Showing Posts For Hubal.8571:
They seem to be extremely too forgiving, as I kind of see no real difference with this patch, still inner cannon gets easily bombed by AC hugging outside wall https://youtu.be/-u-rILGY_wE
Gosh a new weapon, the Farthorn
Personally i like there are no names on enemies. It gives the WvV more of a war – like feeling. You know your side, the other is just an enemy soldier. You might know his rank from the uniform/insignia, but you should not expect him to carry a nametag large enough for every opponent to see.
~400 chests, 2 rings, first ring at about 60-th chest, second just recently
AOE used against any structures or players on keep walls has it’s damage cut by x%.
Simple fix.
OTOH, historically, outer keeps were never meant to hold back invading armies. Just slow them down. You’re speed bumps.
I’d much rather see a wall give people a 200 range bonus and attackers who shoot upwards a 200 range malus.
That way you’d be much less able to AoE on the walls and defenders would also have a much more realistic defensive advantage.
I have to agree that the ranged weapons use is quite frustrating when defending. For one, if you don’t have 1200 range you basically have a similar range on bow/pistol as the oil has.
When you stand on the wall but not right on the edge, you basically are shooting your own feet, or your aor skill is blocked due to no line of sight, and on the other hand enemy on ground can just put aoe on you by targeting the wall. So result is that it’s easier to attack from ground up to wall than other way around.
Well, for one, ignore people who tell you to go PvE when you ask questions. They probably were total noobs when they joined WvW, and judging by their reaction they are still noobs just experienced noobs.
When you go solo roaming – do whatever you want – (Maybe except for draining the supply from your fortifications, which includes buying upgrades). You only risk getting killed by enemy roamers and zergs, and you can learn this on your own. If you did PvP then this shouldn’t be that hard for you.
When you follow a group with commander, first try to avoid some things:
1. Dropping siege equipment – the commanders usually do that. (Unless you are directly asked)
Why:
a) While you might think you are helping, you are not in fact. For example it takes 40 supply for normal flame ram. Most often in a siege 2 rams/gate are used, so for keep (when you need to force 2 doors) you need 160 supply. The commanders can check the supply, so knows how to manage siege.
If for example your group has about 200 supply and you would drop a trebuchet (which costs 100 supply), most likely before most would realize they would sink the supply in a treb. (In worst case your group would build 2 rams and treb in front of the first gate and would have no supply for second)
2. Hogging the siege equipment when you don’t know how to use it, or have no mastery in particular siege and time is critical. This mostly applies for catapult and flame ram, and trebs / ballistas in some cases (countering enemy siege for example), and it’s usually OK to get on cannons and ac’s.
Why:
example: Person with high ram mastery does almost 2-ce damage of a person without, and also gets the 50% damage reduction while on ram.
example: When countering the enemy catapults/trebs with own, it’s necessery to quickly find right aim and force to destroy them before they destroy yours.
*3. Attacking the gates (and other things) when specifically it was said not to. *
Why:
When attacking a fortification, it get’s silver swords on it’s main icon. It tells everyone fortification is attacked, it doesn’t however tell where. Normal fighting when enough people are engaged can create orange swords in the place of fight, thus giving away your position immediately.
example: EB and stonemist castle – a very large fortification, if there are only a few souts in, they will need quite a bit of time to find where your attack is, in fact they might not even find you before you break through gate/wall.
A bit of other tips:
Equipment/build – in case of “zerging” you should use max survival mode – this means for example pvt eq (Power toughness vitality) or knight eq (Toughness power precision), and avoid berserker builds.
When scouting/reporting enemy presence try to give their exact location, numbers estimation and where do they head.
In borderlands maps, the keeps are referred by their common name:
bay (west) garri (center) hills (east)
North camp is referred often as “north camp” while other camps by name or it’s part (like vale)
AC – Arrow carts
SM – Stonemist Castle
kitten ing – attacking gate (or wall – yes some people try that) without siege.
PUG – Pick Up Group. Refers to a party assembled from the random pool of available players.
I spend most of my gw2 playtime at WvW, and though in most cases map completion is not that much of a problem, I have to admit its not that much related to the personal player skill.
If you happen to be in a matchup where your server totally dominates the opponents, you can basically complete each map within like hour or less.
However there are (or at least untill recently there were) servers located at the bottom of the rankings, which sometime lost 95% of everything there is to loose in the first hours of the match.
I mean usually you can wait a few weeks till your server is Blue/Red/Green and then complete the missing keeps and stuff, but if you are on such server which loses their BL
in first day and can’t get it back you are basically screwed. And there is nothing you can do about it because no matter how good a player you are you will not take garri or even a tower by yourself.
So maybe the WvW could be excluded from the map completion, or it’s completion could be a separate achievement, since it’s not really something that you can achieve on your own. (even of you complete map solo – it’s because other players from your server made this possible by holding/capturing the fortifications)
Same for me, was in WvW happily ramming hills gate , and got disconnected.
RoS server
It’s how the game works. I’m not sure that changing rules to discourage stacking would discourage creating of huge zerg.
Without AOE cap most likely the group vs group fights would probably lead to creating the AOE kill zones, which neither could enter.
Although of course I agree that it’s not intuitive, after all you would imagine that a bomb or grenade exploding in group of 20 people would result in all of them in pretty bad condition.
But as it’s a game, so some simplifications are necessary.
I don’t think there would be much difference, as you are talking about a personal skill – and that is not related to number of people playing.
In my experience when facing higher tier servers there seem to be less single roamers, but I believe that is because there are simply a lot more people. If you imagine that on high tier there are like 15+ potential roamers + a zerg per map, the math shows you most often will face small groups than a single player, because some will choose the same targets.
I think that another thing which actually promotes zerging, is the long term reward difference for defending vs fast capping.
The effect is that it’s more rewarding when a single zerg caps everything and defends nothing, because simply they can farm more reward if they let the others recap the keep/tower. Why defend the keep for 1 hour, if you can cap it several times ?
Maybe diminishing rewards for a constantly capping same structure by same server , and increasing rewards for holding the same structure over time ?
One thing that I would not agree with is the NPC’s. In my opinion they are too weak.
How can they be to strong if you can solo a camp ? While fully upgraded camp is alot harder, it is still possible (maybe not for each class/build).
The upgrade that gives guards for caravan is a joke. You can easily kill the dolly and ignore them.
I agree that sentries as such (and actually all the NPC guards in WvW) are pretty much useless. Sentries can serve as a early detection against groups roamers taking camps/dollys, unless they skip them, but this works on almost empty map. With many players they just switch back and forth.
As it is they pose no danger to even a single up-leveled player, and for sure can’t even stop a Dolyak – might as well just be a field with a spot to plant a flag.
A true sentry would either try to alert the allies when it spots enemy, or try to summon reinforcements.
For example:
- It could work as a scout shouting map wide alert to allies (maybe even give size of enemy forces – for example:
* single enemy=1,
* few(<=5),
* some (<10),
* lots (>10)
Counting enemy should give no significant overhaul – I would suspect if they enter area which makes sentry aggro the info is already there – it’s just the number of “dots” within an area. - It could trigger a temporary but significant reinforcement to arrive – either to sentry position, or nearby camps/structures (well or both).
- optionally (maybe as an upgrade ?), might be a possibility for patrols to run.
Well,
I thought that maybe I would try to consider the original HP question posted here.
For one I found it actually interesting that the guardians share the lowest HP rank with thieves and eles, while necromancers land in highest tiers with warrior. To be honest from the class descriptions I wouldn’t guess just that fact. And i wouldn’t think the difference is that high.
But is this fair on unfair, it’s a hard question. From my own experience, I do play guardian, but PvE so I can only say that for this purpose the HP i got is quite fine. (I do have 30/30 on toughness/vitality so this might have something to do with. )
I can see that for PvP / WvW the rules will be different. For example having 10% damage reduction and 1/3 protection seems good, but if you only have 60% of the health then it’s practically the same vs direct damage, but not for conditions. There is passive regeneration but compared to high HP class this means something if the fight can last more than 1 minute.
I think it’s certainly a bit trickier to play guardian than for example a warrior, because you have to compensate the pure HP with skills use to achieve same survival. I believe that with good enough skills you can out-survive other classes in group fight, but that doesn’t mean you can win a direct fight against a skilled opponent. Maybe that is not really “fair”, but maybe it is not meant to be “fair” that way.
One thing I can agree that (at least according to class description) the guardian should be the “most durable profession in the game”, if it’s not maybe there is a need for some tweaks. A pure HP buff would probably be a bad idea though.
For me personally if there was a way of for example sacrificing 30% of power to gain 30% of health i would take it, because it fits more my idea of guardian, but I can imagine for others this would be absolutely
unacceptable.