Showing Posts For Vale.7658:
You want to know why? Really? I mean you really expect an answer to that? And suggestions on how to address that have been already provided, but will probably be ignored cause things are already in development anyway.
The way that we try and find answers to the types of problems raised in this thread are by trying to get to the heart of the issue. Saying things like “populations aren’t balanced” doesn’t lead to any productive solutions because they all involve things like drastically redistributing the populations of the game. Finding the core reasons for that like “score momentum is overpowering” allow us to attack the actual problem. What I hope to get out of this is a sense of why people think that the population causes the scoring issues, because that is something we can find a solution to. As part of that it’s important for us to more clearly explain why we’ve made some of the decisions we have made so that we talk about the reasoning behind those and how they’ve been in practice.
These threads are intended to be a discussion about the design of various aspects of the game and how the team and the players view them. Our decision making in terms of what actions we take and what we are already doing have to take a wide range of things into account including available resources. So it was never my intent to imply that we would jump to do the things mentioned in this thread because some aren’t feasible, some require resources we don’t have, and some might already be in progress.
I think there is a major disconnect being expressed here. When you talk about solutions to population imbalances being scoring based it does not take into account the player experience while in WvW. I, personally, don’t really care what the score is at the end of the week. I care about having fun while I am there. It is not in any way fun to fight another server that continually outnumbers you. No one likes getting their face pushed in due only to a numbers difference.
Yeah, you can address scoring issues and that would help. But you have a basic game design that rewards zerging so much more than any other type of game play. There need to be mechanics involved in your design that allow a smaller force a fighting chance. And I am speaking of individual engagements, not just some esoteric scoreboard. We don’t need a scoreboard to tell us who just won an engagement and who just got sent to spawn and running away.
Its nothing personal and its not hating. Its just pointing out the obvious. I rarely have any problems with queues at all. If this situation some how discourages population stacking on to top servers or even goes to so far as to see them decline a bit, it wouldn’t make me unhappy.
You are on a stacked server. NA T1 servers were stacked long before any mention of leagues were made. A situation finally occurred which penalized you for that. Coming from a server that is not stacked and has to fight against T1 servers and seeing the rather smug match up threads, I hardly have any sympathy. Its not rocket science and has been said over and over many times, want reduced queue’s …. transfer to a lower population server.
It depends entirely on what you want from it. There’s no ‘cookie-cutter WvW class/build’
How the hell can i know this?
What do you want to do in WvW? Roam, dedicated small group, duel, zerg? Do you wanna play power or condi? Those answers produce different responses to try and help you. No one else can figure out what you want to do.
On the answer of which one, both are strong wvw classes.
Play with all your kits. Engineer has so many fun toys and most of them work more than well enough for leveling. Engineer was, hands down, my favorite class to level. If I got bored playing any particular style, I could equip a different set of kits and change up things.
All three of those professions can perform very well in 1v1 fights. But WvW is more 1vX fights. Meaning, the environment is fluid and people can and will join on both sides of the fight. Mobility was mentioned above and its very important. Both the ability to get around the map and, more importantly, in combat mobility. Being able to disengage to buy time for cooldowns to come back up is very useful in roaming. Necros are at the bottom of the three professions you mentioned for mobility. Just a disadvantage to take into consideration.
More important though is figuring out what play style you enjoy more. Try all three out. PvP can be really nice for this, as all professions will play differently at 80 and fully traited than leveling up. Then again, I am an altoholic. Play all three
I play a condi necro and there are a few things you can do that can frustrate them. They have two glaring weaknesses an engineer is good at exploiting.
They have poor mobility. An engy doesn’t. You can simply remove yourself from their reach if you want. Cripple and chill are very effective against a necro. Don’t let him stand there and cast. Force him to move, he isn’t good at it.
They also don’t deal well with stuns. Stuns (and dazes) are really effective. Most necros only carry one stun breaker. And they also don’t have access to vigor. So they won’t be evading your attacks as much as another class would.
On my necro, you being aggressive makes the fight much harder. It makes me use skills defensively that I would prefer to use to kill you with, like fears and chills. If you let me sit back and have time to spam condis on you, you are playing into my hands. I only have to watch your condition removals and below 50% health to turn it up, load you up with conditions and fear chain you to death. But if you are aggressive and make me back pedal a bit, that is much harder to do.
Temple of Balthazar sells exotic Cav Trinkets and a back item as well.