Showing Posts For Iconoclast.1506:
Yeah, sorry but that wasn’t so great. Where was this ‘zerg’ you speak of? Most of the time it looked fairly even. Even when they had a few more it was mostly pugs vs an organised guild with voice comms.
Seen better.
Depends. In WvWvW I use Centaur. This gives power, swiftness duration and gives 10sec Swiftness on heal to you and those around you (So ultimately 12 secs of swiftness every 15-20 seconds depending on heal and it stacks with others swiftness).
My reason here is this solves our lack of speed when travelling the map and allows me to drop focus for either staff, sword or scepter with pistol or torch. Focus is good for the pull (and I can switch to it in situations that merit it) but useless for speed as it doesn’t stack with anything else. The iWarden is rubbish in WvWvW so that is also a wasted skill with focus.
In WvWvW i’m mainly using the GS with a power/precision build so, for me, the loss of a little in 2 stats is more than made up for in utility and flexibility.
I suggested this but it’s not controversial enough to gather any replies it seems:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/A-suggestion-for-fixing-Orbs/first#post477031
Current Mechanic – You capture an orb of power, store it in your keep and gain bonuses to stats for all on your side.
Current Problem – The numbers on each side aren’t balanced, the winning side is likely to have higher numbers of players than you. This means they are likely to capture the orbs and receive a buff. This exacerbates the gap and makes for a less competitive environment.
Suggested Mechanic – The orb gives a points bonus to your server per ‘tick’ but it drains power from your side over time.
Fixed Problem – The orb is worth capturing and holding onto for points but becomes progressively harder for you to keep it. I would suggest a scaling points bonus for every hour you keep it which would correspond to a scaling decrease in the player stats during that time.
Thoughts?
There are problems and yet it remains great fun. Many fixes and changes will come over the next few months and the basic premise is epic and pretty well executed.
This thread is all about throwing out the baby with the bath water.
Thief – Too much burst given that they can just run from any situation. First, no class should be able to take you out as fast as a thief does. Second, couple that damage with the best escapes in the game and it’s just a farce.
Current Mechanic – You capture an orb of power, store it in your keep and gain bonuses to stats for all on your side.
Current Problem – The numbers on each side aren’t balanced, the winning side is likely to have higher numbers of players than you. This means they are likely to capture the orbs and receive a buff. This exacerbates the gap and makes for a less competitive environment.
Suggested Mechanic – The orb gives a points bonus to your server per ‘tick’ but it drains power from your side over time.
Fixed Problem – The orb is worth capturing and holding onto for points but becomes progressively harder for you to keep it. I would suggest a scaling points bonus for every hour you keep it which would correspond to a scaling decrease in the player stats during that time.
Thoughts?