Showing Posts For Wraistlin.6072:
I did some testing in WvW and the feeling is very good, it looks effective as offensive build, and you can even balance it to be less glassy. But the higher condition pressure in WvW is simply unmanageable with it, lacking the condition cleansing.
Yeah that was my biggest complaint, just no chance against the condition meta. I’d like to at least have some options aside from the same old water trait line with focus, and cleansing fire.
I believe that is why there was such high hopes for Unravel Hexes ( I believe that was the GM trait).
Some of those bonuses would get pretty crazy pretty fast, 300 more power is 10 stacks of might, adding another 10% modifier ontop of elements of rage would get pretty silly for meteor in PvE.
I really don’t think this is a route that should be gone down. Weaver is about not fully attuning yet nearly every single post by everyone is going on about fully attuning.
Disagree, weaver is a mix of both, hence the ability to full attune, and abilities that have specific conditions when fully attuned (primordial stance). Clearly it was Anet’s intention to weave in and out and mix elements or fully attune. Which is why there has been so much discussion about unravel as part of the elite spec instead of a utility.
In truth the base class has always been weak and relied heavily on skill (avoiding dmg through evades and movement) and constantly stacking boons (proctection, regen, vigor, etc). So in most fights if base ele gets caught with their pants down they will be dead before the fight begins.
However when the boons start ramping up it can be decent. My only big issue is condi bombs and/or boon corruption, just to easy for classes to reapply conditions, and there are really only two good “moves” that allow us to remove conditions quick enough.
I’m curious if anyone did any WvW playtest. Seems like a strong build for sPvP, but I felt like sword weaver was lacking in WvW.
Is there some kind of power difference between the two modes?
I was able to build a bunker that kept me alive, but did no significant dmg to anyone to the point where they weren’t easily out healing it. However it did keep me alive enough to try and get a feel for the rotation in the middle of fights.
So I would consider it a sparring build haha.
Bump. I’d really like to know the intent of this as well.
To avoid confusion it should essentially be unravel as it is now, not a permanent attunement like the 4 elements. Just an F5 ability with a large cooldown like the utility skill.
No.
It’s a trade-off.
You’ll have to change your rotations to be able to play it well.You will need to keep that defensive attunements always in your rotation to be able to use the defense quick.
It will be a very different rotation than d/d ele. I think Phantaram already posted a video with some suggestions.I much rather they give sword a bit more power dmg, longer range movement skills and better evades to compensate the short range and cleave.
Disagree, because if it was truly a trade off they wouldn’t allow for double attunement, nor would they have sword #3 single attunement skills, or unravel in the first place. Clearly they designed it as such, which in turn should have just made it part of this spec mechanic instead of a utility slot.
Problem with the weapon swap is that currently the weapon swap functionality in the game in general does not work in the method described here, it would be much easier for the coders to just move Unravel to an F5 skill. Since F5 skills are already built into the game on other classes.
I like the idea, cause if I can weave elements together I can certainly unweave them. Feels like it should just be part of the class mechanic to me.
While I encourage everyone who is experienced with Elementalist to give feedback, I think we should keep in mind that Weaver is supposed to be a different playstyle than base Ele and Tempest. I have seen some comments about how Weaver doesn’t feel like Elementalist anymore and I felt that someone should point out that it’s supposed to feel different.
Yes, the attunement swapping can be a bit more fluid, maybe reduce the global cooldown a tad bit. No, we should not be able to access our single element offhand skills without going through the proper attunement swap cycle or else Unravel becomes obsolete and the concept of having to weave into the right combination of attunements to get the effects you want also goes away. Asking for instant access to your offhands at this stage would mean requiring a complete rework of Unravel as well as affect the balancing of the specialization quite a lot. It could also become a straight upgrade of Base elementalist.
i agree with you in this but if the damage is this low with 0 sustain is not even worth to play weaver over elementalist/tempest
I’m starting to think that the damage of the spec is partially balanced around Primordial Stance. With that utility equipped, it turns the okay damage of my Viper’s build into a monstrous face melting machine. I also tried Marauder’s today and even used Karl’s build from the stream but it just isn’t enough. I do think the power scaling needs to be a bit better on certain skills but if Karl intends the spec to specifically be a condi or hybrid, I would actually be fine with that. But that’s personal preference as I am partial to hybrid gameplay.
I hope you are wrong in this, cause it would be a pretty poor design aspect to balance every other ability around 1 utility skill, plus as awesome as Primordial Stance is, it is pretty easy to avoid.
Also unravel should be an F5 skill, cause I’m a weaver which means I should know how to “unweave or weave at will”. This should be a base mechanic in the weaver spec, and would help the flow of swapping or rotation resetting, while not wasting a utility slot on that we desperately need for survivability.
I like the concept of weaver, and as the OP said it should feel different, so then it needs some built in survivability that doesn’t require us to choose a water trait line and cantrips (like every other WvW or PvP spec we already have).
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I feel there are a few things that could be done to improve this game play and balance it a bit with other classes. Most of these have probably been stated and I’m not suggesting all of these things should be done, just options to tweak. (These thoughts are based on WvW and/or PvP as its pretty easy to accomplish PvE with just about any build)
1. Someone mentioned an F5 skill that has the unravel utility as a permanent skill, that is an awesome idea.
1a. Another suggestion was to add a weapon swap capability that would allow you to switch the current two attunements from main hand/ off hand slots. This is a cool idea as well.
2. The Grandmaster trait of unravel hexes should remove all conditions over time, not just immobilizations condis, in this meta of condi stomping it would be a nice option to have so focus and the fire cantrip weren’t almost always manditory. Would give way to some Air builds imo. I do not believe this is as OP as some say considering how easy everyone stacks conditions in the current meta, this change is sorely needed to promote any kind of build diversity.
3. Sword power increase; to easy to miss with sword at 150 range as it is, but when you do hit it’s like swinging a wet noodle.
4. On the other hand if dmg isn’t increase could use a little buff on the amount of barrier given, feels pretty lack luster especially to the amount I saw scourge giving out.
5. Would be nice if the second attunement triggered certain elemental trait line bonuses. I was disappointed the the second attunement is not consider active with the first. So trait’s like Aeromancer’s Training or Aquamancer’s Training only work as the main hand attunement, instead of either attunement triggering them.
I love the weaver concept, but it just feel very underpowered, im all for a high skill class, but I’m getting tired of water trait line being near mandatory in every pvp/wvw build. Would be nice to see some of these ideas implemented to give us some build diversity.
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Should just have another training dummy with a drop down menu to select a boss, then the dummy takes on its coded attacks and movements so you can train against it.
Everyone could do it on their own time before actually going into the raid.
I don’t think buffing auras is the key to make elementalist players happy.
I personally was never relying on auras and I don’t really want to.
Well making elementalist players happy is impossible as implied by that statement. Everyone has their own opinion on what they would like the elementalist to do. I’m not suggestion we have to rely on auras, just that there is an option for a build that does.
Shame the internal cooldown on runes of resistance is so absurd, I was looking forward to using a build like that one.
Half of our better signets only have a 30s cooldown. Although a 25s cooldown on the runes would be nicer.
Thanks for the input. I am up for anything which buffs the fire line for regular use. I’ll say, though, in order to make something like this work, Anet would need to buff our signets. they’re terrible UP as a whole right now.
Yes individually they do not scream out at you as powerful. However currently in the game you can make them each fairly impressive. More so to the amount of things you can have triggered from them than what the signet itself actually does.
For instance with Zephyr’s Boon (air minor), Elemental Shielding (earth minor), Shard of Ice (water minor), Arcane Energy (arcane major), and Runes of Resistance, you grant yourself fury, swiftness, protection, aegis, endurance regen, and you apply vulnerability to your target. And again the signet effect itself.
I’d like to see auras boosted through a change in Fire’s Embrace.
As it stands now if you spec for Fire’s Embrace and you use a signet you gain a Fire Shield. I would rather they have it work 1 of 2 ways to really allow some cool aura builds……
1. When you use a signet you gain an aura based on your current attunement.
a. Fire = Fire Shield
b. Water = Frost Armor
c. Air = Shocking Aura
d. Earth = Magnetic Aura
or 2. When you cast a signet you gain an aura based on that signets elemental attunement.
a. Signet of Fire = Fire Shield
b. Signet of Water = Frost Armor
c. Signet of Air = Shocking Aura
d. Signet of Earth = Magnetic Aura
maybe even throw something new in there….
e. Signet of Restoration = Healing Aura (heals the player for x amount when struck)
Personally I’d enjoy a change like this. And considering Fire’s Embrace is a Master level trait, you could not get Fire’s Embrace, Tempest Defense, and Powerful Auras in the same build.
This would even bring some life back to signets as well.
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I think Anet should throw in an exchange merchant for the steel, cloth, wood, leather ascended refinements. At least for a few months to fix this time gate issue that is f’n over light armor classes.
Yeah I simply would like the ranged version on Arcane Brillance. It makes more sense, and revert Arcane Wave back to it’s original design.
It’s cool having a ranged blast finisher, but should have been added to Arcane Brillance.
On top of that Arcane Brillance should be instant cast like all the other “Arcane” abilities; although I suppose they can’t because its a heal and need to give enemies time to interrupt it.
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If this was designed to counter condi builds, fine, but what about power/tanky necros who rely on (non-damaging) conditions such as Chill or Immobilize to even get close to a ranged Ele? Its not like we’re anywhere in the neighborhood of needing nerfs (quite the opposite in certain areas)… it would be one thing if Diamond skin read “you are immune to condition damage when over 90% health” but this is far too much for such a low mobility class running melee to not be able to use these tools to slow our enemies. That’s all we have aside from the easily dodge-able Dark Path.
Part of this trait is in fact for the purposes of negating movement impairing conditions, because with the change to stacking duration conditions that is all anyone had to do to kill most elementalists.
A group runs up stack immobilze and your a sitting duck. This trait just allows the elementalist a time to actual get into a fight so those cheese tactics can be defended against.
what the heck is geop.
lol.
Glyph of Elemental Power I’m guessing. Would make sense with condition build.
Aside from the hard counter to condition classes, I feel this is also useful to the perma immobilize openers that more often than not are the cause of my death.
Honestly I had some great fights this weekend in SBI BL Bay (I’m an FA Elementalist). Massive fights that were a lot of fun. Was some tough fought battles and many, many, many Omegas died.
Then a troll popped, came into BAY as FA homeworld and started taking our golems from Bay walking up a wall and jumping them off a cliff. Granted the actions of one player doesn’t mean it’s the whole servers mentality, but enough things like that can ruin a whole servers reputation. No way to know if that troll was SBI or DB, but one would assume since SBI was after their Bay all weekend……
In any case keep up the hard fought fair fighting. It’s been awesome!
instant and stun breaker is too much
making it instant would be perfect. making it also a stun break means it would need nerfs
I don’t understand how that makes any sense considering all the other stun breakers are instant cast.
Arcane Shield
Mist Form
Glyph of Elemental Power
Earth Armor
Signet of Air
I quite enjoy these runes on my elementalist. It’s nice having confusion at my disposal now too.
Give me 3 seconds and ill load you up with more condis than a necro could dream of. and i can reapply them really fast, every 10s.
Now, probably matching a necros output of condis, i also have more healing, much much more mobility, and 20k health with 3k armor.Lol. Okay man. Necro is condition king. What a nice opinion you got there. And I also have my opinion’s. I disagree completely with you, you can’t change my point of view, and you disagree completely with me, I can’t change your point of view. To say anything else and ‘claim’ you are right and not me is ONLY what you say. Same to be said with me.
I mean disagree all you want, but it doesn’t change that the statement you made is false. Necro delivers all conditions in one button, not to mention corrupts boon hoarders like no tomorrow.
You’re having a hard time accepting that on the basis of conditions alone, you are very wrong.
But listen to logic. Necro base available conditions > ele base available conditions. Necro with runes and sigil = ele with runes and sigil. Necro condition traits > Ele condition traits. Add all that up and yes, necro is much better at conditions.
If you want to make the claim that your condition build can outplay a necro condition build on the basis of elementalist fundamentals like boons and mobility, that’s fine. You can make that claim ALLL day and I won’t bother you for it, but your above statement is so false it just isn’t funny.
I hope you understand.
This isn’t entirely true aside from runes of perplexity. If a necro decides to run sigil of doom on a weapon he isn’t gaining anything as he already has poison at his disposal, however it gives an ele a new condition. So eventually the playing fields starts to narrow.
Throw this post on the bugs forum and you probably will have a better chance of a response from someone you actual care to hear from.
I always bring my ice-bow to deal with the lack of aoe. Plus, ice-bow is OP.
I also always run that spec with fresh-air just to get some decent damage output. I tend to go more offensive b/c of the powerful built-in defenses of the focus.
S/F is meant to be played at near-max range (900) as no skill on the kit requires any closer range.
I am sure you know this, but for people reading who don’t: Phoenix should ALWAYS be aimed to land just behind your enemy so you get 3x hit (hit going out, burst hit, and hit coming back). Even better if you line it up with that teeny-tiny fire-line.
I usually on s/f for certain dungeons however, as the defense isn’t needed in open-world. Also S/F owns if you are taking part in a teq. kill. (Swirling winds SO GOOD there)
Have to agree with Blackbeard on this. If you are using focus as a weapon its most beneficial imo to then take some or all defensive utilities and switch them to something more offensive.
I’ve always felt Focus is a defensive weapon and so I also like to pair them with conjures and or all the arcane direct damage utilities.
Hey guys. After picking up GW2 a while ago during one of the weekend sales (actually it was the free weekend that ended with ~20% off I think), I’ve been playing my Sylvari Elementalist pretty regularly. I’ve gotten to 80, made my ascended staff, and already picked up my first ascended trinket. Now it’s just a daily grind to get laurels, the daily lvl 10 fractal chest, and weekly guild missions for the rest of my ascended trinkets.
I don’t see much point in The Bifrost, so I don’t have anything to really spend my money on other than making more money in the TP. I have been thinking recently of making a new character, probably a human this time. I’m wondering about the profession though, and can’t really decide between Guardian or Warrior. It seems that dungeons really favor a guardian, or at least, 1+ guardians make dungeons much easier for the rest of the party.
So I ask you, my fellow elementalists, which class do you all like to play when you’re not rolling as the ele?
Or if this is too off topic, what further goals do you suggest for an ele that doesn’t want a legendary?
My suggestions is learn all the weapon sets. I myself have not found another class that can keep my attention like my elementalist, so I decided to try and learn it inside and out. If you play all parts of the game there are some incredible builds solely focused on each.
I use to only run D/D and its still great for roaming WvW, but wasn’t the best in dungeons. From there I tried some of the build posted on these forums and really enjoyed a S/D build, spec’d full zerker and blasted through dungeons (and got pretty talented at staying alive with little protection which only increased my skills with a standard D/D build), from there I went staff to learn as much as I could there, both dungeons and WvW.
Currently I’m working with D/F. Probably one of the most interesting/tricky weapon sets to play for an Elem.
In short, there is so much to learn with an Elem that even the mundane chores of farming, dungeon running, etc can feel refreshed by different weapons and builds.
Awesome group fighting. I’m amazed at how you guys can keep nearly every boon on you for an entire fight. Great synergy.
I just recently tried the perplexity runes myself in a Dire Armor set with zerker+valk ascended trinkets and have been having a blast with it in a 0/15/0/25/30 build.
Using tornado for meteor shower is for bads. Yeah it increases DPS but you can be doing other things then spinning in circles with a giant target on your forehead saying kill me kill me. Like using the rest of your skills
This isn’t always the case. I’ve destroyed zergs on walls with meteor/tornado. Like anything it just has its situations, and you have to be smart enough to cancel when meteor shower is finished, otherwise yes you spin around just asking to be targeted.
Edit: Doh, just like the guy above me said.
Out of all my experience I have found Precision, Vitality, Healing gear w/ Runes of Divinity as my most survivable and damaging set in WvW.
You can make it more survivable with the +boon duration runes instead of divinity, but with that you take a hit in damage.
Cool concept but I myself have never played with the automatic defenses, so I need some clarification.
If you slot Armor of Earth and trait 10 Earth Magic for the auto Armor of Earth, does the utility slot Arm/Earth go on cooldown if the automatic Arm/Earth is triggered?
Or can you essentially fire off Armor of Earth twice if you use the utility Arm/Earth just after the automatic proc?
The game will eventually be balanced.
did anyone else just spit coffee all over their keyboard?
Soda through the nose.
However although the game can never be truly balanced as anything new tends to disrupt any previous balance; so “balance” will always be ever changing, it’s getting closer together.
To the OP if you like how they look, get them, simple as that. I can say with certainty they will not be the last skins you pick up for daggers.
Imagine being on Mag or SoS right now… they are getting hammered by the heaviest servers with no end in sight.
Leagues exacerbated an already crappy problem (transfers and tier locks). Until they abandon this architecture, I am not sure there is much that can be done sans eliminating leagues altogether.
Mag and SoS wanted in the gold league. A lot of SBI wanted to be in there too. FA tanked to get to silver. The argument for wanting to be in Gold, is that we knew we would get stomped, but there would be plenty of good fights to be had, at all hours of the day.
Argument for silver was that we would stomp people and get the better prizes.
But, stomping isn’t fun, just ask BG, FA, JQ, SBI, HoD, and SF. It gets boring. Less fights all the time.
Getting stomped is even less fun than stomping in my opinion. Being on FA from the start we have had decent WvW coverage initially, it went downhill when Anet changed the weekly matchups to RNG.
Over the summer I believe we had around 17 weeks of blown out matchs, for or against us. I don’t believe any of the true WvW players tanked in FA to get into Silver, but I’m sure a lot of the casuals that would go in there to help quit after the stompings we were taking a month and a half before leagues. I myself was shocked we fell into Silver League. And as a competitive player it’s nice to be able to challenge and or dominate servers in our league to capitalize on “PPT”.
Now FA has gotten transfers; players looking for easy wins, old FA members that transferred and now transferred back due to our positioning in leagues, and overall it feels like our WvW Community is starting to thrive again. This might be due to leagues and the fact we dropped to Silver, but I’m enjoying WvW again.
Hopefully they do find a way to even the playing field so everyone can enjoy the motivation of the PPT scoring. Otherwise just get rid of it, and only give points on kills, holding ruins and sacking and defending camps, towers, keeps, and castles. Personally I’d like to see points based on the same WvW events that give karma and rewards.
Does that LF + Firey Rush trick actually work? I’ve tried pulling it off but must be missing it somehow.
with the upcoming insane cd decrease to tempest defense and other trait changes, there will probably be more aura builds around and that’s something i’ve always wanted to run, especially magnetic wave and the higher procs of shock aura.
Making a staff aura build would certainly be interesting yes.
I tried running a aura build in it’s current state. This point of view is mainly from a WvW perspective, as you can pretty much get away with anything in PvE these days.
traited 20/10/10/30/0
It was a gimmick build, only really making use of signets and auras. I felt there was potential but something needed to be moved down a tier to be a viable build imo. Either Fire’s Embrace to Adept Tier, or Powerful Auras to Master Tier.
Took Fire’s Embrace (fire – IX) as Fire Master tier. I ran with 4 signets (heal, 3 utilities)
Zephyr’s Boon (air – I)
Elemental Shielding (earth – V)
and Powerful Aura (water – XII)
The gimmick was having aura’s share with each heal, or utility use. Giving swiftness, fury, and protection to those around you with signets. (and obviously any of the weapon skill auras.)
I tried all weapon sets…
D/D, S/D: Terrible imo. D/D has two auras, with the attunement CD in it’s current state, D/D was just painful to play. S/D also felt limited only having one aura. Both were near impossible to play without the standard defensive utilities.
Staff: Was surprisingly fun with this build. The signets having 1200 range was nice synergy with the staff. And spreading Magnetic Aura around is hilarious. Obviously the boost in healing and vitality is still there for support, and you still have the 20 in fire a power increase.
D/F: I’m terrible with this weapon set as I don’t use it much, but even this set of weapons felt like it was meant for a build like this. The extra defensive weapon skills with the focus made up for some of the lack of armor of earth, or arcane shield.
I didn’t try to change any armor out to better fit a build like this (didn’t want to waste the money, because it was gimmicky, fun but gimmicky). So must of this was done with either P/P/Crit Dmg, or P/V/T. Using Ascended with P,V,P, Crit Dmg.
So I for one would love to see either Powerful Aura drop to a master tier, or Fire’s Embrace drop to the adept tier. I think freeing up the 10pts would allow for options to make this a very viable build.
Just my 2 cents.
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I agree with OP leave elemental attunement where it is.
The protection and regen boons alone on switching can be huge to negate some of the disadvantage our current base HP and Armor put us in.
I think if this gets moved there needs to be a serious discussion about raising our base HP. If not HP and Armor.
Elemental attunement should be 15 minor since every other 15 minor trait triggers upon attunement change. Renewing stamina should stay at 10, it’s not like mesmer hasn’t have exactly same trait at 5 minor while having more tools to survive.
That is actually a great idea since lingering elements is half broke anyway. Move elemental attunement to one of the arcane minor traits. I would be okay if it was even the 25pt trait. But this really should be a minor.
Just makes no sense to me. The claim they are trying to get more builds out of arcane, but then they move the more useful traits from the adept line to master line………
Thus insuring we spec into arcane? WTF.
The one thing that confuses me on changes like this is…..when did anyone complain about the original one with air trait?
Can we get some attention on the traits that are annoying, broke, or useless first? Before we start rehashing traits that players have no complaints with.
I’d like to see them normalize attunement swapping to that of the standard weapon swap.
Then change Arcana’s bonus from lower attunement CD to effect Conjures in some way instead. Either lower CD on cast time, or more charges, etc.
Especially since most classes have some kind of trait buffing any of the “specific” types of utilities they have. Conjures to my knowledge only have one trait related purely to conjures and that is the extra charges. Where is the trait for 20% cooldown.
IMO just seems they could do more with using the arcana line for conjures then CD’s on swapping attunements.
From the name “Enduring Damage” why not changed it to a 10% damage reduction while endurance is full.
That would make a lot more sense for the trait line, trait name, and quite frankly tanking instead of dodging. Just my 2 cents.
My biggest problem with perplexity runes is that they created a build. Most runes only aid in a build, or further your build, or balance your build, and cover up a weakness in your build, or build your build, or synonym your build.
Perplexity runes literally inspired a build. And by inspired a build i mean, dawned dire/carrion gear, threw some rupts in there and lold at the results.
I think these runes should aid players who already utilize confusion, not grant any dork that can spam 4 unlimited condition power.
I use torment runes because i play a p/d thief. I mostly use my 1 and 3 skill to stack torment and bleeding. Knowing that my torment skill drained my initiative rather fast i bought the torment ruins so i didnt have to spam as much now i can stack torment without wasting all my initiative!
This is where I respectfully disagree. I think it is awesome that an item can get players to think outside the box of their standard builds to make something unique. That’s what makes this MMO so different from most. You don’t have the ridged cookie cutter builds that everyone has to use if you are playing “x” class. Most have a swing of 10-15 pts.
So an item that can totally create new builds for some classes is awesome.
If we are looking at all the facts I’d say overall we are in a better position with defensive abilities then the thief.
I could be wrong but I don’t recall the thief having as many options to throw up the protection boon, or regen boon as an elementalist has.
And depending on the weapon type we have auras, some of which mainly D/D, are strong abilities even untraited, and then on top of that we have the blinds, teleport, invunerability.
Granted thieves have an easier time of slipping away from a battle due to stealth, but stealth isn’t invulnerability, so you just need to hit the thief while he’s hiding. Ele’s have alot of AoE attacks that can do this.
A sound idea, but I still feel that would make them similar to kits unfortunately.
My only argument with the ground targeting is make it useful for some reason. Have the actual AoE placement of the conjure do something beyond just placing a weapon on the ground.
My suggestion was add fields to the placement of conjures.
FGS and LA drops a Fire Field around the conjured weapon.
FB drops a Water Field
LH drops a static field
ES drops a Dark Field (I think that is the same type as Murky Water, earth #5 trident)
Again I don’t necessarily mind the AoE targetting to conjure a weapon, just wish it actually had a purpose.
If you all are QQ about being outnumbered then you all are barking up the wrong tree. When I was on TC and we would get SoR, BG, or JQ, we loved it, we knew we were outnumbered, but we liked the fights, cause we always won, they might have won the ppt match, but we always won in open field, we would go up against 50-60 with just 30+ but we were organized, we used mumble, had good commanders, everyone was in chat and listened, even militia was in mumble and we all followed the tag, and we would always go for the open field fights, everytime, and we won almost everytime, so don’t sit here and cry about being outnumbered, numbers have absolutely nothing to do with it, a lot of people like to be the underdog, cause they know they can kick the bigger dogs kitten , even if they don’t win the over all fight.
And yet here you are on JQ now……
Now that they set up the league tiers I think they should have allowed free transfers to lower populated servers within your league.
To see if the “community” tries to balance itself before leagues.
I heard rumor of SoS trying to tank to drop out of the Gold League. Which honestly being from FA I couldn’t blame them.
It’s going to be great being the bottom of the food chain…………and now with the new league structure we will never have any server lower than us in a week.
Balance the kitten server pop already!
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Are the servers with only 15-20 people in WvW also pretty empty in PvE? Maybe its time for Anet to merge some of the lower tier servers if that’s the case. It’s absurd.
Yeah I agree with this. It would be a perfect solution.
Only problem is MMO’s tend to avoid this as it usually depicts a dieing game. They will keep as many servers open as they can for as long as they can.
I like the new ruins, I just wish they’d have some other mechanic in play then stats bonuses. I’d much rather see WvW buffs, like increased siege damage, or a -% dmg from guards, etc. Why does it have to be a stat buff?