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Badges need to be awarded for more than just kills.

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Posted by: Karicus.8356

Karicus.8356

@snort – there ya go.. looting isnt an issue. Its REAL easy to loot dead players even from a distance.

Personally, I think things are made TOO easy in a lot of games.. Take WoW, things are always being made easier.. ppl qq they take to long to get something and its changed. I LIKE the sense of achievement i get from finally getting the best piece of gear I been after for ages while still having fun at the same time.

I remember getting my final set piece in WAR, i was thrilled, it took me forever, although it was still feeling like a grind. ANet still have that ‘grind’ to some extent, but there is more emphasis on fun. Im in NO rush to get everything, I’m enjoying playing the actual game but when I do get it I will be proud of myself because I know how hard it is to get what I’m after. I just think too many people want everything too quickly.

That’s my 2 cents and i KNOW some people wont agree.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Badges need to be awarded for more than just kills.

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Posted by: Karicus.8356

Karicus.8356

Like i said, i have no idea HOW the roll for badges is made… As far as supporting classes, I understand and sympathize with what your saying but ANet always said there were no full support classes, NO healer specific architype NO Tank specific Architype, yes they have similar abilities but none are specific support classes. So by ANet’s own definition, you should be doing some damage to your enemies, ok maybe not as much as say a thief but your having a contribution. If your a guardian, retaliation hits enemies so that’s damage and if the roll for badges IS (im not sure so dont slate me for it) based on contribution then you’ll get a chance to get them.

HOWEVER, if it’s based on ACTUALLY kill shots, then Yes, that isnt fair for the classes who have specced to support a bit more.

I’m still basing my response on the badge roll being based on some form of contribution here; I dont see it as tunnel vision to do damage to others. Isnt that the point? Every single class in game, every single build in game has damage capability. If your just sitting on the back lines throwing up shields and walls, yes that helps but not as much as pushing forward, damaging, retaliation, defending those behind you and what not. I dont wish to TELL you how to play your classes or what not in no way but bottom line is, if your not hitting something, for how ever low damage it is, your not contributing as well as designed. shrug

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Defeated players as spies

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Posted by: Karicus.8356

Karicus.8356

haha bury them, love that idea… better yet..burn them!

The ressing and running off, ressing and running off is a tactic you can also use. Our guild uses it all the time, we try to get to the gate, if we die, we chain ress each other. It’s called ‘helping out your friends’

It does, however, stop those ppl chain ressing from actually attacking the enemy, so… instead of qqing about it, either use it on your own team mates or take that opportunity to push forward…

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Badges need to be awarded for more than just kills.

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Posted by: Karicus.8356

Karicus.8356

I’m not sure how the dynamic is set out for claiming badges but I been playing since three day head start and am sitting on over 200 in my bank.

I dont think they should be TOO easy to pick up, considering these badges are used to get some of the best gear…right? Dont want to make it WoW easy…

I see badges like Warhammer Emblems; they are rare drops from enemy kills that allow you to get the best gear. Why make it too easy to get those? Im already getting more of them than i ever got Emblems in war, its hardly a grind.

As far as looting goes, there is an Auto loot, as in you dont have to choose what to loot as long as you pick up the bag. I have gotten into the habit of pressing ‘F’ every time i see single kill xp come off me or i do a finisher. Considering the loot is placed right at your feet, no matter where the guys dies, flashing your finger over to the ‘F’ key when you see the kill XP is NOT difficult. Especially if you dont have to LOOK for the ‘F’ key :p

Like I say, not sure how they work out the roll for the badges but if it is contribution based, Ie, if you hit that target you get a chance for a badge rather than be the one doing the killing blow it should remain as is, else you’d have too many ppl running around with the best gear too soon when this should be something to work for.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

No more retaliation killing siege weapons!

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Posted by: Karicus.8356

Karicus.8356

sitting here wondering…. what happens if a group of guardians come up against a group of guardians and only one actual hit is made? Does retaliation proc back and forth like an endless cycle until both groups of guardians are dead?

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Rewards for escorting Dolyaks.

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Posted by: Karicus.8356

Karicus.8356

OR, bring back the karma, Xp and Coin for escorting the yaks IF an enemy actually attacks them. That way, if there is a yak path that is getting ganked by one or two enemies, people will be more than happy to escort and drive them away. Yaks not in danger (and I dont mean from NPS wolves because again, that will be exploited) will mean no rewards.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

In this situation, How do you level while in WvW borderlands?

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Posted by: Karicus.8356

Karicus.8356

yeh i like how the wvwvw xp gain works; Skirmishes dont really get you a lot, even single kills are not worth it, which means there are fewer gank groups than say in Warhammer Online, where you can get more for killing a single player than an entire keep take.

In GW2, this isnt the case. Sneak around, find a Dollyak, kill it, run off and hide. rinse and repeat. We were doing that the other night and got some great xp right out from under HoD’s nose.

Often, following the zerg isnt the best way to lvl, those guys camping your spawn are lvling real slowly. There is usually more than one way out of a spawn, find it and go gank a dollyak or two

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Exploit?

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Posted by: Karicus.8356

Karicus.8356

Happened to me against JQ on the trebs, it’s retaliation and ANet are looking into it.

Dont mind when its the odd hit but when you get 30 -40 hits pouring off the treb when your doing it, you know there are guys down there exploiting the issue. I just hope ANet get it fixed ASAP because it’s ruining siege warfare, wouldnt be so bad if there was a way to repair siege.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Hacks in WvW?

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Posted by: Karicus.8356

Karicus.8356

yeh i often drop my stealth pit when pulling the finishing move on enemies or indeed, when healing allies. I dont have such a good stealth build but im working on it.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

The big question :

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Posted by: Karicus.8356

Karicus.8356

my server (SBI) was always walked over by HoD on the 24 hours matches and they had a huge lead. Thing is, the longer the matches go on, the smaller that lead becomes. We may not beat them but the lead will grow smaller and here is my theory, for what it’s worth;

HoD Zerg spammed the portals at server rematch, swamping every single map with a massive zerg and taking everything in sight in 5 mins, while we have to wait and que.

However, HoD DO have to eventually log off. Im not talking night raids here guys but when HoD come back, they cant zerg spam the portals into wvwvw. They have to wait, sometimes, i have heard, up to 8 hours! Which means more of the other server players are getting in, making it harder for HoD to hold all it took because they dont have the numbers they did at server rematch.

Guilds will have members that are in wvwvw and others qued, waiting for hours, so they have lost zerg momentum.

I use HoD as an example, im sure other tier servers have a similar, high ranking enemy, that always won with a huge lead and I’m sure the same applies.

With the 24 hours matches SBI was starting to get stuff back from HoD towards the end but there wasnt enough time to get into the lead but we were catching. With 1 week matches, the lead gaps will become smaller.

Dont know if you guys agree, just my theory and in no way bad mouthing HoD, they are a tough server and fun to fight

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Instant Repair Walls & Doors Ruining WvW

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Posted by: Karicus.8356

Karicus.8356

Even easier: – Walls and gates can NOT be repaired once felled until that keep or tower is uncontested. The same way WP’s work. That will encourage attackers to keep the pressure on and defenders to come out and actually defend rather than hammer on the walls.

As far as encouraging turtling… NO! because if you been under siege for long enough you WILL run out of supply and be unable to repair or build any more defenses. You HAVE to come out to get supply. You seem to forget, this is not a WoW 10 min raid, these sieges are supposed to take along time, to whittle the enemy down, even longer with more upgrades. That really annoys me, when ppl try to hit a tower or keep, fail the first time and give up on it for the rest of the day.. keep plugging, keep starving them out, eventually they will have to come out.

Cool downs on portals? LOL Is there a cool down on your front door at home? NO! Defenders will ALWAYS have an advantage, their walls, supply, reinforcements. Think clever and try to remove these advantages. As a thief popping in and out of the portals is what i do. On the flip side, it happens to us. That’s their house man and we are the unwanted guests.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Garrison Keep Lord Invulnerable

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Posted by: Karicus.8356

Karicus.8356

There is another thread on this, possible reason posted there.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Defeated players as spies

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Posted by: Karicus.8356

Karicus.8356

meh! this happened in Warhammer too. You know what they are doing so yes, move off but out of visual range. The dead should also have a respawn timer. in War it was 15 mins i think (was a while since i was in and never let the timer run all the way down anyway) So a 5 or 10 min timer till they respawn automatically at the default spawn point would be a good idea. Enough time to get them up if its in a battle but not enough for them to spy for too long if left alone.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Borderlands Garrison Lords Invulnerability

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Posted by: Karicus.8356

Karicus.8356

I saw this when it was OUR garrison and HoD tried taking it. The lord killed all of them.

Now as for what triggers it, I’m unsure but if ANet is trying to replicate the results then maybe they should start here:

This could be just rumor BUT there was a necro and he said he triggered it with one of his minions. Later, the same necro stated he had done it again, when HoD came back for a second go and sure enough the lord was bugged.

Ill admit, while eating dirt, I did find this incredibly funny however I also saw the huge issue. Again, not sure just how ‘true’ this necro’s claims are but Anet could start by looking into Necro minions perhaps as that is the best line of inquiry I have so far.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Henge of Denravi Alliance with Stormbluff Unacceptable

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Posted by: Karicus.8356

Karicus.8356

Last night on JQ’s Borderlands I (SBI) was helping to defend the eastern keep. Also we were fighting a constant battle against HoD in the south, it was a HUGE to and fro, controlling the middle island and pushed back to the tower. At this point JQ had the entire north and we were content to let them have it. Except one supply camp we needed to supply our eastern keep which changed hands a fair bit.

The fight between SBI and HoD in the south was intense and we finally took their tower, they zerged up and took it right back. It was fun.

JQ ‘tried’ hitting our eastern keep but saw it well upgraded and ran away before it even got flagged. Then, they didnt even touch it for the rest of that evening. INSTEAD they tried hitting the western keep, HoD’s keep, the one with the mote, That was just as heavily upgraded also ALL of HoD were around that area. So SBI were attacking from the south JQ the north, do we have an alliance with JQ now? Or was JQ just dumb as a bag of hammers to attack THAT keep while all of it’s defenders were in the area? Talk about trying to hit the strongest target guys LOL.

A squad decided we’d then attack JQ’s garrison and, on the second attempt, we got in. Only to find HoD had also decided to push JQ off their western keep and hit the Garrison too. There was a huge fight inside the lord room AND in the courtyard yet the commander was screaming in map chat to kill HoD and LET JQ have it, if we couldnt take it, help JQ! Eventually tho, too many of us died and HoD took it.

Next step was to hit it with a treb from the east tower to take it from HoD, which we were doing when JQ took it back, they then pushed onto our tower and took that so JQ HAD SBI’s help that night, for a brief period. We DONT have an alliance with JQ but we saw the smart move was to let JQ have it if we couldnt.

So JQ how much help do you want from us? We have often spent hours working on a keep only to have you roll in behind up, wipe us and claim it for yourselves. Smart tactics but you think we should just knock the gates aside and stand there “after you good chap”?

All these accusations and no real evidence to back up OR deny any form of alliance between anyone. There are alliances yes, quick, small, tactical alliances but nothing so server wide as you ‘claim’.

Our guild on SBI for a time though JQ was strongly allied with Hod but we didnt cry about it, we sat in our spawn and asked “ok what can we do about this? what can we get that’s beneficial?” and we had a bunch of fun doing what we could. We didnt come onto the forums and cry about a physdo alliance.

If anything has come out of this, its that on both HoD and SBI, JQ has the reputation of being… cry babies. Even while fighting in the south and JQ’s north supply camp went to SBI there was map chat along the lines of “ooh this will annoy JQ” and " wait for those QQ’s in the forum about that lol". So if anything you made if MORE fun to steal your rattle.

Grow up and fight JQ – stop QQing and expecting to take and hold everthing, just do what you can when out gunned.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Henge of Denravi Alliance with Stormbluff Unacceptable

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Posted by: Karicus.8356

Karicus.8356

This thread is entertaining!

So JQ whine about an alliance that SBI and Hod DONT actually have.. Any guys from HoD WANT to form an alliance with SBI and show JQ what would happen IF we did fight side by side? our offer is, we’ll give you the east side of SBI borderlands and we’ll go 50/50 on JQ’s stuff when we get it.. Any takers?

LMFAO

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

retaliation should damage the person controlling the siege

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Posted by: Karicus.8356

Karicus.8356

Made that suggestion in the other thread about retaliation… Just pull off the arrow cart for a bit… intelligent offensive…. heal up and then use it again. The cart itself should be immune so wont waste your blue prints or supply but WITHIN A CERTAIN RANGE the operator should still get hit, this will stop willy nilly placement of arrow carts and encourage some form of intelligent attack. EXAMPLE: when i use the oil, i pour it but it’s getting hit and so am I. When i get low on health I have to pull away from it, heal up and then move back in, it means it isnt being poured continuously, could even open up for ‘chain gangs’ working the siege.

I agree with OP, siege should perhaps be immune but the operator not, only within a certain range. Trebs hitting one keep from another, is a ridiculous range however.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

My personal opinion: Retaliation is too strong in WvW

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Posted by: Karicus.8356

Karicus.8356

Yeh i think arrow carts are OP’d HOWEVER, that’s just my opinion, im not gonna moan about it, i just find another way to fight them. (there will ALWAYS be cries of "that’s op’d and mostly that just means "I havent worked out how to fight that yet so I’ll cry OP’d LOL) and that ISNT my main concern here.

LOL @ Tevesh – yeh again I agree with the chosen issue.. However KotBS STILL have reflect damage..go figure.

@ NixZero – Again, i agree, to some extent. But when the trebs are firing from way beyond even draw distance range, its broken, it means the defenders dont even have to come out of their keep to eliminate the treat. They can ‘turtle’ and when the trebs go down from miles away, repair, job done, no one is taking this keep! Im suggesting maybe a range or even retaliation on the siege operator NOT the equipment itself. I have no issues from pulling away from the treb for a few moments if I get hit, heal up, give the defenders a rest-bite to plan their offensive, before I start hitting them again.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

WvW and Guild focused events

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Posted by: Karicus.8356

Karicus.8356

I posted on a similar thread about the “20 man groups” and i totally agree. As a guild we LOVE wvw, its why we came from Warhammer Online into GW2; the open pvp of WvWvW had so much more potential, more points to take, more strategy potential and even if your the underdog there are still a lot of things you can do however when most of our guild can not get in wvw at the same time (admittedly our que times are not as long as some of the highly populated servers) it makes working as a guild difficult and are sometimes forced to ‘run with the zerg’ and well, we all know zerg mentality….

Once we did get a few guildies all in wvw at the same time, 15 of us, trouble is we had to have three groups of 5, we were all using vent but it was extremely difficult to see where everyone was in order to make an informed decision as to where to go. It wasnt impossible but was harder than say Warhammer Online.

Please Anet allow for 20 man ‘warband’ warband style groups. Really utilize your map marking system and also, if a group is all qued for wvwvw reserve those slots and dont just let us trickle in one at a time. By the time we all get into wvw its getting late and some of us have to leave.

Oh and BTW we are still loving the wvwvw, these suggestions would make it that much better and make the move from Warhammer into GW2 100% worth it.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Henge of Denravi Alliance with Stormbluff Unacceptable

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Posted by: Karicus.8356

Karicus.8356

Wait HoD and SBI have an alliance?! I’m on SBI and they hit us HARD, if there IS an alliance, can someone please tell HoD, my ears are still ringing from their last hit on us lol.

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

Give us raid/warband option as a default.

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Posted by: Karicus.8356

Karicus.8356

Couldnt agree more! That’s one thing Warhammer had RIGHT, the ability to have larger groups. 5 man groups is nothing, ok we have vent but being unable to see where all your guild mates or group mates are is a pain. PLEASE give is warbands!

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com

My personal opinion: Retaliation is too strong in WvW

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Posted by: Karicus.8356

Karicus.8356

I wouldnt say get rid of it totally but there certainly needs to be a range set on it. Ill give an example:

We had three trebs set up on the cliff on the garrison, firing at the fortified walls on the western keep. They were firing at MAX RANGE and barely hitting the walls, just to give you some idea of distance; the only way I knew I was hitting anything was because of damage numbers being emitted. Even with Draw Distance right up, I could only just make out the walls.

We hit the walls for over an hour to bring them down until a group of Jade Quarry (Yeh, ill name and shame what of it? :p) got together and spammed retaliation. The feedback damage to our trebs was rediculious, one fell completely, one was on a smidge of health and the other stopped firing. Essentially, the walls we were now hitting were not damaged. The only way to get into such a well fortified keep is by using siege but the retaliation buff makes that impossible.

Instead of having to take out the threat (IE assaulting Garrison and taking out the trebs doing the damage) JQ could merrily sit inside their highly, now, unattackable walls and sit pretty while spamming retaliation. This skill has totally broken sieges, It means they can sit and turtle inside their keep, doing nothing of any note and still destroy the attackers from a HUGE vast distance away. If I wanted broken, turtle keep sieges, I’d return to Warhammer Online!

I wouldnt say remove retaliation entirely but certainly have a range on it. It will mean placing arrow carts, cleverly, yes. But arrow carts are just OP’d anyway and need some thought before spam placing them however, that is an aside and NOT my main concern.

Being able to quell a siege from way beyond draw distance range with retaliation IS my concern and until this is fixed, fortified buildings become impossible to break, unless that is the intention?

Stormbluff Isle – The Brewery
www.thebrewery.weebly.com