Showing Posts For Redundancy.7325:
Why are the SBI not completely insulted that JQ is “just giving” you first place so we can reside in second place? Every-time someone says that crap it’s not insulting JQ it’s saying SBI doesn’t deserve their spot because JQ could just take it if we wanted it… I know it’s cuz SBI is Loling all over the place of course rhetorical question… Why can’t some peeps just say GG win or lose and be happy with the competition and experience, especially in a free to play game lol.
I don’t think it matters anyway. Right now the weekend is irrelevant, SBI will win tues→fri no matter what. To a certain extent JQ may have no choice but to play for 2nd. SBI has become the new HoD.
It’s nice that you don’t have the same complaints about hacking or the snowball effect that orbs caused. But as a warrior with a lot of vit+toughness for WvW, i really miss the extra hp that even 1 orb provided. I’ve been feeling much squishier in general after the patch.
EU Guild moving to US Server - looking to take other guilds with us
in WvW
Posted by: Redundancy.7325
good for you
If there was going to be this heavy focus on equal 24/7 scoring, there should have never been a split between regional servers in the first place.
This jump puzzle highlights some particularly egregious snapping and popping that can happen with the Asura camera. Seriously, it doesn’t need to snap zoom into my head because there’s a pixel of collision in the way.
Please, when you’ve got time for somebody to look at the less than stellar Asura camera, use this puzzle as a test for fixing it.
On a related note, why would you provide a horizontal camera offset option but no vertical offset?
Everybody out of the circle! Put 1 guy in the circle, and AOE the crap outta that guy. Thief will die if he gets near, and visible if he doesn’t.
There are multiple ways to deal with a thief who’s trying to prevent a cap. Ever since that video popped up, it’s become common knowledge that when your cap stops, it’s probably a thief. Don’t stand around and expect the problem to fix itself. Use some creative ways to force him out. Happens more than you’d know, cause nobody puts a video of it up.
Where else does a zerg need to coordinate and find creative ways with a single player? I thought individuals aren’t supposed to be that powerful in this game, it’s teamwork that’s supposed to be powerful.
Sure, zergs need to take mesmers (for instance) into special consideration when dealing with things like portal bombing, porting your zerg into a keep or turtling. But the mesmer isn’t doing that on his own. It at least requires some degree of coordination with his own team in order to execute those tactics. So requiring your zerg to come up with creative tactics to counter what their zerg can do with a mesmer is at least somewhat reasonable.
But requiring a zerg to employ special tactics to deal with a single player acting on his own? That seems contrary to everything else they’ve designed for W3.
It’s a valid tactic that actually counters zerging. Anything that counters zerging is usually a good thing.
A thief can hold a circle long enough for reinforcements to arrive so the camp can be properly fought over and not just trading owners.
But, it’s also very easy to kill thieves doing this, if your group knows what it is doing.
Sure, if you could ever see the thief, it’s all fine. What you’re not seeing in that video is his opponents perspective. The thief would have been invisible on everybody else’s screen for the vast majority of the video because the engine’s not updating the thief’s location in time before he goes invis again. All you see is maybe a poof of smoke here or there.
Yeah cause its really kitten hard to lay down AoE fire with 30 people…
This stopped working 2 weeks ago on my server because our enemies actually actively try to look for you instead of stand there and wait for the bar to magically fill up.
So your argument is yes, it is perfectly fine and balanced if a thief or 2 can be completely invisible for multiple minutes (culling, lag, whatever) and prevent a much larger force from capping a node with a large capture circle (supply camp). And the counter to this is for the zerg to blindly AoE down the entire circle and hope they hit something?
Yea, that sounds terrible. I don’t see why thieves need the ability to solo prevent camp captures on their own for lengthy periods of time without being seen. I don’t believe thieves need this. They do enough without this.
The ability for stealth (presumably thieves, I can’t see them) to prevent a zerg from capping a supply camp is insane and kitten near broke.
30 zerg vs. 1 or 2 thieves and we can’t cap it because we can’t see the thief more than for a flash of a second (culling issues?) and them moving in and out of stealth fast enough prevents the bar from moving at all. That’s just absurd.
Until you’ve fixed the loading issue, and unless you feel like providing any class with a reveal ability, at least could you hotfix thieves from preventing the cap until 5 or so seconds after they leave stealth as a bandaid? Or are one or 2 thieves supposed to prevent the capture bar in large areas (like supply camps) from moving while completely invisible if there’s any lag whatsoever?
Don’t know about dungeons, I’ve only done most of the story modes and they didn’t seem that bad on conditions. However, soldier is invaluable for WvW when using a shout build. And you can get even more out of it by speccing for warhorn which will turn you into a condition clearing machine (although you can’t also get the cooldown on shouts, which sucks).
Also, afaik, healing shouts don’t count as a “heal” for traits or runes that activate on heals. You may want to test it out in sPvP first before you buy the runes to make sure you’re getting what you want.
Also, in response to Redundancy, how is allowing massive server transfers going to help balance server populations? In my opinion, that will only increase the disparity.
If you lock them and they’re imbalanced, they’ll stay imbalanced until people from winning servers quit. Which isn’t fun and isn’t good for the game. People eventually get bored of stomping other teams non stop (look at HoD) and will spread out. Players looking for a challenge will transfer to lower servers, and players not satisfied with their current server will transfer to servers that are doing better.
HoD was dominant for so long because it had a massive 24/7 WvW population imbalance that was so lop sided they couldn’t mathematically lose after the weekend was over. The next 3 servers towered over 5, 6 & 7 in the same way. This created a situation where the T1 & T2 matchups were pretty much predetermined such that you could pick the winner with high certainty before the match even started.But eventually HoD players got bored, TA broke up and the population spread out. As a direct result of that we’ve now got one of the best WvW matchups ever occuring in T1, where every server was within 1000 points for most of the weekend.
But you’re right that ease and immediacy of server transfers is creating problems. It’s too easy to flock to winning servers now. You also have people transferring back and forth to mess with other teams mid matchup and waste their supply. And even in teir 1, there are now allegations of BG guilds (stomping T2) transferring to T1 in order to purposely target IoJ so BG can break into T1 next week.
So, there’s still room for improvements. But I don’t think locking everybody in to the current imbalanced matchups is really going to fix everything. It’s just going to lock all the current imbalances into place.
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Redundancy.7325
GS doesn’t have a mobility issue.
Hundred blades is very powerful, and as such, you need to use other abilities/talents/teammates to set up a full 100b combo on another player. That’s balance.
Server transfers are necessary if ANet insists on waiting for the population to “self balance” itself.
However, transfers should be locked out of WvW for a couple days. Perhaps for the rest of the current week’s matchup.
Yea, nothing. But stats do matter, and higher damage means higher stats. But you’re only getting a few extra points for it, so I wouldn’t break your bank to get a lvl 80 exotic over an 80 rare.
That said, I wish they would do something with the 5 skill. AoE vigor and weakness is “ok”, but not great, and definitely not for the longish cooldown and the cast time. I wish they’d either buff the weakness duration or give it some other effect. AoE damage? daze? 3stack might? fury? I dunno, just something else.
Downed state is fine, it would be too easy to kill some classes without the downed state.
On the other hand, the drop rate of tokens is what sucks. Especially true for support builds. Ressing, buffing, clearing conditions, healing, controlling, and having enough defense to attract and sustain fire from the enemy zerg can all be very helpful to your realm to turning the tide of a battle, but the damage you do is the only thing you actually get badges for. It’s sad that I’ve earned an entire set worth of karma items in WvW but am still about 100 badges short of buying the PvP hammer i want.
And it’s worse now that they’ve broken 3/4 of the jumping puzzles you could use to make up for the shoddy drop rate.
I don’t really understand the argument going on – the HB skill does more damage in the time it takes to do said damage than the auto attacks can in the same time frame thus does more damage than you would do just continuously auto attacking… So why “avoid” using it?
Mell was asserting that this wasn’t true. Using the tooltips provided for auto-attacks and HB, they do just about the same exact damage over the amount of time that’s listed. Problem is that the tooltips don’t appear to be correct.
After about 5-6 tests per weapon setup on the Heavy Golems in the heart of the mists, with very low (4%) crit rate, using steady weapons, no traits for greatsword and no on hit tratis or runes, HB spam always came out on top.
Auto-attack GS came in at roughly ~1:40 to kill a golem with about 8-9 vuln stacks. GS + HB spam ~1:30 with about 5-6 vuln stacks. Auto-attack axe ~1:25-1:30. Axe+2 skill (vuln) ~1:20 with mostly 8 vuln stacks.
I realize that 5-6 tests per weapon aren’t that many, statistically speaking, but the results were always very consistent, within a couple seconds of eachother so I’m confident this would hold up over extended testing.
Of course, axe & GS have their own benefits, especially in PvP (whirl + rush are awesome for mobility). But for pure spam against a stationary target, HB does more damage than simple auto-attack spam and only gives up ~3% on the vuln stacks. Also of note, Axe without talents > GS without talents for pure in place DPS. I’d theorize that untalented, the best setup for PvE is axe+mace for high auto attack spam, 2 abilities that stack vulnerability and a long range knockdown ability.
(edited by Redundancy.7325)
I’m not sure frapsing a single attack rotation is a great indicator of actual DPS. What you see on screen isn’t necessarily the same speed as what’s happening on the server. I’ve seen some variation in swing speed when playing that I would imagine has to do with lag and the client trying to catch up to the server. Would need to fraps an extended period of time and try to average out the damage being done from auto-attacks and HB. Or better yet, fraps an extended auto-attack only session and a separate session using HB on cooldown and see which adds up to more total damage over, say 1min on a dummy.
I’m not exactly sure what that initial table that the OP put up was supposed to represent. But on paper, it seems that auto-attack and 100b have the exact same DPS. The 100b burst is an illusion, it simply hits more times for less damage each swing (save the last swing).
Although, this is contrary to everything I’ve seen in game through 80+ lvls of playing, primarily using the GS as one of my weapon slots. Killing feels much slower if you just swing at things. So either the health going down faster is an optical illusion or there’s something off with the math.
Will need to test this more later.
It would be better if Anet could get rid of the regional boundary between the EU and NA servers. Then start creating server alliances between NA & EU servers that would play on the same W3 team, but remain separate for PvE. Hopefully they could do this in a fashion such that the resulting W3 server alliances would have better round the clock coverage than most servers have now.
There is no intrigue when matches are all but set in stone after 48 hours, how much of a lead do people want to win by? with the exception of the top servers with hours long que time matches have become incredibly boring for all sides. Its like watching paint dry, nothing changes for several hours.
Currently, there’s only one top NA server that can maintain good enough 24/7 numbers. They can be suppressed over the weekend, but come the normal work week, nobody can touch their coverage an they gain so many uncontested points there’s no way anybody can currently compete with them. This means the match is pretty much already decided before it’s begun. Maybe this will improve if some of the other top tier servers get enough people to match their 24/7 coverage (JQ seems to be doing a better job of it during the daytime at least, but I’m not sure they can completely close the gap just yet). But until that point it plays out like follows:
HoD wins by default. The other servers can try to team up to push HoD off the map when they do have good numbers, but even if they could, I don’t even think that’s enough to overcome their 24/7 advantage just yet. It also relies upon 2 & 3 not backstabbing eachother, which can be difficult to prevent.
Because HoD wins, they can choose to attack one side or the other and pretty much decide who gets 2nd place. The 3rd place gets kicked down into 2nd tier.
The next 3 servers “seem” to be evenly matched, but it’s hard to tell without removing HoD from the equation. But they all seem to have better 24/7 coverage than the next group of servers. So whoever got knocked down into tier 2, proceeds to stomp all over the other two servers, and gets to play kingmaker for that matchup. They win, move back up to tier 1, where HoD decides everyone’s fate for the next week.
And this process has sort of repeated itself for a few weeks now.
Maybe HoD will lose some of their 24/7 coverage due to boredom. Maybe some of the 2-4 servers can pick up some quality players to fill in wherever they have holes in their 24/7 lineup. Maybe some of the lower servers can fill in their lineup and move up to challenge HoD. Maybe ANet will put in place some completely awesome WvW incentives, and more off peak players will flock to WvW everything won’t be so predetermined.
But until something happens, it’s 1st place staying 1st and picking the 2nd place team (if they so choose). 3rd place dropping to 4th. 4th place jumping back to 3rd, and picking who gets to be 5th. Not a whole lot of intrigue right now. Sure, there are some really epic fights when there’s a lot of concurrent server participation. But since the outcomes seem so predetermined for the moment, it sort of dulls the impact a bit. At least, as far as I can tell so far.
Another possible solution is to seriously buff the outmanned buff so it encourages people to stick around longer. I suppose the increased MF/XP/Karma is supposed to be some sort of mild incentive, but you have to actually kill someone or something for the buff to mean anything. And if you’re outmanned, chances are you’re going to be killing way less than 33% fewer people than you normally would. At the moment, the outmanned buff tells you something between “you’re kittened” and “you should not be here”.
I suppose it’s nice enough that anet lets us know that we’re probably doomed, but I think it’s very likely that this is contributing to a further sense of hopelessness and futility that erodes further participation. This is especially evident when logging onto a map where your server has no presence and only a couple people milling around the starting zone. At this point, there is absolutely no incentive to stick around and wait for others because the chances of you actually accomplishing anything before the enemy masses notice you’re there and starts stomping you into the ground are little to none.
So why not make the buff more fun? Why not make it into something that gives you more of a reason to stick around and fight the good fight? Why not make it into a buff that actually helps you overcome those odds somewhat?
I’m thinking a stacking buff, that gets progressively higher the more you’re outmanned. Maybe at the lowest levels, where the buff first starts to kick in, it’s only a mild buff. Maybe a 5 or 10% boost to stats or something. But if you’re a lone soldier, facing an opposition of 100 men, it would turn you into the WvW equivalent of a raid boss. Something balanced to go toe to toe with 25 people and come out on top. Call it wrath of zhaitan or something.
Seriously, think about it. Instead of logging onto an empty map, seeing the “good luck with that” buff and saying to myself “why bother?” my initial reaction to seeing a 25 stack outmanned buff would be “HELL YES, IMMA GO WRECK STUFF!”. And who cares if they do. They’re still probably going to lose to the force of 100+. And it’s not like a solo player that’s only really balanced to handle 25 should hold many (any?) objectives against such overwhelming odds if the horde is even mildly competent. And the buff gets toned down a bit as soon as somebody else joins, and a little bit more as another and another join.
But at least this might encourage people to show up when they’d otherwise be hopelessly outgunned. And as more and more people trickle in, maybe you’d eventually end up with a worthwhile fighting force. At least it would be fun, and isn’t that sort of the point?
I dunno, something to think about.
@lollie.5816
quote button’s broken for me too
My understanding of how guesting is supposed to work (once free server transfers have been turned off) is that you can act as a guest on any server and participate in any PvE related content from that server any time you want to. And you’ll still earn influence for the guild you’re representing on your home server and everything. The only thing guesting doesn’t allow you to do is participate in that server’s WvW or benefit from that server’s WvW bonuses (you get the bonuses from your home world). If your server’s DEs are slow, once guesting is turned on, you can try a different one at any time and you shouldn’t miss out on anything for doing it.
So from what I understand, general PvE, DE’s, dungeons, etc shouldn’t be a consideration at all when considering how (and if) the WvW system needs any adjustment.
Anyhow, in a perfect world, I wish there were a number of top tier servers that could all field relatively equivalent numbers of 24/7 WvW populations. However, I’m not sure that’s the case. If that’s not the case, is your position that there should just be a handful of top tier servers (there seems to be only 1? in NA at the moment) that win by default because of the 24/7 population imbalances? I’m not saying that these servers don’t have good prime time players, simply that it’s mathematically impossible for other servers to compete with them in the current setup.
To that end, is it really sustainable fun to be participating in 100v20v20 fights anyhow? Are you going to log in week after week if one side’s just going to steamroll the other side in off peak hours? That just doesn’t seem good to me for the lasting benefit of even the off peak players. It’s certainly degrading the experience of peak players on servers that can’t compete with that sort of population imbalance.
Other people are suggesting messing with the point accumulations. Aside from whether or not it’s fun to steamroll limited opposition, would you be happy if you weren’t really gaining any points for your efforts because you don’t have sufficient opposition?
I dunno, it seems to me to be a better solution to attempt to enforce somewhat similar competition at any point during the day. I just don’t get how one side perpetually outnumbering all their competition is good for the game at all.
Personally, I think it’s a whole lot easier to attack the people on the wall than it is to attack the people on the ground during a siege as the people on the ground have a whole lot more room to spread out and move. And some classes (warrior, at least) simply cannot attack the ground at all unless they’re right on the edge to have LoS to something. To me it’s usually just annoying, because I’m a warrior with high health and toughness with a number of condition clears so I can get back inside most of the time. But I would imagine other, less durable classes would just die.
Pulling people off the wall is interesting, but it’s also means instant death for most classes if they get pulled off the wall. It also puts their body in a location that simply cannot be ressed unless they drive off the attackers.
I guess it’s a fair question whether or not certain classes should get abilities that essentially amount to 1 shot kills? Especially 1 shot kills that put the body in a location that the enemy’s teammates cannot get to?
And if they don’t like the queue, they have the exact same option available to the prime time players to fix it: switch servers. Hopefully they’ll take that opportunity to further spread out the off peak server populations which means everybody gets to play more often, just like prime time.
I don’t see the problem
Uhh no, people group in clumps at other timezones because there are fewer of us, so we cluster so we can also do cooperative things like DEs and dungeons and whatnot. You can’t ask us to evenly spread out because we’d be isolated and unable to find groups at our hours.
What we need to aim for are servers with 24/7 populations who play against each other, and a bunch of non-24/7 servers, who play against each other.
It’s my understanding that the only thing your server matters for is WvW. Can you not guest on any other server for DEs, dungeons and what not to play with your friends?
this breeds defending by not defending.
also if you don’t show up to fight you should lose. this kind of queing locks people out of content due to other peoples choices you simply can’t do this.
People are already getting locked out of content due to other people’s choices. What do you think the weekend queue times look like on HoD, for instance?
Dynamic queues could be fairly implemented so that they still give an advantage for the server with Highest WvW pop. For instance
1) Establish a minimum number of people always allowed to participate on any map. Say 15 on borderlands, 25 on EB.
2) Cap population per map at the lowest of:
….a)200% of the server with the lowest pop
….b)130% of the server with the second lowest pop.
3) Possibly strengthen or loosen the caps based upon the amount of territory owned by each side. So a side that had a low map pop and no territory at all would inflict a stricter population cap.
4) Don’t boot people out of the map because they exceed the map population, only effect the ability of new people to join the map. Prevents one side from just logging off against strong opposition to attempt to game the system and protect their territory.
(play with the numbers as needed)
With this, the server with the highest population still gets to have the numerical advantage, it should just limit extremely imbalanced 100v20v20 scenarios. The minimum pop cap also ensures that a server can’t just log off to protect its holdings, you can still take over objectives with the base population cap, you just can’t do it as fast, and a little opposition from other servers will have a chance to hold their own.
And by not changing how points are accumulated, it means that everyone’s contribution is the same based on when they play during the day. The minimum population cap also ensures that everybody has an opportunity to play at any time of day. Sure, if there are a bunch more people on one server than another, they might have to wait in a queue, but how is that different than normal prime time play? And if they don’t like the queue, they have the exact same option available to the prime time players to fix it: switch servers. Hopefully they’ll take that opportunity to further spread out the off peak server populations which means everybody gets to play more often, just like prime time.
I don’t see the problem
However, they absolutely need to allow guild server transfers to assist the player population spreading out.
Also, it would also be helpful to turn the outmanned buff into something useful, say 50% increased damage + 50% reduced damage + that gold CC buff that bosses get. Sure that seems powerful, but it only happens when one side drastically outnumbers another side, so they need some kind of powerful boost to even have a snoflake’s chance in hell.
(edited by Redundancy.7325)
Would it be possible to have servers across region boundaries participate on the same WvW team?
For instance an EU server could be paired with an NA server. They’re completely separate servers for PvE, but when they WvW they end up on the same side, facing two other NA/EU server alliances.
There might be some issue with language barriers and coordination across multiple servers, but it would hopefully allow better 24/7 coverage for each server without having to change the scoring or queuing rules.
Barring that, I think dynamic queue sizes that factor in current participation from all 3 servers would be the best first step to dealing with this issue. Hopefully encourage the off peak population to spread out a bit.
It would probably be better to keep regional servers for PvE, since that’s not really a 24/7 affair. But perhaps multiple servers across different worldwide regions could be grouped together to act as a single alliance in WvW?
I dunno, anything to get more equivalent 24/7 coverage throughout the w3 matchups.
(edited by Redundancy.7325)
It’s not currently creating disparity. There is no lack of equality here. It could just as easily happen at 1pm PST if your server is primarily west coast and your opponents are all over NA.
We are talking about trying to fix when people are allowed to play the game here….that doesn’t need a “fix” and shouldn’t be “fixed”.
There is no nightshift problem because there is no nightshift. It’s prime time for them. To them, our hours are the nightshift and they wake up to all their hard labor gone, evaporating as they slept and worked.
The “solution” is to get over it, take back your kittens when you hop back on at night, and have a darn good time doing it. Then think about what you can leave behind that will aid the select few “nightshifters” who are actually playing on your server while you sleep in an effort to retain as much as they can until your peak server time hits again.
Honestly, the whole invention of this imaginary issue is the most selfish thing I’ve seen on this game so far. It was released world-wide. If I wanted to hop on an EU server, I could have. People play when they can and when they want. There is nothing to fix here……..well, aside from ending the free server transfers…….and possibly the orbs but that one is debatable ;-)
The problem is that the majority of the points are awarded when the majority of the player base isn’t playing.
That seems sort of counter-intuitive
The problem isn’t day or night or mid late morning or whatever capping.
The problem is that in the current WvW format, the bulk of the points are awarded when it seems like the bulk of the player base isn’t playing.
They ARE a double edged sword.
They give you a bonus but people tend to attack the keeps they are in more than they normally would. (And sometimes the other 2 servers will team up (on purpose or by accident) to get that keep down.
So I have no Idea what you are talking about. If you DON’T see this on your server, maybe you shouldn’t blame the system, but the players?
How is this different with or without the orbs? Keeps are extremely valuable on their own by the points they grant and they’re easier to defend than towers or supply depots. And the orbs make it even easier to defend due to the orb buffs.
And I’m not whining, my side has had 2+ orbs on a number of occasions. And while it is fun to run around with everyone else at a disadvantage, it just doesn’t seem right. Games, typically, are more fun when they’re competitive. And if one side can collect all 3 orbs, then they’re probably pretty dominant. Tacking on a bunch of stat and hp buffs with no downside to the already dominant side doesn’t strike me as good for keeping the game competitive.
And, no, it doesn’t necessarily make the orb keep a target. By nature of having the orb, that keep is going to be harder to take than, say any other point on the map owned by the side that doesn’t get +150 to all stats and 15% extra hp. So there’s just as strong encouragement to take the weaker side’s nodes as there is to try to take an orb, knowing it’s going to be a much more difficult task to break into that keep than it normally would.
Besides, having some sort of more serious drawback to the orbs makes it a more interesting and strategic decision, rather than “hur, dur, i gotz the orbz, i go smash now!”
But really, not having the orb FORCES you to zerg, which is the correct strategy, and to coalesce and take out targets as a massive force which has no need for buffs. All the 3 orbs do is make my 5 man groups that much more effective at taking out 10 man groups.
Huh? are you saying not having the orb is a good thing because it forces you to play properly? I don’t think that’s much of a benefit.
And that’s not “all the 3 orbs do”. It makes a dominant force that much more dominant in everything it does. I don’t think that’s a very good idea unless there is some sort of downside also associated with holding the orb. You should have to keep paying for that power even after you’ve captured it.
Wait, isn’t the “Destroyer” just a skin?
You should be able to salvage most of your investment if you just transmute the Valk’s Destroyer rifle with a much cheaper Berserker’s Pearl Blunderbuss (or other lvl 80 exotic equivalent) to end up with the Berserker’s Destroyer rifle you wanted.
Right?
(edited by Redundancy.7325)
I think it all comes down to something pretty simple.
Over the weekend, there was all out war between 3 capped servers. During the week you’ve got a larger force rolling over other servers during non prime hours and the other servers fighting back during prime hours against a buffed force with buffed keeps. We can go round about over the hows and the whys of what happened, but maybe we should take a step back from the way the game currently functions to ask ourselves:
Where do you think the bulk of the reward should have been handed out in this scenario, winning the high participation war or winning the low participation war?
There’s a reason some “other” MMO got rid of pvp tokens you loot in their PvP battlegrounds some … what, 6? or so years ago?
150 to all stats is like wearing a whole extra set of exotic jewelry, and then throwing in an extra 15% health on top of that. And this is granted to the entire server, and all its NPCS, across every battlefield. I’ve been fortunate to be on the receiving side of this buff, and it is a huge advantage.
If you’re going to have a bonus this powerful, it needs to be hard to keep. But that’s not what happens. Once you’ve got the orb, you’ve now got a buffed force to protect it and locked in the middle of a buffed keep you can’t even capture until you’ve also stolen the orb.
Maybe if you’re an invading force and holding the orb in your keep, then the keep is weakened in some way? Doors are weaker, NPCs are weaker, seige equipment within that keep is also weaker. Maybe even players defending that keep are also weakened. This wouldn’t apply to defenders keeps who hold the orb for their homelands.
I dunno, something so you can’t just take that buff and sit on it, you’ve actually got to put in some work to keep it.
Warrior: Master's of Weapons? Give us a third weapon slot. (Repost)
in Warrior
Posted by: Redundancy.7325
The more I play, the more I find myself wanting this feature.
When running around WvW I’m frequently swapping between weapon sets to suit the situation. What really sucks is it can be a pain to run far away from the front lines just so I can swap things out every time I need to do this, especially because sometimes combat just doesn’t want to drop at all.
I’d love it if I could simultaneously run sword/warhorn for support, greatsword or hammer for mixing it up in melee range, and longbow/rifle for ranged. This would be so, so useful.
I’ve been playing with this weapon in WvW more and it’s growing on me. I’ve found the key to using this is to have signet of rage but don’t use it.
Your power from this weapon is going to come from dropping burst→arcing arrow (3) → multi burning shot (2) on a group of unsuspecting opponents.
Keeping signet of rage off cooldown allows you to quickly build back up adrenaline to do the combo again.
The range talent is also almost mandatory for use in WvW. The damage talent, however seems somewhat lackluster.
It would be awesome if we had an option in the options menu for something like:
“Summoned objects can only be picked up by party members” or something to that effect.
You could turn it on/off as desired.
It would be nice to run with a warhorn as a ranged build.
In any mildly challenging PvE, you rarely get a chance to just stand on top of the mob and swing without retribution. So you’re more likely to be doing damage in bursts. Greatsword seems better for that.
Its prime time right now…. I guess our lack of presence during prime time means we should be getting stomped right…
HoD 390
SBI 190
ET 115It’s not even worth it. You guys have upgraded a lot of the stuff you took during the night AND you took all 3 orbs. Did you honestly expect after creating a huge advantage during your night caps that we’d be able to come back and stomp you? If you did you’re not too bright.
Nope and that was the plan, it was calculated.
Because we knew SBI and ET were out for us and that we would have to play the defense game all weekend. Which we did, and neither of SBI or ET showed to be better then anyone else over the weekend same for HoD.
There was no truce between you, but you had a common goal that put HoD in your sights, and we stayed in range of your scores all weekend while defending what we had against two servers. Then we took advantage of your weak night game during the weekdays, believe it or not you do have people that play at night, they just aren’t as good.
Its about winning the long fight, its not about a 2 day fight congrats you won the battle over the weekend(not as a solo server either)… but we will win the war and the war is the big picture.
keep telling yourself that, 3rd place
speak up mate, its hard to hear you from way up here.
you have a hard enough time telling what day it is, i’m not sure it’s worth the effort
Its prime time right now…. I guess our lack of presence during prime time means we should be getting stomped right…
HoD 390
SBI 190
ET 115It’s not even worth it. You guys have upgraded a lot of the stuff you took during the night AND you took all 3 orbs. Did you honestly expect after creating a huge advantage during your night caps that we’d be able to come back and stomp you? If you did you’re not too bright.
Nope and that was the plan, it was calculated.
Because we knew SBI and ET were out for us and that we would have to play the defense game all weekend. Which we did, and neither of SBI or ET showed to be better then anyone else over the weekend same for HoD.
There was no truce between you, but you had a common goal that put HoD in your sights, and we stayed in range of your scores all weekend while defending what we had against two servers. Then we took advantage of your weak night game during the weekdays, believe it or not you do have people that play at night, they just aren’t as good.
Its about winning the long fight, its not about a 2 day fight congrats you won the battle over the weekend(not as a solo server either)… but we will win the war and the war is the big picture.
keep telling yourself that, 3rd place
So the only use is in sPvP to game point capture mechanics? Seems sort of limited in its use…
And you guys are complaining about what, exactly? The ability to knock someone down and interrupt the stomp on a single target, which is standard? Or the ability to get back up and do substantial damage before dying again in the rare case that you get to use your #3?
Specifically it bothers me that in the rare, legitimate (as in not just because bads let you do it) case that you can actually get your #3 off, it’s often better to not click that ability at all. That just doesn’t seem right.
It just depends on whether SBI and JQ would rather fight over 2nd place (allowing HoD the chance to just play us against each other) or to coordinate to shut down HoD.
You are saying thats not going to happen as soon as the reset hits anyway? Dont kid yourself, this coming weekend will look exactly like the map pictures above. 2v1 vs. HoD and you know what? IT WAS A BLAST PLEASE DO IT AGAIN.
I’m talking about coordinated. Last weekend was just a loose alliance in which some people on the server figured that in general it’s better to pressure HoD since the other side looks to be doing the same thing. But both sides were still fighting each other throughout the weekend. This was most apparent in 3 way sieges where both sides would get in and fight eachother, which made it easier for HoD to defend the keep.
On the other hand, it’s much better if both sides attempt to call off ALL aggression, instead of just most aggression until all HoD map presence is removed. Simply split the maps down the center and basically stay on your own side with the goal of forcing HoD out of your side.
And in the case of a three way siege, after both sides bang down the walls and hit the center, one side should simply back off and let the other face HOD solo. The retreating side should then move to spawn camp HOD and cut off any reinforcements allowing the invading side to take the keep.
Aggression can be resumed until HoD caps something. If they do, both sides stop fighting to deal with the HoD menace as quickly as possible. If HoD is making progress on any map, then SBI and JQ need to get people there ASAP to shut them down.
The truth of the matter is SBI and JQ need to approach next week as if they’re going into the fight about 80k in the hole. This is the deficit that will occur when the HoD night cap brigade gets rolling during the weekdays. The only way you’re going to make that up is to ensure HoD is making sub 50 points the rest of the time. That should be the goal for both SBI and JQ.
Not just favoring HoD in a fight, but jointly focusing on their complete annihilation above all else.
insignia, you posted that picture in what seemed to be a counter to the allegation that HoD isn’t just fighting the keep door on weeknights.
But 2 days ago (Sunday) at 3:47 pm is not off peak hours. And if memory serves, HoD wasn’t rolling anybody at that time either.
So what exactly was your point for posting that?
HOD spirit is that we will fight even the odds are down, we will never give up fighting. That to me is the difference between the servers.
That and night capping…
One thing I just need to add, in case someone else gets it and changes their mindset for the better is…
This whole attitude I am seeing is the attitude of a failure. People are always too full of themselves and their own ego’s to the point they will defend it to their own detriment. Stop blaming everything else. Stop blaming your teammates, stop blaming your server, stop blaming THE GAME ITSELF. That is a recipe for failure right there.
You need to change your mindset if you want to improve.
So basically what you’re saying is that next week SBI + JQ need to actually form an official alliance and coordinate to ensure HoD has absolutely zero map presence during primetime and weekends.
Correct?
And just like strategic hits based on the other servers offense is a good strat so is off peak hour WvW, its HoD’s chance to make up the point gap by capping the whole map when nobody’s online to fight back to increase their PPT significantly enough to overcome the lead server in this case SBI.
Fixed