Showing Posts For Stonewall.6037:
Replying to what may have been OP’s intent with another question:
Why, when we choose to get Proofs of Heroics in exchange for the pip chests, do we have them accumulate in the inventory as soul-bound (until clicked on)and not account-bound or auto-wallet?
Is there a specific use (masteries? skill points?) for the soulbound Proofs I am not aware of?
Should I save them in the soulbound form for any expansion’s requirements, just in case?
Assumptions:
The more stacked or full server wins the tick.
The more full server is not the one with outnumbered buff.
The math:
Winning server’s pips per tick: +3
Outnumbered server’s pips per tick while outnumbered: +1 +5 = +6
Y (outnumbered) MMV.
Lol, it’s the only one where gaining and finding access to the JP is harder than the puzzle…
I went to the top (that jump from the beam is is hazardous!) and found 3 players unable to find the entrance.
Plaguelands is actually pretty powerful if you use it at the right time.
It’s very different from the old elite, which was about mobility.
Think high DPS but without any mobility.
It is quite effective against veteran and lower NPC’s (camps) and siege. Against players, it’s best used on a bridge or other choke to deny access, or during a busy zerg clash where other distractions and red circles might cause it to be ignored for several seconds.
A reasonably geared necro, power or condi, can faceroll a camp in < 15 seconds with this new elite. Just gather the NPC’s within range and put down staff marks and then the elite, then mop up whatever is left if needed. Unlike players, NPC’s don’t move out of range.
I had envisioned that the transfer could be refused (unless the server was eliminated when population was below a threshold?)) by those who wanted to stay, and that it would become permanent (barring another popup request or a paid transfer) once the player agreed to it.
How about a popup saying:
“Too few players remaining on this map” as is done with the megaserver?
Why not have this box come up on low population servers, allowing free transfer to a higher population server? This would allow a RNG to slowly eliminate, say, the bottom 9 servers in NA.
This would be free, but the choice when the box would come up and the choice of the new server would not be up to the player, so gems would still be needed to get a guild to move as a unit.
quote:
I’m sure everyone knows this by now, but the biggest protection from CoR is terrain. CoR only hits dependably on PERFECTLY flat terrain. I’m talking laser-leveled rice paddy flat. The slightest incline or decline in terrain in between you and your target, and CoR just kinda disappears.
/quote
I’ve seen thief/mes roamers use this: jump on low rocks, then attack revenant— many of the skills won’t hit if there is a 1/2 meter difference in altitude of the target. Counter is to also jump up on said rocks first .
Here’s my WvW backline build. I came up with it pretty much on my own, but it turns out it is a lot like the pro PvP builds that were published for the tournament, except for the use of Hammer instead of Staff.
This build is incredibly good at making zergs into bags, but melts when alone to condi. Run with condi clearing help, and save your Herald heal skill for condi pressure!
Berserker armor, scholar runes, soldier /maurauder trinkets, maurader weapons. Fire, torment, and purity sigils.
Use incoming Condi reduction food. Whatever-you-like-best maintenance oils.
Specializations: Devastation 2,6, 9: Retribution 2,6,8: Herald 3,5,8
Technique: keep skills 7,8,9 in Herald legend on during not-combat runs. Hit the elite on zerg clash. Use auto hammer and hit hammer 2 (Coalescene of Ruin) toward center of enemy whenever possible. Switch to dwarf legend for the Vengeful Hammers skill in close zerg-vs-zerg quarters (if you don’t need that, use Shiro instead for the attack-on-heal).
It might be hard for developers to add air targeting to ground targeting, and I think that general feature would be required for proper balance.
A proposal for HoT’s next upgrade to add GvG instance maps:
Have a desert style dungeon map which contains a single tower with two doors on opposite sides, within which is a circle with a lord. The objective for each guild is to take the tower, or to eliminate all of the opposition (either one wins).
Guild teams start on either side of the tower. They could agree to ignore the tower and just run as a group deathmatch, or compete to see who gets into tower first, or run some mixture of the two (some run the ram while others PvP, as in WvW).
This would be best with at least 10 or 15 on each side. I’d assume WvW / EoTM leveling mechanics for the siege, or PvP geared if that worked better.
If the server power to run many of these at once is a problem, why not require one gold cost per player per round? That way income would be generated for the extra computing power.
Many people like myself are fights oriented, when we see a blob running inside to hop on their siege instead of fighting, well ok thats fine they can do that nothing wrong with it. But that also gets boring and annoying real quick. When the balance shifts towards defense, offense slows to a crawl, which makes gaining ppt and points much harder. A healthy balance between fights and defense is best. If people just feel that building a ton of siege and hiding in upgraded objectives is all they need to do to win, then wvw becomes extremely boring for many people.
1. Build catapult/trebuchet outside wall where there is too much siege and a blob.
2. Blob comes out to kill seige —> becomes bags.
2a. Blob will not come out -> kill siege through the wall gap you made in #1 above.
Problem ended.
(edited by Stonewall.6037)
If HoT eventually supports true GvG spaces, I would anticipate that GvG will be what mostly happens Friday night.
Strange:
T1 kills: 15130+9274+10440 = 34844
T1 deaths: 10235+13931+11830 = 35996
T2 kills: 15567+16105+12769 = 44441
T2 deaths: 18088+13285+14668 = 46041
Excess deaths are nonplayer character killed and falling deaths??
To make DH more viable for WvW, we need a trait to make traps remove conditions and maybe do regeneration on activation, like shouts can remove conditions, for example.
This would allow traps to be used during a retreat the way water is now.
“it’s useless unless you make it cross-borderlands.”
The design was there, but the implementation was not.
Maybe they should have implemented a /t team chat feature in the chat box, so you could just type those reports in chat. Oh, wait…
For discussion of the spying options in the f2p context, see here:
https://forum-en.gw2archive.eu/forum/game/wuv/Free-Base-Game-and-WvW
I think that spies would be pretty innocuous if 3 things were done:
1. f2p cannot see commander tags in wvw.
2. f2p cannot use a golem they did not start themselves,
3. f2p cannot read team chat.
(edited by Stonewall.6037)
+5 for trading eotm and wvw maps for a season.
My ‘General’ tab in the chat window is gone, can this be gotten back? I know I can make a “new tab” but want the tab labeled “general” back?
…[until we grabbed the chance today] EB was the only map in which gains [had partially been made] made because of superior play, not [mostly] because of superior numbers.
Fixed that for ya.
Thanks to SoS and BG for some epic EB battles this week, and compliments to to FEAR and IRON for courage rising above the negativity.
quoting Zaxares.5419:
The Queensdale Champ train likely works because the Champs are scattered across the map, and one usually spawns while the zerg is currently occupied at the previous Champ. As a result, by the time the zerg arrives at the next Champ, it’s had time to get the debuff.
/end quote
Actually, I got 3 toxics in a row (boar, troll, oak) and all 3 spawned in sight of at least some zerg, and all showed the toxic trait within seconds, if not even at spawn. Yet the toxic regular mobs in the Kessex tower region lack it. Strange, and anti-story-line.
WvW lifesaver, don’t need Lyssa rune for saves if they never hit you because you are faster.
Devon, this week, while journeying to complete the map, I came upon 4 people from 2 different guilds doing serial stomping of each other in WvW (we killed 2 of them).
I think the points-for-stomp system will be abused.
Infused one, still can only equip one at a time.
So, anet, drop the buf, keep the mechanics, but give say 10X coin for wvw tasks (like defending points, etc) instead when the server holds the points. Still would make it worth while to cap the areas.
I bought (with laurels) two ascended rings, but am only able to equip 1 at a time. I see nothing about this in the documentation as a restriction. Is there a fix? May I trade one back if I cannot use it?
To fix the condition meta a bit, make shield #4 transfer (N) conditions giver style, where N is the amount needed to fix the meta conditions issue for guardian.
It is confusing, Anet! Either you should change EACH RESET colors based on position within the 3-team matchup, as you allegedly said you would, OR (preferred) you should either rotate on fixed schedule (like blue->green-red) or else, re-randomize the 3 colors with the 3 teams each reset.
It does not seem to me that either happens— instead, it seems very inconsistent!
In almost evry sport where there is a home base, things are rotated NOT based on who wins,but on a fixed schedule— consider football, tennis, basketball, et cetera. WHY NOT ROTATE POSITIONS AND COLORS EVERY RESET, please!