Showing Posts For Dawdler.8521:

Going back to old BL maps is not practical

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Posted by: Dawdler.8521

Dawdler.8521

It should say something when in last night’s reset in T2, we had a 50 person queue on EB and ZERO queues anywhere else.

What, thats still low. 110 man queue 1h after reset on FSP EU, lol.

night protection guild buf for tower-keep-sm

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Posted by: Dawdler.8521

Dawdler.8521

Or instead of putting it behind what would probably be a 3000-4000 gold guild upgrade (come on, you know that would happen with this suggestion), at least for EU they could just close all borders during the night and only count PPT from EB. Focused fights for nighttime players and a substantially lower score potential even if a server take entire EB.

Does siege cap actually exist?

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Posted by: Dawdler.8521

Dawdler.8521

There is a cap, but you’re not going to see it even if someone dump 5 superior catas on a paper wall. Its a zone cap.

Mission Accomplished Anet! Lag got Worse!

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Posted by: Dawdler.8521

Dawdler.8521

Yep, yesterday was probably the first time on desert border I experienced the unresponsive skills lag. And I do mean completely unresponsive, no skill worked, everything just blinking. This isnt new, but its usually limited to full zoneblob 3-ways inside SM lord room. The border has previously just ended up in warp lag and rubberbanding (annoying as kitten, but still possible to fight).

Someone mentioned that the cap on desert is now 120 people. If that’s true… well then gg Anet, you managed to make it even worse. Servers that are able to field that kind of blob roflstomp everything else. No seriously, we where nearly a 40 man zerg and outmanned. As in the buff, not just the enemy. I have never seen that happen with those numbers. Meh I dont even know anymore.

Guild mission "WvW capture & hold" now absurd

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Posted by: Dawdler.8521

Dawdler.8521

You do know that guild missions are fire and forget right? You pop the mission, cap the camp, leave it. You can be anywhere in the zone, you will still get awarded if the mission completes.

Sure it take longer, annoying as kitten and should get tweaked (who had the bright idea that camps should take so long to upgrade?) but its most definetly viable.

Healers armor please

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

In fact, due to the poor scaling of healing power, this hypothetical “healer” set would not be better than Nomad.

Indeed. We already got nomad for this purpose and if you dont want to the vitality then there is clerics with healing as primary. Its not like the power will hurt your healing ability. There are several other options as well.

The request in the OP is totally pointless.

Friday Reset?

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Posted by: Dawdler.8521

Dawdler.8521

Haha I have little doubt they will give us anything but the brick wall treatment on friday reset.

As above mentioned, they havent gained anything – their main excuse was to have time to fix bugs for reset, an argument that never made any sense whatsoever (why not have it thursday instead then?). Little other explanation have been given. Looking back to HoT release until now, it would also be a complete and unmitigated disaster in this regard. They did nothing with saturday reset.

Moving reset back to friday would be a peace offering to the community but nope.

WvW Resurgence

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Posted by: Dawdler.8521

Dawdler.8521

Zerging is only one aspect of wvw. The information from the wvw commanders is useful but A-net needs to take consideration for the roamers as well. I go to EB when I want to zerg and I used to go to the borderlands to roam. Small group play accounts for ~40% of the ppt gained (camps and instant ppt).

Dont worry, they got roamers covered!

Apparently the cap on the borders have been raised to fit more roamers in, so you can bring a 40 man roaming group and still be outmanned against the enemy 120 man roaming group.

Roaming, woooooo!

Are defenders extinct?

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Posted by: Dawdler.8521

Dawdler.8521

I think the main reasons for the dedicated defenders to go extinct are
a) the side effects of auto upgrade. Although changed to depend on the number of yaks, very few people would want to escort yaks unless the server is PPT oriented.
b)years of PPT are enough for most people. I’m guessing either they quit the game totally or rather spend time in killing stuff
c)scouting is a very unrewarding job. Sometimes when you report an attack after hours of scouting an t3 objective, the fight guilds just want to contiune their fights and very reluntant to defend, and you watch your hard work just flip without any resistance. Nowadays, guilds in T1 usually has their own “information network point of contact”, so they know the whereabouts of the enemies better than having a honest scout in the map.

You forgot the biggest issue:
Desert border is so unpopular and loathed that there is no one to scout for thus rendering defense pointless.

(edited by Dawdler.8521)

what weapon for scrapper

in Engineer

Posted by: Dawdler.8521

Dawdler.8521

Its not like scrapper have lots of options, lol.

Pistol/pistol for condi.
Rifle for power.
Hammer for power.
Pistol/shield if you want to feel special (its still not good).

If you zerg in WvW, I would advice against pistol/rifle as the engie suffer horribly when lagging. Even worse than the mesmer, bleh.

new revival rules

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Posted by: Dawdler.8521

Dawdler.8521

Also if I’m in a small group now I will think twice before getting to their keep, you need a cleaner sweep to keep and hold it and you can’t be sure how many are in till you ‘knock on the door’

How is this different now and what does it have to do with revival? If you go with a small group to a bloody keep you are going to have a bad time. If you take it, you where lucky or didnt face any opposition.

The Upgrade change

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Posted by: Dawdler.8521

Dawdler.8521

I think most will agree that the dollys required are completely out of proportion, especially for camps and towers. Keeps usually have multiple dollys incoming to help progress but then again with camps being slow to upgrade, keeps become extra slow too.

new revival rules

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Posted by: Dawdler.8521

Dawdler.8521

This change is working as intented IMO. It require some tactic change (a few players purposly getting out of combat to revive in the situation described in OP) but this is not a bad thing. Even if 12 people roflstomp 20 simply because they are better or a focused guild vs pugs both groups can work the revival rules to their advantage.

Overall I’d say its one of the best changes Anet have made in years.

Keep in mind that getting into combat after you start reviving does not stop the revive. Heavy support builds that can take a beating or get shielded/reflected/covered by buddies can still do danger close revives.

(edited by Dawdler.8521)

Scrapper last 2 traits

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Posted by: Dawdler.8521

Dawdler.8521

It pretty much depend on if you use gyros on not. Final salvo is obviously pointless with no gyro.

WvW cap and hold Guild missions - 1 hour?

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Posted by: Dawdler.8521

Dawdler.8521

The victory condition is the same afaik. Get it to T1. Its just the time you have to accomplish this that has been extended.

WVW Population Balance Fix

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Posted by: Dawdler.8521

Dawdler.8521

Furthermore is this not the GW2 WVW board? Seems to me I am addressing Anet otherwise I would have emailed NcSoft… /rollseyes

NCSoft is no longer the publisher of GW2. Anet is. NcSoft has nothing to do with GW2. Yes, on this forum you will be adressing Anet. If they want to listen, which I doubt. Pretty pointless to argue.

F-Gyro Stability

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Posted by: Dawdler.8521

Dawdler.8521

to be honest seems that activating the function gyro doesnt’ give the stability

It doesnt. Either other gyros count toward its icd or its broken.

So, I went to check Blade & Soul

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

Were those guys on some drugs while they were making that game?

No, just typical Koreans making a typical Korean MMO thats an older generation than GW2 (ie the if-its-not-exactly-like-WoW-with-nekos-its-not-an-MMO generation). Later generations at least try to change things.

European WvW

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Posted by: Dawdler.8521

Dawdler.8521

Judging from the US kill/death data and assuming EU is similar, we only need 3 tiers at most and could cut 1 map at least. Everything else is redundant.

CoR- did patch cooldown help?

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Posted by: Dawdler.8521

Dawdler.8521

There’s a point of diminishing returns for Rev now. No matter how many do a CoR, only one will hit. Prenerf the more the better, now they’re stepping on each others toes.

That’s huge

Eh what? All damage from different players stack. Incoming damage suffer zero limitations, unlike the 5 man AoE cap of outgoing damage (this is why we can bomb). No amount of icd change that. 20 revevants hitting 2 on 1 player will do 20 times the damage of 1 revenant hitting 2 on 1 player.

WVW Population Balance Fix

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Posted by: Dawdler.8521

Dawdler.8521

It’s not perfect, but it would certainly deal with the population issues. Though it would cause a good amount of unrest and potentially kill server communities.

And it would also kill every guild there is, crushing the WvW population and making it pointless to even try to play.

Tbh I think I prefer just a direct translation of EoTM over WvW and call it quits. At least that could be fun for a while.

WVW Population Balance Fix

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Posted by: Dawdler.8521

Dawdler.8521

Ncsoft have nothing to do with GW2 anymore.

Also, “fixing” the population balance will require nothing short of a miracle. A miracle I seriously doubt is ever going to happen. Especially not without Raptor Jesus looking over us.

Request for videos: solo capturing camps

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Posted by: Dawdler.8521

Dawdler.8521

Try to kill as fast as possible veteran supervisor (but be careful not get hit from their knockdown) on you as those a key to cap a camp.

In my experience its overwhelming numbers that kill, not the supervisor. I advice going with a priority of scouts→zealots/cabalists→guards→supervisor. Why scouts first? They are the weakest but their blinds really mess you up while fighting 6 other NPCs trying to tenderize your kitten . Guard weakness/stun also ruin your day, but the cabalists and zealots often do too much damage to ignore unless you got a ton of AoE and can burn them all down.

Personally I often engage with 1m or so buffed supervisor too so you got guards down when the buff go out, heh. Requires some legwork though.

The problem with Gyros

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Posted by: Dawdler.8521

Dawdler.8521

Shredder gyro IMO should be just a pulsing AoE attack.

Sadly upgrades STILL don't need defenders

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Posted by: Dawdler.8521

Dawdler.8521

The ideal system would be a fixed upgrade path as now (no trolling), with zero cost to the player as now, with X number of dolyaks required but triggered by player interaction at each location.

Agreed. When a keep reaches 20/20 dollys for T1 the counter stops and no dollys count (but they still add supply). A player would go to the lord as say “Yes, upgrade to T1 now please!”. Then its T1 and the next counter to T2 start.

Supply Dolyaks Issue

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Posted by: Dawdler.8521

Dawdler.8521

Well I most definetly suggested PPD (ie progress per dolly) but the numbers required seem illogical. Camps should definetly upgrade much faster – thats one thing I liked with the autoupgrade system, many more T3 camps. On towers and keeps I cant really say as I havent played long enough with this.

Tracker in the Right Corner

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Posted by: Dawdler.8521

Dawdler.8521

Well… You could always explore then :p

Stealth Groups and PKK - meh wvw

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Posted by: Dawdler.8521

Dawdler.8521

This has always been possible and yes there might be a shift in the meta toward more thieves, mesmers and maybe even engineers and anti-gank/burst/stealth builds. The former will always come into play earlier than the latter.

People wanted more PvP oriented design, right? That’s what you get. It includes ganking. Much, much more ganking.

Save WvW, give us the pre HoT WvW maps back!!

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Posted by: Dawdler.8521

Dawdler.8521

92% of battles and any sort of fights are on EBG

I am curious how you calculated this? 92% is a very exact figure that I assume is backed up by equally exact statistical data.

WVW is like Burnt Toast

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Posted by: Dawdler.8521

Dawdler.8521

10.) New siege art feels like a 5 year old designed it

Eh?

No.

It look like a 35 year old D&D basement nerd designed it.

[Opinion] Objectives-Retain Damage After Cap

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Posted by: Dawdler.8521

Dawdler.8521

Cool idea but, don’t think i want to be hammering for hours on end. Doesn’t sound like fun in practice.

Of course, that’d be another thing that need changing – repair have to go faster.

Honestly I’m not against such a system as it would give that persistent feel of managing your objectives after they are taken, but it requires several small changes that I’m sure Anet would forget about if they did this.

Scrapper still stuck with the F-Gyro.

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Posted by: Dawdler.8521

Dawdler.8521

The new version of function Gyro is bugged as far as I can tell. The gyro does not acquire the 2 stacks of stability as advertised in the description for the skill when sent to turn someone’s lights out.

That is not advertised. I think you are mixing up the old stabilization core’s ability.

Well function gyro dont even give you one stack now (should it?).

Regular gyros do give one stack, but the skill description also says that popping a gyro should give a second stack – it dont. So its really not working as advertised, hah.

[Opinion] Objectives-Retain Damage After Cap

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Posted by: Dawdler.8521

Dawdler.8521

You’d need to make supply much more readily available or no one would have supply to even siege (or every objective would be swiss cheeze).

Automatic medical response

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Posted by: Dawdler.8521

Dawdler.8521

While I think the 90s→120s nerf is pointless… Its pretty much a one-use-per-fight skill followed by a cooldown so long you loose count anyway.

PPK is nice but fights are still terrible

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Posted by: Dawdler.8521

Dawdler.8521

Problem is, PPK does not reward fight oriented people. It just reward entire servers choosing not to engage others in primetime and then they nightcap for a 30K point lead per day. I’m still afraid its going to lead to a mentally which galvanize zergers against roamers (“why did you run alone and die, stop giving away points!”) and make commanders gather full zone blobs so that they can kill a slightly smaller zoneblob. If its two equal zoneblobs… well the one with a point lead can just run away and blob somewhere else. Because why give away points?

So fights are hardly going to improve. Its only going to get worse.

But I digress, probably worrying too much.

Request for videos: solo capturing camps

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Posted by: Dawdler.8521

Dawdler.8521

Is it hard to capture camp. If i don’t remember wrong normal wvw mobs are joke and can’t even hurt you.

They were buffed, still not much of a threat but in groups and with the wrong build and/or playstyle they can be a challenge.

Exactly. In my video I take out the camp easily with the scrapper (I only fail T3 camps maybe 1 in 20 times and then its always my own fault for being extra careless) but I got plenty of classes on builds that simply dont work. Elementalist (I suck at it), thief and warrior in particular. Tried many various builds, just cant do it reliably. I was quite shocked at my own pathetic performance with warrior because I really should have done better, lol. My nomad zerg guardian can barely take a T1 camp without mobs respawning, but at least I know the reason for failure :p

So yeah. We can still discuss camps. I understand why people can have problems.

Alternative to “laser event” in Borderland

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Posted by: Dawdler.8521

Dawdler.8521

I’d rather they just levelled that whole area and made it a direct path to the gate of Garrison 2.0.

Guilds can fight at mid to their hearts content or servers can mount a large offensive towards that gate.

There’s no reason to have an event there at all, especially one that destroys gates and favours larger groups.

Less gimmicks, more direct paths and spaces for combat.

Sort of a gimmick, but imagine an advanced gigantic ram that activate like the current oasis event, but from the south running north. As long as there is players around it from either invader side, it will slowly, slowly crawl up to the south garri gate. If it stands still too long (ie no invader around, all invaders killed and only defenders there) it will eventually run out of fuel and fail the event. Once through the south gate, it fire grapplings hooks up to lord which players can use to teleport up with.

I think that would be an acceptable compromise to a PvE event in a WvW zone – it requires constant player attention for its duration, it gives a clear victory or loss scenario against a single keep and gate where all sides can focus their forces.

Just musing.

Maybe Anet should stop spending on Esports

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Posted by: Dawdler.8521

Dawdler.8521

If they spent 1/20th the esports money on bugfixing WvW, maybe we’ll get it working properly in 6 months or so!

Request for videos: solo capturing camps

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Posted by: Dawdler.8521

Dawdler.8521

Come on archon, that’s a kittenty T1 camp

Capping a T3 camp on an all gyro scrapper (just uploaded, dont know if its 1080p yet)

Took about 2 minutes from engagement to camp clear I think.

Not my greatest of moments as it did get a little hairy a few seconds as I did go facetank in rather than skim a few guards off first. I didnt have to face the patrol either or extra guards from dollys. The problem is the stun + zealot spin for the win combo. That is absolutely lethal. Got to avoid the first stuns (all them guards coming at you) and the pulls (cabalists). Once you get past that, its usually just to focus fire until you get a few down, then its easy peasy.

WvW Design: Basically a PvE-Race

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Posted by: Dawdler.8521

Dawdler.8521

Capping an objective is an PvE-event, killing or escorting a dolly is an PvE-event.

And that’s what create PvP – mobs are little more than a buffer to encourage players to come and help them fight enemy players while dollys are strategical assets that can be attacked and thus need to be defended.

Yes, I though so as well till today. But: player/server-rewards entirely scale with PvE difficulty and are completely independent of: PvP happened or not. And that’s the problem, it’s more rewarding if you avoid PvP and concentrate on the PvE-race.

Not entirely true. There is a reason we call zergs lootbags waiting to happen.

But granted, the loot from players is pretty poor compared to loot from mobs. Its always been like that and Anet obviously want to keep it that way too.

WvW Design: Basically a PvE-Race

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Posted by: Dawdler.8521

Dawdler.8521

Capping an objective is an PvE-event, killing or escorting a dolly is an PvE-event.

And that’s what create PvP – mobs are little more than a buffer to encourage players to come and help them fight enemy players while dollys are strategical assets that can be attacked and thus need to be defended.

This is not the problem with WvW. Its integral to the basic functionality of WvW and player scaling, making it fun for 1 person all the way up to full zone blob.

Its when you literally have to fight the enviroment instead of players that it goes up kittens creek. IE the entire new border.

Suggestion: Alphabetic Order

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Posted by: Dawdler.8521

Dawdler.8521

You only set skills once with no option to reset, dont really see the big deal with searching a little. Then again dont see an issue with alphabetical order either.

Metaserver WvW

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Posted by: Dawdler.8521

Dawdler.8521

EotM… I don’t know why EotM has unbalanced matches, like greens with 50+ zerg and blues 3 player “zerg”. I have thought that it is because of how teams are made – all greens are greens in EotM etc – and because winners of matches most likely gets green color. So is said, but I don’t know what is the real.

But well, “Join WvW battle” button would be far better than 24/7 of Outnumbered and total lack of players. No perfect solution is needed.

You can always go with the second best thing to a perfect solution. Its right on your login screen when you open the server list. “Transfer”.

(no but seriously, transfer to T1 or T2 if you want at least some action. If you are aleeady there… well sucks to be you)

WvW is over. RIP the dream.

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Posted by: Dawdler.8521

Dawdler.8521

I play wvw 5 × 2 hours every week. Our guild raids in desert borderlands and we have opponents every day. Somedays fights are fair, somedays we face zoneblobs.

Borders sure aren’t full but we do get a lot of action. Not much different from the old times in alpine bl.

My guild is located in FSP and our wvw events start at 20:00 CET and ends 22:00.

2 hours mean very little you know. 1-2 hour earlier yesterday – which I would consider beginning of primetime – FSP couldnt even muster people to prevent 2-3 man groups from roaming unopposed on JS border. Thats also while we had a 35 man queue to EB.

Its even more aggravated by the fact we know that French servers begin much later normally, lol.

The action on borders is in an extremely narrow timeframe. But hey, heres an idea:

Only keep borders online 19-23 (4 hours). The rest of the time, shut them down. Make the opening of borders sort of like a mini reset.

Metaserver WvW

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Posted by: Dawdler.8521

Dawdler.8521

How would you balance this exactly? Players dont just suddenly pop out of the ground. If a 30 man guild joins, what says 2 30 man guilds join the other side or if its going to be 2 roamers on one side and 5 people afk queueing EB on the other?

If the map kept randomly filling on a need-players basis you would still end up with a 30 man guild roflstomping random pugs.

If you say “well it doesnt have to be a 30 man guild then!” then I got one thing to say… EoTM.

Whats the meta right now?

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Posted by: Dawdler.8521

Dawdler.8521

Aparently 80% warrior,guardian,revenant rest are fillers i guess.

Lol replace warriors with necros and you’re about right.

I dont know the NA meta but for EU the warrior is still just for bannering. Guardians is the core of the melee train while the backline will shift between being either heavy revenant (often seen in smaller tighter groups) or heavy necro mix.

Mesmers are seen more often but its not that big of a difference. Eles remain a small part of the backline. Thieves, engineers, rangers are still the kittens of WvW, not being wanted for anything really.

Guessing at least 2/3rds go with elite in zergs while its near 100% in roaming/small scale. The same classes that dominated dueling still dominate, with a notable exception – reapers are very popular (with little surprise, they can be unkillable 1v1). Necros was considered really bad at it before.

Making Gyros Work

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Posted by: Dawdler.8521

Dawdler.8521

Haha well “magic glasses” have nothing to do with being able to determine an opponents skill level with the class/build that they are playing. I am simply saying that a competent player on a solid dueling build should be able to beat a scrapper using a gyro focused build. Whether it takes 10 seconds or 10 minutes is not really relevant since there are many other factors to include (hp pool, toughness, dodges, stealth, etc.).

A competent player on a solid dueling build should be able to beat an engineer with any build. Going scrapper doesnt really change that no matter how many gyros you strap under your belt. They have never been considered the better duelist/roamer in WvW afaik. In fact, gyros have made the scrapper far more popular in WvW than the engineer ever was.

Your logic is lacking though, since you are still beating players in your video. Obviously none of them where good players? How about a video where you are fighting really good chronomancers, tempests, berserkers, reapers and maybe even one good engineer that doesnt try to kill you with a flamethrower (lol!).

(edited by Dawdler.8521)

Making Gyros Work

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Posted by: Dawdler.8521

Dawdler.8521

If you beat anyone with a “full gyro build”, it’s because they were either not very skilled or were goofing off and you got lucky.

Unless you got some magic glasses that instantly tell how skilled the enemy is compared to you, that can be said about every build on every class ever. The quality of players vary wildly.

Your theory would also indicate that if I fight someone for a minute and even if they eventually kill me, they are the kittentiest player ever not to be able to roflstomp a gyro scrapper instantly. I suppose thats less flattering for them than it is for me. I like that.

Making Gyros Work

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Posted by: Dawdler.8521

Dawdler.8521

Eh. I’m good with what I have. There is no point in limiting builds to one set of utilities outside of a theme or something.

My limiting factor against multiple kits is not being an octopus, not that I want a “theme”.

Anyway, here’s me on an actual full gyro build. Yes, I got alot of fails, lol. I dont care that much though. Gyros work for me. In all the right ways.

Faster laser event.. whaaaat?!!

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Posted by: Dawdler.8521

Dawdler.8521

http://www.twitch.tv/guildwars2/v/36989122 36 minutes and 12 seconds.

The change is in response to “feedback from players that the event takes too long”.

Make of that what you will, but that’s the official reason given.

Lolwat? A border zerg can jump in and do the event in minutes, often before the enemy side even have time to react. Who the heck would just say oh the event is fine, but it takes too long? T8-9 peeps that do it with 1-2 players and only get 1-2 enemies interrupting?

If Anet is curious to know why we dont have any hope in their ability to fix WvW… well there’s why.