Showing Posts For Pendragon.8735:

Omnomberry pie: long overdue change

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Posted by: Pendragon.8735

Pendragon.8735

It was far and away the best food, making the rest almost irrelevant for a lot of builds and professions. Needed a strong nerf, took too long, and still pretty good.

Not well thought out nerfs without compensation to the builds is a hard nerf. – basicly it was done prematurely without any thought or reason.

Mostly it needed a nerf for WvW, it pretty much made crit builds into healing classes and was laughably imbalanced. If people needed it as a crutch to get through dungeons, you can be sure that was not how Anet intended encounters to be beaten.

Omnomberry pie: long overdue change

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Posted by: Pendragon.8735

Pendragon.8735

It was far and away the best food, making the rest almost irrelevant for a lot of builds and professions. Needed a strong nerf, took too long, and still pretty good.

Ascended v. Exotic Trinket Set

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Posted by: Pendragon.8735

Pendragon.8735

It’s small but its not nothing. An Ascended has what about 20-25 more stats than an exotic? Maybe a bit more if you can get a def/off infusion. 2 rings, 2 earrings, backpack and amulet, looking at 150 stats or so.

Easiest way I found to look at it, is just by converting that to health. Since in theory even though you couldn’t get all vitality on the ascended gear, you could rearrange other gear/traits to make it come out to that as the end result. 1500 health is at least a couple hits from most professions that are not bursting.

I could see it turning around 1 in 10 fights perhaps. It’s nothing like the gear gaps in some previous games, but it is however growing with each new content they put out seemingly. Armor can’t be far awy.

Final Rest - Current Theories

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Posted by: Pendragon.8735

Pendragon.8735

It’s weird that they buffed the drop rate so much. Why was it set so low to begin with if it wasn’t bugged (think it had to be).

Anyway, there are 15 of these already on the TP so far, many more sold already. At this rate it’s going to go from the rarest most sought after item (that no one actually found in that time) to a common skin for whoever wants it.

Loot bags, loot bags everywhere!

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Posted by: Pendragon.8735

Pendragon.8735

Nice to finally get more stuff, but it kind of stinks for the people who have been at WvW from release who have saved up badges with nothing really good to buy. If they then go and set future rewards up against the faster badge acquisition rate, those people kind of get jipped.

Please undo the 25 fightmarker

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Posted by: Pendragon.8735

Pendragon.8735

Surprise surprise. I and many others said this would happen as soon as they announced the change. Not like it was hard to see coming.

Go for the easiest objectives, ninja and avoid fighting real live people at all, that is the name of the game.

You really have to wonder if Anet even plays their own game mode or just sits back with these reams of data that they can’t really make heads or tails of then tries to guess at what might be an improvement.

What if Necros Were the Next Portal Class?

in Necromancer

Posted by: Pendragon.8735

Pendragon.8735

It probably won’t be Elementalists, as they have more than enough roles.

Don’t count them out, they are the ‘king of versatility’ or whatever hogwash is used in their description.

Fix Giver's Boon/Condition Duration stats

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Posted by: Pendragon.8735

Pendragon.8735

Not only not working but the 2H weapon giver stuff should give 20% duration, not 10%, otherwise you are getting ripped off compared to a dual weapon set up, or vs having 180 in that third stat from a normal weapon that gives attributes.

In a year we shall have our gear!

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Posted by: Pendragon.8735

Pendragon.8735

The great thing about a non subscription game to me was not feeling the need to have to play all the time to get your moneys worth.

Now they more and more are trying to rope you in to being out there every day, doing the daily, doing these long grinds in order to get the gear your are going to need to stay competitive (speaking as primarily a WvW player).

It’s a big turnoff, and makes you start wondering what the point was of coming to this game, when many left other games to get away from this kind of stuff.

Final Rest - Current Theories

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Posted by: Pendragon.8735

Pendragon.8735

Meh, was more fun when it was a hunt, and if it was truly ultra rare, maybe one person would have found it eventually, and then for it to remain exceedingly rare.

Seems now some internal fix was done, they will start peppering up a lot more, and without even any particle effects, the staff will not become that noteworthy or desirable.

Swirling Winds yet another zerg favor

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Posted by: Pendragon.8735

Pendragon.8735

Fight fire with fire I say, have ele’s of your own doing the same thing. Infact now, if i start seeing my shots being blocked, I’ll test how often it is blocked and I can determine just about how many ele’s they might have. I’ll build more siege to counter it, and i’ll have my guys mix shots, from cows to rocks, just random. Make them use up their SM.

Well yeah the ability is fair with even numbers. In that case if one side is just able to organize it and the other isn’t, that’s just tough luck.

But the issue is when you have a big numerical advantage on one side, it is a major (overly so imo) force multiplier for your siege. That basically puts the onus on the defenders to have to go outside and defeat a greater force to blow up attacking siege, because they can’t do it from inside their structure, which is kind of the whole point of holding a fortified position.

In the example I gave, we didn’t even have an ele in the tower, and if we did have 1, well one against 4, easy to see who wins. Besides which ele’s have to go outside to protect the bottom of walls with swirling winds, where they will just get eaten up by the zerg.

Swirling Winds yet another zerg favor

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Posted by: Pendragon.8735

Pendragon.8735

Correct me if I’m wrong but swirling winds don’t block balistas and arrow carts so you have a counter for this tactic.

In an undermanned vs zerg situation though, building ballista on the edges of your structure is almost never going to work in most towers and keeps, because it is too vulnerable.

Arrow carts sure, but their range is so small, most zergs will not be dumb enough to place cata/trebs in range.

The poster above that said basically be glad that this speeds up the zerg winning… Err what. Why don’t we just count which team has more on the map, and call the winner based on that then. The zerg does not need more advantages such as this.

2/22 Fort Jaspenwood, Dragonbrand, Yak's Bend

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Posted by: Pendragon.8735

Pendragon.8735

Some of you guys may miss Mag, but they don’t miss you. As they pretty much purposely tanked to have it easy for a week, else we wouldn’t even be here.

Swirling Winds yet another zerg favor

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Posted by: Pendragon.8735

Pendragon.8735

I do think this ability adds some strategy to WvW..

Not much its a pretty brain dead easy tactic. Even pug zergs can pull this off now. Call 3-4 eles, tell them to put on their focus, and step forward when its their turn.

What you lose is far more than you gain, and what you lose is having to care at all about where you place your offensive siege. If you have more Ele’s, and numbers, plop stuff down anywhere. But without this ability siege placement actually has some strategic complexity as you have to use your head to figure out a weak spot in a strcuture’s defense, where can I sneak up a cata where the defense can’t hit it. Or can we quick build a ballista maybe to take down some of their siege so we can get a ram up.

The zerg is usually going to win in the end anyway, but this speeds things up many times over and just helps a zerg overrun an entire map that much faster, and this is not desirable. Not for competition of a match, not for population in WvW, and certainly not for defending being worth a darn. Anet wonders how to get more people to defend or to reward them, first step would be allowing defenders, even out-manned to have the high ground siege advantage that should be inherent in this type of warfare.

The advantage to having your siege behind high walls is that the attackers can’t hit a lot of it. That is why you have a darn fort in the first place. This lets the attackers have the exact same advantage. I’m standing in the middle of an open field, but somehow my siege is entirely protected as well as being in the fort, doesn’t make sense.

(edited by Pendragon.8735)

Swirling Winds yet another zerg favor

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Posted by: Pendragon.8735

Pendragon.8735

It seems every design choice in WvW is made to favor the zerg or bigger number side, and Swirling Winds is no different.

Here is a scenario that happened recently. Undermanned side, 5-7 defenders in a tower. The tower is perfectly sieged up defensively, with arrow carts and multiple catapults to cover any common attacking siege placement.

Zerg shows up of about 20 attackers. Without regard to this topic, this is a defensive position that the 5-7 defenders, though outmanned can and should be able to hold out for a very long time if they defend properly. The attackers still have a natural advantage, and can likely win through attrition and starving supply. This is fair. But just maybe the defense will hold out long enough till some reinforcements show up, or the attackers will get discouraged.

But what happens via swirling winds, 3-4 eles camp under the siege build sites, attackers throw up 3 catapults, and have a near invincible ‘in’ to the tower in short order. The defenders land a lucky odd hit here or there, but not nearly enough in time to stop the 3 catapults taking down the wall, despite proper siege defense.

Going outside to confront the zerg is not an option 20 people are going to slay 5-7 fairly easily in any normal circumstance. And even if you stealth kill an ele or two, they get rezzed.

This is not skilled gameplay. Sitting on one’s rear in one location simply hitting an easily timed skill when a giant rock descends is not improving the gamemode, and is actually cheapening the core mechanics, and value of siege vis-a-vis offensive vs defensive placement, which should favor the defense behind walls.

It almost feels at times as if this game does not want you to bother if you are on the undermanned side.

Outrageous imbalances with ascendant gear

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Posted by: Pendragon.8735

Pendragon.8735

Thread looks like a bust.

But out of curiosity what is the total amount of stats all ascended gear is giving right now over exotic? Would it be about 100 stats or so?

Though you can’t obviously have all it be in the same stat, it should be fine to consider it that way for ease of comparison. So like 1000 more Health, or 100 more precision (about 5% crit), not too bad. But you should still be able to get this stuff in WvW.

How to keep losing teams playing

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Posted by: Pendragon.8735

Pendragon.8735

I have seen this problem happen consistently in tiers 3-5 at the least, not just from my own server, but also our opponents for a long time now.

You get a great match starting on reset and through the first few days, but one team slowly starts building a small lead each day. Suddenly by Monday or Tuesday the losing team(s) populations start falling way off and you are seeing half the number of players in primetime than you did the first few days.

People stop playing, stop upgrading, it turns into a vicious cycle.

Every server has their die hards I think that will play regardless and keep showing up, they just like fighting other players in this environment. But you have a much bigger majority of we’ll say casual players who are entirely fairweather and stop showing up.

Right now either the matches are too long causing this to happen, hopelessness sets in, or else you really need strong incentives to keep players coming out in WvW even if it looks like their server might not win at the end.

I think Anet tried to do this with the outmanned buff but it just didn’t accomplish the objective. Besides which, if the idea is to get enough out to remove the outmanned, you lose the benefits anyway, but still might not be able to win the match, if your server flat out isn’t playing well enough.

Is Anet’s WvW passive reward system going to solve this? I think it has some potential. But one thing I think that could help as well, if they aren’t going to shorten matches, is make gold much more earnable in WvW. Who wants to come out for what is sure to be a losing end week effort, only to actually lose money at the same time, which a lot of WvWers end up at, nearly broke, or barely striking even.

I would also like to see far more cosmetic reward options for playing WvW only. A lot of WvW players don’t want to grind dungeons for cool gear, they would rather be playing the mode they vastly prefer. But WvW badges only buy two measley sets of gear, the invader pre 80 and exoctic sets, and to put it kindly, they are kind of homely.

WvW should have at least 5 sets of its own unique looking gear (how about one for each BL, and one for EB?), which would be another great way to denote effort and dedication in the game mode, without granting excessive power upgrades and further imbalancing the field.

In WvW the "real" attrition class (P/D thief)

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Posted by: Pendragon.8735

Pendragon.8735

The thread is about WvW and someone answered about Necro competitiveness in sPVP, its not the same thing. Necro’s ability to survive based on squating on a contest ring is much more synergistic than it is in the more open ranging combats of WvW. Especially something like wells are far less useful in WvW. In sPVP, mobility isn’t as good because if you get an opponent to run away, you are winning the spot.

In WvW, other professions with great mobility, exactly like the attrition builds talked about to start, can run away freely (unless on a keep ring) and just come back and re-engage you over and over till things go their way. In that sense they do out attrition us fairly well. Anet claimed one of the Necro strengths is locking someone down, but against competent opponents we really don’t have enough tools to do this as advertised.

Usually if thief, ele or mesmer can’t escape a Necro, its more their lack of skill than the Necro trapping them. Often the only way to kill these professions is trick the other player into thinking they are going to win so that they keep engaged at low enough health to where you can overcome them at the end. But considering our lack of burst and what a thin line this runs, its extremely risky.

(edited by Pendragon.8735)

In WvW the "real" attrition class (P/D thief)

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Posted by: Pendragon.8735

Pendragon.8735

It only takes one person who blows their condition removal too early for me to wipe a group of players.

Epidemic is good, but a whole group of players only have one condition clear among all of them? They must be bad then.

Is this kind of dueling against the rules?

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Posted by: Pendragon.8735

Pendragon.8735

They are free to do it, same as those doing the PVE events in WvW, farming up mats, or whatever. But Anet should really make a separate mode for dueling / arena. Hopefully soon, its been bandied about before.

What is happeneing with Confusion?

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Posted by: Pendragon.8735

Pendragon.8735

Funny to see people with top of the food chain specs complaining when they meet anything that challenges it.

I just send confusion back at them, doesn’t seem a big deal.

Stop showing the zergs love!

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Posted by: Pendragon.8735

Pendragon.8735

Anet should make another game mode for small groups fights, they could call it Structured PVP. Wait a minute….

Zergs are not undefeatable, they can only be in one place at a time. Make multiple groups, enough to take over objectives, and hit multiple things at once, the zerg will either lose ground, or end up reacting to all the hotspots they have to go clean up to the faster nimbler forces.

If you can’t match a zerg in numbers you can slow them down a long time, maybe forever, with excellent siege preparation. And if they do eventually get whatever one thing they one, its still just one thing. Don’t put all your priorities on saving that one thing if its their priority, take as much other stuff that they aren’t focused on.

2/22 Mag/Ebay/CD

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Posted by: Pendragon.8735

Pendragon.8735

Think most likely people are right to suggest a fair gap victory for the Magoomba’s, but CD may be lying in wait a bit. They dominated off hours a couple weeks back, supposedly lost players to the overseas holidays and perhaps some fair weather types as well who don’t like the big hole they’ve been in. But if CD can find those people again, it could be closer than is being predicted.

If we (YB) don’t like T3, we may come and take our place back here soon. It’s been fun the last few weeks.

Necros Are Fodder in WvW

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Posted by: Pendragon.8735

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Necros can perform any job in WvW actually. Though our best and easiest is siege offense and defense. We are also effective in zergs except vs extremely coordinated teams who area wise to quickly removing conditions.

We can solo camps easily and even roam against most 1v1 competition, but don’t be fooled, you better be twice as skilled if facing a FoTM opponent, because the game is balanced in their favor.

We are good in small group fights, but again high coordination opponents are a problem because we lack escapes to get out of burst targeting.

Should amend, we are not good at attacking siege unless you are a power build.

Basically, Necro can be good in WvW, even powerful, but its not easy and if you just want to hammer buttons and be effective, I’d pick something else. Necro demands a dedicated player that really wants to master their class. Understanding how to make a synergistic build is also vital, you can’t just throw gear and traits anywhere and expect the innate class abilities to carry you.

WvWers the underclass of GW2?

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Posted by: Pendragon.8735

Pendragon.8735

I make money in PvE to WvW. It’s true you can make some slow steady money in WvW, but usually only if you buy no siege, which is in other words, being a drag on your teammates.

In the normal course of WvW, for the amount of battles and sieges I get into, if I contribute 1 or 2 pieces of siege equipment to each big siege, I will end up at net neutral on money for the session.

They need to up the rate at which rares and exoitcs drop off players. I find a rare about once a week, and don’t think I’ve ever gotten an exotic in WvW.

2/22 Fort Jaspenwood, Dragonbrand, Yak's Bend

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Posted by: Pendragon.8735

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Meh, last time we went up to T3 it was predicted slaughter, and we hung around for a few weeks and did a credit to ourselves despite not really having the 24/7 coverage necessary to end up close at the end of the week.

I think YB and Mag will probably switch back soon enough, maybe not so much because we get stomped, could happen, but more because Mag probably remains much to strong for T3. Ebay seems a bit weakened vs last time we were all together. And CD only beasts if no one threatens their overnight dominance.

Ellies,Thieves, Mesmers and Guardians

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Posted by: Pendragon.8735

Pendragon.8735

Anet claims overall class creation numbers are extremely balanced, but that is for the game at large. Its extremely dubious that this balance carries over to WvW, and I’d be very curious about the internal numbers they have.

Unfortunately balancing in this game only seems to take place at the sPVP level, despite that many builds and abilities that are effective there do not translate to WvW, or in fact, over translate to be even better when the fighting ground is not only the contest circle on a map.

If people haven’t figured it out yet, apparently many haven’t, this is a big reason roaming is largely a dead or extreme minority playstyle, because only 3 professions are ideal for it, those that get to choose their battles, and suffer no combat penalties or weaknesses for getting that advantage. Of course in sPVP running away means you lose the point, and that doesn’t matter in WvW outside of sieges.

It’s only natural players start gravitating to those classes that have to make less return runs from death and can ‘lose’ a fight without actually dying.

(edited by Pendragon.8735)

Orange swords

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Posted by: Pendragon.8735

Pendragon.8735

Which is exactly why there needs to be rewards for doing that. More and more this looks to be the sort of change that anet makes without properly considering all the factors.

There should be rewards yes, but that still doesn’t make it enjoyable.

It’s liking having a great reward in PVE for massive grinding, yeah some might consider it worth doing, but still shouldn’t aim to have gameplay that is tedious or boring.

Also I don’t see how you make rewards for standing guard that wouldn’t be easily abused. PvE people would be coming in parking their characters in some safe keep, racking up karma/exp or whatever. And probably being AFK when the attack finally does show up anyway.

Maguuma/Dragonbrand/Fort Espenwood 2-15

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Posted by: Pendragon.8735

Pendragon.8735

then they get up to where supposedly they were aiming

Wrong, try again!

What was the aim of all the people Mag picked up then?

Orange swords

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Posted by: Pendragon.8735

Pendragon.8735

I advocate no swords, ever, white or orange… and a death’s head marker anywhere 30 or more players from the same server gather.

People that ask for no attack info ever I don’t think know what they are asking for. The end result won’t be less zergs, and it will definitely not be more fighting.

Planetside one in beta had a system like this where you could attack any base on the map, and with little warning, and all it produced was an endless game of ninja’ing and cat and mouse, with teams avoiding each other back capping each other and playing musical base trading.

Is that really what people want, which server can cap the most stuff that isn’t being defended, and won’t get defended before people can get there?

Before anyone says that player only info and scouting makes for skilled play, they better ask their guild and find out who the 5-10 people are that are going to volunteer to spend their entire play period standing on a keep wall for hours, and if they are lucky maybe being able to call out help for one fight the entire night.

Undefended objectives in GW2 simply get taken too quickly for a system like this to work.

Maguuma/Dragonbrand/Fort Espenwood 2-15

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Posted by: Pendragon.8735

Pendragon.8735

Is Maguuma trying to tank to steal Yaks spot in T4. Kind of sounds like it. That is low, we earned having good matches for a while by getting run over by the bandwagon freight train of both Kain and Mag, and then they get up to where supposedly they were aiming and then want back down when they can’t hack it.

Please fix invulnerability in WvW BL

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Posted by: Pendragon.8735

Pendragon.8735

Obviously the problem is not one of a few feet, but rather attackers can run into the camp, attack it and players there, and then run back to an invincible zone.

It is not the same thing as wayponting back or standing up on the hills. Because from up on the cliffs you can never contest the camp. While with these spots you can freely contest over and over and just run and be invulnerable once defenders show up.

The purpose of the cliffs at both bottom corner camps is clearly to force the attackers to cross a physical threshold they cannot return to once they jump down in order to flag.

(edited by Pendragon.8735)

Regarding consumables in WvW

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Posted by: Pendragon.8735

Pendragon.8735

If anything this disruptive slipped into sPVP, Anet would pull the servers down immediately for an emergency patch once it came to their attention. WvW is always on the backburner, it takes months to fix the most obvious and simplest issues.

Orange swords

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Posted by: Pendragon.8735

Pendragon.8735

Carebear kitten imo. What we need is LESS handholding and MORE focus on actual “skill”.

Standing on a wall for hours watching the wildlife circle itself on an AI path is not skill. That is just tedium, extreme patience and hoping to have people with hours to kill to who don’t actually have any interest in fighting in WvW. Can’t imagine too many volunteers for this. Especially when many are in WvW primarily to fight and not necessarily even win the match, due to how number inbalances screw up the validity of that anyway.

You say whenever you see silver swords now you will have to rush masses there, yes, unfortunately every structure is going to have silver swords 24/7 with this change due to thieves or other solo’ers constantly keeping things tagged.

So how do you rush a mass of people to 5+ locations at the same time. NPC’s are already useless from a fighting standpoint, now they become useless from an information and map help standpoint as well. Why even have upgrades for structures at all, if none of the upgrades would be guards that actually tell you information on an attack. What the heck is the keep lord and guards there for, certainly not to deter defensively.

Or maybe that should be a new upgrade then if they do this change, sentries, who would serve as a warning system and offer several more sword color icons to display number of attackers, maybe have 3 levels: 5+ (yellow swords) 10+ (orange swords) 25+ (red swords)

Orange swords

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Posted by: Pendragon.8735

Pendragon.8735

now huge zergs can attack stuff and only have it contested except if there are 25 fools instead of the usual 5.. yeah SURE this will help zerging.

25 players is not a zerg imo

24 players is enough to build 4 rams both on outer and inner doors of a structure, which will pretty much melt them as well as if you brought golems.

Really doesn’t matter if we call it a zerg, or what semantics we use, bottom line is teams are going to have camp people in every structure on a map to ensure safety of it. In the lower tiers at many times during the day servers simply don’t have the manpower to waste 5-10 people on sentry duty. That could be half their force on the entire map.

Anet should realize that the majority of WvW players are not in Tier 1. If there are zergs of 50 people running around there, there can’t be many of them, because the map cap would only allow like 2. Maybe even one if they lowered the cap. How the heck hard is it to keep track of where a 50 person zerg is. You shouldn’t need the map to tell you where 25+ people are, that’s where the scouting should come in.

Orange swords

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Posted by: Pendragon.8735

Pendragon.8735

This is a bad change. It means even more PvDoor.

Sending one person to contest a structure is going to be way too good, because every time it happens, you are going to have to rush people there, or keep a permanent scout at every single location, which is very boring for that player.

Currently, when you see a silver sword, you can send one person to the spot, under the assurance that even if it was under attack, it would be 5 or less people and thus you would have plenty of time to respond after the scout checked. This well be no longer the case. Let’s say you have 20 enemy beating on a holding, if you now send just one scout by the time he gets there and reports that it is indeed 20 people, the place is going to be down before enough actual help arrives to save it. Orange swords at 5+ removed this middle step of checking, because people knew it was a large force and just rushed to defend automatically.

Shouldn’t forget also, it was already possible to ninja a structure with a zerg, simply don’t hit the door other than siege. This actually dumbs things down for attackers as they no longer have to be smart to hide their numbers.

(edited by Pendragon.8735)

2/15 YB/CD/EBay

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Posted by: Pendragon.8735

Pendragon.8735

Poor Archer, I feel your frustration. My buds and I roam looking for small fights, we would even love a fight where there are only twice as many enemies as allies but we havent found any. No wait, me and my one guildy found 4 CD enemies at the Arah’s Hope supply camp..we thought for sure they would come out and fight us since they had us outnumbered 2 to 1…..we danced and waved but the four of them wouldnt chase us. After ten mins of trying to get a 2 on 4 fight, they started building ballista. They built 3 so we left. I dont hate them for it but its frustrating since every other camp we went to had at least 20 enemies just hanging out waiting for us to show up. How many people can a realm have to just have groups of 20 sitting around at every camp? And if our zerg showed (which is usually about 15 to 30 allies) enought enemies would show to paint the landscape. No fun at all I love WvW but sometimes it feels like there is nothing you can do but run with the masses which isnt really fun :/

Tier 4 is pretty populous. Might find more what you are looking for down lower, there was just a thread around the other day begging for small roaming groups to come to their tier.

Guild Wars "2" Zerg Friendly

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Posted by: Pendragon.8735

Pendragon.8735

4) I do not think this is a huge issue, certainly you can work around it. If combo fields limited its effects to the first 5-10 people triggering the field, so similar to the AoE limit, then it would be weaker for the zerg as its impact would be more random as to who is hit then with a group of 5.

This game is certainly different then others when it comes to zerg busting. You rely a lot more on movement and controlling the fight, then just bursting down your enemy. I enjoy it a lot.

Yep, you get a lot longer sustained fights where you really have to rely on your team, which is good, instead of gimmicks. Or likewise, more tired and simplistic tactics like just assist training everyone down in order, or busting into a fight with a coordinated AoE team and blasting a zerg to death in instants. People ask for that, because its all they know from past games, but its really not a very interesting combat style in reality. Rinse and repeat the same tactics, over and over, vs GW2 forcing constant adaptation and survival while whittling a zerg down.

Fighting a zerg with a smaller force in GW2 is more of a defensive test, rather than an offensive shock and awe one. This is a nice change up, since you end up having to rely on every ability and tool your character has, instead of just the same rote approach where every engagement is handled with the same recipe. In the end this is more challenging, which is good, and it is working as intended no doubt from Anets end. They don’t want masses of people AoE’d down in seconds. It’s not fun and people will leave.

(edited by Pendragon.8735)

Necro Ele heal comparison

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Posted by: Pendragon.8735

Pendragon.8735

I’m not sure Ele should be used as a comparison point because they may get some changes soon. Don’t we have a balance patch coming in February. They have been strong for a long time, but would be kind of surprising if they don’t get some tweaks. AoE damage at the very least we know is under the gun.

Fear... is my weapon [6x fear WvW build]

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Posted by: Pendragon.8735

Pendragon.8735

^You can carry an extra weapon for stacking sigils, just switch it off once you farm up enough stacks in WvW. Temple of Storms is a great place to run them up. Or if you are running with a team in a no threat area, like about to take a camp, put on your stacking weapon.

Necro Ele heal comparison

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Posted by: Pendragon.8735

Pendragon.8735

You can’t compare apples to apples like this because it doesn’t factor the sacrifice of other areas. I have not run a full regen Necro build, but I would guess you would hit like a wet noodle, while regen ele’s still have pretty competent pressure damage, on top of being mobile as all get out. It’s really the mobility that synergizes so well with their regen because they can fully escape a battle any time they need to, and let that regen heal them up in quick order when not being hit.

So if anything our lack of mobility and escape would call for even greater regenerative abilities than most profs get, in order to sustain our attrition strength.

Bringing balance, and PvP players, to WvW

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Posted by: Pendragon.8735

Pendragon.8735

I like the customization of doing what you want with your gear in WvW.

But if they are going to have new gear progressions, like obviously ascended, then it needs to get into WvW as a reward as soon as possible. This pushback into March is ridiculous, if it even comes then, as people who don’t like to grind dungeons are getting to have a noticeable disadvantage.

It’s not like this stuff has model skins, just dump the rings and amulets onto a WvW vendor and put an appropriate badge cost, done.

Wouldn’t doubt when they finally make a WvW means to get the new stuff, they will introduce even more dungeon based ascended so that the ‘pve to pvp’ crowd can continue to have a leg up.

(edited by Pendragon.8735)

Bringing balance, and PvP players, to WvW

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Posted by: Pendragon.8735

Pendragon.8735

Balance will come through professions, not gear.

You will always have underleveled people in WvW and they will be weaker. You will always have people don’t have even exotics yet, and they will be weaker.

Anet has to start treating WvW as a separate game mode balance wise, apart from sPVP. Balancing only for sPVP makes WvW just get forgotten or left with indirect effects that leave balance screwed up in this mode.

2/8 - CD | YB | SBI

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Posted by: Pendragon.8735

Pendragon.8735

Another possible scenario has YB, CD, and EBay facing off next week. If CD finishes strong this week, YB won’t be able to overtake Maguuma in the standings. The result will be an awesome battle in T4.

Been saying the this would happen for days. Next week should be great in T4.

Best piece of game design ever

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Posted by: Pendragon.8735

Pendragon.8735

There will never be a system that makes points worth less at certain times of the day.

You don’t base it on time of the day. You make a scaling system where points are reduced based on the number of players on for all servers and the imbalance.

Regardless if its NA primetime or Oceanic primetime, the only time ticks are worth full points are when a map is entirely full for both sides.

If a map has 100 on one side and only 20 on the other two sides, you reduce the points of all objectives by a suitable fraction. And this applies to any time zone. So that a strong Oceanic server who also has weak NA primetime also will lose way less points when it is their weak period, and vice versa. This is fair, and would greatly reduce the gaps that get created, and entire weeks ruined due to scores being run up ridiculously when the odds are like 10 to 1 for 6-8 hours of every game day.

2/8 - CD | YB | SBI

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Posted by: Pendragon.8735

Pendragon.8735

I still see next week shaping up as YB/CD/EB, which should be a very good match. Yaks opening weekend is still affecting the projections but each day it gets eaten into a little bit, even if not as much as last week, and by the end of the week I think we will remain below Mag and end up staying in T4.

2/8 - CD | YB | SBI

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Posted by: Pendragon.8735

Pendragon.8735

It’s those that try to deny the situation Heinel that makes people press the point. If the other side just agreed its a crappy situation that would be that.

I reread the thread. Didn’t see any CD denying the fact that we nightcap you guys.

Some attempted to portray the situation as simply a mirror image. ‘Well we nightcap but you guys daycap’, when the number advantages are not close to the same, as obvious by the difference in the score gap between the two periods.

I’ll say this, I have the utmost respect for off peak hours people that play on lesser population servers at those times, like the ones we have on YB. They battle long odds all the time and don’t bolt for the, about 3 servers, that hold the vast majority of the player base at these times. This being the only group that can ever solve the issue, by spreading out more, because saying recruit is a non-starter when there simply isn’t enough to go around.

Why people who like PvP would like rarely ever having strong competition is curious.

(edited by Pendragon.8735)

2/8 - CD | YB | SBI

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Posted by: Pendragon.8735

Pendragon.8735

It’s those that try to deny the situation Heinel that makes people press the point. If the other side just agreed its a crappy situation that would be that.

Never understand why people get so defensive and try to defend an utterly boring playstyle. We’ve been in matches ticking around 600 due to opponent down times and its boring as heck and there is nothing to be prideful about for sure.

Fighting mobs isn’t world vs world. What ‘world’ are you fighting. ‘lol’

Attrition and super long cooldowns.

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Posted by: Pendragon.8735

Pendragon.8735

Well, look at our BiP, pretty high CD (40s untraited I think?), it applies 4 bleeds (once you nicely give the 2 you get yourself to the enemy)

You can’t say it gives 4 bleeds, because you need to use a second transfer skill to move those last 2. That’s using 2 abilities to get 4 bleeds, and while its decent it is also almost mandatory to do it, since those 2 self bleeds are pretty strong, and yet it may not be an optimal time that you want to spend that transfer skill the same time you cast BiP.

Considering you need those skills to also move opponent conditions back and forth, this seems somewhat typical backhanded necro design. The self corruptions are rather too weak on the front end I think.

BiP would be a lot better if it gave 4 bleeds for 15 seconds rather than 2 for 30. With long duration added, its kind of silly to have a bleed a minute long. Even most mobs that can’t remove it are long dead before it ends, let alone in PVP, where it will never run. Attrition in PvP as far as conditions go should be more about rapidly re-applying conditions due to how many removals there are. And Necro’s have to go through a lot of work to get as successful at this vs many other profs that can stack much more readily.

(edited by Pendragon.8735)

2/8 - CD | YB | SBI

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Posted by: Pendragon.8735

Pendragon.8735

I agree on most of Lordelel’s points, but in both cases where servers have a true oceanic presence and not enough US Primetime or vice versa, the mere concept of all the hard work to fight that day and lose the night (from the prespective of the stronger attacker at that time) due to a LACK of presence is well, ultimately a debilitating and demoralizing concept that shouldn’t just be pushed aside as ‘Get over it.’

Indeed, because there is a big difference between relative degrees of being outnumbered, and at some point the very nature of WvW breaks down.

CD can still fill a borderland in NA primetime, and while they might be losing on the overall scoreboard, the players within that one borderland, if they all do go there, can still get a competitive and fun fight where the dynamics of WvW ‘work’.

While other more extreme levels, such that YB is forced under at times, we cannot even field half a single map, often for stretches of hours. The mode really ceases to function at all as intended at this imbalance level. Even having pre-prepared fortifications and seige can become next to meaningless.

I remember the first massive off hours crew we faced, I think IoJ, and I was on during some of those periods. Facing 30+ zergs with like 6 people in a fort, and then the next day seeing them trying to sell that they actually faced legitimate resistance. It was a bad joke.