Please let us use tomes of knowledge directly as currency…I have 1500+ of these things in my bank. And no, I don’t want to make anymore alts, and no, I don’t want to make any more legendaries so I don’t need any spirit shards (I already have a buttload of those as well).
I don’t care if the tomes are used to buy ascended gear, minis, toys, skins, etc. Please just give us a tomes vendor who sells some cool stuff for tomes. Either that or allow tomes to be traded in for other types of non-gold currencies, like dungeon tokens, karma, laurels, pristine fractal relics, proofs of heroics, etc.
I know that there are other vet players out there who basically have the same issue…tons of tomes but they don’t need/want anymore alts or legendaries so they just take up space, but they don’t want to delete the tomes either.
Please, Anet, this is my number one request atm.
So, I roam a lot on my druid, and I love it…but I have to say…smokescale and bristleback are soooo strong in competitive play, especially when compared to pre-HoT pets or even to the other HoT pets like the wyverns. I don’t know if the answer is in nerfing these two pets or buffing the other pets or a combination of both, but I think it needs to be addressed.
Again, I love these two pets and druid/ranger class, but the smokescale and bristleback are just such heavy hitters; the bristleback f2 skill does more damage than rapid fire, which is nuts…at the very least, it deserves a longer CD…and the smokescale shadowstepping attack hits like a truck.
Smokescale and bristleback are great, but I think there should be more than just two options for viable pets for competitive play (wvw as well as pvp)…compared to them, the other pets are just nowhere near good enough to take either of their place, and I think that’s an issue.
So since necro/reaper got a lot of nerfs last update to their chill app/damage/duration and also to reaper shroud, can we please get buffs to cast times? I love my reaper, but the cast times and aftercast on soooo many of the skills just takes waaaay too long and the potential for being interrupted is just way too big. Please, I’m not asking for buffs to damage or condi application or anything like that (I’m not even asking for a reduction to skill CD’s)…just a reduction to cast times/aftercast delays on skills, like staff skills and reaper/deathshroud skills, gs skills, etc.
Please reduce the CD on this skill to 90 sec. I personally like what this skill has to offer, but 120 sec seems too long.
And before people come on here all like, ‘oh, who uses supply crate anymore?’…well, that’s kinda part of the reason why I’m asking for a CD reduction. Supply Crate actually does some pretty cool stuff, but like I said, the CD is too long for what it does. I think a CD reduction would make Supply Crate a more viable alternative to more commonly used elite skills.
Anet…please fix this issue of suddenly not being able to move at all in the middle of a fight…it’s happening in both WvW and PvP and is crazy annoying when you cannot move at all (when you have no cc’s, conditions or any other effects on you that prevent you from moving) and you get the absolute crap bombed out of you by necros and eles and hammer trains…things that you could’ve avoided IF YOU COULD MOVE. And in order to break out of this bug, you have to /sit or /dance and sometimes even that doesn’t work.
No. All is fine. Please refer to your signature for more details.
lol
Just by reading this I can tell OP is fairly new and this is an L2P issue, not a balance issue.
I’d even like it if they changed Deathly Chill so that you apply bleed each time you struck a chilled foe as opposed to each app of chill.
Or if Deathly Chill and Chilling Victory swapped places and CV became a gm trait and DC became a master trait…then buff CV so that the might applied lasts longer and gives more life force per strike.
I think Deathly Chill, in order to be worthy of being a GM trait, needs to either apply 2 stacks of bleed per app of chill, or a stack of bleed per second of chill, or apply bleed plus a non-damaging condition like 2 stacks vuln or weakness…or mybe even when you apply chill to someone, they get .5 sec of immobilize plus a stack of bleed…or aeach stack of chill applies a stack of bleed and corrupts one boon into a condition…something like that.
EDIT: ooo, maybe if when u apply chill to someone, u apply a stack of bleed on them and you get aegis for like 5-10 seconds or something…OR…each app of chill applies an additional random condi on the enemy and a random boon on you
(edited by LionChain.7694)
I wouldn’t mind seeing buffs to necro staff, but necro staff is pretty amazing as it is, especially if ur hybrid/condi build…short cd bleed stacks, two cc’s with fear and chill/poison, a MASSIVE aoe condi clear skill/blast finish, and when traited, they r all unblockable and necro staff gives u lots of life force…maybe if they reduced the cast time and cd’s on marks a little bit would be pretty great..mybe if mark 4 was a blast finisher when cast instead of triggered…that’s all i can think of…but ya…like i said, necro staff is pretty awsm as is and like others have said b4, i dont really think theyre gonna mess with it netime soon (at least i hope)
So, since our other reaper shroud skills got nerfed a lot, can reaper shroud 2 be buffed please to count as an evade?
There’s really no one class/build that’s the best at everything in WvW…if there was, then everyone would be only playing that one class/build. Just find classes/builds that you find enjoyable and play those, whether they’re for zerging or roaming.
yes let’s have a peek-a-boo meta…hrs of chasing ppl in circles around LOS objects. sounds like fun.~
condi/aids builds would become even more popular since your dmg continues to tic even when target is no longer in site.
As opposed to now where if you get caught in an outnumbered fight against 2+ ranged/stealth classes in open field with nowhere to retreat to/LOS around, you’re pretty screwed?
I already have a bajillion spirit shards that I never use and i dont plan on going for nemore legendaries (i have 6) and i have more ascended gear than i know wut to do with…I wouldn’t mind if Anet put in a way to buy other more useful things with tomes…also please allow us to convert tomes of mentorship and experience scrolls into tomes (that is, if Anet puts in some cool rewards we can buy with tomes)…i’d even take unique skins or minis or toys.
Josh, I’m going to guess that you hate the concept of LOSing because you and your friends are usually the ones outnumbering other people. Because if you were someone who fought outnumbered fights where you are the one outnumbered by 2 to 1 or more, having stuff to LOS around is pretty important and pretty awesome, especially if you’re not on a class with lots of stealth/teleports/blocks/invulns/reflects, so I genuinely don’t understand why you or anyone who frequently gets outnumbered in fights would hate it.
Last week against Yaks Bend we were fighting 6 of us vs 15+ of them in towers and winning. Choke points are more important than LOS where you can just hide behind a tree and bounce out to press 1 lol. Putting them in a position where they have no where to run is what wins our fights a lot of times because they’re all bunched up taking all of our aoe damage.
Now in DBL, the towers were much larger, couldnt just run in to lords room and bomb and win – they could spread out or LOS behind a wall which ended up making them too spread out for us to do much more. So LOS in cases like that hurt way more than they help.
My group plays very aggressively if you haven’t already gathered that.
Yeah, choke points are important when you’re fighting outnumbered, so is LOSing. In the case of DBL towers where you’re saying that you were having problems winning because the towers are ‘too big,’ the enemy players can just ‘hide behind a wall’ and you can’t just ‘bomb out the lord’s room,’ I think that’s more of an issue of you not being able to adjust your tactics to a tower layout that’s very different from the ABL tower layouts. If you try to use tactics that are suited for an ABL tower on a DBL tower, then you will probably not have a fun time because you are basing your tactics on environmental conditions that don’t exist (like one single narrow staircase, a very small lords room with one point of entry, less area to move around in etc.).
Because I’ve had outnumbered fights in towers in the DBL’s when they were around, and having things to LOS around like the houses in NWT were awesome.
And yeah, with a 30-35 man group on a smaller BL map, maybe you’d be able to steamroll the map if the defending server has few to no people on map. But if they even have one guild group of 15-20 people running on that map, they will have a much better chance defending the bl against a max-size group of 30-35 people as opposed to 60-70 people.
Grayclay, I think what you’re talking about in terms of imbalanced map populations is more about imbalanced server populations, which is a separate but related issue that still needs to be addressed. But my post is mostly concerned with addressing people running in 60-70 man blobs. I don’t know if players would inevitably love or hate this change were it to happen; no one can say whether or not it would ultimately work.
Again, this thread isn’t about server population issues or people running around in one big group or a couple smaller zergs…it’s literally about limiting people from running in 60-70 person blobs, and this idea would do that because the pop. cap of each map would be about 30-35 people.
Right now, blobs are an issue because you get a 60-70 man blob together and you can basically steamroll entire maps pretty fast unless the defending server also runs a giant blob, which basically means less number of fights because everyone on the map is focused on just one big, nonsensical blobby fight.
And players are able to run in 60-70 man blobs because there’s nothing stopping them from doing it; if players are given the ability to do something in the game, then they will do it….it’s human nature. That’s why in order to specifically limit/discourage playes from running in these massive blobs, they have to actually be limited with dividing maps and halving map pops.
Blobbing has been an issue in WvW for a while now, and I know I’m not the only one to have issue with it for one reason or another. I really think that, even if people don’t ‘like’ the idea, forcing a map population limit and thereby removing players’ ability to build up to 60-70 man numbers is the only way to actually and effectively address these absurdly-sized blobs.
Josh, I’m going to guess that you hate the concept of LOSing because you and your friends are usually the ones outnumbering other people. Because if you were someone who fought outnumbered fights where you are the one outnumbered by 2 to 1 or more, having stuff to LOS around is pretty important and pretty awesome, especially if you’re not on a class with lots of stealth/teleports/blocks/invulns/reflects, so I genuinely don’t understand why you or anyone who frequently gets outnumbered in fights would hate it.
Seph, so you’re saying it wouldn’t help if players are ACTUALLY LIMITED to only being able to have 30 people per BL map as opposed to 60-70 people? You’re saying this wouldn’t help with the blobbing issue? That fighting against 30 man groups isn’t any better or different from fighting 60-70 man groups (especially if you have around 15-20 people in your own zerg)?
Well if you limit people to 30 to a map, you’re gonna have a few roamers, few duelers, few scouts, few guild parties running around and some afks at spanw which means your blob is about 5-10 people.
5-10 people running around a map decreases fights due to the fact of less people on field. That doesn’t sound like WvW, that sounds like sPvP or a small GvG of pugs.
But for arguments sake, lets say everyone on map rallies on tag, what would you do with your 30 people? I bet you would do what the blob does already, go from one empty tower to the next in a vague attempt to level Elites.
I already have all my Elites unlocked. Like I said, it’s up to each server what they would do with their 30 people. Run as one big 30-man group or run as two separate groups, or have some scouts/havoc, etc and one main zerg, etc….there are lots of options what you can do. Even if one server decides to run as a big 30-man group, and the other servers run as say 15-man groups, the 15-man groups would have a much better chance of fighting against 30-man groups than a 60-70 man groups. And I don’t really think you can ‘bet’ anything; each server has players that like to run as 15-20 man groups, and players that like to run in blobs.
But let’s say you’re right and that one or more servers run as one big 30-man groups on the divided BL’s. It would still be better than dealing with 60-70 man groups on one single BL map where that’s the only fight on the BL and everyone is lagging out/DCing like crazy.
By splitting the BL’s, maybe there’d be a 30v30 fight on one BL, and because map pops are capped at 30-35 ppl, maybe there’d be another 30v30 fight going on in a diff’t BL, as opposed to just one single 60v60.
And because each map would have half the amount of objectives and be half the size, the chances for both roamers/havoc parties and zergs to run into each other and end up fighting would be higher, as opposed to the way BL’s are now; most of the time when I run havoc, like 85% of the camps I take are just free caps without any resistance.
Yea, I understand what you’re trying to talk about, based on your other post on this same subject in these forums. But that OP of yours sounds more like larger mapped pvp to me.
Plus, adding more structures and such would just cause massive QQs from people complaining about LOS, obstructions, etc…..Anet already removed some obstructions and barriers in dbl due to playerbase complaints. And you want to add more back in?
It might fit your mode of playing wvw, but it would cause more problems with the majority of wvwers.
And fwiw, I really enjoy running in small havoc squads. Some more added obstructions, vegetation, etc., wouldn’t bother me at all. But that doesn’t mean most of the wvw playerbase would enjoy it.
The complaint was that the barriers in the DBL’s made it hard for roamers/havoc parties to move around, not that it interfered with their ability to fight. That’s why they were removed, not because people hate having stuff to LOS around. And if I’m not mistaken, the obstructions that were removed from the DBL’s were obstructions related to the complaint of map mobility, not on the quality of fights/ability to LOS.
TBH Teon, IDK if this would cause ‘massive QQ’ from the WvW community, and neither do you. If it does, then so be it. But maybe it’ll be a change that helps improve the roaming/havoc scene (maybe even the zerging scene) because it gives smaller groups/solo players to have a slightly better chance of winning outnumbered fights, and people will actually either not mind it or enjoy it. Worth a shot to try it out, I think.
(edited by LionChain.7694)
Cecilia, yeah, I’m not by any means asking for EVERY SQUARE INCH of EVERY MAP to be COVERED with structures to LOS around. I’m jut asking for a few more trees/rocks/ruins/walls/etc. scattered around diff’t areas of the map. Because on the BL maps, the way they are now, the best spots for outnumbered fights are really around the middle of the map and just north of south camp where there are walls/ruins/stairs/etc. to LOS around. Almost everywhere else is just mostly open space…there are some extremely thin trees scattered around, but…yeah…lol….they don’t provide much cover XD.
Seph, so you’re saying it wouldn’t help if players are ACTUALLY LIMITED to only being able to have 30 people per BL map as opposed to 60-70 people? You’re saying this wouldn’t help with the blobbing issue? That fighting against 30 man groups isn’t any better or different from fighting 60-70 man groups (especially if you have around 15-20 people in your own zerg)?
I’m talking about roaming/havoc and outnumbered fights, which are part of WvW.
And if people REALLY want to run around as massive blobs, then they would still be able to do that in EBG. The reason why I didn’t include EBG in this idea is because the EBG map is made unique by the SMC objective; this makes it more difficult I think to figure out how to split up EBG. Whereas the BL’s are pretty easy to split up since the number of camps/towers is even and the maps are pretty symmetrical. As for the keeps, like I said, Anet would probably have to just add two keeps to each BL map, or maybe even have each BL map have one keep but add an extra tower and/or camp.
It would discourage blobs by halving the size of population on each map. Instead of having 60-70 people run around as one massive blob on a map, there’d be two maps with 30-35 man groups, which would be better to fight against, especially if you yourself are not running a 60-70 man blob. Now, how you divide those 30-35 people would be up to each server…if they want to run as one big 30-man group or as two 15-man guild groups or have 12-man groups and have some roamers/havoc run around. But even if one server is running 15-man groups and another server is running one big 30-man group, that would be better than going up against a 60-70 man group. Also, smaller maps with less objectives means more frequent run-ins/fights for both roamers/havoc and zergs/guild groups.
As for the whole ‘double the amount of maps you’d be outnumbered on’ thing, that really wouldn’t be an issue that would be any different or worse than how it is now. I mean, whether the BL’s are split up or not, because the total number of objectives and players in WvW would remain more or less the same, the impact it would have on the score wouldn’t really be any different. It would actually even make things easier for the defenders, because if you’re outnumbered on a BL and you have like…IDK…10 ppl on map, then it’d be easier to defend against 30-35 ppl than 60-70 ppl.
Again, with this idea, the TOTAL number of objectives/players in WvW at any given time would remain the same, but by splitting up the BL’s and halving the population size/number of objectives on each BL, those objectives and players would be more spread out as opposed to players running around as massive 60-70 man blobs.
(edited by LionChain.7694)
When I roam in WvW, I run into outnumbered fights more often than I do 1v1’s or even-numbered fights (when I run havoc with a couple other people). I don’t mind this…outnumbered fights are pretty fun, but I would love it if more structures like ruins, walls, giant trees/rocks, huts, etc. were added around the BL’s and EBG. Because when you’re outnumbered, being able to LOS the enemy is huge and if you’re good at maneuvering and LOSing, you can win fights even if you’re outnumbered 8v2 (which I’ve won before). Anyway, like I said, these kinds of outnumbered fights can be really fun. But because most of the maps are pretty much just flat open field, there are really only a few limited places that are encouraging for doing outnumbered fights. So, Anet, could you please add/scatter some more stuff like ruins, walls and boulders/trees around the diff’t maps?
Back when Desert BL’s were around, there was this great spot just north of outer fire keep…these ruins…and they were so good for maneuvering around in outnumbered fights. I’d like more stuff like that added.
I think Taunt is the culprit behind this bug. I noticed the last few times this happened to me was after I broke out of taunts, I just wouldn’t be able to move unless I used /sit or /dance or whatever. There was another bug where if you were taunted while you had resistance, you’d be perma-taunted…it would just never end and you wouldn’t be able to target anything else but the source of the taunt, even if you ran really far away from them. I think it was fixed though, Idk…but yeah, taunt is kind of a buggy cc and should be removed from game until it’s totally smoothed out.
I wanted to put forward an idea for limiting blobbing in WvW:
Double the number of BL maps, but cut in half the size, population and number of objectives on each map. Maybe even make half the BL-type maps desert bl’s and the other half alpine bl’s for a little variety.
To address the odd number of keeps on the BL’s, each BL-type map would have two keeps (either on east and west side or north and south side of map).
EBG would remain the same.
I think this kind of set up would lead to not just more fights in WvW, but more EVEN-NUMBERED fights in WvW. The same number of people would still be able to queue for WvW as now, but the population would just be spread out more.
Idk…thoughts?
But if you make it an hour early with the daylight savings it would 8pm est ;-; more time for us est players to play. So basically with the current time the people who can’t play rn will only be able to play reset every 6 months?
Which is 5pm PST. Too early for those living on the West Coast.
Unless our internal R&D project is successful— flattening the Earth so there’s only one sunrise/sunset for everyone— there is no time which exists that will please everyone.
I guess I’m an anomaly, b/c I live on the West Coast and 5pm pst reset sounds better to me…7pm pst reset is kind of late IMO.
Maybe add a thing in the options menu where you can toggle on/off the confirmation thing when salvaging. That way, if people want to keep it, they can keep it. If they don’t, they can toggle it off.
I have just three simple, unrelated requests. And before everyone bites my head off, yes, I know the game has more important issues to address than the three requests I’m about to make, but I’m not asking Anet to deal with them now…just…you know…when they’re able to. And also, yes, I’m sure other people have made these requests before, but I’m still makin’ em, so shush.
Anyway….
Request #1: Can you please allow traps and necro marks to work on bosses like Teq?
Request #2: Can you please not allow food items, banners, toys (like bobblehead factory or memory box), and npcs (merchants, TP agents) from being spawned near/on top of other npcs (like the banker), nodes, supply depots (in wvw), build sites (again in wvw), food items and banners? The trolling is annoying and it seems I run into these kinds of shenanigans at least every other day.
Request #3: The next time you guys release a new travel item, can you make it an animal like a horse or a wyvern or something? Since there are no mounts in this game (for now as far as I know), it’d be cool to ride around on maybe like a big tiger like Battle Cat. Unless you guys are planning on releasing mounts in the future, in which case, never mind.
Anet, could you please make it so that boons/condis work differently in different game modes? For example, I’m sure being able to stack a bajillion stacks of bleed/burn/etc. seems like a good idea in PvE, like when you’re fighting a world boss or something, but it’s not so great an idea in WvW, when we go up against an enemy zerg with condi bombs and before I know it, I have like forty stacks of bleed and thirty-five stacks of confusion on me.
The same thing goes for boons. Again, being able to stack 2-3 minutes and 25 stacks of every boon in the game is a good idea for PvE, like when fighting high-level frac bosses or raid bosses or whatever, but in WvW, boonshare comps almost steamroll through anything/anyone because they can spam boons faster than they can be stripped/corrupted.
So please, for WvW and PvP, nerf the duration/intensity stacking of boons and condis.
Please nerf this skill to have a longer cooldown (like 60 sec) or to copy only a certain number of boons to allies (like 3 random boons). I’m asking for this from a WvW player’s perspective. The boonsharing is getting silly at this point…like when we go up against zergs with 2 minutes of 25 stacks might, a minute and a half of regen, a minute of protection, a minute and a half of resistance, a minute of 25 stacks of stability, 3 min of swiftness, etc, etc. And you can’t boonstrip/corrupt boon fast enough because Signet is on a fairly short cd and boons can be spammed faster than they can be stripped/corrupted. At this point, boonshare comps are pretty much able to just steamroll through anything/anyone because they can’t be immobed/chilled/crippled/cc’ed/anything. Even DH longbow 5 is a joke to boonshare comps. And with the supposed change coming to stability, I ask Anet to please nerf this skill asap.
I’m playing the world’s tiniest violin for the OP. So much L2P probs…I feel bad for ya, brah.
sigh Allison, come on, man, I’m just trying to make a fun thread here where people can try to be creative and come up with fun or silly map ideas. Please don’t rain on my parade with your cynicism. There’s so much negativity in the PvP forums and in PvP (and I admit I’m not innocent in that), just trying to make a thread where people can just have fun being a community. Even if none of these ideas ever get used, just wanna see what people can come up with, okay? So can you do me that solid? Please? Just don’t be negative here? Just have some fun making up ideas for PvP maps just for the sake of it?
Thnx for clarifying, Tehape, yeah that could be an interesting idea. For the surrender thing, yeah I get what you’re saying; there are exceptions for comebacks even if the point difference is huge, but those kinds of situations (for the general PvP population, not for you or I personally) are few and far between. And that’s why it would be an option that the team can vote on. Because maybe 3/5 people will feel like, hey, let’s keep going anyway, but maybe 3/5 people will feel like they really don’t want to keep playing the match anymore, in which case, if that’s how most of your team feels (like they’ve already lost their motivation in this match), then the come back most likely won’t happen b/c 3/5 ppl on your team have already given up. And if 3/5 ppl on your team have already given up, it’s not only fair to them to allow them to move on to the next match, but it’s fair to the other 2 ppl b/c they don’t have to waste their efforts/energy in vain.
Ooo, Doogy, like pokemon evolving? Our pets would evolve, too? That’d be cool! ^.^
Listen guys, I’m just asking for this as like a convenience/quality of life thing. I like my minis, and I want to be able to run around in WvW with them and have people admire them and what not; I think minis are fun. And I play almost all the classes and a lot of em have stealth stuffz. And I just want to be able to play stealthy classes but also be able to show off my mini. And even if I don’t play a stealthy class, you know, I run with zergs w/ chronos w/ veils and stuffz, so cmd’s don’t want you to have your minis on. I don’t want to only be able to use my mini when I’m in PvE, b/c, well, I don’t really even PvE that much.
Hey, Stand, for the reason that a lot of people who play WvW, who would probably end up playing GvG if it became a game mode, have put in a lot of effort to get their ascended gear; a lot of them probably even worked together as a guild to get that gear. I think that that kind of effort should be rewarded and promoted by allowing more and more game modes where your regular gear is used as opposed to a PvP-type amulet or something. I understand that, yeah, it can be a grind, but the flipside to that is that it gives more opportunities for guildies to bond and do more stuff together, help each other, etc. And I think by allowing your regular gear to be used, when people get their ascended gear (which is made a lot less grindy if you have guildies helping and guiding you), people will take more pride in their build/gear when they fight b/c they invested a lot of effort into it.
I’m not saying that I hate a PvP gear/amulet type of situation, and yeah, maybe it could work if it was done right, but it’s just a personal thing where I’ve put in a lot of effort into getting my ascended gear, and I want as many opportunities as I can get to use it.
If you get outnumbered on a map, maybe the objectives you own on that outnumbered map should tick higher as long as you control it? Like 1.5 times higher? And also the walls/gates and NPC’s (guards, lords, supervisors) are scaled higher also. Idk if someone else has suggested this, someone probably has, but, still, that’s my suggestion.
It’s time that GvG became its own game mode where guild groups (and guild groups only) can queue to fight 15v15 WITH THEIR OWN GEAR (not amulets or anything like that found in PvP). I think this would promote guilds to be a more relevant aspect of the game, considering it’s called GUILD WARS 2 and like, almost all of the content in the game – WvW, PvP, PvE – you can do without being in a guild. I think this would bring back a LOT more players to the game, and I think it would make for a more interesting esports game mode to watch.
And no, I don’t think it would ‘kill’ WvW….people who like doing PPT stuff and sieging and defending objectives can do that, but guilds who only PPT b/c they HAVE TO and don’t want to fall to a lower tier and really just want to fight other guilds instead of fighting blobs or capping things, they can find a safe haven in GvG game mode. Also, this way, fight/GvG guilds have a wider variety of opponents to fight as opposed to the same opponents for months, and also, with a GvG game mode, there can be new achievements and rewards and such.
PS, the GvG arena should be the same size as the OS arena and there should be NO secondary mechanics or objectives…just pure fights.
Can you please make it so that if I stealth, then my mini stealths too? Just a quality of life thing, so that I can keep my mini on while in WvW…I want people to admire my mini chickenado as I run around rekkin ppl’s faces in, but i dont want my mini chickenado to betray me when I’m in stealth T.T …i be like WHY MINI CHICKENADO?!! WHY DID I FORGET TO TURN U OFF!!?!
AVIATOR SUNGLASSES PLZZZZZZZZZZZZ
People will be people, man, if there’s a way to cheat the system, someone will find it and try to exploit it XD.
Any ideas for new legendaries in the future?
Personally, I’d like to see a fiery dragon-themed longbow that shoots red firebolts or something.
Just a quality of life thing, but would be cool if we were able to customize the looks of our pets (dye fur/skin color, patterns, maybe hairstyles or something….I wanna give my smokescale a mohawk XD).
Can we PLEASE be able to get Asurans as pets? XD
Tehape, so you’re saying if only one person is on a node, it caps/decaps slower than say having more than one person? If so, I actually think it’s an interesting idea…but wouldn’t you be worried about PvP becoming like a zerging game then?
For the AFK thing, yeah, I agree, I think there needs to be a specific report option for that. But on the flip side, I feel like there needs to be an option that pops up to surrender if the score difference between teams is really high (like say 300-something to 50-something), and if 3/5 people vote for it, then your team can surrender…because let’s face it, everyone has reached that point in a game where the likelihood of a comeback is about the same as Lindsay Lohan becoming hire-able again…and everyone or most of your team just wants to move on to the next match.
Just because I’m getting pretty bored with playing the same PvP maps over and over…anyone got any good ideas for new PvP maps for ranked or unranked, conquest or stronghold or death match?
I had an idea for a skritt-themed conquest map where periodically you have to go and find shinies in piles of junk, and whoever finds the most shinies get skritt to pop up from their skritt holes on the nodes and contest nodes that don’t belong to the team that found the most shinies. I don’t know…just an idea lol.