Showing Posts For Gaslov.9164:
One of my favorite parts of the game in GW1 was the transition PvP battle between Pre-Searing Ascalon and Post-Searing. I know the game philosophy is about consentual PvP, and I wholly agree with that as open world PvP isn’t very fun for 99% of the players. That said, though, regarding end game content, I think it would be quite fun if there were PvE zones that required competition with your world competitors. It would be equally cool to see dungeons that required battling your fellow world competitors to advance. Is this a topic that’s already been decided on?
So I 1v1 a ranger in WvW yesterday and had to google how the heck this guy was disappearing every ~15 seconds. He won and let me tell you that crap is incredibly annoying for anyone who isn’t using a lot of DOT damage.
If you find that annoying, I wonder if you ever tried fighting a Thief who can go into indefinite stealth-mode whenever they want.
Ranger just has a “poor man’s stealth” on his Longbow which is more like a gimmick and not something that should cause you to lose a 1v1. Unless you were playing a character without any ranged weapon and the Ranger was kiting you around at 1500 range.
I’m not implying it’s overpowered. I came back to GW2 after about a six month break from the game and was not prepared for the disappearing act.
So I 1v1 a ranger in WvW yesterday and had to google how the heck this guy was disappearing every ~15 seconds. He won and let me tell you that crap is incredibly annoying for anyone who isn’t using a lot of DOT damage.
I would love to be able to rent one of those houses in Divinity’s Reach. But it would be a lot of work for a really pointless feature.
The orbs would have only increased the margin SoS won by.
Watching thieves defend their overpoweredness is like watching trust fund babies defend their undeserved wealth.
Hey guys, if you work hard enough and are dedicated enough, you could be just as good as thieves one day too!
Looks like thieves are getting nerfed (posted in thief forum):
Just wanted you guys to know we’re looking at this specifically right now. We will probably bring down the raw spike DPS for some builds, but we’ll be careful to increase other areas to compensate.
Every single class in the game has soundly cried about thieves. I think there might be something to that…
Yeah, none of the players tried the class. Also I think there are plenty of people from all other classes that complained about warriors. They should be nerfed by your logic.
They were.
I feel like they need to remove cap on conditions and reduce physical damage by 15%.
Every single class in the game has soundly cried about thieves. I think there might be something to that…
Submarines with cannons.
I really like this idea and hope something like this gets implemented. There are some zones that I feel like I’m playing the game by myself.
Short Temper does not appear to give more than 3 stacks of might no matter how many attacks are blocked. In addition, the might that it gives is not affected by the duration increases from runes that increase boon duration.
he’s not demanding, he’s stating his views on why he thinks it’s not good.
The fact that he says he won’t play it unless changes are made, is not a demand. it’s a conclusion he came to for himself.
Even if I didn’t agree with a single point made in his point, I still would find his post more usefull than yours to be honest.
Argue with the points, don’t blatantly attack the person.
Strawman? This isn’t an attack on the person. Those of us who have been around awhile have grown tired of these types of posts. They come in different forms but all aim at achieving the same goal. In this case, the OP, likely creative himself, wants to create a game but likely does not possess the ability or network necessary to create something to the scale as a commercial grade MMO. So instead, he tries to push his vision of a video game by attempting to gather support from the community for ‘his’ ideas in hopes that he can, in a way, bully the host game company into making changes to match his vision.
The fact of the matter is this: these posts never achieve those changes no matter the outcry, how well written, or how well supported. All they accomplish is making the host game appear inadequate and give the wrong impression that the “community” disapproves of the game. Internet forums are heavily weighted in complaints (instead of praise, which is usually the majority opinion). It gets old and my advice to you youngins who believe you can do better is this: go do better. Don’t complain about what you have currently. Buy a game to play it, not change it. Meanwhile, go create your vision. But don’t be surprised that after putting your heart and soul into something, that your forums are flooded by others who want you to change your game to meet their vision.
Why don’t you go make your own game instead of demanding others to change theirs to fit your vision?
So I recently transfered to IoJ and one thing I have observed is IoJ’s ability to defeat JQ 2 to 1 pretty consistently. SBI’s field combat seems to be about the same as IoJ’s. I have been really impressed with IoJ. You guys are some tough cookies.
I will admit that WvW was more fun when it was 24 hours. It would be nice if they went back to that.
I feel that downed state is fine the way it is, but I think damage should interrupt reviving someone in the defeated state.
Your boon duration affects all boon durations where you are the source. So if you cast it on yourself or you cast it on others, your duration would increase by 50% if you had 50% more boon duration.
Your boon duration does not affect the duration of boons cast on you from other players, only their boon duration would affect that.
Your +healing does affect the regen that you place on other players.
I feel guard HP should be increased by 50% across the board. I agree that guards are a joke to kill. Me and one other guy took a supply camp the other day. I really think Guards should be of the same difficulty level as dungeon mobs.
I think the problem is Guild Wars attracts RPG players instead of players of traditionally competitve games (RTS, FPS, Sports). This crowd is used to being on a track where they are the hero and they ultimately win. But the problem with competition is that winning requires practice and perserverance. Games like Dark Souls received such a reputation amongst RPG players because gasp it was hard! Losing is not something RPG players are used to. In fact, most RPG’s I’ve ever played, the main story quest was generally a wash and the challenging parts of the game were simply optional.
WvW is a niche game. It’s not for everyone. It is especially not for the people who believe the game should cater to them, instead of them adapting to the game.
Also, let me clarify: when I say loot chest, I mean the chest similar to the one you get for completing your daily and monthly achievement. Except in addition to those rewards, you get gold, karma, experience, and badges (and Gaslov’s Victory Ale).
If you can coordinate an entire server to throw a match and then win the next one, then you deserve the chest reward. Personally, I think that would be as difficult as just winning the current match you’re in.
Secondly, to the concern of switching to the winning server at the last minute: originally server transfers were supposed to have a 1 week lockout from WvW. I would like to see this implimented as well as a lockout to receiving WvW loot chests for one week.
This idea would soften the blow to dropping a tier as winning the next round nets you a nice reward (but tougher opponents).
(edited by Gaslov.9164)
Oh right, we’re supposed to be figuring how to punish the winners, not reward them. Apologies for getting ahead of myself there. Don’t know what came over me.
But on a serious note, I really believe giving a reward chest to everyone on every winning server of each tier would really help drum up spirit for WvW. And honestly, that chest should be made worth winning for.
Yeah, the stealing of Hills was pretty good. There were probably at least 10 of us inside this keep setting up siege when it mysteriously turned red. I would love to know how you pulled that one off.
Anyway, anyone have a score update?
I personally would like to see an increase in guard health and an icon indicating that a guard is under attack to give defenders time to react.
How about at the end of each week long match, every player on the server gets a loot chest that rewards, among other things, badges, fireworks/victory ale (or other celebratory reward), exp, silver, karma, etc.
Would that encourage server pride?
(in addition, lock transfers to winning servers until they are no longer a winning server).
Give people time to figure it all out. I expect WvW to be a very different experience 3 months from now.
Melee warriors are good line breakers. With enough temporary invulnerability, you can help push the battle in the direction you want it to go (that one away from the enemy dead bodies).
I would roll on a hardcore server. That sounds fun and challenging.
You guys are really desperate…
We should all get participation medals kitten it
I’m not sure if anyone else feels this way, but I don’t think you should play the same servers over and over again. At the moment, it is predicted that the top 4 servers: HoD, SBI, ET, and JQ will be battling for the top for quite some time. I agree with this prediction. I also think because of the server score system, HoD could even lose and still be ranked 1st.
There’s nothing inherently flawed with the current system except for point accumilation. I just think playing against the same servers over and over will not be as fun as fighting different servers each week. So I propose the following:
I propose that at the end of each week, servers are moved according to the diagram. At the top, 1st first place stays, 2nd and 3rd switch places with the 1st place of the two lower tier teams. For that tier, 2nd stays in that tier while 3rd switches place with 1st of the tier below it. So on and so forth. In the last tier, 1st and 2nd move up, while 3rd stays.
This would keep WvW varied as each server has a different “style”. It ensures you play someone new each week. It also allows for movement as you know you won’t have to beat HoD twice to get them out of first (just an example, I play on HoD btw).
Anyway, always good to discuss ideas.
HoD is clearly over powered and needs to be nerfed.
The dynamic capping idea hasn’t been too popular around these parts.
A gold medal in the Olympics means a lot when your the only country to show up right?
Bads trollin all day while getting beat when people show up… so funny.
Just transfer to Jade Quarry so you can feel like a winner.
Gaslov, you setting pretty low standards for yourself bro, in any competitive sport your only the undisputed champion if you beat everyone. An well getting owned over the weekend and catching up while most of the people who owned you are not playing doesn’t make you a champ or even a good player for that matter.
It must really sting to see your shot at being #1 slipping away…
Even when HoD was behind, we weren’t behind by that much. I think more than having a 24/7 presence, HoD does seige very well. They’re very good about building trebs, and they’re also very good at using them. But a problem HoD faces is that we get clogged up by people who should be PvEing instead of WvWvW during primetime. Because our server is so large, we have even more people that need to collect those vistas and POI’s.
I would love to see the data on server populations at each hour, because I don’t see proof that HoD is the only server with a NA night time presense.
Just like having population caps at all were “thrown in the bin where it belongs”? Sometimes, doing what’s best for the game is more important than doing what’s best for the player. In this case, having a dynamic population cap instead of the current static one would be very effective in encouraging players to spread out. In addition to this, it would slow the bleeding known as server demoralization giving them a chance to rally back and fight.
But then again, I’m on HoD so what do I know about server demoralization.
I don’t like killing anything with the ‘young’ prefix, even if they are hostile.
Dynamic capping would still have a minimum cap. In addition to that, I do not believe you would succeed in keeping your server from joining WvWvW while winning.
Capaturing a camp with 5 people is a much more efficient use of manpower than retaking said camp with 40 (the zerg).
If you go melee, you need to pile on the defense. Your goal as melee isn’t necessarily to kill anyone, but to be leading the zerg and drawing fire from your more fragile ranged dps. Most people target whatever is closest to them.
I would like to at least hear why dynamic capping isn’t in place, as it seems to make sense.
At the moment there doesn’t seem to be much incentive to wait around to be ressurected when it is frequently faster to respawn and run back to your location (this is very apparent in Ascalon Catacombs). I propose one of the following change:
Armor damage only occurs upon respawn, but repair costs increase.
-or-
Armor damage occurs upon death as normal, but an additional armor damage occurs upon respawn.
At the end of the day, the score is what matters. If your server held more stuff the longest, your server wins. It doesn’t matter if a server held everything for 6 to 7 hours if they can’t hold anything the majority of the time.
Don’t get attached to your towers and keeps. You will lose them. WvWvW is about how long you’re able to hold them.
Then maybe you should take advantage of the day time…
I agree with capping population size to a percentage above the lowest population. 15% is probably a good number.
However, there should also be a threshold where this cap does not exist. I think the minimum cap should be 45 players.
(edited by Gaslov.9164)
