Showing Posts For rultax.2604:
Not really. You debuff the enemy zerg not only out of combat but extremely in combat. You basicly say: hey, you’re a big zerg so we make you move really slow like you’re almost immobilized constantly.
That’s balancing the imbalance of what shoudn’t be balanced.You can’t simpily make a system that says: ‘’when the player is out of combat and runs with xxx people in the radius of xxx yards he moves xx% slower’’ Because people can easily spread and run ’’individual’’ to the objective, gather there and still zerg with 100 guys. Making such system would probably require more time than expanding the wvw maps, because probably it’s not that hard for them to transform a huge lake into a massive ruins. So shouldn’t it be hard to expanding it either.
The debuff wouldn’t make the zerg move slower than in combat speed. So no disadvantage while in combat. And no need to calculate for each individual. You divide the map into a grid of overlapping squares and if the number of players on the same team in a square exceeds a certain amount all players on that team in the square are put ‘in combat’ for a period of time.
You could then adjust the size of the squares, the amount of overlap and threshold of players to balance the debuff.
The speed debuff would increase the size of the map for large zergs, but not small groups. Doing exactly what you are requesting without having to do major rework on the WvW map designs.
I think having a speed debuff for large groups would work well. So if a group of players is greater than a threshold then they move at in combat speed. Their fighting strength of the zerg is not reduced but allows more time for smaller groups to out maneuver them, and capture several towers maybe keeps.
Ascended amulets and rings are both cheaper in WvW than in PvE.
Someone might more readily have the gold rather than the account locked stacks of badges needed per piece so that is arguable.
The number of Laurels is less. So no gold required.
The rewards included in season 1 achievements should help to address this. Very specifically the ascended crafting materials. It is also the case, that we want people playing all the parts of the game, so there are always going to be optimal ways to get specific rewards and those may not always include WvW. We are building the whole of GW2 and we try and balance things across all the game types.
We will continue to make strides, however, to make WvW feel more rewarding, especially in this type of area.
I’m curious if you can name one thing achievable in WvWvW that isn’t faster and more abundant in PvE?
Ascended amulets and rings are both cheaper in WvW than in PvE.
I’m glad there is some movement in this area, and we appear to be moving in a more rewarding direction.
To be honest through, I would prefer that PvE be the best place to get rewards, Ascended items for example. We probably wouldn’t want PvE farmers clogging up the WvW queues.
What? Why would PvErs come to WvW to farm Ascended materials when they can get it 10x faster in PvE contents. I don’t even….
You don’t even, because you didn’t read what he said…He was pointing out that when balancing rewards, he doesn’t want WvW to become a better place to gain rewards than PvE. If WvW was more efficient then people would fill maps to farm rather than play WvW.
This is correct.
I don’t envy the decisions Devon has to make. It is a balancing act that I’m sure he’s all too aware of.
I’m glad there is some movement in this area, and we appear to be moving in a more rewarding direction.
To be honest through, I would prefer that PvE be the best place to get rewards, Ascended items for example. We probably wouldn’t want PvE farmers clogging up the WvW queues.
1. Commander Functions
2. Reward imbalance between WvW and PvE
3. Downed State Mechanics
- Are you lowering the regular map caps when this new map goes through? That would be a welcome change.
Wouldn’t surprise me if this is the ultimate goal. Reducing the caps would improve skill lag, make server population a smaller factor in victory and perhaps reduce the zerging we see now in WvW.
Why not scale price of transfers depending on the rank/score of the servers instead of overall population?
Adjust the pricing as they see fit, but would encourage transfers to lower tiered servers.
Name: Murugan
Server: Ehmry Bay
Playstyle: WvW, a little PvE and PvP thrown in
Role: Scholar
Actually its not that widely available, just a handful of classes have a 25% signet to make up for a lack of sustainable Swiftness in most builds.
http://wiki.guildwars2.com/wiki/Swiftness
http://wiki.guildwars2.com/wiki/Movement_speed
I don’t know. Seems like there is quite a bit of availability out there.
I see the Mesmer icon 5 times on those pages and 3 of the 5 are applied randomly, one requires you to be in combat and the last is a short duration that cannot be stacked.
Someone has to be slowest.
Should i make a post crying about unfairness of warrior lacking stealth, and clones, and i would like backstab too. Oh yea, deathshroud on my warr too, where is it? I also want to be able to use staff on my warrior, and i want everything every other class has.
Anet?
p.s. Mesmer is what mesmer is, if you dont like it roll something else that has alot of swiftness.
Your comparing unique profession abilities to a boon that is widely available to everyone except mesmer. Not exactly an equivalent comparison.
What they should have done was give the pull a .5 second animation when cast. This provides a visual cue to the pull and mesmers don’t get the 1 second delay, but I guess as far as development time it was cheaper to just throw in the delay.
Not sure if anyone read, but this is only phase 1.
https://www.guildwars2.com/en/news/robert-hrouda-on-upcoming-changes-to-dungeon-mechanics