the barracudas from the water so it’s even possible do silly uw duels). Moreover; being the center of the map it’s provide an easy access to everyone, and devoid of any score it would be ignored from anyone not interested in gvg/duels.
3)Rewards: new ones are needed, and for sure they really have to value the effort put on it (so no more blue/green items); and about this i suggest a reward track that progress on a set % based on the number of enemy kills, rank up, repel events and dolyak escortings.
Clearly this reward track it’s not going to progress at all based on the eotm activitys, and it’s going to reward you even new tokens which together with BoH and PoH (and MoB?) are going to be used for gain unique wvw skins and much more from a new npc.
Another suggestion i want to make it’s about the defenders and their Really low rewards compared to all the effort and time spend on holding a structure, and this is my idea of how you can reward them. Every gold repel event successfully completed for a tower/keep (and not camps) reward you with a specific buff that stack in intensity (max 10 bound to the map) and not in duration (40 min and it’s refreshed every new stack) that you can use for open a chest inside every keep and tower that your server own. The chest can be opened only once per day for the specific tower/keep, and even after opened it in the place you are defending you can continue to accumulate stacks that you can use later for another place’s chest. The chest drops are influeced Only from the number of stacks; where the new tokens are ensured and based on the stacks, while in the rng part you can have a chance at someting unique for the wvw (minis, exotics, etc) that can even be sold to the tp.
About the stacks a grace period of 10 min for relog in the same map can save the efforts of hours in case of a crash, and it’s for sure really apprecieted.
As the defenders even the squads/zergs members need an improvement on the event rewards based on the tier of the structure the have manage to capture
4)Population Balance: it’s always the most tricky but there is a good way for improve it from my point of view, and it’s about reworking the Outnumbered and linking it to a way of getting new time limited buffs. Here my suggestions:
-Outnumbered: the standard numbers are already fine, and it’s going to have linked 2 different buffs (that don’t stack on each other) based on if you are a defending or assaulting.
As an outnumbered defender the buff it’s going to be: +20 to all 7 basic attributes, +25% movement speed and +10% wexp; you can obtain it only talking with the lord when outnumbered, last for 20 min, it can be refreshed until you are outnumbered and you lose it leaving the stucture area or the map.
As an outnumbered assaulter instead you have: +20 to all 7 basic attributes, +20% wexp and +5 max supply; you obtain it only talking to a new npc at the wp spawn when outnumbered, last 20 min, it can be refreshed until you are outnumbered and you lose it dying or leaving the map.
-Greatly Outnumbered: it’s going to give at few players the chance of made a difference even if outnumbered 6 to 1 giving +50% exp, +40% mf, +50% wexp and no armor dmgs on death; plus an improved version of the previous buffs.
As defender it’s become: +40 to all 7 basic attributes, +20% wexp, +25% movement speed, -5% of dmgs on the sieges you use and +5 max supply; you can obtain it only talking with the lord when greatly outnumbered, last for 30 min, it can be refreshed until you are greatly outnumbered you lose it leaving the stucture area or the map.
As assaulter instead become: +40 to all 7 basic attributes, +30% wexp and +10 max supply and -5% damage and condition dmg; you obtain it only talking to a new npc at the wp spawn when outnumbered, last 30 min, it can be refreshed until you are greatly outnumbered and you lose it dying or leaving the map.
5)Abilities (ex masteries): about this i want to suggest a couple of them; the Autoloot and the Parachute (no it’s not a glider).
While the first one It’s self-explanatory and already largely requested, the second one deserve some more explanations.
As an alternative to the glider in wvw its only function is going to be saving you from get smashed to the ground when falling from high places, while having greatly limited horizontal movements and an internal cd for don’t be abused. This way all the players that already got used to the glider in Hot will not feel anymore so much limited for playing in a such vertical map
I want to give my feedback too, so let’s start with the positive things:
- The shatterer revamp have finally bring back the fun of fighting a Real elder dragon champion in open world
- Gliders in central tyria are now a good reason for everyone to explore again all the maps from a different point of view
- The improvements at Squad UI have finally give at the commanders a way to set and change tactics in real time with the help of lieutenants
And now the concern: the Ranger’s shout “Guard”.
The old one was the only skill able to move your pet in a specific spot for a surprise attack or an emergency retreat, while the actual one use your pet only as a scapegoat that give a marginal help at your allies.
So let’s make a more accurate comparison: the old “guard” was 15s cd groud targetting skill which gave 10 sec of stealth and protection at your pet (both vitals for saving your pet from melting in under of 5 sec at the first aoe pressures in pvp even when using beastmastery); the actual one instead it’s a 6s damage absorbtion from your allies only that sacrifice your pet for few personal stacks of might on a 30s cd (and this mean if you use it twice in a row you end up fighting without an active pet until it’s completly regenerate or the 60s of the swap are over).
Personally i think the old one was fine and finally usefull after Hot for a better control on the pet, and i hope that will return at least similar as it was
it’s happened to me the same problem today, and i still cant find a solution for come back in the game, even after i’ve try all the things write in this post