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Waypointing or gliding to escape combat...

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I actually play daredevil and the few times people manage to WP away from me is because they WP almost as soon as they see me from ranged.

I waypoint to avoid Daredevils because I’m zerg spec and Daredevil is basically a broken profession with their perma evade trailblazer condi troll builds.

The fact that every skill I cast on a daredevil results “Evaded” showing on my screen only serves to demonstrate how broken the profession is.

How is that fun

How is killing people that aren’t geared up to fight you fun? It’s not even a level playing field.

You should be hanging out at the various ‘fight club’ spots (SMC?) dueling real 1v1 fighters that are geared to fight you.

You’re like one of those kids that only wants to fight the ‘special needs’ kid at school. You choose an easy target because you’re not good enough to fight the tough kid that actually wants to fight you.

Every kill on a zergling that you make is shallow and worthless because you’re just killing people that aren’t geared for fighting you.

Literally avoiding playing the game.

No, they’re there to play the zerg game not the 1v1 game. 1v1 is your game and we don’t have to participate in a game we’re not specced to play in.

We still lose time avoiding you so you’ve provided some utility to your server but we’re not going to feed your ego.

If you let us switch to a 1v1 profession so there is a level playing field then we’d gladly fight you.

TL;DR – If you play cheese builds and pick on easy targets because you’re no good then expect people to avoid you. Use a shadow trap.

Fix. Necro. CONDIES!

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

There aren’t many classes that don’t have some form of broken spec. This game is about finding the next broken spec.

With 9 new elite specialisations coming you’re in for a whole new world of hurt soon.

Nerf AOE range in WvW

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

How about just remove the AoE cap.

You think the lag is bad now, it would be even worse if you did that.

I don’t think it would even work technically.

It would make the server CPU glow red and then melt.

Instead of looping over 5 targets and doing calculations the server would have to loop over 150 targets (assuming 3 way SMC lord room fight with 50 player blob per side) – it would have to calculate this every second and it has to do this for every player and every skill cast.

Let's figure out the upcoming WvW meta

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

After the dust settles and people explore their professions properly, there won’t be blobs of Scourges – other OP mechanics will be discovered within all the remaining professions. A lot of people love their main and won’t just switch to playing necromancer all of a sudden.

Dev suggest: Cascade vs Catchup mechanics

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

OK after reading the responses I can see some issues with my solution and I will propose something different.

I agree generally that our server (JQ) should drop to T2 (and we did).

However that didn’t work as you would have hoped.

Despite being smashed in tier 1 SEA we then proceeded to easily dominate our opposition during SEA.

So we are too big for T2 and too small for T1.

The problem with my solution though is that Mag totally dominate JQ during NA.

So Mag are in the lead but should not be nerfed during SEA, they should be buffed.

JQ should not be nerfed during NA and should be buffed.

Meanwhile, DB shouldn’t be nerfed at any time.

So I see the issue with my solution is that it doesn’t address coverage imbalance it only addresses the net coverage imbalance.

The goal is to maximise the enjoyment of the maximum number of players — the goal is not to make the competition even.

So to address coverage I would want to see:

  • Tier 2: JQ to be nerfed during SEA
  • Tier 2: Mag to be nerfed during NA
  • Tier 2: DB to never be nerfed
  • Tier 1: BG to be nerfed all the time (because they dominate every skirmish)

To to accomplish this goal my solution would simply be a case to applying my proposed solutions to the server that leads the skirmish, rather than the server that is leading overall.

The key thing here isn’t about who wins every week it is about maximising fun.

Servers that steamroll other servers get bored. Making them have to rescue objectives at the last second is far more fun than them EWP’ing into an objective and facerolling a small group 3/4 way through the keep lord’s health bar.

TL;DR – my solution was bad, new solution: server leading the skirmish gets neutered rather than server leading the week.

Dev suggest: Cascade vs Catchup mechanics

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I want to bring attention to something in WvW that I think is incorrect game design.

The way I see games (in general) offering advantages to players for winning something.

In old school car racing games when you were losing the race your car would go faster to allow you catch up to the winner.

As you got closer to the winner this speed advantage would dissipate.

This “catchup mechanic” would keep the game fun because it would be close racing throughout the matchup.

In later games the catchup mechanic was swapped so the winning driver would be rewarded for their effort (a neutral advantage mechanic).

However, the way WvW is structured right now, the winning car goes faster when they’re winning (a “cascade” mechanic) which allows them to make the race a complete blowout.

In my humble opinion is plain wrong in terms of game design and game mechanics.

The way I see it various mechanics exist in WvW that are cascade mechanics:

Stonemist:

  • Gives full control to the centre of the map – in a hub+spoke map design the owner of the hub has great advantage
  • Especially difficult to take when T3 upgraded
  • Unreachable trebuchet means you must breach inner and reach top floor – trebuchet can then by rebuilt in seconds once the blob has cleared your players out.
  • Relative safety for dominating server’s pugs running back to their pin
  • Constantly keeps losing server’s towers as paper towers (WC/ANZ/Durios/QL/OW/Klovan)
  • Improved response times and scouting for the dominating server

Changes suggested – stop massive siege advantage and weaken SMCs defences.

  • Block all siege deployment on the third floor of SMC
  • Block siege deployment on supply huts or move them so trebs can’t hit towers
  • SMC can only upgrade to Reinforced gates/walls never Fortified
  • No waypoint for SMC
  • No tactivators for SMC (especially airship bombs and chilling fog)

Bloodlust:

  • Good for low population server to have
  • Bad for high population server to have
  • Regularly dominated by high population server due to having more people free to capture it

Change suggested – allow weaker serves to use the stat boost but deny stronger servers

  • Can only be active for 2nd or 3rd place server
  • If 1st place owns bloodlust they don’t get any stat boost, they only deny server 2 and 3 from having a stat boost

Tactivators:

  • Allows large servers time to blob respond – often EWP and Invulnerable wall is the difference between taking an objective and not taking it.
  • Allows large servers to do higher DPS when they’re already dominating – Dragon/Centaur banner

Change suggested – allow weaker servers to use the advantage but deny stronger servers

  • Disable tactivators for the first place server

The “orb” used to be a cascade mechanic but was rightly disabled due to offering the dominant server an advantage.

I think the other cascade mechanics should also be removed (like orb was) which would help keep everything a bit closer and more interesting.

I expect a huge resistance to these ideas from players on servers that dominate each week so let me have it.

I probably haven’t articulated my point that well or covered every aspect fully and in perfect detail but please look at the “overall” concept rather than nitpick on detail.

(edited by dzeRnumbrd.6129)

Rune of the scourge ideas

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

So I was thinking how I would make rune of the scourge,

1) 25 condition damage
2) +20% condition duration
3) +50 condition damage
4) +30% condition duration
5) +100 condition damage
6) cause 3 bleeds whenever you cause torment. Convert 5 boons, on foes in 600 radius, into torment every 3 seconds. Grant 1k barrier per boon converted or removed.

What do you guys think the rune set should be?

LOL. That’s so overpowered it isn’t funny.

Scourge's Power, Devs need to see that

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I see heaps of fights exactly like this in T1 WvW where 1 big blob smashes another big blob and completely wipes it.

How do you know it isn’t just player discipline?

How do you know this due to the Scourge?

How do you know this isn’t due to the enemy commander being a complete scrub?

Fractal material for wvwvw legendary armor?

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

You must have bought some magical unicorn horseshoes from the gemstore, cause that’s probably a years worth of playtime not 30 days.

10 rings will take about 2-3 months to accumulate.

I generally get 1 every week or so.

Chests are significantly rarer.

I play Reaper and do fairly high DPS so I imagine I proc a lot more rng than someone playing support’y roles.

Fractal material for wvwvw legendary armor?

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

You must have bought some magical unicorn horseshoes from the gemstore, cause that’s probably a years worth of playtime not 30 days.

10 rings will take about 2-3 months to accumulate.

I generally get 1 every 1 or so.

Chests are significantly rarer.

I play Reaper and do fairly high DPS so I imagine I proc a lot more rng than someone playing support’y roles.

Zerker stats needs a buff

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

when you play in full zerker, it is extremly risky in wvw, and it should be highly rewarding as well if you can avoid death by using superior skill.

The problem here is you’re not skillful enough so you’re asking for a buff.

If you actually possessed the skills you mention you wouldn’t need any help from Arenanet.

Its time to migrate to Discord

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Discord makes money by selling your user data and usage history – that alone gives me pause.

What usage history? Discord usage history?

So they sell this information →

“dzeRnumbrd logs onto Jade Quarry discord at 9pm to midnight every day and listens to the pugmander.”

?

WARBRINGER (Seriously)

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Move along nothing to see here.

I’m the first guy to whinge relentlessly about WvW rewards but 300g for a legendary gold sink is cheap.

Ideas to help Power Reaper

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Terrible ideas. Making condi worse doesn’t make power reaper better.

What stat combination do you most desire?

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

WvW specific:

It depends on how Scourge feedback is processed.

Healing Power:

Many of us gave feedback that barrier was weak and decayed too quickly.
So if that feedback is ignored I would not want to spec into healing power at all.
If they have made barrier better then Healing Power could be very good as a major or minor stat.

Concentration:

Nefarious Favor converting 2 condis into boons on a very short cooldown makes concentration a very attractive stat. Perhaps better suited to a minor stat. Would only want it as major stat if running full support. Everyone is saying warrior elite = no boons but that’s only 10 seconds for every 90 seconds and assumes you stand in the boon strip bubble – the reality is people will learn not to stand in the bubble – then it’s back to condi/boon city.

Condition Damage:

An obvious choice for a major. People always want to do damage.

Expertise

Good choice for minor given it’s difficult to obtain through food now.

Toughness

Major stat – basically required for tier 1 WvW blob fights.

I would want something like this (I want to play damage or hybrid):

WvW damage:

Condi, Toughness, Concentration, Expertise
Condi, Toughness, Concentration, Healing Power
Condi, Toughness, Concentration, Vitality

WvW support:

Healing Power, Toughness — Concentration, Vitality
Healing Power, Toughness — Concentration, Condition damage
Healing Power, Concentration — Toughness, Vitality
Healing Power, Concentration — Toughness, Condition damage

WvW hybrid:

Condi, Healing Power — Toughness, Vitality
Condi, Healing Power — Toughness, Expertise
Condi, Healing Power — Toughness, Concentration
Condi, Concentration — Toughness, Healing Power

WvW Dueling is an issue, here's a solution!

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Unless I see some ‘fight club’ going on at SMC I can never tell a duel from a ganker.

So I always assist my team unless my player says “stop”, “duel” (or similar) and then I’ll stop intervening.

Basically, if you don’t want to be interrupted don’t duel where I will see you. Go to the windmill on Alpine or if you’re on EB go to the Champion Arboreal Spirit area where no one goes.

(edited by dzeRnumbrd.6129)

Still need repeatable diamond tickets

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I am fine with there being a cap, otherwise I’d feel obligated to keep going and get burned out.

Cost of items, now that’s another story. Rank requirement being above 1000, I could do without that too.

Rank requirements are no different than time gating. They both require spending significant amounts of time in return for your reward.

At least ranking up can continue throughout the week instead of stopping after you’ve done the sixth Diamond chest.

It additionally rewards people that have put thousands of hours into WvW before decent rewards came into existence.

Rank requirements show you actually play lots of WvW and aren’t just some PvE guy that’s hopped on a ktrain for a few months to collect armour skins.

[video] Beta weekend was a lot of ufn

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Thief stole music.

Scourge: WvW feedback

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I couldn’t find a stickied PoF feedback thread so I guess I’ll just post my feedback as a new thread and the mods can combine it later. This feedback is only from 5-6 hours of playing so I could have made some mistakes here.

This is WvW feedback only – does not apply to sPvP and PvE. It is mainly for large group WvW also, not solo/havoc so much. So keep that in mind.

General comments:

- Severe lack of stability and mobility
- DPS in WvW seems low compared to Reaper (in a blob situation with lots of condi clears the reaper seems to build burst better with Deathly Chill+Nova+Reaper runes). I wasn’t running Dhuumfire as I figure that’ll get nerfed into oblivion – plus I need stability in WvW.
- 900 range should be increased to 1200 range across the board
- Sand Shade radius is way too small for the 3-shade version
- Barrier decays too fast
+ Boon hate is good
+ Condition clearing is good

Torch:

  • Harrowing Wave (torch 4) is is boring – no utility, just flat damage.
  • Oppressive Collapse (torch 5) is not powerful enough – needs to be 5 target knockdown like rev hammer 5.

Mobility/Stability:

  • Scourge has the worst mobility the game. With base skills it has no leaps, no superspeed, no blinks.
    Asking people to devote one or two utility slots to movement skills (wurm + sand swell) isn’t an appropriate answer.
    Sand swell is going to end up being used by the commander offensively in WvW blobbing meaning it won’t be available as a
    disengage. Given necros have no stability, we need a way to reposition ourselves quickly in WvW – every other
    profession can reposition fairly easily.
  • The lack of stability is really poor in WvW. We can’t all play in pro guild groups. Most of us are playing with
    pugs guards that save their stability for when they need it, not their party. As a reaper I am constantly stunned in
    WvW and actually REQUIRE Foot In The Grave to break stun and get my own stability. I shouldn’t have to trait for stability.
    A profession designed for point defence should have the best stun breaking and best stability in the game not the worst.
    Mobility and stability should be balanced against each other. ie, Thieves should get no stability or very few stun breaks
    because they have so much mobility and necros should get all the stability and stun breaks because they have zero mobility.

    tl;dr – We are even more of a ping pong ball in WvW than before.

Profession mechanic:

  • Manifest Sand Shade:
    – 5 targest is fine but Sand Shade radius isn’t wide enough, needs to be base 240 for WvW and the big one needs to be 360.
    – The cast time on this seems much longer than staff marks. Is this an animation delay or is it actually taking longer to cast?
    – I would like to see a really fast cast on Manifest because Scourge often needs to put down 3 at once and then be pressing
    the F2->F5 keys to make the Shades do something, it’s a lot of casting time in WvW before we actually start buffing our allies.
  • Nefarious Favor: Good place
  • Sand Cascade: 2.1k seems a bit low for something that decays so quickly
  • Garish Pillar: Seems OK but a bit expensive.
  • Desert Shroud: Good place.

    Punishment skills:
  • Sand flare: Base heal is not strong enough – I will never use this heal.
  • Sand swell – Good but needs 1200 range. Cast time is really way too slow for WvW. I’ll be stunned 3 times before it casts. Needs instant cast.
  • Dessicate – boring – please scrap it and come up with something new to address above concerns.
    I would suggest making it a teleport (20s cooldown) that allows us to blink to any active sandshade.
  • Trail of Anguish should be an allied support skill given Scourge’s new role. Basically it should be the same
    as “Stand Your Ground”. Instead of retaliation we should have superspeed to compensate for our lack of mobility.
    Trail of Anguish should give AoE stability stacks as per Stand Your Ground.
  • Serpent Siphon: I didn’t play with this much but the serpent seemed to move very slowly. Not sure
    if that effected its ability to hit or not.
  • Ghastly Breach: Should be a ranged ground targeted AoE not a PBAOE. Red circles in WvW = death, asking scourge to stand in them
    to activate their elite isn’t right.

Barrier:

  • Too short lived – makes many of the traits and utility skills in Scourge very unappealing.
  • Needs probably 5 seconds of zero decay before it starts the normal decay process.

    Traits:
  • The traits seems generally well designed.
  • Abraisive gift: Good, would prefer 2 condis and no might – I would consider using it.
  • Fell Beacon: Good but I don’t like torch skills so wouldn’t take it
  • Nourishing Rot: Good – I will probably use this because Scourge has no sustain skills.
  • Sand Soul: Good
  • Desert empowerment: Barrer amount is tiny – I would never take this trait – maybe 2.5k I would start considering it
  • Sadistic searing: Good but SS radius too low
  • Unending corruption: Good but SS radius too low – I will probably use this for sustain.
  • Blood as Sand: Good
  • Sand Savant: Doesn’t always count as 3 shades. Not good. AoE should be 360 (as per meteor shower) and base shade radius should be 240.
  • Demonic Lore: Not sure if the ICD triggers after 5 players are hit or after 1. If it only 1 then I would never take this trait.
  • Feed from Corruption: I think this is probably the best for my sustain so I would take this trait.

Ranged counter play:

  • I don’t see how Scourge is equipped in any way to deal with a ranged DPS (like deadeye). No reflects, no gap closers, basically a sitting duck if you get caught in the open.

Summary:

  • I found better sustain and damage from my reaper in large group WvW play.

(edited by dzeRnumbrd.6129)

A thought on new WvW legendary Armor

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I’m not a programmer, but I’ve got to think that it would take about as much work to update and implement those armours as it would starting from scratch. After all, we don’t just have human body types anymore.

Correct.

Damage question

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

This is normal. I have 3300 toughness reaper and get hit for 7.5k CoR and I’ve been hit for 11k on Phase Smash. The Rev hammer is just insanely overpowered for it’s range. Arenanet normally has a rule that ranged weapons = less damage (aka risk = reward). For Rev hammer though they’ve thrown that out the window and rewarded low risk play with high damage. Poor design.

Elastic servers

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Nice idea but wouldn’t work. Strong servers could just log off during periods of bad coverage (like OCX) to ensure their T3 objectives remained at T3.

PoF: Top 10 WvW Guild Reference

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

What I think in no particular order.

NA
—————-

BORP
KEK
SF
TDS
The next 5 guilds seem relatively close in performance so i wont list.

list for SEA+OCX
————————
MGR
AHMA
LATE
GK
BB
The next 5 guilds are quite a bit below the ones I listed, and I’m sure it could go either way between them.

Combined list: NA prime and SEA/OCX are very different. I would say zergbusting in offtime is easier because blobs mostly consist of pugs+1guild as opposed to NA where a blob is usually 2 organized guilds supplemented with pugs.


BORP
KEK

BB and LATE are pretty average when we fight them. GK, MGR, AHMA and FOO are pretty good.

what if condition had diminishing return

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

so how diminishing return i willuse bleed as example.

1 to 10 0% diminishing return
11 to 20 10% diminishing return
21 to 30 20% diminishing return
an so on.

if bleed = 100 damage pre stack

1 to 10 is 1000 damage pr second
11 to 20 is 900 damage pre second
21 to 30 is 800 damage pre second
31 to 40 is 700 damage pre second
41 to 50 is 600 damage pre second
51 to 60 is 500 damage pre second.

with diminishing return total damage would become 4500 damage pre second.
an with out diminishing return total damage would of been 6000 damage pre second.

if you like it hate it or w/e just leave a comment.

Yep good idea – let’s apply the same idea to power builds also.

1000 is 1000 damage
2000 is 1900 damage
3000 is 2800 damage
4000 is 3700 damage
5000 is 4600 damage
6000 is 5500 damage

The Condi domination, and possible solution

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Every successful guild on BG that we (JQ) face is using a power meta.

They use a coordinated Revenant CoR / Phase Smash bomb.

We should be discussing how 5+ people being instantly downed by CoR from 1200 range is bad for the game.

In addition to the fact the meta is no longer condi I will add the condi builds were damaged quite badly by the food nerf.

Gliding and Territories in WvW

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I’m a platinum scout no lifer (5 hours a day) and I love gliding, it’s cool and adds variety.

Keep it in the game please – it really adds a refreshing change from normal humdrum WvW.

Alternatively, please make the beta test last 6 months.

Revert the Vital Persistence change....

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

This has to have been one of the worst patches for necros in my memory.

Goodbye lootstick

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

The hell; how do you even play this game then?

My press 1 macro is useless!

Skirmish Reward Chest changes..

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

no more Ticket cap , i just got 14 tickets on the first Diamond Chest after finishing diamond tier.

This is unintended. There is supposed to be a weekly ticket cap and we will be fixing this.

Actually you should leave it alone. Players want this.

My Issue With Scourge

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Nevertheless, knock yourself out. Solo que with this in a Platinum division and see for yourself when the time comes. It’s a spec that’s WAY too focused on condis and even less survivability, stability, and mobility. You can literally chain cc a Scourge at ANY time and NEVER worry about stability. That ALONE makes it a PvP disaster.

I’m guessing they’ll rework Foot In The Grave.

All we can do is test it out on the demo weekend and provide strong feedback.

If they nerf my Reaper heavily then I’m thinking Firebrand and Spellbreaker are looking like the best classes for WvW for me.

The class has to have survivability in both small scale and large scale – barrier isn’t enough for a shroudless necro IMO.

Small scale is hard enough on a reaper – the continuous chain CC and immobilise is impossible to deal with.

Now if they added a Grandmaster trait to Scourge like this:

“Gain superspeed and immunity to control effects, immobilise, chill and cripple when you have barrier.”

That would make Scourge more like what you expect from a necro – something tanky and unstoppable.

Players would have to burst through your barrier in order to be able to CC you – kind of like a mini breakbar.

WvW server that have a lot of ocx/sea guilds?

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Yea BG has a massive guild called ASIA. They PPT hard.

ASIA is on Dragonbrand…?

Correct, perhaps he means AHMA.

I don’t find AHMA do much PPT though always PPK.

AHMA are mainly play a pinsnipe guild like FOO.

Zerging is not the problem with WvW

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

How would you change the system?

Stability needs fix before spellbreaker comes

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I think before the PoF expansion releases, we need to step back and take a look at the stabiilty mechanic again. CC was supposed to remove stability, but instead boon hate would become more effective especially when we get scourge and spelbreaker.

Idea: Change stability so it’s no longer a boon, but instead grants you a break bar. Change breakbar mechanic in wvw so depleting it doesn’t result in a 4 second stun, just makes you vulnerable to CC. Have breakbar degenerate over time like stability.

I’m pretty sure that’s a LOT of programming and testing work to make that change. It would require a full rebalance of every profession. I doubt they would get that coded in time for PoF.

For example, a traited necro has stability on 10 second cooldown (Foot in the grave). Now imagine being able to restore your a breakbar every 10 seconds (or even 7 seconds if you trait for shroud cooldown reduction).

As a reaper a permanent breakbar sounds good to me.

Feedback: Pip Acquisition [merged]

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

My feedback on pips:

  • I’m OK with high ranked players earning more pips – they’ve put in the time already and deserve the rewards faster OR you can remove the permanent buff and give them a one time bonus of say 2 or 3 tickets per rank as a reward for all the years they’ve gone (relatively) unrewarded.
  • Making later chests (Mithril, Diamond) reward significantly more pips than early chests (Wood) is a bad idea. It makes everyone stressed about getting Diamond completed. Distribution of tickets should be even at each level to avoid encouraging binge gaming.
  • Time gating pips is demotivating if you have finished Diamond, diminishing returns is a better solution – you should allow dedicated players to keep earning tickets even if the amounts are diminished. I feel robbed when I level up 6 extra diamond chests and get zero.
  • Pip tick rates are too low. Players should be able to Diamond with 2 hours per day. Right now it is more like 4 hours per day. I’m sure Arenanet doesn’t want to encourage unhealthy hours of game play and promote MMO addiction but the current reward structure seems to encourage this. I think 2 hours per day to get the main block of tickets — plus diminishing return tickets for everyone else that plays longer than this. I admit I probably play a bit too much and will always get my Diamond but I feel sorry for the more casual players not being able to get their tickets.
  • The outnumbered mechanic is very over powered. It is now common for people to whisper me with “[Outnumbered]” and then I hop over and collect 12 pip ticks. I don’t go there to help out anyone, I simply go there to collect pips. The delay in rewarding outnumbered pips doesn’t matter. We just rotate between whatever camps are available to keep our participation up. Basically you’ll find 5 people standing around at a camp with 3 minutes RI waiting to cap it for participation rather than “playing properly” (taking objectives).

For me overall, the rewards (skins) are a great idea but the reward system needs some tweaking. At the moment, the tickets have changed WvW to make everyone primarily interested in gathering tickets rather than playing WvW. I’d prefer to see the tickets come early and easily so people don’t have to be so stressed/focused on gaming the system. Removing the time gating and adding a diminishing return of tickets would encourage further motivation play for those that have collected all the chests. In order to discourage gaming the system the outnumbered buff should not be so strong.

TL;DR – high rank rewards good, outnumbered too strong, time gating bad, back ending rewards bad. Minor tweaks could transform the system for the better.

Gliding and Territories in WvW

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

So does this mean a roamer can wipe a blob by capturing their territory while they’re all mid air?

Condies are fine

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

The real problem here is the survivability.

In general, I think players have come to expect that a build should be either tanky or damaging but never both.

If I come up against a glass cannon power build I know they’ll output insane damage but they’re also kind of fragile – so I respect the risk:reward payoff.

Most forum complaints about overpowered classes stem from their survivability combined with their damage (thief damage with perma evades, condi trailblazer everything, rev hammer from range).

High damage plus high survivability = forum complaints.

So it’s not the damage that is the problem here, it is the combination of damage AND survivability.

High condi damage should have low armour, evading thieves should either have less evades or less damage, zerk hammer Revs should have their range reduced or their hammer damage values inverted (closest hit does most damage).

It’s all about finding that balance between survivability and damage.

Condi is a problem because armour like Trailblazer and Dire allow you to combine damage AND survivability. That doesn’t mean condis are broken though, it’s the stat combos that are broken. It’s the evades that are broken (thief). It’s the range that is broken (rev hammer).

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

If a rev wants to get within 300 of me and has a glass cannon build then I’m ok with that risk:reward ratio because they’re going to eat a lot of condis and bombs to get that close.

Well that’s rich. Maybe we should all play condi/bunkers.

Rich from me? Dude, I’ve watched your thief killing video! It’s rich of you to mock people asking for a hammer nerf when you post videos clearly showing how overpowered it is.

Hammer is even more overpowered in a blob fight where you can pull off thief level damage on 5 players from the safety of the backline.

Even though you were being sarcastic about everyone playing condi bunker, the reality is I would actually prefer to fight condi bunkers than get randomly instagibbed by a CoR bomb. At least a condi bunker doesn’t kill you instantly and gives you a chance to mitigate some of the damage if you have cooldowns remaining.

As a condi bunker reaper I will freely admit that Epidemic was/is overpowered.

Can you do the same about hammer?

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

all they gotta do is lower the coefficient for some of the skills… but no…

In the context of large scale fights (I’m not talking havoc / roaming) I would simply like to see the damage pattern reversed (close hit does more damage, far hit does least damage) and possibly the range decreased.

Doing this punishes the ranged bomb zerker revs and rewards the revs that are in the melee group.

First Impact: 908 (2.25)
Second Impact: 706 (1.75)
Final Impact: 504 (1.25)
Range: 900

If a rev wants to get within 300 of me and has a glass cannon build then I’m ok with that risk:reward ratio because they’re going to eat a lot of condis and bombs to get that close.

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

6k damage per CoR means they only need 5 not 10 and they’re doing it from 1200 range on a short cooldown. It is all about context, in 1v1 CoR is fine. I have no prob instantly dying to 20 staff guards pressing 1 on me, but 5 revs taking barely any risk downing me from 1200 when I’m running tanky stats is just bs. Meteor shower is far better concept. It takes risk/skill to cast, does good damage but gives you a fighting chance to mitigate the extreme burst damage. CoR bomb is OP for the amount of players required to coordinate an instant downing of other players for no risk at long range.

Decay timer?!?! Are you kidding!

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

The reset times are as follows:
• Killing a Player – 10 minutes

What if I lose instead of win?

Should I try to defend a camp against 2v1 or 3v1 if I know my death will lead to timer decay?

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I agree in 1v1 as you’ve shown it is not impressive.

However, when fighting against guilds doing CoR bombs it is undeniably over powered.

27k HP + 3300 armour = instantly downed

Skill Balance Incoming

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

dont expect alot

Epidemic which was considered balanced by the community for 4 years has now apparently become super OP and must be nerfed.

Watch the squeaky wheel get the grease.

More links please

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

A lot of SEA players have moved to the EU servers. It’s much more active during SEA prime because it’s afternoon/evening in Europe and a lot of players are in game (especially the Russians).

I considered doing that but after testing on a free account I had a 400-500ms ping which is not suitable for PvP.

More links please

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

WvW is dead at the moment during SEA hours.

I play in tier 1 on stackgate and there is no one playing (nor on TC/Mag except KILL and MM doing PvD).

We had 1 pin running around Outnumbered with 1 follower and no one else on the BLs.

We need some (temporary) heavy server linking so we have decent populations during this holiday phase.

Arenanet are playing with fire right now.

The fights have kept us engaged in this game mode despite all the flaws but with no fights you are going to lose engagement VERY quickly.

[NA][WvW][SEA TZ][Blackgate] Team Gaijin

in Looking for...

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Team Gaijin [TGa] is a growing, organised, fight oriented guild that raids multiple days during the week during the SEA timezone.

We:

- have a varied mix people from countries like Taiwan, Australia (East and West), Philippines, Malaysia, United States, Singapore and even Italy
- are an equal opportunity guild (race/gender/whatever).
- are the kind of guild that laugh, joke and poke fun at each other on teamspeak but when the fight starts we clear channel and it is serious mode.

If:

- this sounds like the kind of WvW raiding guild you want to join then please contact us.
- you are new at WvW but you play regularly, we can train you.
- you are not on the Blackgate server contact us and we can discuss options for your transfer.

Overview:

- Region: North America server playing the SEA timezone (1pm GMT – 4pm GMT)
- Current World v World server: Blackgate
- Comms: Blackgate Teamspeak (compulsory) and LINE chat (compulsory)
- Comms language: English
- Age: 18+
- Website: http://www.tgaijin.shivtr.com

We offer:

  • Regular fights
  • Sage advice
  • Training/teaching/advice for those that need help
  • Guild standard builds you can follow
  • Financial assistance with acquiring ascended armour for your build if you are a regular player
  • Occasional WvW based guild missions
  • Regular advice/feedback from officers
  • Cooking and PC hardware advice

We require (mandatory):

  • You are an active player (experience OR new) that can attend raids on a regular basis
  • A (relatively) stable internet connection
  • A working microphone
  • A stable PC.
  • We accept that some people are shy so you do not need to talk on teamspeak — but it will be mandatory to call your big skills with your microphone “big water”, “wells” etc)
  • You have LINE chat installed on your smartphone and monitor it (for raid organisation purposes and posting food porn)

We prefer:

  • Due to the current WvW meta we would like you to be able to play one of these professions: rev guard ele necro mes

Please contact us if you are interested – you will be assigned a mentor to take you through the joining process and help you out until you settle in.

Applying:

Preferred option:

  • Raid with us and then ask one of the leaders/officers to join (Bastion, Boris, Perry, Borgs, Rally, Luwas).

Other options:

  • Whisper ‘Boris The Bloodnut’ before/during/after raid

Quick wins: Add WvW ascended armour

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Do you even grub bust?

Don’t hurt the grub, what did he ever do to you? Just sitting there minding his own business and suddenly grub OJs.

Quick wins: Add WvW ascended armour

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I think we should to be able to acquire ascended armour as easily as PvP players are currently acquiring it (I really don’t think I’m being that entitled when saying that).

Since the patch launched my guild mates have been playing PvP to get ascended armour. Some of them already have 1 full set and starting work on their second set.

How about giving our chosen game mode the same ascended love?

WvW is one of the most gear sensitive game modes in GW2 yet we have absolutely the worst access to gear and stat modifications.

We have to go into PvE and PvP to get our gear (and many of us have a deep dislike of other game modes).

Occasionally we’ll get an ascended level up chest but the drop rate on that seems to have been nerfed heavily since it first launched when you’d get the chests all the time.

While you’re there add some ‘stat reset capacitors’ to WvW so we can switch our ascended stats on everything easily.

I’ve been asking for ascended armour merchants in WvW since ascended armour first came out.

The blood ruby and petrified wood reward tracks have been a breath of fresh air in terms of trinket acquisition but we need to cover off the armour and weapons.

Please make no mistake, I am not delusional, I know all too well this post will change nothing, probably won’t get read and I’ll get no reply. I just had to put it out in the ether.

[NA][WvW][SEA TZ][Blackgate] Team Gaijin

in Looking for...

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Team Gaijin [TGa] is a growing, organised, fight oriented guild that raids multiple days during the week during the SEA timezone.

We:

- have a varied mix people from countries like Taiwan, Australia (East and West), Philippines, Malaysia, United States, Singapore and even Italy
- are an equal opportunity guild (race/gender/whatever).
- are the kind of guild that laugh, joke and poke fun at each other on teamspeak but when the fight starts we clear channel and it is serious mode.

If:

- this sounds like the kind of WvW raiding guild you want to join then please contact us.
- you are new at WvW but you play regularly, we can train you.
- you are not on the Blackgate server contact us and we can discuss options for your transfer.

Overview:

- Region: North America server playing the SEA timezone (1pm GMT – 4pm GMT)
- Current World v World server: Blackgate
- Comms: Blackgate Teamspeak (compulsory) and LINE chat (compulsory)
- Comms language: English
- Age: 18+
- Website: http://www.tgaijin.shivtr.com

We offer:

  • Regular fights
  • Sage advice
  • Training/teaching/advice for those that need help
  • Guild standard builds you can follow
  • Financial assistance with acquiring ascended armour for your build if you are a regular player
  • Occasional WvW based guild missions
  • Regular advice/feedback from officers
  • Cooking and PC hardware advice

We require (mandatory):

  • You are an active player (experience OR new) that can attend raids on a regular basis
  • A (relatively) stable internet connection
  • A working microphone
  • A stable PC.
  • We accept that some people are shy so you do not need to talk on teamspeak — but it will be mandatory to call your big skills with your microphone “big water”, “wells” etc)
  • You have LINE chat installed on your smartphone and monitor it (for raid organisation purposes and posting food porn)

We prefer:

  • Due to the current WvW meta we would like you to be able to play one of these professions: rev guard ele necro mes

Please contact us if you are interested – you will be assigned a mentor to take you through the joining process and help you out until you settle in.

Applying:

Preferred option:

  • Raid with us and then ask one of the leaders/officers to join (Bastion, Boris, Perry, Borgs, Rally, Luwas).

Other options:

  • Whisper ‘Boris The Bloodnut’ when I’m online

Open server ajust JQ

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

JQs SEA is not overstacked any more, at least not relative to T1 servers.

Which T1 servers do you speak of. YB? TC? Mags? Who else has the size to compete?

BG, TC, Mag definitely. JQ has 3 sea guilds left TGA which are small and only run 3 days a week. FOO who only run intermittently and WvW who have quit running organised raids. Apart from that there are pugs and I think only Cloudfly as a pugmander.

Sadly, expect significant departures soon.

Loading Screen Issues (WvW)

in Bugs: Game, Forum, Website

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Sounds like your graphic card is dying.

It’s not a hardware issue. A lot of people are experiencing this issue and running all varieties of working graphics cards.

I am bumping this topic because I want the bug which Chaba is talking about to be fixed also.