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Incoming AoE nerf and rezzing in WvW

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Pendragon.8735

They said siege target limit is 50, this is only going to make siege stronger in relation to character abilities in sieges, abilities which are already limited by the poor targeting on top of towers/keeps. I wonder if this is intentional as buying siege is a good motivator for people to have to earn (or better yet for Anet, buy) gold.

AOE nerf? What about the necro's?

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If they touch our AOE at all, they better buff our single target damage in the process. Because sadly we have to use our AOE to have any chance in single target fights with condition builds.

spinal shivers (focus 5) nerf?

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Pendragon.8735

Spinal Shivers: “Chill your target and remove three boons.”

Don’t use focus usually, but tested on undead orr who buff themselves and seems to be removing boons fine.

I remember reading something about a specific trait that changes the tooltip though.

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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what is the latest score please?

DB: 137k +440
YB: 93K +60
EB: 78K +195

Last two hours no serious fighting anywhere except YBBL

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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^Actually that’s called DB fighting for Ehmry to be second. No biggie, we’re used to it, same dynamic as when we were in with TC. Really the way their 3 way system has broke down in most tiers.

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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Pendragon.8735

Players playing in primetime (meaning the busiest time no bias to timezome) are already being punished, as their efforts don’t count as much. Ask me if I would rather have 10 primetime players or 10 off peak, off peak every time, they will be worth way more points as they PvDoor.

Of course having numbers advantage is still going to be an advantage even in a points adjusted system, but it should be that way a little. It should always be better to have a player than not have a player. Can’t have someone’s presence entirely negated by a system. But just have to make it so those off peak times aren’t all that matters.

Anet is never going to lock players out of playing WvW (other than what the map can handle), those players will simply go find another game, and I would too. It’s not their fault that the other servers can’t muster equal numbers then. Nor can you ask long time guilds to split up for the good of the game. It’s no one’s fault really, just not enough Ocenaics and Euros/Americans to go around in each other’s servers. But the system can be improved to account for this.

(edited by Pendragon.8735)

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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Yea, but that would require some pretty hefty code checks for every point on all the maps,

Well you would only balance it per map. Not per battle, that is simply strategy and tactics. If both sides have 100 on a map, but one side chooses not to defend a place, that is their own fault.

But this system would be simple, if one side has 100 on map and the other has 20, then its very obvious which has a huge advantage and the points tick is divided down by 30% or whatever rate is sufficient to shorten the gaps that need to be made up when both servers are more full. Right now entire periods of the day, in fact the most busy periods, are irrelevant as long as you can hold uncontested for hours overnight, and that’s a shame, because it lessens motivation for the whole concept.

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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A note for DB, this means that it will only help in match-ups where there is a significant imbalance at certain times. Not when there are fairly even forces. It would also lessen the benefit of the mass golem rush on undefended towers. I mean ya, I get it, 10 golems take down doors in 30 seconds. It’s smart. It’s also not very well balanced.

This type of system could even benefit DB as well, when they run into situations where their own NA primetime team is severely outnumbered, they would lose less points.

No one should be prevented from playing. Hey if you have 150 that can overrun a map when no one else is on, more power to you, but it shouldn’t be worth holding the map against an even 150 opponents.

Anet understood this in PVE, as more people joined an event, it scaled up in difficulty with more mobs, more health on them, etc. A reward should be commensurate to the level of difficulty. If you are doing something incredibly easy the reward should be less.

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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Pendragon.8735

perfect fix for the massive zergs: anet implement a no more than 5% population advantage on a map.

The solution for more competitive matches is not to prevent people from playing, that’s bad for business, and unfair to those from dif time zones, but rather to scale points based on population. A tower that has not been attacked in 3 hours should not be worth one that is constantly under siege and was won in a 30 vs 30 brutal takeover.

This way more of the points in a match would be decided by players actually fighting players, instead of who gets to run over more NPCs.

Necromancer bugs compilation. (discontinued)

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Pendragon.8735

(NB0072) Soul reaping: Gluttony: Does not work at all.
Gluttony works, it’s just completely negligible.

  • Gluttony should be additive, not multiplicative – the bug report entry should remain.

I made some tests: The proof that Gluttony doesn’t work
I think we have a confirmation, so the bug entry must remain.
But we still don’t know if it’s additive or multiplicative.

It works, it just doesn’t give much. Your bar fills 10% faster. Tested it in the mists on golem with just staff auto-attack. No gluttony and it takes 33-34 attacks to fill up. With gluttony it only takes 30. Which is 10% faster.

Shroudstomp fixed?

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If so, pretty amazing how they can promptly fix any small thing to our favor, when dozens of bugs are still out there that are crippling the class.

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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What your facing at 12AM-4/5 AM Eastern are those that haven’t gone to sleep yet from the NA time zone. Same as you guys.

Is NNK NA? Looks like different names than we see in primetime. So doesn’t seem like NA, unless your NA team doesn’t start playing the game in earnest till like 11 PM NA. We rarely get pushed by DB prior to that.

But seems like a lot of these groups are not used to being hit back at all, other than maybe by a token force that its easy for them to overwhelm. Having 50 man groups routed by maybe half of that when they do actually meet organized resistance.

Shouldn’t be surprising really if that is all one is used to facing. It takes consistent competition to force you to improve tactically. But its definitely up there beyond this tier. We have played IoJ, CD, TC, these teams that are used to having to battle intensely off peak, and they are very good at it.

(edited by Pendragon.8735)

1/11/13 - Dragonbrand / Yaks Bend / Ehmry Bay

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Not saying this as a slight at all, but if DB moves up their off peak crew is going to have to pick it up when they meet servers that match their coverage. When our weekend warriors have stayed up late to even approach their numbers, we have led the points and income up through about 4 AM still vastly outnumbered both Fri/Sat, at which point most sane folks finally turn in, and they start painting it green.

question about condition build

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Is it really worth it? The precesion only seems to add a small amount of extra damage through the bleed crit procs. On the other hand i can see the power also being semi useful for ds abilities staff 1 ect.

Precision is good if you have a lot and use earth sigil. If you can get to + 100% bleed duration even your barbed precision will do 200+ damage per proc. If you make 20 attacks in a fight at 50% crit rate, that is over 1000 damage added. Earth Sigil could proc 6 times in such a fight, each time adding over 500 damage if its not removed. It adds up.

Power is more for front end damage, but means you have to stick in a fight and constantly attack, which synergizes less with attrition play style. Power can be better if you are fighting a heavy condition removal profession obviously, as there is a trade off point for bleeds that your precision will proc, they need to run several ticks to make up the difference.

Your bleeds can also proc in Death Shroud, so even there power has no special advantage for a condition build.

Power also does nothing for epidemic, which should be one of your bread and butters as a condition spec, while precision gives you more bleeds to spread.

If you put points in Soul Reaping your crits do more damage, so critting more works in tandem.

(edited by Pendragon.8735)

1/4 DB v Yaks v EB

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Glancing at the current score evolution, we’ll likely be in this same matchup for a good 4 to 8 weeks. The only server that has the potential to shake things up is Kaineng.

Better learn to love eachother.

Nah, server transfers always screw up these kind of predictions. People can’t sit still in this game. A lot can change in 4-8 weeks.

Death Shroud

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Good points.

DS is too hard to regenerate in fight, or starting from zero, compared with regeneration and sustainability for a guardian or ele say.

DS is not compatible with condition builds, who need it most to survive, because your DPS and condition application falls to near nothing while in it. It also locks out your utilities which hurts. It is better for power builds, but still doesn’t offer them the burst of top DPS builds.

How to use Mr. WURM! Correctly

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Looks useful for area control in this environment, but I have found the worm port unreliable in regards to vertical terrain.

One example, I’ll put the worm up on a wall where I want to build siege (wvw), jump down to a depot for supply, but when I port back, it will often just place me on the ground at the base of the wall instead of up on it where the worm is. Reminiscent of the old spectral walk bug.

Carrion or Rampager?

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Try to work toward the Cond/Precision/Toughness gear. Believe you can get 4 pieces from the Orr Temple events, and then 2 more from the Khilbron set. There are also rings and earrings with that layout now, though can be expensive.

I eventually had an entire set of this stuff for WvW but over time have come to value defense more, and now usually swap in anywhere between 2-5 pieces of Invader stat gear (Vitality/Toughness/Power).

Have to remember as a Necro you have two life pools, which means vitality and toughness is worth twice as much to you vs other classes.

Also, as an attrition class, the whole point is to make a fight last long enough for conditions to turn it in your favor. If you are dead in the first 5 seconds because you can’t survive a thief burst, or whatever else, those conditions will never reach their zenith.

Opponents also love to target and focus fire Necro’s because they know we don’t have fast escape or mobility options. Being a bit more tanky makes them pay for their choice, while your teammates are killing them.

Necro needs better and longer Poisons

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^ Right, thx. Will update.

Necro needs better and longer Poisons

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For a condition class, and thematically, Necros access to Poison seems pretty limited and on the outskirts of a lot builds.

One way for an attrition class to function well is to prevent the opponents heals from being as effective, this could work for the Necro if he could keep poison up almost all the time. But he really can’t because he doesn’t get enough or long skills that have it.

It could also be a nice little damage boost since Poison scales better than Bleed with condition damage.

Let’s look at the typical condition build, which is Staff + Scepter/Dagger.

Weapons

On Staff: Chillblains, base poison is only 6 seconds for a 20 second cooldown skill. Even with duration increases you are unlikely to have this up more than half the time.

On Scepter: Putrid Curse (3rd in chain). This skill is ok but being the third on the chain many fights you will never get to it, and certainly not use it as a way to sustain poison unless you are simply spamming auto-attack the entire fight, which is not ideal.

Axe: No Poison
Dagger: No Poison
Warhorn: No Poison
Focus: No Poison

Utilities

Corrosive Poison Cloud: For a poison cloud, its pretty underwhelming, and is rarely used in Necro builds. Potentially 10 seconds of Poison, but no one sits in a field that long. And 40 second cooldown again offers little in the way of sustaining.

Corrupt Boon: This puts poison on you. Can be transferred, but wasting a transfer for a 5s poison usually isn’t optimal at the time as the skills primary function determines when you want to use it. And again, a 40 second cooldown.

Signet of Spite: 5 second Poison on a 90 second cooldown. Hardly worth mentioning as a consistent means to poison.

[Suggestion: Make Epidemic put Poison on your target. Right now it does not harm your main target at all. This would give you one free condition to spread, and give it some use in 1v1 situations.]

Traits

Toxic Landing: Poison on fall? Ok this is not going to be used in any normal rotation.

Death Nova: 3 Seconds of Poison when a minion dies, but for a Grandmaster slot. Only minion master will consider this, which is ok if you happen to be one, but considering how buggy pets are, not many consider these extremely viable builds.

The lack of Poison themed traits and improvement, I find embarrassing.

Pets

Necrotic Traversal (Flesh Worm), a 5 second, very situational, poison, on a 40 second cooldown.

Elite

Plague: Auto-poison, but lasts just 1 second. More of a survival or escape elite, or perhaps to chain blind a group, then means of damage, since you have no access to your normal abilities.

Downed/Drowning/Underwater

We have one means to poison in each of these states, but I’m primarily focused on our normal land-based alive combat with this.

So as we can see, though the list looks peppered with quite a few delivery means, the duration times and long cooldowns pretty much kill keeping poison sustained. As well as most are highly situational and outside the normal purview of a condition build. Poison should be a symbiotic condition to bleed, with the two helping each other to boost Necro condition damage, as well as providing redundancy in case one of the two gets removed. Right now if your big bleed stack is removed, you just lost probably 70% of your DPS. If Poison was more readily reapplicable, and longer lasting, this could reduce the power of removals, in keeping Necro DPS a bit more reliable, as well as stunting heals – which works in harmony with attrition.

Unfortunately, consistent poison upkeep looks like an afterthought on this profession.

(edited by Pendragon.8735)

Superior rune of the Nightmare - 4 rune bonus

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The earth sigil seems to break on staff (maybe others too, mesmer reported it on greatsword) once you switch weapons. If you re-equip, or zone, and have staff on you can go start blasting a mob and you will see it proc (though even then, oddly my staff only does 5 second bleeds with it, while scepter seems to get extra duration, even without the 33% trait). But once I switch weapons it seems to break and rarely ever fire it.

I’ve reported this as a bug, as if it was working correctly I don’t see any sigil providing the same damage increase on condition builds. At least if you run high precision. Unfortunately, it doesn’t. Bit off topic to the thread, but thought I’d drop it here since those interested in bleed strength (esp to 100%) would be likely to consider it.

(edited by Pendragon.8735)

Superior rune of the Nightmare - 4 rune bonus

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Some of the skills in this game seem very buggy. Since I’ve been watching my debuffs closely after putting bleed up to 100%, I notice that for super long stretches, Sigil of Earth just won’t fire at all. Especially on staff. Does it share a cooldown with Barbed Precision? BP fires quite a bit but not the Sigil. I know it has a 2 sec cooldown but even that doesn’t explain the long periods where it won’t show.

I have ~50% crit usually so this is not hard to test. Every hit is 30% chance it should come up.

I was sure in the past both could proc on the same hit, and they seem to on the Scepter quite a bit, you see bleed just up 3 at a time on occasion. But certainly strange behavior with certain skills/weapons.

(edited by Pendragon.8735)

E-Sport?

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Look this is unfair. Some players are in different time zones and play at different times, it would lose Anet customers.

But what is also unfair, is having just about every non T1-T2 match prone to being decided by mostly PVP Door, or hugely imbalanced odds.

The type of solution is simple. Points scaling. If one server has 150 people on a map, and the other only has 25, then you scale points tick value down based on whatever percentage of choice that seems appropriate. It doesn’t have to be a 1:1 ratio, not having a player should never be as good as having one. But they have to close the gap to some degree, because it just ridiculous that points can be run at 3 to 4 times the rate in off peak hours as they can in peak time. In peak time even if one server is greatly more skilled than their opponent they cannot offset the off peak points merely because its so hard to dominate a whole map when both sides have full populations.

What that means is any North American player playing at normal NA primetimes is substantially less valuable than a player who plays in off peak.

And if we have an entire server whose main population is off peak, and their own weak time is NA primetime, then the system will work equally to favor them, and have them lose less points when it is their low period.

This is one reason people are asking for rewards, progression and all sorts of other diversions to make WvW more interesting, because the week long scoreboard battle is too often compromised by this issue. Sure you can try to band-aid fix it in that way to keep people interested only during the time they are actually on. But it’s a shame for everyone to stop caring about the actual battle for the week due to the imbalance of off peak populations.

(edited by Pendragon.8735)

Your Jan/Feb expectation for necro

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Our defenses are too much of the same thing, more life (death shroud) and then even more life (plague) with some toughness. This needs to be addressed.

Look at the Ele, which is supposed to be a squishy class, they get not one, but two, invulnerability abilities they can take, and that is not even counting their downed state one. You get run over by a zerg, or pulled into one, and see what is better, an extra life bar or 3-4 seconds of being invincible. It’s the latter every time. Death shroud you just get CC’d into the ground and pounded on for about 3 seconds and its over.

Then Ele’s also get amazing mobility, regen, and condition clearing, making them a far better real attrition class than we are, all while still getting decent damage. Their lower life amounts to not much at all, since you can’t hit them half the time and they can get out of so many bad situations. Necro’s just have to sit there and eat it like a sponge.

In beta, we had a teleport to any location in range in Death Shroud, this at least made the form somewhat versatile, then they switched it to a teleport only to an enemy, something most Necro’s who are condition, have no desire to do. Our whole M.O. is to kite and avoid damage so that our attrition damage can work.

Superior rune of the Nightmare - 4 rune bonus

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That would be a 4G test for me, so hopefully someone that is running lich runes can chime in.

My ideal is 100% fear and bleed without going into Spite. I just realized it is possible Krait x2, Afflicted x2, Lyssa x2, Master of Terror, Hemo and, Rare Pizza.

Having less than 100% on stuff like chill and poison is not such a big deal since there is not a huge hit or miss break off point as in the first two.

(edited by Pendragon.8735)

Superior rune of the Nightmare - 4 rune bonus

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Follow up, Rune of the Lich appears to have the exact same tooltip error.

So depending how much you value condition damage over vitality, that would be a much less hassle way to go.

Superior rune of the Nightmare - 4 rune bonus

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Edit: Did a quick test, I’m seeing the same.

I had:

30 Spite, 20 Hemo, 36 Food = 86% Bleed, then +4 set Nightmare.

2nd tick is there on Barbed Precision, so has to be over 10% bonus. Interesting!

Always wondered why Nightmare had such low bonus considering other sets give you the +10% right at the 2 piece.

We need to find what the actual 2 set and 4 set is though. I just tried 40% food, 20% hemo, 30% spite, and 2 piece nightmare, and no second tick.

Tested with 95% Bleed and then 2 pieces Nightmare, no second tick. So that first bonus definitely seems to be correct at 4%, and it takes 85% with the 4 set to reach 100%.

So 4% then 16% it looks to be.

(edited by Pendragon.8735)

Terror 2nd tick

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At least without Spite points, the only way to guarantee the 2nd tick seems to be having additional 100% fear time.

I’ve experimented with taking my runes off (then at 86%) and at this rate, I never get the second tick unless there is already a condition on the mob, if there is, then it seems to usually come up.

Should be kept in mind the value of additional fear time is not just the tick, but the longer cc itself is going to create more damage for you via other attacks.

(edited by Pendragon.8735)

Bunkers vs. Glass Cannons

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How does a bunker help in a siege? Even in a smaller fight, smart players will just leave the bunker till last then dog pile him. The sPVP meta is poisonous to WvW and does not mesh at all with what needs to be done if you are actually interested in achieving the designs of the game mode.

I find balanced builds to be the most useful here. You don’t want to be so squishy that a thief can jump out and kill you or that one accidental position will wipe you in a large zerg fight, but you also don’t want to be so tanky that you aren’t contributing much at all in sieges, in destroying siege, helping get players killed, etc. That’s more excessive fear of dying, which isn’t that harsh of a penalty in this game/mode. Might as well play thief or DD ele if you simply fear dying over all.

If all you do is the exact same group setup and a specific role every time you play WvW then maybe there is a useful place for the bunker. But can’t imagine it being good to say flip quaggan nodes, solo or two man a camp, defend a dolyak, make a strike on an enemy siege position before their zerg is aware. In these situations you need some damage to be done quickly, more than you to last 5 minutes in a sustained fight.

But to digress, if you are playing WvW to win, the vast bulk of your important fights will be sieges inside walls or outside attacking them. A bunker is not good at pushing attackers off a gate, not good at ranging down someone managing a siege, likewise not good at pushing defenders off their wall positions, killing siege on walls. Outside fights it may do better, but most of those which are against your odds, are easily enough to avoid in this game, if you are anywhere near the battle front between where your side of the map meets the enemies.

(edited by Pendragon.8735)

Borlis Pass and Yaks Bend

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You called out a simple observation, so thought I’d hold you to it. Like I told Borlis, good luck.

28/12 YB V EB V MAG

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Jump puzzle should be one of the last thing taken under control. If you are going there when more important things are contested, probably deserve to die and go do something more productive.

Borlis Pass and Yaks Bend

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17 days is a week now.

But whose counting days when we are talking constants eh.

Borlis Pass and Yaks Bend

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Actually, might be Mag that falls, if score rates stay the same.

Apparently this guy never heard of Maguuma. There’s two constants you can expect. Mag will end the match in 2nd place, and our score evolution will never stray farther than 10 points, keeping us exactly where we’ve been since this game was first released.

Well I was a week off, or else, you guys better pick it up.

Name 3 "easy" improvements for WvW

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1. Imbalanced population point scaling
2. Fix exploitable terrain
3. Bring back orbs with non-combat benefits. Extra points would even be fine (around +10 value).

Do you want a skilled game?

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WvW not about skill, nor shall be. It’s about organization..

You’re right, however, skill definitely helps, only thing is its not primarily measured in WvW by kill ratios as gets droned about by a few. It takes a different kind of skill & builds to actually best accomplish the objectives in a team fashion, skills that usually don’t mesh with 1v1 builds.

The OP’s plea is a very biased one really. What should be remembered is WvW is a game of holding territory, not kills. And actually sPVP is exactly the same, insofar as we just have conquest, just the terrirtory you hold is way smaller there.

Currently the best survival classes are the best mobility ones. Not because they can win every fight, even 1v1, but because they can restart every fight. When you can choose your fights and escape, its easy not to die. People take these professions and builds and think they are great because they rarely die. Well duh, you have built to be good at losing without dying, or at the least, losing ground.

But that’s the trade-off, they are less good at actually holding a piece of ground. And you need to hold an area of ground in order to successfully get people finished off in downed, this is intended. It’s not intended for a bunch of people to rush in (out of stealth esp), assist train one guy, blow a bunch of cooldowns, get a kill, then run away and rinse repeat.

These battles are supposed to be long drawn out extended fights, and that means sticking in there in the thick of melee and holding that ground in order to get your enemey entirely pushed off. Only when you hold the line or front can you easily get people finished, and not till you actually advance the line can you successfully make sure they don’t yet get rezzed from total death.

30 vs 30 would play out quite ridiculously if it was simply a matter of which side got the mmo equivalent of being head-shotted first. Or worse an endless drawn out snipe and run affair, with a large force not having proper tools to ever catch an attrition force. WvW is about large forces clashing and staying clashed, it is the whole point.

(edited by Pendragon.8735)

Level 4 Thief..no armor

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If this guy delivers anything impressive, it will be amazingly ironic, because this exact thing was done in the early days of WoW, recalling the ‘World of Roguecraft’ videos.

Using 2 buttons to murder endless trains of people while naked, and some fighting back quite competently. A display that showed more so even than OP ness, that the class was far to simple and easy to play well with little no no skills, other than hammering 2 keys back and forth.

Do you want a skilled game?

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Downed state is undoubtedly a mechanic meant to deal with burst, since there are no healers in the game. Get rid of it, and you just have burst assist repeat at nauseam, with little defense against it from most classes, yeah that’s real complexity and skilled play.

Would be just another crutch for stealth based classes, that already have a broken mechanic (culling) hugely in their favor.

(edited by Pendragon.8735)

Your Jan/Feb expectation for necro

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Nerf wells and marks? That would be a perfect example of how a game shouldn’t and can’t successfully be balanced around only one mode (sPVP). I bored of team pvp quickly and mostly do WvW, and I already feel wells have little purpose there, esp for any non wells build. Most fights are large ranging affairs and people have plenty of room to get out of the way of larger marks and wells.

But in sPVP everything is centered around holding these tiny capture points hardly larger than some of the AOE in the game, so everyone makes builds to excel within the circle, but nerfing there might makes them doubly crappy in the other game modes, which is unacceptable for a profession that only has a few avenues that excels in as it is, and one is in large size team vs team fights and sieges.

Instead of balancing with such narrowmindedness, they should try to be a little creative, and think outside the box. One way would be increase tPVP capture points to the size of WvW camp capture points. This would make wells and larger marks less powerful and more easily avoidable without actually reducing our DPS farther in a hard sense, and nerfing the class everywhere else in the game.

WvW needs to be 4 teams, not 3.

in WvW

Posted by: Pendragon.8735

Pendragon.8735

How about 2v2? That would be interesting.

I think it would be great, and actually easier to balance than 1v1 or 1v1v1 too.

Teaming a Euro server with an American one might be an option there. It would spread the numbers available during quiet time periods. You can balance them a little by limiting the overall number of people in WvW but also limiting the percentage from each world, so the most a world could supply is about 70% of maximum.

Unfortunately the maps would have to be changed too. perhaps to one 2X3 and three 2×2 ones? That would take time and I’m unsure if they are willing to put in the resources needed to do that at the moment. It would inevitably have to be a WvW expansion.

Anet won’t do this. Otherwise, they could just merge one Euro/NA server together and have great 24hr coverage for everyone. But the server locations for Europe are in Europe and the NA ones in NA, and they don’t want people dealing with extra lag.

The Fundamental Flaw of WvW.

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Posted by: Pendragon.8735

Pendragon.8735

Biggest flaws are the rating system is cumulative so puts too must emphasis on weeks old performance when transfers and ebb and flow of population rapidly changes server strength vs the past. It should drop off counting results over a month old.

Other one is still off peak capping. Points needs to scale at least in some proportion to close the gap for large number imbalances.

28/12 YB V EB V MAG

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Posted by: Pendragon.8735

Pendragon.8735

Its very simple, some people like to PvD, some people like to PvP. We like to PvP.

You don’t get through the door till you get through the people. That’s the fun of the mode, you get both. Something a little more complex than deathmatch.

But why are you in a game mode featuring siege as a primary motivator then, when they have a DM mode basically. I don’t begrudge people to play the way they want, but just don’t think others are going to be impressed, because they aren’t interested in what you are.

28/12 YB V EB V MAG

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Posted by: Pendragon.8735

Pendragon.8735

To Yaks Bend and Ehmry Bay,

When you see the OG guild tag, what is your normal response to this?

Just curious.

What I’ve seen usually you guys get chased back to your spawn by our teams then a few noobs who chase you all the way there get ganked 5-7 vs 2 or 3. Rinse repeat over and over.

You forgot to mention your “teams” consist of at least 20 players each.

You guys just don’t get it. No one else but you cares about kill ratios. Everyone else in WvW is trying to take your stuff (and succeeding while you are running around), killing is just a means to that.

28/12 YB V EB V MAG

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Posted by: Pendragon.8735

Pendragon.8735

Somebody has never heard of extending. Its ok we don’t expect you to understand, just stick to the comforts of your zergs. What you failed to mention is how many we kill while we are getting chased by your zerg.

Bunzy – stop fishing for kitten lol

They all get rezzed, except those next to the legendary defenders. Kills are worth 0 points. You’re still doing it wrong. I suppose it has some accidental value in drawing ADD players away from what they should be doing but that’s about all.

How do you stop a game from becoming routine?

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Posted by: Pendragon.8735

Pendragon.8735

I think you want some longer term goals to keep a lot of people interested. Obviously Anet looks to be adding those in February.

Whether titles, accolades, cosmetic item rewards, maybe more options for commanders on the map, etc. Unfortunately we know there will also be hard number item rewards, but as a necessity to keep pace with PVE no more than that hopefully.

Do you want a skilled game?

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Posted by: Pendragon.8735

Pendragon.8735

I always find it funny when people say ‘go play spvp’ whenever anyone mentions skill on the wvw forum. It’s funny because as soon as someone says it, it tells me they’ve never actually done spvp, or they tried it and were horrible, and it gave them this impression of it being some super highly competitive environment.

They mean paid, organized teams, not hotjoin obviously.

That’s the whole point of sPVP to draw in the competitive small group players.

“Structured PvP is a Player versus Player mode which allows competition on an even footing.”

Do you want a skilled game?

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Posted by: Pendragon.8735

Pendragon.8735

sPvP isn’t a skills-based game either. It’s all about bunker builds and who can turtle on a point the longest.

This game is still very much about certain builds and team comps more so than actual skill.

Best just to play this game for fun, not competition, actual balance as far as an even playing field is borked nearly beyond repair.

Probably why WvW is more popular than sPVP.

Do you want a skilled game?

in WvW

Posted by: Pendragon.8735

Pendragon.8735

Downed state is ok, and here to stay as its what Anet wants to promote teamplay, but what they do need, is to equalize downed state abilities between professions as well as equal access to skills that facilitate easy stomping.

28/12 YB V EB V MAG

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Posted by: Pendragon.8735

Pendragon.8735

So I want to do a little experiment. What guilds come to mind when u think of EB? Mag? Yaks? Top 2 or 3 or more if u can’t narrow it down

Yaks – Recognize most all of them
Mag – GOON, [war] lately, Nova (think they are mag anyway)
EB – HIRE is everywhere

Really don’t notice the tags that much though unless we are trying to figure out a specific strategy a guild is doing. Most servers have such a collection that they blend together and its impossible to classify a server down to just a few. Though in some cases, like FA, they do have guilds that seem to spearhead everything [ULTD].

28/12 YB V EB V MAG

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Posted by: Pendragon.8735

Pendragon.8735

To Yaks Bend and Ehmry Bay,

When you see the OG guild tag, what is your normal response to this?

Just curious.

What I’ve seen usually you guys get chased back to your spawn by our teams then a few noobs who chase you all the way there get ganked 5-7 vs 2 or 3. Rinse repeat over and over.

does anyone like underwater fighting

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Posted by: Pendragon.8735

Pendragon.8735

It’s ‘ok-ish’ once I got used to all my underwater skills.

Someone mentioned rangers there though and they are severely bugged. Took me about 5 minutes literally to finish a downed ranger with his silly dead shark still reviving him, and 15+ bleeds on him the whole time.