Showing Posts For Dawdler.8521:

what i think of PPK

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The only problem I have with PPK is that afaik, it doesnt take into account outnumbered. With the buff, you shouldnt give any PPK. Would be even better if outnumbered was better localized to the area of the map you are in.

Cloaking Waters is straight up OP

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Posted by: Dawdler.8521

Dawdler.8521

Remember the days when people had to use their class abilities and work together as a team to fight the enemy?

Yeah.

Forget about that kitten. This is the age of gimmicky features.

How is Scrapper in Wvw? (Roaming)

in Engineer

Posted by: Dawdler.8521

Dawdler.8521

Since shortly after HoT release I still use rabid+celestial pistol/pistol hybrid with all gyros (RR+FS and of course bunker down). I have never seen anyone else use it and I roflstomp pretty much anything except necros, mauhahaha.

Mind sharing your build?

This is my regular roaming Gyro Commando

And this is my Gyro Commander that I use for heavier hammer zerging.

People will surely question alot of my choices, but they usually have one of two explanations: I’m cheap and restrict my hidden bag space because I have a ton of other stuff like siege and food and crap (hence using the same celestial trinkets) or I’m a stubborn kitten that try to make subpar builds work more than I really should.

Nerf Daycapping

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Posted by: Dawdler.8521

Dawdler.8521

How are you defining a prime time or off time player on a game that runs 24 hours.Just because your asleep in say New York doesn’t mean a player in Sydney Australia is also asleep during their prime time .And dont forget that Korea, Japan the Philippines and China may have players as well so seriously I don,t know where your getting your numbers from.Here in Tarnished coast We have a low population between the hours of 1 am MST and 5am MST but Black Gate has a relatively large population during that period.From what I understand (I may be wrong) Black Gate has a high Korean base during those times .As for the points per tower ,camp , ect don,t change from one region to another.What your server needs to do is recruit more guilds from those ,as you would put it,“off hour” regions.

Forget about time and timezones.

Stop rehashing the same old irrelevant argument. Only the currently active WvW population matter for balancing. Time has nothing do with it.

Which is why the OPs “sarcastic” thread is so amusing even if he didnt intend it like that.

How would you play if death was permanent?

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

Toughness… Yeah well you see even with 2500 toughness and 2000 vitality you will still drop like a stone when focused by a 70 man zerg.

WvW alone would account for around ~250,000 new characters that has to be created per week. Assuming that creating a character and playing through the early tutorial take maybe 15 minutes, we would spend over 60,000 hours a week just creating new characters.

Not so sure that would be time well spent.

Edit: Whups I only counted EB. Make that more around 350,000 accounts that need to be created weekly and thousands more hours spent creating them.

(edited by Dawdler.8521)

Nerf Daycapping

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Posted by: Dawdler.8521

Dawdler.8521

“Night capping” and “Day capping” is really something that cant be controlled

Oh everyone already knows that and it doesnt change the fact that you can control excessive PPT gains during low population times through many different solutions thats been posted over and over (scale max PPT, scale maps like EoTM, PPT decay, removing PPT, etc etc).

Glorifying people through PPT when maybe 2-3% of the total WvW population is active isnt fair to anyone (assuming 90 peep cap that’s around 30 people across all 4 maps and servers, for those that cant count).

Perfectly fair point by point and somewhat hilarious would direct percentage PPT. Yep. If servers at 100% pop cap tick 150 vs 200 vs 250, the same ticks during the night when 3% is on would be 5 vs 6 vs 8 (had to round up, sorry).

(edited by Dawdler.8521)

FIX SPLASH DAMAGE ON CATAS

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Posted by: Dawdler.8521

Dawdler.8521

Defense?……you mean the thing power staff elemenalist kill in 1.3 seconds with meteor shower and there is no use to defending anymore? You mean that move where 10 mesmers use pull and everyone aoe’s the hell outta a ledge so you can’t defend a tower? Yeah…….defense LOL

What are you, only playing on EB? GG trying to do that on inner bay.

according to these forums nobody plays on the new bls.

I think you meant to say, according to these forums nobody plays WvW.

Requesting change to keep contest criteria

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Posted by: Dawdler.8521

Dawdler.8521

OR they could just revert the kittened new waypoints to what was working fine for 3 years and once again allow us to cooperate to overcome the “issue” (ie scouts say when you can port).

Just saying.

FIX SPLASH DAMAGE ON CATAS

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Posted by: Dawdler.8521

Dawdler.8521

Defense?……you mean the thing power staff elemenalist kill in 1.3 seconds with meteor shower and there is no use to defending anymore? You mean that move where 10 mesmers use pull and everyone aoe’s the hell outta a ledge so you can’t defend a tower? Yeah…….defense LOL

What are you, only playing on EB? GG trying to do that on inner bay.

Will the "WvW Major Overhaul" be in 2016?

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Posted by: Dawdler.8521

Dawdler.8521

The fact that we have not heard anything about it is worrying. A few weeks ago Colin said they would share things with us as its getting close. Still waiting Colin and John.

Get ready to wait at least 2 months then. Season 2 just started so Anet will focus on that for sure.

How is Scrapper in Wvw? (Roaming)

in Engineer

Posted by: Dawdler.8521

Dawdler.8521

Since shortly after HoT release I still use rabid+celestial pistol/pistol hybrid with all gyros (RR+FS and of course bunker down). I have never seen anyone else use it and I roflstomp pretty much anything except necros, mauhahaha.

Anyway, the problem with the hammer – if you can call it a problem – is that its easily kiteable when facing 2+ ranged characters. In a solo duel, it sort of assume they dont run away. You will need some kit that can range otherwise. Its much easier to maintain pressure on runners with pistol or rifle.

FIX SPLASH DAMAGE ON CATAS

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Posted by: Dawdler.8521

Dawdler.8521

Counter catas are decently useful (and I want to explore them more), but they also can’t hit proxy catas. Trebs are great long range defense but are largely nullified by cata bubbles. If the enemies have 2 catas, you need 2 trebs capable of hitting their position. Trebs, too, are useless against proxy kittenhield generators are, of course, wonderful for defense. However, given their CD, they have very limited use against proxy catas because their fire rate is comparatively high. They also have no potential to stop an assault—just delay it.

Counter catas are completely useless now – shield generators have superior range and completely block the use of catas. They dont even need to do damage or use their big skills.

Personally though, I just think its a matter of supply cost balance and fire rates of normal/superior. Arrowcarts and shield generators should cost much more to build. All superior siege should cost more while normal cost less but is also weaker/faster than now. “Flash building” siege rather than a planned assault or defense should only be possible with the “cheap” and “weak but fast” siege. For example, how 1 player builds a superior AC to defend a paper wall against a couple of guys is ridiculous. Up the cost to 150 sups, at least allow us to bleed the keep.

build sets

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Posted by: Dawdler.8521

Dawdler.8521

Build templates have been requested in all game modes for a long, long time. Yes, it would be a nice QoL improvement and should be fairly simple for Anet to implement (its just a sequence of equip commands for stuff in your inventory and trait changes). They did it a third of the way by separating PvE and WvW builds (it doesnt separate gear) but the problem is that many run at least 2-3 specs in WvW depending on what you do at the moment, unlike fairly constant PvE meta builds.

Nerf Daycapping

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Posted by: Dawdler.8521

Dawdler.8521

I had proposed a fix for this to keep PPT from snowballing and keep the scores closer:
- Each objective after it flips only rewards PPT for 4 cycles (1 hour).
- If an objective is contested (a defend event triggers on it) it gains 2 additional cycles up to two maximum where it rewards PPT. If an objective has more than 2 cycles this rule doesn’t apply.
- Objectives will still upgrade as normal.

What this does is take away the sheer amount of PPT that can be grabbed by an off-peak crew. It shifts importance to objectives that are contested and requires activity on more than one side to generate a score. It should also be fairly easy for ANET to implement.

That is ripe for f2p alt account abuse (just log in and contest a keep, free ppt woohoo!). Decaying PPT require a ton of rules and quickly become complicated. Its not a good solution.

Nerf Daycapping

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Posted by: Dawdler.8521

Dawdler.8521

I agree.

Presumably the blue server has been able to cap everything because the others had next to no presence?

Scaling PPT by total population would have reduced the effect on the average score curve.

Its the exact same as the solution to reduce the effects of nightcapping.

Give F2P gliding in WvW. Perfect marketting.

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Posted by: Dawdler.8521

Dawdler.8521

Doing this includes redesigning all WvW maps from the ground up.

Never going to happen. Forget about it.

Please buff stability

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Posted by: Dawdler.8521

Dawdler.8521

I do think we can make this work by increasing the accessibility to stab across all professions. More access is more stacks. I think this increased stab stack count could counteract the cc spam while keeping the game play risky enough to be considered “skilled”.

I can understand the need for a simple rebalance, the problem is that you cant balance a stack system with more stacks. Doing this would only make stab OP in small scale and sPvP.

Image a 1v1 scenario with 5s stability.

With 10 stacks, you need to CC him 10 times over 5s. Pretty much impossible without abusing some very specific skills on specific classes (which is unfair). Yes the player will stand up a while vs a zerg, but a solo player will struggle. If the zerg is big, those 10 stacks are gone in an instant. Should it be 15 stacks? 20 stacks? Impossible to break small scale and equally impossible to know how many stacks you “need” or how long it last. 1v5, 1v10, 1v50, the requirement changes.

With 2 stacks and a 1s icd instead, the scenario change. Suddenly a single player has the capability to break the stability before 5s has passed if he use a mere 2 cc skills with 1s apart. Thats doable on any class, often with a single skill if an enemy is careless and keep running through it (previously mentioned unfair skills really should be fixed…). Against a zerg, the scenario is changed as well to something a player can easily comprehend. You got at least 2s of CC immunity even if they recklessly throw down 50 cc skills.

In both scenarios a specific counter would still work, boon rip. But thats pretty much the gist of why slapping on more stacks dont work. Its the same as power creep.

Next Expac confirmed

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Posted by: Dawdler.8521

Dawdler.8521

Tsk Tsk Gaile, I doubt you meant to let it slip so early

We released an MMO. Released an expansion pack. Are working on another. In between we offer a wealth of updates, new features, festivals, tournaments, and Living World. And that is a lot to “chew on.”
We’re actively working on many facets of the Guild Wars 2 experience. Stay tuned for more.

Font formatting my own.

See, this proves they are totally focused on WvW like they said all along!

Wait what…

[Suggestion] WvW play difficulty level

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Posted by: Dawdler.8521

Dawdler.8521

There is already an easy mode available. Its called PvE.

Try it sometimes. The enemies doesnt even dodge, they are kittentier than [most] zerg players!

[Constructive] Features for a good BL map

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Posted by: Dawdler.8521

Dawdler.8521

What do those of you who are in fight guilds think of the Oasis area (without the PvE mobs) – does it have the potential to be a decent central area to fight in? Could it suit small and large battles? Or do we need a change – perhaps like the central tower idea mentioned previously?

Nope. The entire design of the central area is obnoxious with or without the event.

Please buff stability

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Posted by: Dawdler.8521

Dawdler.8521

Saw someone suggest a middle ground, where each stack of stability when hit made you immune from further CC for 1-2 seconds. So 5 stacks of stability gave you at least 5 seconds of no CC. But don’t really know how it would work out, since I’ve never been part of organized fight stuff.

The problem I have with this is that its basically a reversion. Even with a 1 sec icd, it would be possible to walk through 50 ccs again, which I hope we can all agree shouldnt be possible.

I cant agree to that.

Isnt the very point of PvP counter-play? You pop skill X, the enemy pop skill Y to counter you, you pop skill Z to counter them, etc etc.

The simplest example being someone that shoot an arrow at you and you raise your shield to block it. Incidently, this also show the difference from the current stab implementation. If you sheild block you will block all damage for the duration. Yes, even 50 arrows. The idea here is that only a fool would shoot those 50 arrows while you are blocking – that’s poor counter-play. They have to wait until you are voulnerable. When your block is on cooldown.

1s of stab getting hit by 50 CC and letting 49 CCs through doesnt allow for any counter-play. Mind you that this icd would only affect massive zergs vs focused targets. Especially if Anet tweak stacks and times to account for such an icd.

(edited by Dawdler.8521)

Rapid regen vs mass momentum

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Posted by: Dawdler.8521

Dawdler.8521

On my minstrel/nomad+celestial frontline-ish WvW gear I have pretty much exact 300 hps passive regen using RR+BR and when throwing in FS and using 4 gyros I reach ~800 hps quite often.

To fully make use of the rapid regen you really need final salvo. Given that most people instead opt for elixirs/kits/turret and only 1 sneak gyro that they wont even pop manually unless forced I understand why its considered suboptimal.

Weapon Kit damage

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Posted by: Dawdler.8521

Dawdler.8521

If we are talking only the weapon and same stats, exotic vs ascended would give you what, 1000 vs 1010 damage? Its well within the RNG of attack values.

What i hate at new maps

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Posted by: Dawdler.8521

Dawdler.8521

How you get to garri:

Alpine – out the left, down the hill, outer gate is front.

Desert – out the left, up the hill, down the platforms, loose half your zerg to the camp, through the woods and rocks, through the portal, avoid the rock and hope you see kitten because its often a sandstorm down there, through the other portal, grats you are on inner and probably still cant tell which kittening gate they are on because the east side is blocked by a kittening space pyramid.

Best to worst.

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Posted by: Dawdler.8521

Dawdler.8521

sPvP is 5v5 so 4 classes will undeniably but subjectivly be considered “bad” and “underpowered” when it comes to bringing the “best”… no matter how much you balance. All that the sPvP class ranking forum hype does is add powercreep that completely kitten over WvW and PvE.

But I digress.

Want the old maps back?[186 Signs]

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Posted by: Dawdler.8521

Dawdler.8521

The new BLs are 10x better. People are just too busy sticking their head in their own butt to go and try it out. The old maps were utterly, utterly boring and there was nothing exciting about em. Come on, for like 3 years the mid part of the map was avoided like the plague… which is a huge chunk of the map and suddenly people forgot about this. Being entitled and spoiled and afraid of change doesn’t mean a map sucks.

*grabs popcorn *

i am unsure if you are being completely sarcastic or just mostly sarcastic but good point made.
Bring back old Alpine Map and put a large coliseum/amphitheatre with 4 entrances facing NW NE SW and SE (two for home, one for each spawn) for people to fight and ppt equal x2 within the structure.

That is hardly a good point.

Did people ignore the ruins? Well, yes. Few cared about them. But the center was still a major travelling route and comparably small part of the entire border combat area.

Now look at oasis.

The central area is loathed by pretty pretty much the entire community. Its a mediocre traveling route because its way easier to just go north or south than across it – most commanders will probably choose to port rather than run over it. The event… ugh… I think we all know how kittening broken the event is.

Space Ship Meta

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Posted by: Dawdler.8521

Dawdler.8521

Don’t know the garri fights only were possible because we had the “bugged” WPs which let us respawn every 2,5 minutes or let new forces port in

The placement of citadel spawn and the way you could reach garri was as important as a waypoint opening – and the much closer hills/bay spawns could supply invaders with reinforcements (even running from spawn was feasable). On desert, that was all wrecked due to poor design.

Space Ship Meta

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Posted by: Dawdler.8521

Dawdler.8521

Game was more fun before siege buffs, before sup siege was cheap and easy to obtain, before ascended gear was common, before trait revamps. Basically, before all the powercreep.

Indeed. For those that doesnt know:

Anet has buffed arrowcart damage by ~80% since the release of the game.

There was a small early dip when they lowered it, because regular AC fire was absurd at game release. This was ruined by the mastery and superior buffs which made damage go through the roof. They kept buffing it despite forum outrage.

The new fortified objectives are much less painful since the removal of timer upgrades, but when they are there they are just so… pointless.

Higher and stronger walls does not make WvW better.

Remember when defense of home garrison meant defending it for hours of non-stop 80vs80vs80 battle with walls and doors open?

That was WvW.

simple wvw solution

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Posted by: Dawdler.8521

Dawdler.8521

Commenting the simplicty of each idea in terms of their practical and technical implementation:

1 – bring the mega server system to wvw

Not simple.

2 – soulbind guilds to the color of the week matches – create an automated list that shows what guilds are what colors for the week.

Not simple.

3 – add skritt gambling bookies so people can gamble on team / colors based on what guilds are playing for what color during that week – and a spectator mode

Not simple.

4 – add the adventures found in hot in the borderlands so people can get mastery points without having to grind pve – to get the yassith’s ascended gear.

Not simple.

TL;DR simple WvW solutions should be simple.

Kills per server chart [EU]

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Posted by: Dawdler.8521

Dawdler.8521

My first thought on seeing the big Blobbadon dip: “I dont know what I expected”.

Remove the Oasis event from the Borderlands

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Posted by: Dawdler.8521

Dawdler.8521

The Oasis event should only occur if a server is behind by 5,000 or 10,000 points, at which point it occurs every 3 hours.

There’s no mechanic in the game that can help a server that’s losing make a come back other than hoping you’re population grows over night.

At which point the dominating server send in a zerg and finish it before the server thats behind in points.

I fail to see the point.

No, what we need is the old kitten siegerazer events back and oasis removed. Because its kittening kitten. Siege events worked good enough. Defenders get two, attackers get one.

thank you anet!

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Posted by: Dawdler.8521

Dawdler.8521

That was pretty specific….

Btw it’s easy to kill if you know what you are doing

You gots some learning to do!

Yeah, kill him unopposed.

As I have mentioned in another thread, lords scale to all players near the objective (all the way to outer gates). 40 people attacking the lord while 80 defenders of SM is nearby? GG, SM lord is scaled for 120 attackers.

When will we get answers? [Merged]

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Posted by: Dawdler.8521

Dawdler.8521

P.S They don’t respond in these sub forums, and a lot of doubt that they even read it. No point in trying anymore.

Tbh I am a little disappointed that Anet devs didnt troll the OP by just posting “We care.” and nothing else.

Space Ship Meta

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Posted by: Dawdler.8521

Dawdler.8521

until the amount of stealth scrappers and mesmer have will ne nerfed (it annoys me that much to be stealthed every other second and have my class mechanics being hampered with by someone who doesn’t even need stealth)

Lolwat, this is a problem on US servers?

Engies and mesmers are still incredibly rare. If you find 1 or 2 engies in a 70 man zoneblob its a crowd. Even when roaming maybe 1 out of 20 encounters involve either class.

Really miss alpine borderlands :, (

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Posted by: Dawdler.8521

Dawdler.8521

Sadly don’t have alot of print screens, got this one tho.

Necro Night on the server is was on back then. Laggy but fun :p

Holy s**t, all those necros XD

I miss the old BL too!

Pfff, necros… Engineer events was the kittennit.

Attachments:

Thieves in WvW

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Posted by: Dawdler.8521

Dawdler.8521

What are you trying to do, play a zerg specced dd warrior vs roaming thief? If you roam spec your characters you will crush a glass cannon thief. Pretty much every class will, unless the thief is very good. Throw in some condi and you cant go wrong. On initial engagement with my roaming engie I can shoot a glass thief once with autoattack, which take about 50% of his hp on bleeding/burning. The most dangerous thieves are the ones that doesnt hurt you so bad. If you just want to laugh at them you can also bring a necro and dump everything on your feet, the thief will be dead in a second.

[DISCUSSION] why do player complain nightcap?

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Posted by: Dawdler.8521

Dawdler.8521

Just because you play on a NA server doesn’t mean non-prime play or more specifically the time YOU don’t play is nightcapping . It also doesn’t mean that it is for the “express purpose” of running up PPT or that you want to be bored out of your mind with no opposition.

I dont play on a NA server. And yes, it still mean that nightcappers do it for the express purpose of getting extreme PPT without opposition. That’s what nightcappers do. That’s what nightcapping is.

Nightcapping is alot like the oasis event. You can claim its disgusting PvE that has no place in WvW all you like or pretend like it doesnt exist, it wont change the fact that when the enemy start doing it you either do it better or you loose. Simple as that.

(edited by Dawdler.8521)

[DISCUSSION] why do player complain nightcap?

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Posted by: Dawdler.8521

Dawdler.8521

The term nightcapping is relative to who you are talking to.

The term nightcapping describe when a group of people play during extremely low population times for the express purpose of getting 600+ PPT without facing any opposition whatsoever.

There’s nothing relative about it.

What if the only time a player is able to play is during low enemy population times? What do you suggest they do, not to play?

I’m in favor of scaling PPT based on total WvW pop no matter the time of day. Fair across the board with no flaws or limitations to how/when people play.

Besides that, we got EoTM. Players are automaticly compressed into a low number of hopefully populated instances. Nightcappers that choose to join WvW know exactly what they are doing. Or what, are they running around aiming for 650 tick while being confused about the fact they dont meet enemy players? Such a joke.

(edited by Dawdler.8521)

[DISCUSSION] why do player complain nightcap?

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Posted by: Dawdler.8521

Dawdler.8521

The term nightcapping is relative to who you are talking to.

The term nightcapping describe when a group of people play during extremely low population times for the express purpose of getting 600+ PPT without facing any opposition whatsoever.

There’s nothing relative about it.

What happened to the Forum Specialists?

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Posted by: Dawdler.8521

Dawdler.8521

WvW forum specialists was a blatantly obvious attempt for Anet to appease the community by saying “look, we do care!”, followed by the exact same silent neglect we always see. There is nothing the specialists could have done to make it work.

WvW a Reboot (or Tweak)

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Posted by: Dawdler.8521

Dawdler.8521

Throttling the number of maps based on certain situations has been suggested many, many times before. It would require more balanced maps though (EB, EoTM). A “border” wouldnt work.

Thats why I sometimes wish Anet would have gone all the way with desert instead of making it a kitten version that no one likes. Imagine “desert EB” with garri in the center instead of oasis and an additional keep up north. This would easily have facilited closing/opening of maps, focusing population and restricting rampant PPT.

Backline profession for WVW in current state

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Posted by: Dawdler.8521

Dawdler.8521

Necro, more specifically the reaper, is the king of backlines in zergs not just because of rings everywhere but also because they become practicly immortal when not hard focused. The other classes are utility.

That said, if I was to pick my zerg I probably wouldnt even use them. Heavy guards, warrors and engies up front, light warriors, guards, engies, revs and thieves in the back. Yeah yeah I know, maybe you go “wtf is he mad?!” but I have a very special way of thinking. None of this is random, though some would be specifically elite specced and have certain skills and weapons to complement the others.

Scrappers needs NERF.

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Posted by: Dawdler.8521

Dawdler.8521

Scrapper with meta build is stupidly easy though. Only 1 kit to take care and free ticket out of jail Sneak Gyro. It’s easy as hell to play Scrapper and it’s pretty op to be honest.

Well yeah, but you also just described every class ever.

Player recommended testers

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Posted by: Dawdler.8521

Dawdler.8521

So who would you recommend to be asked to test the new WvW update, and why choose them?

Everyone.

Anet already have the tech to give everyone a new character slot that’s dedicated for a test server.

Simple as that.

Revert the target color on players [Merged]

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

Odd, I did not notice this target marker yesterday.

On another note, I find it hilarious that HP and LF is censored. What, how much HP necro can achieve in full tank is a secret? Or are you running full zerker and is just ashamed to show it? :p

Mortar kit "auto" damage could be reevaluated

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Posted by: Dawdler.8521

Dawdler.8521

Why do mortar kit buff threads keep coming up? Am I the only one that thinks mortar kit is already really good?

1.) 1200 range guaranteed projectile finisher, large aoe
2.) 1200 range poison field, large aoe
3.) 1200 range ice field, chills, large aoe
4.) 1200 range light field, blinds, large aoe
5.) 1200 range water field, large aoe
toolbelt: blast finisher, huge aoe, deals decent damage

If you removed the on-hit damage from every mortar kit skill I would still use it.

Honestly the only reason it isn’t a total bs skill is that the autoattack projectile finisher doesn’t work the same as other proj finishers (or else it is just bugged). There are certainly classes in this game with garbage elite skills, but engineer is not one of them.

Mortar has 1500 range though.

Enemy lords scale with defenders?

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Posted by: Dawdler.8521

Dawdler.8521

Does anyone know if this is by design or a slight… oversight? Maybe its been posted on the forum before but then its high time to bring it up again, refresh my memory

If you have 5 people attacking a lord in order to cap the keep, 50 enemies arrive near the keep… the lord is now scaled for 55 people (which 5 people cant possible kill unless they have 30 minutes to spare).

You can literally tell when an enemy zerg is approaching from a distance while you are attacking a keep lord because you start to do negligable damage and CC goes from knocking 20-30% of the breakbar to 2-3%.

Stability Reversion

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Posted by: Dawdler.8521

Dawdler.8521

Thats an issue regarding individual skills. I agree with you, skills like guard lb 5 are horrendous. Having stab should not be able to negate 50 ccs like it did before, and an icd is basically a reversion seeing as how you would be running through several ccs at once.

Why shouldnt it? Dont we want to break up mindless zerging and encourage smaller parties?

What do you consider more tactical?

Dumping 50 ccs dumbfire into an enemy guaranteed to lock him down because stability in ripped instantly.

or

Being forced to spread out 20 + 20 + 10 ccs while manouvering the zerg in order to exhaust their stab, because if you had dumped 50 ccs then a guaranteed 2-3s stab would have walked over them and made you waste the cc bomb.

Take your pick. The problem right now is that when zergs grow to 30, 50, hell 80+ all counter-play surrounding stability completely fall apart because stacks are ripped instantly. The system doesnt work at these numbers. There’s way, way too much cc being throw around.

Function Gyro 2.0

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Posted by: Dawdler.8521

Dawdler.8521

Isn’t that what the trait Final Salvo does? I haven’t used it since it competes with Adaptive Armor. Perhaps making that baseline for the Function Gryo would be a good compromise.

Final salvo AoE daze, give you a couple of secs of superspeed and 5s or so of stab per pop. It doesnt knockback anything. Final salvo doesnt really compete with adaptive armor IMO, its just two aspects on how you choose to play the scrapper.

In regards to the function gyro, IMO all it really need is 1 stack of stability on activation.

The daze is build in i am talking about added higher dmg and an knock back ontop of that when you go down the explosion line. Kind of make self-destruct or the gyro death an explosion and it gets all the benefits of being an explosion.

Why? Its clearly not an explosion. Its a static field.

Gyros already have a ton of damage and good CC and stability. Giving them knockback and explosion traits would make them OP as all kitten.

Also, I know that the stabilization core gave the function gyro 2 stabs prepatch. Final salvo post-patch should give it 1 stab – its using a gyro. Its bugged.

What Is In the Forseeable Future?

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

Well, WvW just barely got out of beta a couple of weeks ago when they fixed stuff that was broken since HoT release, so here’s hoping for a final release version this year!