Showing Posts For Weavols.8973:

How to fix WvW (no really I know how)

in WvW

Posted by: Weavols.8973

Weavols.8973

Here’s something to consider. If they have no intention of WvW being fair.. then why is there a 5 target AoE cap? My 5 man group can set up a perfect kill zone with balistas and arrow carts but still lose a keep to 65 enemies with no siege or battle plan beyond walking in a straight line into balista fire because the game artificially protects them from losing too many idiots in 1 shot. It protects the bandwagon zerg from inferior numbers.. how awesome is that.

How to fix WvW (no really I know how)

in WvW

Posted by: Weavols.8973

Weavols.8973

This. is not. a war.

It’s a video game.

A competition that requires 2 sides to want to compete, or no one gets to play.

Have fun sitting on the wall of your keeps telling the guards how awesome you are at war when there’s no one to fight. The system is broken.

How to fix WvW (no really I know how)

in WvW

Posted by: Weavols.8973

Weavols.8973

Killing 20 enemies with 5 people is all the reward I require. But it’s frequently 5 vs. 50.. at that point, outmanned NEEDS to do something to make battle possible or there will be no battle. WvW isn’t war, it’s a game mode that requires 2 sides to want to do it or it ends for everyone.

How to fix WvW (no really I know how)

in WvW

Posted by: Weavols.8973

Weavols.8973

Nobody really cares about points. They care about glorious battle. To foster glorious battle you need to undo the “snowball” the current design fosters for the winning side. First, make the “outmanned” buff allow you to carry more supply. An “outmanned” force is also horribly “outsieged” because they’re “outsupplied”. If my 5 man group is the only friendlies trying to stand up to a queued server, (I play on Devona’s) let us carry a maps worth of supply and there WILL BE glorious battle. Second, Reset the maps every day before US prime time like before. Keep the matchups if you want but reset the map. Lower the upgrade costs/times to keep them usefull, but give us a fair start every night instead of having to undo the built up defenses of the overnight zerg to even get a toe on the map. Lastly, make the orb buffs pve only. People will fight over them because they exist. They don’t need to punish everyone who sleeps at night.

These changes would make trying to WvW on devona’s tollerable. The total silence from Anet on the subject makes us think no changes are coming, which will make us leave DR and I’m pretty sure we’re the last group there actually trying to fight the enemy. Everyone else is just rotating supply camps to level alts.

Needed: Some way to turn the tide

in WvW

Posted by: Weavols.8973

Weavols.8973

The problem isn’t what happens on the scoreboard. The problem is what happens with upgrades. I don’t think anyone really cares what the numbers say, they care about having fortified walls and cannons shooting them a hundred feet out of the spawn. The losing side has a fairly steep uphill battle to even get a toehold on a map. When that toehold gets “night capped” back and upgraded so we have to face the same superior fortifications, with superior buffs, and superior numbers of defenders night after night.. it gets old fast.

The scoring system isn’t the problem. People not having fun because the winning side is handed all the tools to “win harder” is what’s killing WvW.

Low levels in need of a bigger boost to stats?

in WvW

Posted by: Weavols.8973

Weavols.8973

The problem is HOW the buff works. It’s a multiplier of the stats on your current gear. If you’re level 5 with as high stats as a level 5 possibly can, you’ll do alright. If you then level to 10, any piece of gear you don’t also update to level 10 is providing literally half the stats a level 80 piece would. You fall behind in stats as a percentage extremely quickly at low levels. In addition to this, you don’t have 3 stats per piece for the multiplier to affect until higher levels. The system is designed for levelers to be punching bags.

Why the daily reset was a good thing.

in WvW

Posted by: Weavols.8973

Weavols.8973

It allowed underpopulated realms to have a fair fight at prime time. This is really important as without a reset the current map design allows for far too much fortification against the underdog. No one cared about losing everything overnight to the 24/7 queue servers because we got to fight on a fresh map with equal numbers every night, and we did well until everyone went to bed. There’s a big difference between that and logging in to one realm owning everything with full fortification upgrades and 20 siege weapons pointed at your spawn with no relief in sight. People just go do something else. The opponent doesn’t have to change every day, but the permanence of the map WILL kill wvw for low pop servers. It would be almost perfect if the map reset every day as before but the fortifications cost much less so they were still viable when temporary.

Defensive/Support Warrior issues.

in Bugs: Game, Forum, Website

Posted by: Weavols.8973

Weavols.8973

Banners:

1. Picking up, placing, and casting buffs like Furious Rally on the Banner of Discipline really need to not stop movement. It’s just a quality of life thing that feels really clunky for something designed to support a group. It’s like “hold up everyone, I’m gona do this thing to help us by slowing us down”. Cast times are fine for pvp balance, just let me move my feet. Always, please, let me move my feet.

2. The Inspiring Battle Standard trait that makes banners grant regeneration to allies has a couple problems. First off it’s only granting it to the 5 nearest, including pets, which means a single necro can steal the entire effect. I understand this may be a server load limitation but it just feels weak considering the investment. Even if someone has a minute of regen stacked up and someone else 2 feet away has none, it refreshes the nearest.
Second, the engineer’s healing turret that similarly grants regeneration to allies is not benefiting from the engineers healing power stat. These create an area where people are getting a base value regeneration that will continue to tick for base value even if a better regeneration is applied. It appears to queue them even if there’s only one icon with a single duration so that the first one has to stop being refreshed for a better one to ever take over. Obviously the engineer turret should be fixed, but the functionality would still allow for people who invest heavily in healing power to be “wasted” if the method of stacking isn’t addressed.

Blocking: It’s great, and the reflect missiles trait is a thing of beauty. There’s a bit of a delay when activating it that I don’t think has to be there. It feels a bit slugish for something intended to be a reaction. It is also frequently wasted by push/pull CC. I would love you forever if the trait to reduce shield cooldowns could also make blocking grant stability for the duration so this wouldn’t happen for people investing in defense.

Last Stand: this trait should be amazing, as stability is amazing. The tooltip does not list an internal cooldown, however it has a long one. Given that the cc that triggers this is still effective I don’t feel like it would be too far for this not to have a cooldown. Only getting knocked down for 2 of every 8 seconds isn’t exactly game breaking. Getting perma cc’d is a real problem when trying to front line in WvW.

Protection: It’s amazing, I’d love to have a source of it as a defensive warrior. I was thinking there should be adrenaline spenders tied to the offhands that would add an “f2” button. For shields it could be something that would give protection. This would add a choice for defensive warriors other than “never use your class mechanic so it passively heals you”. Maybe a “call in the bros” warhorn f2.. lots of room for neat stuff there.