Showing Posts For paladini.7823:
No im pretty sure on what im saying.
You dont have to deal with 4ever trolls like Phantasmal… we already got like 2 or more of this troll type running everyday at SoR, which just sit all day at Keep/Tower/SM and keep wasting supply non-stop at walls, creating rams at everywhere… making all our upgrades take ages to finish…
Honestly I think those 2 new masteries are badly designed.
Build and repair speed, as long you have enough ppl this not a trouble at all…
I would like to see them implemented with those already mentioned features plus some extras as this I describe below… would be way more interesting.And this is where you are misunderstanding the whole point of these masteries.
They are not really built for groups with “enough people” they are built for small havoc squads and such where ever second is important.
Honestly I think those 2 new masteries are badly designed.
Build and repair speed, as long you have enough ppl this not a trouble at all…
I would like to see them implemented with those already mentioned features plus some extras as this I describe below… would be way more interesting.
Building siege should allow to build the Tower/Keep sieges too, this way would make sense spending wexp into it. Give a Special repair Kit, with some new abilities, as far you get better mastery, the skills are enabled.
E.G:. The Tower has lost the Oil/Mortars/Cannon, The Build Siege Master will be able to deploy a built site, and replace the broken siege. The Build Siege master will earn a special build kit tool, with 4 new skills (as long the person earns 1 extra mastery, 1 skill is enabled).
Build Siege Skill I – Spawn Oil Build site – 6 mins CD
Build Siege Skill II – Spawn Arrow Cart Build site – 6 mins CD
Build Siege Skill III – Spawn Mortar Build site – 6 mins CD
Build Siege Skill IV – Spawn Cannon Build site – 6 mins CD
(Tower/Keeps should include an AC spawn build site for inner protection once they become Tier2/3)
Repair Mastery should allow to repair Tower/Keep sieges, this way would make sense spending wexp into it. The Repair mastery will earn a special repair kit tool, with 4 new skills (as long the person earns 1 extra mastery, 1 skill is enabled).
Repair Master I – Repair Oil – 1min CD.
Repair Master II – Repair Arrow Cart – 1min CD .
Repair Master III – Repair Cannon – 1min CD.
Repair Master IV – Repair Mortar – 1min CD.
At least this would give a new job for those who love turtling inside a keep/tower.
(Maybe cut off the speed building/repairing can be good, since lordkrall just quoted me, It came to my mind our SoR dedicated Supply wasters in mind… Instead of faster building, make your supply build/repair a bigger %)
(edited by paladini.7823)
Its lots of hacks going on, but they keep deleting the topics.
I even posted one that blackgate JL guild keep using, to roaming with invencible boon (21h of Aegis)…
search youtube “gw2 the hacks are back” and you will see the fraps im talking about…
I’ve seen the old cheat about invencible boon up again…
This seemed to be fixed at launch, and now seens to be returning at the game?
Here my proof:
http://www.youtube.com/watch?feature=player_embedded&v=kTtahVStj_I
Uncontested at SoR (Sanctum of Rall) NA 06:51 am
Lag / Long Loading and Error: 7:11:3:189:101
in Account & Technical Support
Posted by: paladini.7823
Serious… fix this crap man, wasnt bad until Anet called new wx3 build reset.
Server: SoR NA
Location: Sao Paulo, Brazil
ISP: NET VIRTUA
Type: 10 Mb Cable
Serious what Anet messed up with Wx3 since last new build reset???
We enter any border and already 1s delay at casting…
We go fight someone.. the skill lag gets worse to 4-8s cast.
Worse is… Anet didnt saw this since yesterday night?
Lots kept saying something was wrong at all chats, and no one from Anet around…
Not counting the tons of DC because since it lag skills, when skill animations and sounds happen it unsync everything and DC
(even tried reduce to run with minimum effects, same stuff)
And we know its not our end, because we at T1 (Sor/BG/JQ) generally have 3 way full zergs fighting and this wasnt happening as we seeing now (sure it happened skill lag but not this 5x worse than now).
Before New build:
When zergs met up, the 1st zerg to attack and cast goes fine, the other zerg get skill lag for a few seconds until all those skills render etc, but was bearable if we move back out of all those fields at ground, it unlagged and was able to fight back…
After New build:
Both zergs get massive and insane skill lag even when they face each other. The skills wont cast, and sudden everyone dc duo to mass skill and stuff loading at same time.
Doenst matter if you move away, its gonna keep skill lag everywhere, even at home camp.
P.S:. Guild events and Pming while Guesting
I noticed this feature working wrong too, when you are guesting and try to pm other friends, it wont happen. After some minutes, while you just chatting at open chat (/s) it starts to lock you chat to pm mode (/w somoeone_you_tried_pm) and doesnt matter if you do /s, it get stuck for some minutes too, until it changes back.
Maybe a chat/guild/pm unsync.
Attachments:
(edited by paladini.7823)
Yea I know, It happens to me too. its ridiculous :S
Uncontested at SoR NA – 12:31 PM
Uncontested at SoR 11:33pm
Uncontested Lyssa at SoR 11:35pm
Uncontested at SoR 11:34Pm
As long the guy who spends RM buy premium itens that dont bring unbalance, I dont see a problem at all.
Btw theres no chance Anet will do a P2W, they already stated that special weapons or other stuff that can bring such unbalance will never be sold at black lion. (This was a common fear at BWE’s about Black Lion, they stated it wont happen).
Like special or rarer skins, mostly cosmetics as usual etc.
(edited by paladini.7823)
Thats the reason to exist the unmaned buff.
Capping the amount of players per map wont happen, but you could ask for something different, which wont impact the entrance of people at Wx3 maps.
Like base the unmaned buff duo to a scaled buff.
E.G:.
You have 20 ppl at map, enemy server has 40ppl = unmaned buff active
You have 20 ppl at map, enemy server has 65ppl = doubled unmaned buff active
You have 15 ppl at map, enemy server has 80ppl = tripled unmaned buff active
Got the idea, ask Anet to scale the unmaned buff. They wont cap people to play wx3 because one server dont have enough people, its not those 2 other servers if your server dont have ppl for it (no intention to be rude).
Errrr the problem is reaching 400% mf, my thief got 300%MF only (irony here…).
Only found yellow stuff like once or twice.
So this means above 400% MF you may find exotics?
I think the content its fine, just the insane grinding for a ticket thats kinda weird.
I spent 2 days to find only 3 box, and nothing good inside lol
(yea I might not be lucky probbly, but cmon im with 300% MF buff wth…)
With current event i think still way behind Cursed Shore for sure.
Even with 200% MF buff, we are getting less stuff at SouthSun, while at Cursed Shore with same time we grind more drops.
Maybe its because of event, who knows… maybe they adjust later.
[Trapping system]
The trapper npc will allow a player to use (unique trap) 1 special trap, based on their class:
[Ranger Trap]
Once activated will give a Cripple AOE
2s Cripple (30% slow effect)
[Mage Trap]
Once activated will give a Chilling AOE
2s Chill (30% chill effect)
[Mesmer Trap]
Once activated will give Poison AOE
3s Poison
[Warrior Trap]
Once activated will give Weakness AOE
4s Weakness
[Necro Trap]
Once activated will give Fear AOE
1s Fear (only 1 sec, because this the most powerfull CC among the traps enlisted)
[Thief Trap]
Once activated will give Bleeding AOE
3s Bleed
[Engineer Trap]
Once activated will give Burning AOE
3s Burn
[Guardian Trap]
Once activated will give Vulnerability
4s Vulnerability
[The trapper specialist]
With current trap system implemented, we could have a system to disable traps, based on ranks too, the more you try, more experience at disabling trap you get.
The more the people try disabling a trap, will result at earning trap-experience and helps succeed disabling it.
Plus a balance to traps: Cost a little less badges too, and delete the Supply trap (this trap its non-sense at all).
A player can set only 1 trap per time, until it despawn.
Well one thing I must agree, this kinda true lol.
The client we had at launch ran way more smoother than the today’s client version.
The loads were faster, I didnt had double loads as it happens now, its weird.
Maybe a fresh new install solve it or not but downloading 16gb again not really fun lol.
Sure some people will say now it has more people, but 1st month we had way more since the hype was so big, we played since BWE and every patch it happens we see the client way different than it was at optimization issue.
The end of culling made the game shows closer as BWE, but still need some tweaks, specially because of the skill lag effect. Strange that BWE we didnt had such issues as skill lag, only the initial video lag when zergs met.
The game will adjust with time, Anet might fix this sometime just dont know when, but they will.
This mostly occurs duo to some old patches that nerfed terrain and skill usage (example as blink, to prevent people to use it if theres a minimum terrain difference and sieges distance usage nerf too).
If you jump and try to use the siege it will bug, if you fall too.
The only way I know to get out of this bug, is pressing H and unequip your weapons, and re-equip again, so you get free of this crap bug.
Any balthazar uncontested at NA?
Or anyone willing to team up?
[Guild Battle Golem]
After playing MF dungeon and seeing that epic IronMan boss style, I coudlnt avoid this idea lol…
The implement of a new golem type, a ranged golem.
Whats the cost and stats of this new golem?
As I described yet, Guild blueprints gonna be expensive and are kinda an upgrade from Superior blueprints, so basically might be around the same price as Alpha Golem blueprints.
This ranged golem will have 50% less HP than Alpha Golems, but their role and skills are very different.
Skills
1 – Roaming Missiles
With long range, will aim Keep Walls or Sieges only.
Cant damage players!!!
2- Disrupt Siege
Will throw a disrupting missile at the siege, disabling them for a few seconds.
3 – JetPack (gauge timer)
Can toggle on/off to fly a few centimeters at the ground (visual effect), enabling to move 100% faster than an usual GOLEM (so basically a player speed).
If you overheat the JetPack, the speed buff its gone.
4 – Pose (please do that funny MF Boss intro pose)
While performing all that posing animation, will recharge JetPack gauge and HP.
I’d preffer the choice of difficult levels for dungeons.
Like normal, Hard, EPIC. The harder, more goodies and shinies too.
But dont ask for more annoying stuff at pve maps, such those annoying statues at high lv maps, which didnt brought anything good, just annoyance. I would love to see those statues gone for good.
You have some really quality stuff in here Paladini, I like some of these ideas. +1 to the Orbs helping with keep defense. I believe there should be offensive orbs as well!
Hmm offensive orbs…
This gave me another idea LOL…
Which will need to tweak abit my main idea at ORB, but its simple anyways.
The moment the person places the ORB at the altar, it will popup which Orb style they want.
Which is:
Defensive (my 1st idea)
Offensive (the followin idea lol)
How this gonna work?
Every 15-20 minutes, the commander NPC will be enabled to launch the event (as long if the event not already working).
So this means, the guild who owns the keep will start the event.
[Offensive Orb for Garrison (borderlands)]
Will launch a NPC Commander event to perform a Mass atack to the BAY or HILLS.
So the server will follow the commander NPC to lead a massive attack on one of those places.
It will grant a good amount of Veteran npcs to battle, plus the Sieges to break the Outter and Inner gates.
Basically the success of this big event relays on participation, when a server cant take a well protected BAY/HILLS, you might get some extra power from the NPC Commander event.
[Offensive Orb for StoneMist/Home Keeps (eternal)]
Will work same as I described for borderlands, but the ORB can be placed at Home keeps or SM.
The commander NPC event will launch an Army/Siege attack to the Chosen enemy home keep.
*E.G:. *
Situation 1
Green server has SM + Offensive Orb, red and blue home keeps can be targeted by the commander NPC event.
Situation 2
Green server has Offensive Orb placed at their Home Keep, red got SM, blue has nothing (lol.. joke).
The Green commander NPC event can launch an attack to SM or red/blue Home keep.
I liked this suggestion ty LOL.
P.S:. The commander npc event already exists, I just extended the feature for extra spots.
(edited by paladini.7823)
[Keep Resources]
I think everyone felt powerless when your keep its undersiege and cant get the upgrade done, duo to constant 2v1 battles lol.
I propose to Anet allow us to deliver supply to the keep builder npc too, so the idea will be like this…
At camp when you grab the supply, talk to Quartermaster to repack the supply to resource and deliver to any keep.
So basically to dont destroy the current Dolyak system, we gonna have 2 supply types:
- Normal supply
Which is used to build sieges, repair gate and walls
- Keep resource (supply converted)
Which can be used only to supply a keep supply.
So its a matter of choise now, you can help your keep finish the upgrade, filling up the Keep supply…
Or just carry supply for common usage.
E.G:.
Our bay under attack, our near camps constantly stolen by enemies.
The upgrade its at 90% but we lacking resources, our BAY its empty on supply…
People can roam other camps and take supply, convert the supply at the Quartermaster to Keep Resources, and deliver it at BAY, allowing BAY to finish the upgrade.
[Wx3 Guild Sieges]
Guild Siege Weapons will bring a new level of fun, its gonna be special group sieges.
Which can perform damage even or greater than Superior Siege, plus adding more teamwork to control it.
So the siege tier goes like this:
Normal —> Superior --> Guild Siege
Which means, its gonna cost some good amount of Superior blueprints to make 1 Guild siege blueprint. The cost to create one will be abit high, but to deploy it gonna be cheaper (will use less supply), but to works at maximum performance will require a team.
[Guild Siege Ram]
I used to love how warhammer sieges weapons worked, specially their ram.
I think Gw2 could use such ram style here, its a group ram.
Lets say a bigger ram which can use up to 4 people, each people have a damage gauge that will add the final ram damage.
The mechanic was like this:
P1 ? Hit max gauge
P2 ? Hit max gauge
P3 ? Hit max gauge
P4 ? Hit max gauge
So the ram will do 1 hit with 10x damage
P1 ? Missed the gauge
P2 ? Hit max gauge
P3 ? Hit max gauge
P4 ? Hit max gauge
So the ram will do 1 hit with 7.5x damage
Its a group dependent siege, the more team effort results in better and fast damage output, the less team coordination results in fail damage too, plus it add alot more teamwork.
[Guild Siege Catapult]
I imagine this as 3 person siege weapon, and with Charr’s looking style.
1 Person will be the controller, which will aim and launch.
2 Persons will be the reloaders.
This siege will do 50% less damage than Superior catapults, but the big deal on this siege its the loading time, which will depend on teamwork.
The better the 2 reloaders work, the more shooting it can perform. In other words, if the 3 persons work good, the shooting can be really faster, resulting more damage output than Superiors at same time given.
So basically if well played, while a superior shoots once, a Guild Siege Catapult can shoot 2-3 times (as long the teamwork is good, and keep hitting the gauges), so like 150% damage output (guild siege) vs 100% damage output (superior siege).
Whats the big advantage at this siege at all, if only adds 50% extra damage?
The reloaders deal with the gauge, while the controller just aim the catapult (no need to turn anymore, it auto-turn as arrowcarts).
The controller wont need to load distance(gauge), the aim will be like arrowcart style, just target the place you want.
That means, the mobility to faster aim spots because their targetting system works like the arrowcart now.
[Guild Siege Cannon]
I would love to see a 3 people trebuchet style siege, but with the Asura tecnology and looking like Energy cannon (cough… Terquatl asura cannon?!… cough).
How this gonna work…
2 People will be in charge to load power (gauge)
1 People will be the shooter/aimer.
The speed will 50% faster than usual trebuchets, the damage will be 50%.
So whats the point?
The aim system working like arrowcarts plus 3 skills to choose, plus the implement of CC skills for a SIEGE Weapon.
Skill 1 = Damage shot
Skill 2 = Condition shot (Mass randon condition at targeted area – enemy effect only)
Skill 3 = Boon shot (Mass Boon at targeted area – friend effect only)
The damage rate will be same as trebuchet if the group use Skill 1, but Skill 2 & 3 can perform a new support level, which we dont have yet at sieges.
[Gauge] = the current loading system we got at using the sieges.
[Guild Siege] = The prefference are given to the current guildmates, so this means if we have 4 people using it, and 3 are not from the current guild (which deployed it), any guildmate can take those 3 spots.
So operating a Guild Siege its 1st priority to guildmates, if open spots… anyone can fullfill it.
(edited by paladini.7823)
Well Anet didnt explained with too much details the Wx3 new Trap NPC.
But I think one of those traps are way too OP already, the Trap that steals supply.
If your server already suffering a 2v1 pressure, having shortage supply issues too, surely the enemy will just mass trap all gate areas and the path too, making the situation worse than ever.
Traps that can steal boons, steal speed, decloak, steal vision range (blur your max range vision), are kinda acceptable, but the supply trap kinda OP imo.
As long Anet introduce this trap system, I think they should introduce a new skill too, which is anti-trap kits or even give us a trap search skills (which can have a level progression, the more we use, the better it becomes plus achievements earned).
Such thing can counter the trap system abuse, and make it interesting too to have players focusing on searching traps around the paths.
One thing that made me happy is seeing Anet finally using again SouthSun, I hope it becomes full of events as our beloved Cursed Shore.
I think Anet can mix T1 and T2 etc, what I mean every 2 tiers get mixed and play each other.
Now lemme explain the idea.
T1 servers wont get any buff (so staying at T1 still for bragging lol)
T2 servers playing vs any T1 server will earn outmaned Tier Buff (which will help to counter abit their T1 power, so basically a T2 server can play with outmaned buff plus Tier outmaned buff.
So this give around 6 servers to rotate battles between.
The Tier Outmaned Buff will 300 max ALL stats.
Some will think its OP, but I think can be a good challenge for those Top servers at each bracket, and might be fun too.
We keep the currenct server points, to describe whose T1, whose T2 etc, and bring out a new League system will need to record the Tier Outmaned Buffs.
[Tier Outmaned Buff]
Tier Outmaned Buff = 300 max ALL stats + 100% more Keep defense (walls, door and sieges)
League 1
Composed by T1 and T2 servers
T2 servers fighting any T1 server
4th place = earn buff of 100 ALL stats (because this the T2 winner dominant server)
5th place = earn buff of 200 ALL stats
6th place = earn buff of 300 ALL stats
League 2
Composed by T3 and T4 servers
T4
10th place = earn buff of 100 ALL stats (because this the T4 winner dominant server)
11th place = earn buff of 200 ALL stats
12th place = earn buff of 300 ALL stats
E.G:.
So basically is this:
League 1
1 ‘T1 A’ server vs 1 ‘T1 B’ server vs 1 T2 server (5th place server)
A server earns no Buffs
B server earns no Buffs
T2 server earns Tier Outmaned Buff, plus can earn Outmaned buff too. (with current ladder position the buff is 200 ALL stats)
League 2
1 ‘T3 A’ server vs 1 ‘T4 B’ server (10th place server) vs 1 ‘T4 C’ server (12th place server)
A server earns no Buffs
B server earns Tier Outmaned Buff, plus can earn Outmaned buff too. (with current ladder position the buff is 100 ALL stats)
C server earns Tier Outmaned Buff, plus can earn Outmaned buff too. (with current ladder position the buff is 300 ALL stats)
I think this can look very cool and fierce.
Give the weaker servers a great buff, allowing their low population to have more stats and be able to fight something with their low numbers. Plus for each top tier server at their bracket the challenge is to remain at their current ladder.
Bored and tired of same thing?
Let the blood spill.
Since its a high lv area, I still would be happy if Anet placed lots of D.Events as Cursed Shore.
I think ghost pirates kinda out of the way, such thing would looks like Charr area.
But pirate’s treasure related I think its fine, while the enemy around must be Karkas (as long Anet dont do underwater dungeon its fine, underwater fight its annoying as hell).
I think some good dungeon themes for that:
- Karkas that sank Pirate’s ship
Once the Consortium started to explore the island, they found on past the island has been visited by pirates too, which hidden their treasures at the cost of their lives because Karkas slaughtered everyone…
-Skritt’s expedition for shinnies
Knowing Skritt’s love junk, treasures, anything that shinnies…
They come to the island searching for goodies
- Asura Research
That asura researcher (i forgot the name at story mode) which researches the violent behavior of monsters, come to the island trying to collect and study Karkas.
Anet have lots of possibilities because theres alot of lore to explore
Wx3 its zerg play, or watever teamplay lol
Its not supposed to 1 pt take everything.
For such situation you have the outmaned buff, I think dont need to touch carts… The sieges already had nerfs, Anet changed alot sieges since the BWE…
So considered now, they are most annoying to operate it since BWE, enough changes…
Seriously I see no problem at all with Portals.
I think they are very cool.
If the main problem its Eternal JP, just ask for separated JP.
Dont need to touch portals, they were nerfed yet but still usefull.
Making such changes will just kill the purpose of this skill, as Anet already killed the purpose of AoE placing a max target cap…
(edited by paladini.7823)
Yea I hope we get some REAL LOVE at Wx3…
Lots of players love Gw2 so much because of Wx3 
Plus Pve content its the Bonus 
sPvp.. I always were not fan of Scenary type like this at other mmos.
(edited by paladini.7823)
Caimerus and Dainank, incredible that you read my mind.
I posted exactly such issue at my suggestion topic too.
Far from rogueing your post
https://forum-en.gw2archive.eu/forum/game/suggestions/Wx3-Ideas-and-improvements/first#post1901094
But the ideas follow same as mine.
I do believe if Anet make more D.Events as we got at Cursed Shore, would be very pleasant to go back there.
And since SouthSun dont have those annoying contested crap statues, i would trade my Cursed Shore for there without a problem
I think Anet using too poorly this map, not taking advantage of those karkas lol, only for event was such sad implement.
Make it alive like curshed shore, fill it with events (but dont bring that kitten statues to there too, no 1 deserves that kitten stuff around).
Plus put that consortium npc somewhere at southsun, I still got stuff to trade LOL.
2 ways to solution this space issue:
1st Solution – Increasing the stack amount.
——————————————————————————————
I propose that Anet increase the amount of stacks at COLLECTION TAB.
Just 250 per stack its not enough nowadays…
Let it be at least 500 or 1000 per stack.
E.G:. Stored 1000 Mithrill Ores
Some will tell me buy more bank tabs, right?
I already have all…
Since Anet dont allow us to store automatically lots of crafting stuff, like seals, runes etc.
At least increase the stacks at COLLECTION TAB, so we can manage to have abit more space at our bank tabs.
2nd Solution – Adding more stuff at COLLECTION TAB
——————————————————————————————————————
Add the other crafting stuff to be stored at Collection tab too.
E.G:. Tons of cooking ingredients cant be stored at Collection tab, so they eat alot of my Bank Tabs.
Or Final Solution (which is profitable to Anet LOL)
Let us buy more bank slots… sigh!
[Map Rotation Vote]
Level of Implementation HARDCORE
Its know that we already got very used with the map structure at all.
I dare to Anet to do a great challenge and develop such idea I’ll propose to Wx3.
Different them Wx3 maps, all the joy for exploring and planning new tactics will come back too.
Themes by human, chars, asura, norn and sylvari (when I say theme its not just skin everything… but remodel the entire map).
Sure will take a big time replanning new Wx3 maps, locations, camps n keeps, but can make Wx3 such an amazing place with those themes rotation, plus will make the most fanatic Wx3 players happy for a great long time.
Lets say:
Theme 1: Human Theme
Keeps and Keep Sieges will use human tecnology, plus the human landscape.
Theme 2: Chars Theme
Keeps and Keep Sieges will use chars tecnology, plus the chars landscape.
This theme I think can look amazing duo to chars and their love to wage wars…
Theme 3: Asura Theme
Keeps and Keep Sieges will use asura tecnology, plus the asura landscape.
The futuristic asura will make a great place too, with their weapons n gates, floating stuff (can even explore air castles)…
Theme 4: Sylvari Theme
Keeps and Keep Sieges will use Sylvari tecnology, plus the sylvari landscape.
A big Wx3 filled with living and breath forest, keeps n strongholds… (can explore underground mazes and castles, nature barricades etc)
Theme 5: Norn Theme
Keeps and Keep Sieges will use norn tecnology, plus the norn landscape.
Xmas theme lol…
The main proposal after those themes are developed follow such line of though:
Each Tier (T1, T2, T3 etc)
Will have an open votation for a theme, before the schedule reset.
After the votation, the winner theme will run for the entire week until next reset.
So this will bring alot of fun, plus allow us players to pick a desired theme proposed by Anet.
E.G:
Week 1 – Anet proposes “normal theme” or “asura theme”
T1 Server1 votes for “asura theme”
T1 Server2 votes for “normal theme”
T1 Server3 votes for “asura theme”
So at Week 1, the winner theme will be Asura for this Wx3 T1.
Sure this just an idea, but the point is diversity and new maps that incite the guilds and players to re-learn the map, explore, etc.
Each theme can bring out such tons of new things, per example Norn Theme can have Dynamic events like Snow Avalanche, which closes certain paths giving good advantage to a server, which can be countered with another dynamic event for digging and clearing the avalancher. Heck dam, so much ideas can be brought around…
[Wx3 General Damage Drop]
Level of Implementation EASY
Decrease all skills by -20~40% damage, this gonna make the battles endure abit more, and can have abit more fun too, and adjust the zerg btl endurances too (to dont be so lightning battles).
By all skills I mean, sieges, mobs, players. Like a Wx3 debuff for everyone (cant be dispelled).
Change the nerf at target cap, instead of 5 targets, allow it to be 10 targets.
Such nerf hit hard the purpose of Staff users at all. BWE was way more fun because we didnt had so much nerfs around. Bring the joy back again.
The solution before all those QQ of damage or Stacking was just simple, like that.
And Anet stated once: those who master control Boons and Condition will have the edge at battles. Stacking was just a way to use the benefits of that.
(edited by paladini.7823)
The ideas are mostly for the place I do love mostly, and its what Gw2 really called us for… from other games (which I dont know if can tell here lol), the Wx3.
[Race Alliance]
We already have such temporary alliances like quaggans, Ogres etc at Wx3.
It would be cool if when we earn such alliance, one special npc at that race allow us to buy a theme siege weapon, or even a special racial siege weapon.
Like those quaggan cannons, or Ogre ram style. You got the idea Anet?
E.G:.
Defend the infestation at camp, killing those undead will allow the players to collect body parts, and construct an undead siege style.
[The Orbs]
Level of Implementation NORMAL to HardCore
Bring em back, as soon Anet can fix and prevent those hacks to steal orbs too.
- Orbs WONT give PLAYER stat bonus anymore
new feature:
- Orbs may affect keep sieges (take notice I said Keep, not player dropped sieges) *
The idea here its instead of giving a server the bonus stats, transfer the bouns to the Keep Sieges.
So Anet could work with 2 routes:
—> Route 1 – Endurance
When a keep has an Orb, their Keep Sieges will have their durability increased by 10 times, plus INNER WALLS and GATE will have 2x Endurance. (So destroying Oil, Mortars, Cannon wont be easy as cake anymore)
—> Route 2 – Power
When a keep has an Orb, the guildmaster who claim the Keep will be able to upgrade Sieges. (The intention here is allowing the sieges to do way more damage per upgrade paid)
Lets say it allow 5 upgrade Stages:
1st Stage: Increase damage by 30%
2nd Stage: Increase range by 30%
3rd Stage: Decrease recharge CD by 30%
4th Stage: Faster buildsite respawn
5th Stage: Cost to build is decreased by 50%
The concept at Orb its make a keep a worthy place to be taken/defended.
At other hand it wont give the crazy bonus which was imbalance to the most populous Wx3 server, like earning 300 extra stats was non-sense. The bonus will work on each border’s Garrison. At Eternal border can be placed at Home Keep or StoneMist.
For Eternal border, the orb will be a new bonus which will bring a Special Event: Eternal World Boss.
To make the spawn place decent to all 3 servers, Id say…
Create an underground Level under the Stonemist, like Skritt’s digging up the 3 tunnels each tunnel to a server side, which leads to a main room, where all 3 servers meet up, fight each other and Eternal World Boss, defeating this boss will drop the ORB.
This Special Event can happen with 2 stages:
- 1st Stage -> Helping Skritt’s dig the tunnel
Each server need to do the pre-event at their own side, and help dig your tunnel.
- 2nd Stage -> Killing the Eternal World Boss
So its like a race, which server complete the 1st Stage, gain early access to the Boss, while the other 2 servers will have to deal with the enemy Skritt’s spawning at their tunnel, to delay them to complete their 1st stage too. So who ends 1st stage first, has a decent advantage to kill the Boss 1st.
To prevent ninjaing other server tunnel (like wait server 1 do the event, and server 2 lead their zerg over the server 1 tunnel), each server tunnel will have dozens of Skritt Champions which will don insane AoE damage, plus constant STUN to enemies. This way we can force each server to play the 1st stage and not just trying to rogueing their way to Eternal World Boss easily.
Eternal ORB Special Event can be unique, and a big challenge
This a sketch I made with tablet (yes looks like paint, but Im still learning how to use Wacom LOL)
Thats it, for now. Because my text already too big to read. But still some tons of ideas LOL.
(edited by paladini.7823)
Josh.
My 2 Coppers 4 u… joke
At start I thought SaB was kitten duo to the released 8bit pictures, but after keep trying and learning it, it proved to be funny anyway. (thanks dulfy LOL)
We do hope to look further next SaB stage, very nice job.
I think for next SaB stage, Anet could include 1 mini-pet to be exchangable per bauble bubles. (Anet released SaB-mini-pets pack, so doing SaB farming, you could buy 1 by 1 sab-mini-pet separated too with 50 B.Bubble rate exchange too? So acquiring all 3 mini-pets would require like 150 B.Bubbles)
Only 1 sincerely request to be taken heartly, allow us to cut the video scenes.
Its very annoying when we are farming bubbles and have to keep seeing over and over the videos.
Thanks.
Well Im using Thermaltake e-sports Challenger keyboard.
I dont know why this is happening, because when I play GW2 my multimedia keys are not working together, kinda pretty weird.
With my other games seens to work.