Showing Posts For Vadon.1496:

Scope?

in Engineer

Posted by: Vadon.1496

Vadon.1496

Question: Is scope still bugged?

Grenade vs. Bomb Kit Skill #1

in Engineer

Posted by: Vadon.1496

Vadon.1496

You are right bomb 1 does more damage than grenade 1, but:

1. Grenades gives 3 times as much vulnerability stacks and procs more “on crit” stuff.
2. Grenades is more reliable sustained dps as you can throw them and stand at a safe distance. As bombs you need to go into melee range and get whacked because engi’s are walking agro magnets.
3. Grenades 2 to 5 skill + toolbelt skill > bombs counterparts (not saying that bombs are bad though).

Bombs are however great for support/bunker if you have elixer infused bombs.

(edited by Vadon.1496)

A plea to buff Dwayna (Arah p4/Seer path)

in Fractals, Dungeons & Raids

Posted by: Vadon.1496

Vadon.1496

Because the nerf was unnecessary. The only people that complained were people with no skill/tactics and people with some uncomfirmed bug which is so shady that it is probably a myth.

Or give us a dungeon that is actually hard.

Let me guess:

You sold Dungeon Master title runs?

Would have been a lot richer if i did that, but no. Also you don’t deserve the dungeon master title if you just bought your way in. Oh and let me guess:

You ran it 5 times and failed horribly everytime you did it?

A plea to buff Dwayna (Arah p4/Seer path)

in Fractals, Dungeons & Raids

Posted by: Vadon.1496

Vadon.1496

Because the nerf was unnecessary. The only people that complained were people with no skill/tactics and people with some uncomfirmed bug which is so shady that it is probably a myth.

Or give us a dungeon that is actually hard.

(edited by Vadon.1496)

A plea to nerf Dwayna (Arah p4/Seer path)

in Fractals, Dungeons & Raids

Posted by: Vadon.1496

Vadon.1496

Just completed path 4 and it was quite fun. 4 out of the 5 never did this path before and all you have to do at dwayna is to lure the sparks to their position before she regains too much health. Thats it. And if you fail it means that you just didnt lure fast enough.

(edited by Vadon.1496)

Engies Insurrection

in Engineer

Posted by: Vadon.1496

Vadon.1496

Best way to protest is just to reroll and dont play engineer anymore.

WvW build

in Engineer

Posted by: Vadon.1496

Vadon.1496

The word good and grenade in the same sentence is strictly forbidden in this game. Punishment is another 30% nerf in grenade damage when weaponstats work with kits and it is enforced by the devs.

Who is going to stop playing engineer and...

in Engineer

Posted by: Vadon.1496

Vadon.1496

Who is going to stop playing engineer and roll another class for pve and wvw? (good thing they didnt touch bunker engineers)
30% grenade damage nerf is too much and sigils are really not worth 30% of damage.
The only other option is the flamethrower that still cause crap damage and the miss miss miss…

Well I’m going to play on my warrior since they never get nerfed.

Grenade damage reduced 30%

in Engineer

Posted by: Vadon.1496

Vadon.1496

Well good thing I got a warrior. Guess its time to shelf my engineer…

WvW balancing

in WvW

Posted by: Vadon.1496

Vadon.1496

Well then they should add controlled server transfer then. Funneling people to lower pop servers would be nice.

WvW balancing

in WvW

Posted by: Vadon.1496

Vadon.1496

Make the maximum players for a server playing on a wvw map ~140% of the server with the least amount of players currently playing wvw. This should fix the rediculous problem of having smaller servers being outnumbered 5 to 1. (no kicking players)

This would indeed lead to even bigger queue’s in some servers, but this would make a server transfer to a lower population server even more attractive. Now everyone just transfers to a winning server making wvw even more unbalanced. Nothing will change if nothing is going to be done about this problem. (stop being naïve and think that everything fixes itself over time.)
Hell this might even stop European guilds playing in American servers just to nightcap and Canadians/Americans nightcapping in European servers.

WvW balancing

in Suggestions

Posted by: Vadon.1496

Vadon.1496

Make the maximum players for a server playing on a wvw map ~135% of the server with the least amount of players currently playing wvw. This should fix the rediculous problem of having smaller servers being outnumbered 5 to 1. (no kicking players)

This would indeed lead to even bigger queue’s in some servers, but this would make a server transfer to a lower population server even more attractive. Now everyone just transfers to a winning server making wvw even more unbalanced. Nothing will change if nothing is going to be done about this problem. (stop being naïve and think that everything fixes itself over time.)
Hell this might even stop European guilds playing in American servers just to nightcap and Canadians/Americans nightcapping in European servers.

Guilds vs Guilds sieges (GvG)

in Suggestions

Posted by: Vadon.1496

Vadon.1496

Can’t edit for some reason, so i’ll reserve this :/

Guilds vs Guilds sieges (GvG)

in Suggestions

Posted by: Vadon.1496

Vadon.1496

A weekly GvG event where guilds compete for a castle.

Time: Somewhere in the weekends when most people got time to play.
Duration: 1-2 hours or 3 if thats too short

-5 different maps or instances with each a castle for guilds to compete for (maybe less or more depending on server population). So the whole server wont be on 1 map.
-The castle has several layers defensive walls and is taken when keep lord dies and etc. like a normal wvw keep.
-Defenders have a supply depot inside the keep with a set amount at the start of the event and also slowly generates new supplies. So the defenders need to use supplies wisely, since they will run out quickly.
-Supply camps are scattered around the map for attackers and need to be secured by a guild before they can take supplies (like wvw). Also defenders can take these camps when their own supplies are running short but they need to venture outside their walls to do this leaving their castle more vulnerable in the meantime.
These supply camps also generate supplies quicker than the supply camp inside the castle (or not if this is not balanced)
-Everyone enters the map at the same place, but that place will be neutral. So everyone is either immune to everything in that zone (like wvw) or enemy players are still shown to be friendly in that place.
-Several waypoints are scattered at the outskirts of the map and they are also in neutral zones. This way you cannot be camped at the entrance of the map. (You simply use a waypoint to another zone when you are getting camped.)
Also there is no waypoint inside the castle. So defenders needs to spawn at 1 of the waypoints like the rest and walk back to the castle when they die and cannot be ressed. So the defenders needs to know when to fall back to another defensive line.
-NPC merchants are available at neutral zones and at the castle lord to buy siege weapons, repairs and etc.
-The map can be explored during normal hours, but nothing is hostile and ofcourse the castle cannot be taken. This way guilds can visit the map prior the event to discuss tactics.
When the event starts everyone gets kicked out of the map, except for the guild that holds the castle and their allies. So the defenders can start at their defensive positions.
-When an attacking guilds takes over the castle everyone gets kicked out of the map, except for the new castle owners and their allies. This way the new defenders get little but very precious time to setup their defenses.
The amount of supplies the castle has when the castle is taken stays the same. (So if the castle had 54 supplies before it was taken, it will still have 54 supplies when you took over.) So attackers better not use all of their supplies when they take the castle, because the chances are that the castle has 0 supplies when you take over. Or else you will be having a hard time defending your new earned castle.
-The guild that owns the castle at the end of the event gets to keep it for the rest of the week until the next gvg event where they ofcourse start as defenders.
-The defender can only be 1 guild, but it can have several allies to help them defend.
Allies can use supplies of each other and help build each others siege machines.
-The attackers can be everyone, so an unlimited amount of guilds can attack but they do not have to be allies with each other and can ofcourse attack each other.
If you want to take a castle and find 1 map overcrowded then go to another castle where there are less people.
-The level of every participant is level 80 like in wvw.
-No player cap.
-The castle is neutral and is defended by npc’s when the castle is unclaimed (Like when it is the 1st GvG on a server or when the guild is disbanded that owned the castle that week).
-I’ll edit if I forgot something.

Rewards can be:
-Fat and unique loot that spawns inside the castle each day. (Only the guild leader that owns the castle can claim them though, so the guildleader gets to distribute the fat loot between his guildmembers and allies if they got any. Or he keeps everything for himself if he is a selfish kitten but not anyone will join your guild if you do that.)
-Passive bonus like in wvw now.
-Bragging rights/fame.
-Jealous people talking crap about ur awesome guild thats owns a castle
-Profit

Pro’s:
- A war between guilds in a game called Guild Wars 2 (Wich this game really lacks).
- People actually need to make their guilds larger than their 5 man guilds that you see everywhere now to compete.
- Endgame PvP (Though you can ofcourse already help out when you just start the game).
- More fun in a game that is already fun.
- Tactics actually play a large role unlike in WvW where its the largest zerg wins.
- Chance to win depends on you and your guild instead of server population.

Cons:
- People in WvW might complain about their numbers during the GvG event.