Showing Posts For Shados.1306:
The stuck dynamic events are one thing, but the ones that worry me more are the events stuck spawning infinite enemies or all around having serious economic effects on the game. Bots and RTMers are one thing, but when you have hundreds of legitimate players farming bugged spawns for hours (even with anti-farming code there’s so many enemies spawning its still 10x better farming than normal), it gets real messy if those aren’t unstuck… Some have been stuck in that state for days or more. Imagine how much loot/gold is being generated from them…
I feel it would be cool if orbs ONLY affected Eternal Battleground. Then you’d have a heavy synergy between EB and the borderlands…. You’d need people to win the borderlands to have a shot at winning EB.
Add a display for how many people are in each borderland so we know which one to join for maximum impact, and we’d be good to go.
I see people shouting to make groups to go back cap all the time. Small, highly coordinated tactical groups make or break WvW. Anyone can zerg, and one zerg is rarely much better than another zerg. Its the small groups that setup a treb after taking 3 supply camps and blast a wall without anyone noticing that win for their servers… usually its guilds doing it, but its not uncommon for pugs to do this.
You should have to ignore the bozo leader wannabes who will yell at anyone who isn’t defending or attacking Stonemist and think the entire server should move as one big group.
15 minutes after a WvW matchup starts, people start transferring servers. As soon as all the supply points are taken, there’s no coming back for the servers who lost during the first few hours.
The servers may very have been somewhat evenly matched at the beginning, but were a little slow for the first hour, lost all their good players to server transfers, got cornered without supply, and can’t possibly come back. Thats all there is to it.
The first thing they need to do is give servers a way to get supply once they lost all the supply camps.
As it is right now, if you lose all supply camps on a map, its over. Recovery is virtually impossible, because you need to get supply camps that are defended by forts, and then the forts, with virtually no supply. Its possible to get the camps, but keeping them more than a few minutes is insane. So when a server is matched against one with a different timezone population, its very likely you’ll lose the whole map, and in the morning you’ll never be able to get it back. That happened to our server a few times. All we could do was wait for reset. Awkward!
Experience may vary, but while that happens a lot in bad story mode groups (story modes are meant to be trivial…the option to just pop back in the fight is part of that), I have found that most of the time in explorable, you can’t easily come back. Either the waypoint is too far, either the fight is made such that once the person controlling the fight goes down, its basically over. I rarely have time to come back (it happens, but its not the norm), so we almost always have to do the fight in one shot.
Millage may vary, i suppose
Queue or “dungeon finder” style things have too many issues, and invite a League of Legend style culture. Annoying in PvP, but PvE doesn’t need it. If it was the only way to solve the problem here, I’d still be all for it, but there are other options.
GW1’s system (but server wide), or DDO-style systems would pretty much be flawless. You advertise your party in an interface (as opposed to advertise you are LOOKING for party…that never works), people can see who/what is in the group and contact you about it, when the group is full it vanish from the interface.
Simple to implement, easy, doesn’t have any of the “social” drawbacks of automatic dungeon finders… all around by far the best option. And they had it in GW1 (except it was zone specific. Fix that party =P), so no reason not to have it here.
As a warrior who prefers melee and is currently specced glass cannon(though longbow is just awesome in dungeons…),here’s my thoughts.
-For Kholer, the dodge timing is about midway through his channel (he pulls back and starts “charging”. If you dodge after about 1 second, you’ll still be in invincibility frame by the time he toss his grapple at you). We’ve done this fight several times, and no one ever gets hit by it anymore in our group.
-For melee. This is purely my opinion, but i feel greatsword is TERRIBLE in dungeons. Dungeons require extreme mobility. Greatsword is much more in tune with overworld PvE, because Hundred Blades is extremely powerful but you can’t move while using it or you cancel it. That will get you destroyed. More interesting options are hammer or mace (for the stun spam, against non-bosses or bosses who can be stunned repeatedly), sword (the burst skill has the same issue as hundred blades, but you have better cripple and root options, which helps a lot), and my personal favorite, axes (you can move while doing pretty much anything with axes).
-The trick here, is to move. By default the strafe buttons are Q and E. You pretty much never stop holding those down. Strafe circles around your enemies while smacking them and never stop (thus why stuff like hundred blades will get you killed…). Enemies will almost always miss you. You can take on 3-4 enemies without taking a hit if you strafe around and dodge when you see attacks coming your way.
-If you’re having trouble, offhand a horn. The #5 doubles stamina regen, lets you dodge more (bonus point for getting the trait that makes horn converts debuff into buffs, if no one else has a similar skill such as well of power around).
-When all else fails, switch to range. Every class in the game have some form of ranged option, and its for a reason. Especially as a warrior, you are expected to weapon swap. ALL THE TIME. (For that reason I put points to get faster weapon swap cooldown, but thats optional). Longbow’s great for the AOE option, but you have to spec it to get better range. Otherwise use rifle. Swap to range whenever you get in danger.
Melee is overall way better for a warrior (damage is far higher), and it is perfectly viable in explorable mode. I do get downed a few times when i get reckless, but i almost never die, even though I’m melee 75%~+ of the time