Or raise the gold you get from it. 2 silver from capping a tower/keep? Neato.
I’ll put those 2 silver in a bank and then wait for interest and once I turn 18 I will go check my account and find: 2 SILVER! =D
In other words, I would think that the rewards from WvW would actually outweigh the damage costs by a ratio of at least more than 2:1. Rather than the current situation where you get 2 silver for capping a fort but if you die you have to repair your gear which (at level 80 exotic) is, lo and behold: 3 SILVER! =D
Nopenopenopenopenope.
That would just make WvW way too unstable or make it so that every time the winning team gets close to 75% they would just stop capping for a bit. It’s not fair to limit how good a team is doing or to make it so that every time you go over 75% of the map you just get steamrolled and have to build yourself back up.
70% of the map with three orbs of power? Good job!
75% of the map with three orbs of power? Nope! Not anymore! Now you get steamrolled by an army twice your size down to 20% of the map with zero orbs of power.
I think everyone is just plain terrible underwater.
I do 1k per hit with my shortbow and 3k-4k per hit with my longbow.
Underwater I do 75. Wat.
I don’t really understand the message here. Are you saying that focusing your entire build around damage is too strong in WvW? Or that it’s too strong everywhere? That having different builds is non-viable or otherwise subpar?
Anyways, it doesn’t really matter because, as far as sPvP and WvW go, I’m pretty sure glass cannon builds are actually quite weak. What are your 10k crits gonna do when cannons down you almost instantly, you can’t man a flame ram and chokepoints absolutely crush you?
P.s. Nerfing overall damage output is also quite dangerous on a game in which everyone has a self heal.
As a slight addition my previous post, I didn’t see your comment about glass cannons being weak. I disagree. They’re rather weak with manning flame rams and chokepoints, but that’s not how you are supposed to play them. With those builds you are supposed to be the one either AOEing the chokepoint or AOEing the top of the wall. Not sitting in the middle of the AOEs or right in front of the gate.
I find myself consistently getting 1-2 kills before I die in WvW simply because I don’t overestimate my survivability. I know that if a Warrior gets close to me I can either scream and moan for help or die a terrible and painful death.
Just look at the runes/jewels/trinkets in the TP. Power/Prec/Crit are the most expensive across the board and for good reason. No one finds any fun in outlasting the enemy, they all want to be able to click on someone, press 1, and then pick up their loot bag.
It’s what I do, and I don’t want to be stopping any time soon.
Coming from a Power/Prec/Crit Ranger (despite hearing many telling me that I should only build that way if I want to be on my back throwing rocks a lot), I can tell you that the only time I’m ever imbalanced is against a single target and only if I catch them unawares. My AOEs are average, my usefulness in a zerg is average-high, but where I really shine is in small skirmishes of 2v2 or 3v3. I pick a target and I watch it die in 3-4 crits of my longbow.
A damage reduction of 5 percent won’t change that and it most definitely will not change the fact that zergs steamroll. It will just make the battles last longer, and for the most part the battles are long enough already unless you are wildly outnumbered and destined to lose anyway.
So what exactly are you suggesting? xD
Duelduelduelduelduel. I want duels. I have a friend of mine who has gear similar to mine and instead of trash talking him constantly I would actually like to back it up by smashing him into the dirt.
I think the addition of a progress bar for each area on the World map (without entering, right below the area name) would be extremely convenient. For someone working toward 100% completion, it’s extremely annoying to have to enter an area that you might not have finished just to check, then leave again.
Or perhaps not even a progress bar, just a little symbol indicating completion after/next to each name.
I really didn’t like it in Aion where whenever you walk up to someone you can’t see their name at a glance. You’d have to decipher through their Legion name, title, level, etc. Just to see what they were called. It made it a lot harder to call out people to someone on Skype. The simple approach they took here is a lot nicer.
This would just make it so that no one would ever represent any guilds. I know that I for sure would not stay in a guild that was perpetually taking my money for itself.
This actually makes a lot of sense, but what I think would be a better idea would be to actually create a series of overflow WvW maps as they did with PvE maps. However, unfortunately, there is really no way to ensure that once people join an overflow server they will actually try and not just troll around and waste supply. Plus the fact that the average play time of people on these servers would be around 30-45 minutes depending on queue time.
1) Let people guest WvW on different servers, which would make them troll around even if they’re not fighting anyone in their own bracket.
2) Create overflows, making it so the average playtime of anyone on the server would be way too low to warrant any sort of organizable siege/war.
I believe that these sort of additions would actually make the commander book more useful and not just for decoration.
Removing blue and rarer drops would just remove the ability of people to get weapons other than the white ones you can buy at the NPC. Why would you want to do that in order to restrict people to crafting?
I prefer the Commando.
The Ranger has a button, “stow,” which puts away his/her pet and allows him/her to run around without a pet for the time being.
At the moment, if your pet is stowed and you are hit (by any damage, even falling damage), the pet immediately springs into action without being summoned.
I would like the button to work as written.
I have a couple ideas (mainly for WvW) that would really help with the ability to plan attacks in either large groups or small groups.
1) Give players the ability to “follow” a commander (in the Twitter sense of the word), and give commanders the ability to issue commands to all players “following” them. This was used rather well in Abyss battles in Aion as the leader of any Alliance (I think it was alliance, could have been something else, I’m not sure) could display a message in the middle of the screen of any player in that alliance. It was very easy to organize attacks if at any moment the leader of the group could issue a command to everyone in said group. At the moment, the only way the commander has any use to anyone in WvW is as a movable indicator on the map which connects the organized Teamspeak/Ventrillo crowd to the unorganized zerg. With this implementation, both the people in TS3/Vent and others could be easily organized with a simple message instead of just hoping they follow the leader. As long as you aren’t following a commander, you will not be bothered with screen messages.
The ability to follow one particular commander will allow the people that intend to stick with him to see which commander on the map is the one that they want to follow. Even though two commanders in one WvW map isn’t a constant occurance, when it happens, it is potentially catastrophic to any organized effort as half of a large group could just run off randomly with the wrong commander.
2) Let party members put permanent waypoints on the map (visible to only their party) instead of the 5-second pings. The pings that are already there are useful, but only if someone is already close to that ping and is looking at their minimap or if they happen to be looking at the area map at the correct time and in the correct place.
Also allow commanders to place these waypoints on the map and display them to their “followers.” There will be no map clutter to those who do not follow commanders.
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I believe that both of these additions will allow the WvW experience to be better organized for every team. While it does and a lot more use to the commander feature, and may stack the fight against teams without commanders, I believe that the 100g price point for the book is worth a little bit more than a fancy little blue arrow.
I actually like this idea a lot. I have only one useful elite skill at the moment but I have a ton of other utilities I would rather use in its place. As a human ranger, the only skill useful for me in my elite slot is the speed/crit buff, which I only use as a speed buff. It would be really nice to be able to use a different skill instead of that.
>Ask for a reason why the trading post is down and why it’s not coming back.
>Get told that’s down and they’re sorry but it will be back up soon.
>Not what you asked for in the first place.
It’s not against the rules to quit a dungeon if the rate of shards cuts off after the first couple bosses. Not like they still wont do something about it though, seeing as theyve already established their penchant for telling players what they want them to do.
Until then, just “LFG arah exp non-farm” or something.
Instead of making one more impossible, make the rest more possible. People don’t run the other dungeons not because CoF is sokitteneasy, but because they’re sokittenstupid. CoF wasn’t too hard, wasn’t too simple, it was great. Don’t penalize us for making the choice to run the one dungeon that doesn’t sodomize us.
Yep. Gotta make sure that people can’t find any way to get the upper hand on any other player instead of making the game fun.
“Let’s just make the one runnable dungeon impossible like all the rest instead of the other way around.”
“Makes sense.”
The only patches they’ve been implementing are the ones that actually diminish the players’ ability to enjoy the game and accomplish what they’re setting out to do. Other than that, they don’t fix anything, just make it harder.
Let’s not forget to mention the fact that it used to take 5 seconds to get into a party but now it’s taking me 10 minutes+ simply because there’s no one at CoF anymore. Smooth.
Calling out a new pet with F4 randomly gives you an AOE selection which does absolutely nothing.
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I personally don’t think the problem is with CoF path 2 but with the fact that they didn’t understand that if you make one dungeon super easy and the rest more difficult and then have all gear have the same stats, players are obviously going to pick the easiest and most profitable dungeon run.
One CoF run takes 20 minutes, give or take a few, and gives you 20 or 30 tokens depending on whether or not you’re getting your daily. If you look at the rest of the dungeons, like the Arah artifact path, which people are more clearly using a glitch to complete, then you’ll realize that the balance of these dungeons is completely ridiculous for a token-based system. People would run the more difficult dungeons more often if you simply made it so that each run had an x% chance of dropping an exotic item from one of the character’s sets (and the difficult runs had a higher percentage). It doesn’t have to be any set in particular, say I’m looking for the Power/Prec/Crit set of medium armor and I get the Power/Prec/Condition coat instead. Tough kitten (love the censor here, by the way), looks like I’m still farming if I want my perfect build.
It takes anywhere from 9 runs for any 180 token piece of armor up to 20 for a two-handed weapon. 20 runs can be comfortably completed in a day if sitting down and playing. At the rate I was getting tokens and running CoF (I got my last piece yesterday before the buff, tyvm) I could get my full set inside a week of playing in my free time. I also leveled from 1-80 in five days on my first character. Seems balanced to me, honestly. If it takes an equal amount of time to get from 1-80 as it does to get the level 80 armor once you get there, I don’t think anyone has anything to whine about except for the fact that maybe some of the other dungeons should be a little less annoying so that people don’t get stuck in the same frackin routine.
Here’s an idea: make each dungeon have three different paths. One that’s easier and gives you a small amount of tokens, one in the middle for both, and one that’s difficult but gives you a better token/time payout.
I’d love to be able to get some CoE armor because with the Medium set, the chest just looks plain better. Let’s be honest, who the hell codes a chest model so that if you wear it you block the view of the shoulders from the same set (i.e. the medium CoF chest/shoulders)?
However, I do agree that the one part they shouldn’t have buffed was the kiting part. I mean come on, it’s already completely impossible to play it as they intended, so they just make it harder? It’s a broken system to run around just long enough to keep the aggro off an NPC and then die so you can run back and do it again.
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tl;dr Don’t make one token-based dungeon easier than the rest if you’re just going to QQ about it and buff it later.