Story time. I was the only roamer on BG BL for a while last night and while going in a predictable line between the camps, there would be 5-10 BG waiting at the next camp or arriving as I captured it. Consistently. Can they really be that bored?
Roaming this match is just strange. Almost every ‘roamer’ on BG runs glued to their 3-10 roaming group it seems. I don’t remember this from the last match where some of them would break off for duels.
Then in the fight club, some random troll group of BGs would jump in and interrupt every duel and keep running back whenever they got killed. Someone must be bored…
Also whenever I look at the PPT skill board I feel like my jimmies are being rustled. But at least I ain’t bored.
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Dont care; didn’t read. Why aren’t you PPTing?
Basicly Mochann summed it all. I also not agreed that Celestial is a good way to go for staff ele. Even D/D i’m still doubting as some stat like healing aint worth taking at all.
Here is my build just to share:
http://gw2skills.net/editor/?fEAQFAWhEmkbwxyQlDAEFvYyQRIjUeMzO2A-jUCBofBhEBI7pIasltRr6KIlXhVZDT9iIq2erIa1SB8wyI-w
High power for pure raw dps. High Vit/Toughness for surviving Tier1 megazergs. Boon duration>all. Trait Stability/Cleansing buff every 8sec for friend = Teamplayer. Food can be change if you want.My playstyle is to stick with melee team, stability buff/cleanse them up. (even leading the charge) Collide enemy & CC them then move sideway out of aoe rings. Ppl used to target an ele first, if i can draw off 3-5 guys from our main group to target me that’s also plus. Plus with high power i can still hit like a truck too.
+1 that support build. It’s the traits I would run if I ever used a melee train ele.
Though I would think half celestial and half ptv gear would be slightly higher damage and better supporting (healing power) while having equal or better sustainability and slightly lower burst survival. Since you have 2/3 blasts for your own water fields, 3 heal skill+water dodge, and 3 different regeneration sources (2 regen boon and regen trait thingy), healing power is a strong stat to have. It will have better survival returns over the vitality from just a couple skill rotations, unless you’re specced 100% against burst rather than sustained damage.
Also since you actually have 3 different sources of burning as a frontline ele (fire 3, 4, and dodge), condition damage is a nice damage supplement (while it’s terrible on backline).
Both condition damage and healing power are linear stats so you see equal improvements at low numbers as at high numbers, assuming you’re using the same skills anyway.
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Eh there’s 3 exits to the spawn. oPP is one of the few guilds I respect on BG. Almost all individually skilled players that I’ve seen and they never back down from a 1v1. They’re also like 2/3s of BG’s fight club presence.
It’s not just T1 NA. SBI got a large bandwagon just prior to leagues with the apparent intent to dominate silver league.
Did they dominate though? See? That’s the gamble of the lower tiers, and it shows how competitive it truly can be, even when attempts at stacking are done. There’s no guarantee. Same thing could be said about JQ too no? They were predicted to win at start of leagues weren’t they?
It could also be the difference between EU and NA as well. While we do have some lopsided matches, most of our servers head out and fight regardless. Which has made the leagues fun for me, even if my server doesn’t take first. There are also no inter-server organized karma trains either, even if stuff does flip a lot, it’s part of the gameplay.
First, the point is that it causes bandwagons, not that they’re guaranteed first place.
Second, your assumption that people wont come to WvW except to play the PPT game is still wrong… From what I’ve heard, EU is just as much about the fights as NA, if not more.
Leagues have been great and a good break from the normal matches. Actually I enjoyed fighting BG the most since their few roaming guilds make for an epic fight club.
I’m complaining about rewards now? Good twist there lol. Recheck the OP.
It’s not just T1 NA. SBI got a large bandwagon just prior to leagues with the apparent intent to dominate silver league.
I’m guessing Anet is at least doing it right by giving superficial rewards for a superficial contest. Seems that’s what everyone’s guessing. Anything else would be ridiculous.
Giving the same reward to every server, regardless of outcome is silly. Why bother to fight then? What’s the point if the leagues if all come out equal in the end? It would mean season two would be a big lead balloon. People would do the bare minimum, then clock out for the rest of the match.
This I don’t understand at all. I guess you didn’t notice season 1 is a huge K-train orgy mixed in with some zerg fights, gvgs, fight clubs, duels and other random fun. It is because it can’t be anything else. There’s no other possible competition, fun, or reason to play except for these things. Only 1-2 servers are seriously playing purely for PPT and only in a small fraction of their matches. If you need to ask why play with no rewards in a player vs player game mode, you should probably ‘clock out for the rest of the match’.
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It does when you stop focusing on T1 NA and realize there were viable options in silver and bronze leagues, in both EU and NA.
There is nothing false in my logic. If you felt server A offered you a better chance of winning the leagues over server B, you had the option to transfer, if the reward was the most important thing to you.. Nobody was forcing you to stay on server B, C or X.
My server will never win the leagues btw, so there goes your other argument.
But I’ve never been one to be motivated by virtual pixels in an online game. I chose community over reward. But there’s that word again: choice.
You’re really arguing that no one is “forced” to NOT bandwagon?… The “choice” you’re referring to is if there should or should not be bigger incentives for imbalancing tiers. The “competition” you’re referring to is who has the most population/transfers before leagues.
That’s a meaningless competition and the rewards should be superficial. If anything, the additional reward should be increased transfer costs to the top 3 placed servers and decreased transfer costs to bottom 3 on each league. That way, anyone interested in balancing out tiers would have an easier choice of it.
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Piercing trait + projectile reflection.
OP’s troll bait was amazing. I didn’t realize how srs T1 was about their PPT.
Everyone had equal opportunity to transfer to another server if the prize was the more important thing to them than the server itself.
[…]
This is a competition.
Error… Error… Logic doesn’t parse…
Can’t you see the contradiction here or is “competition” an empty and meaningless word now?
You addressed the reasons there should NOT be rewards in the first sentence. Encouraging stacking for a reward rather than balance for a good fight is anti-competition. The reason Anet encourages it indirectly like this is because it brings in money from transfers.
All the arguments in favor of more and better rewards seem to implicitly take this form:
“I’m from the #1 server in my league and I want better rewards for myself!” Then some empty contradictory rhetoric like ‘competition’. Not that many people still care about the PPT facade but saying something’s not purely about greed when it clearly is, doesn’t make a compelling argument.
I don’t see what’s wrong. Everything looks like it it’s working as intended.
Zerging is the fastest way to cap individual objectives and get that WXP at the end. Unless the reward structure changes, none of the other things will matter.
So glad to be fighting BG again. Seems like the best roaming fights anywhere in T1 and T2.
After JQ TC and SoR I’m almost suspicious when other roamers come at me for a 1v1. More than happy for a 1v2 even.
I am sure ele will have its chance at flavor of the month [stuff]
You’re referring to before eles (dagger) received probably the largest sequence of nerfs of any class in the game. “Flavor of the month” doesn’t happen by itself.
I would like to see eles polished on the small scale/roaming side (dagger, scepter, focus skills). Sort of like how thief sword 3, pistol 1 and 2, dagger 3 and 4 have all been redesigned to be more interesting. It would be nice if staff was made less 1-dimensional though I’m more happy with staff overall more than the other sets.
Sadly the Dec 10 patch isn’kitten It’s a nerf for what I’m running but at least it will possibly open new trait options. Maybe a step in the right direction for that at least.
Really it boiled down to whom you encountered with. If you encounter tier1 server with horde of zergs stack retaliation and have way too many enemies outnumbering you. Wearing full berzerk will backfire you. You will instantly dead if u meteo those retaliation group. Even one good dps thief can oneshot you in that level of play. But if u aint in those situation, i think zerker will shine with proper skilled players.
To be honest im not really big fan of staff condition dmg and healing. Also to say staff ele cant be close combat with melee is just wrong. D/D is better in that role yes but staff ele got ton more CCs and more versatile evenif it doesnt provide the group aura buff but stability/CC/heal/cleanse alone top up everything. I still insist PVT if u are in the top level of competition with tons of organized guild groups.
Have you even tried zerker ele vs T1 zergs or just theory crafting? I’ve been running it the last 4 weeks vs T1. It’s really easy. Usually they all run in a line with hammers and low damage PvT gear. Sidestep a little and it’s k or mist form or tele for ‘oh kitten’ moments. Today in 2 hours running with the Mag Badge/K-train I got something between 150-250 kills. Deaths: 0. Down: 0. Idk how to explain that either.
Retal means something against tanky frontline or midline builds because it ignores armor and they are already taking constant damage for the pressure to mean something. Ele has enough small heals for retal to mean almost nothing except stop casting a few seconds to heal up.
The only 1 shot that ever happened was a rifle warrior, I think from JQ a couple weeks ago. That was a 14k damage kill shot. Thieves can’t 1 shot and they’ll rarely reach the backline of a zerg anyway. They can 2 or 3 shot but it’s not going to happen much in practice. I do look forward to dueling BG’s thieves this week though
I was going to say winning seasons is like winning the special olympics. Except the latter is a legitimate accomplishment.
@OP yea no. Meteor shower is fine. Cast time, AoE, and everything. Tornado is working as intended. Of the things you mentioned, only dragon tooth needs fixing. It should be ground targeted or something else self target (on your location) when there’s no selected target.
Also staff lightning 2 and 3 need a remake imo for fresh air builds (faster cast time, potentially weaker skills). Give staff at least 2 skills that don’t feel ‘heavy’.
Ele 1v1 is lacking in a lot of areas. I don’t know how they would fix it though. For one, scepter water 2 needs a remake for PvP. It should either be a blast finisher or short water field at least.
Seriously though… pretty sure you can still document it and report to exploits@arena.net
I’ve noticed usually guilds and opposing servers will help root out their own hackers if you have evidence. And the hackers are usually PvE players and lower tiers (from my experience) because in WvW, their account isn’t going to survive very long. Best way to find a hacker is on your own server. Who wants that trash in their guild or representing their server?
WvW is not supposed to be fair. And it’s about factions, not 1v1. so at the end you will have cheaters on both sides and things will balance out. Therefore there’s no need to worry about it
Best. Post. Ever.
This let me sleep at night again and appreciate the hackers on the other servers for balancing the ones ones on ours until I thought… What if the T1 servers buy out all the hackers?!
Yeah so fairplay.
Is that Superman mode?
Maybe he was launched from a treb.
The combat mechanics are fine. The rewards are not. Smaller groups should be better rewarded for doing the same things as larger ones. Soloing a supply camp should be 2x the reward of taking it with a 60 man zerg. Capturing a keep with 5 people, same idea.
On the other hand, level of upgrades should also modify the reward both for capture and defense.
Zephryus, I’m thinking eles don’t do that much damage in the zerg anyway. I’m seem to be out there throwing heals and boons, and basically leeching WxP so I can build up my siege traits. I’m not actually killing much except by pitching in a little in emergencies. Is a zerker build going to change that or just make me squisher and more of an agro foo?
It’s really dependent on builds. I haven’t counted but I would estimate my Meteor shower does around 80k+ damage if it hits a train/blob in the right place and that’s just 1 skill. You won’t be hitting individual players for much more than 4-9k but all your main skills are AoE so add it up…
Zerker build does over 75% more damage than full PVT gear but also has probably 1/3 or 1/4 the raw survivability. Your survival is in skills, utilities, and traits (earth 3, fire 4, all CCs, mist form, teleport, 1 other defensive utility, best condition removal heal in the game, and many traits in earth, water or arcana trait lines). That’s really what makes the set possible.
You’re a pure backline with combat mobility, projectile reflection, stab/stun breaks, invulnerability, and lots of condition removals (depends on traits). Also, going down in the backline is nothing like going down in the front line.
On average I’ll probably die once an hour or less while zerging with a pub zerg using roughly 2/3s zerker, 1/3 celestial. I’ll also admit if I had used a zerker-heavy set in the first 50 or 100 hours of playing WvW, I would have been pure rally bait because it’s all about reading where the enemy train is moving during the fight.
In short, if you’re going down in the middle of many of the fights as zerker, you need some more survivability. If for some reason you need to be glued to the commander tag in fights, then yes, definitely much more PVT/celestial/tank gear.
Zephyrus, also, someone said here that condition damage stats translate to siege damage. Do you know if that is true?
Yes for siege weapon condition damage so treb poison and ac bleeds benefit from condition damage. But I wouldn’t recommend it for ascended staff stats. If you use siege that much, just have a condition damage armor set for normal ACs and treb cows. You can also use tanky condition builds on d/d or s/d eles.
CnD thieves are strong 1vX because there are more targets to CnD off of. I’ve done 1v3s, 1v4s, and 1v5s, while good players 1v1 can beat me because they know how to dodge. Then on my ele I can beat almost any thief 1v1 as well and if they have won, it’s not decisive (referring to every thief I’ve fought/dueled so far).
I’ve also had a harder time against a thief 1v2 than when he was 1v1 because 2 potential targets to CnD off of makes it unpredictable to fight against. I actually think this is good class design for a roaming class.
D/P sustainability is probably going to be fixed (or other builds brought more in line) next patch so I won’t address that. But I do think shadow refuge needs a 1 second cast time as I suggested months ago. It’s too much of a free pass for everything now since not every class has access to a knockback.
Having a blast this week against Mag and TC who are now showing up and fighting us as we don’t massively outnumber them anymore. The PPT from Sunday on has been back and forth, it’s great.
This ^^. I really only care about the battles during NA since that is when I play. The past couple of nights, all 3 servers have been ticking in the 200s at time. That leads to good fights.
Only a very few people really care about the overall scoreboard. What matters is whether it is fun for them when they play.
That’s the right attitude. T1 servers need to stop their arms race paying guilds to transfer, even just transfer fees. Why do they want more guilds to transfer when it just leads to boring fights with no numerical competition?
skill gap? like it actually needs skill to spam CCs on CD.
Spamming CCs on CD. Case in point.
That’s way too small for GvG. It would be good for 1v1.
The reason full celestial is bad for Ele is because it lacks power. I actually tried this as well and it was almost impossible to die, but, damage was way too low. With low power, precision and crit damage have little value because they are reliant on the power stat. That means you have lots of total stats but half them (your damage) aren’t optimized to be useful. That’s also why I don’t like knights set unless you really need the toughness over power. But mixed with some primary power gear, celestial pieces have have excellent synergy and give a good boost to survivability.
I would always prefer celestial over valk and knights on ele. Just, mixed with a power main stat set.
I found in general, in smaller groups you need more survivability and larger zergs you can do pretty much a dps zerker with mist form and teleport (because even a disorganized zerg will kill anyone out of position, you just need positioning to survive). Solo roaming can do whatever works though zerker build will have trouble 1v2 and 1v3.
Your main role in a zerg as a Staff Ele is CC and providing Fire/Water fields. Secondary role is AoE DPS.
No static field?? Also, given that fields are mostly unaffected by caster’s stats, that doesn’t matter for build. IMO for ele, the support vs dps option is whether you go anywhere from 15-45% boon duration runes or full dps runes/ruby orbs. And that depends on build as well since Arcana builds and some others like earth (AoE stability) traits will see high returns on boon duration.
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Condition dmg is bad because staff has a total of 2 condition skills, earth 2 and fire 3. And earth 2 is super easy to avoid. I’ve actually tried hybrid condition/celestial build on staff, only because I used it on s/d. It wasn’t worth it for staff.
Good eles can use full zerker or close and dish out massive damage while still being the last ones standing because ele utilities and range allows for such strong positioning.
Berserker or celestial. Celestial stats are good but full celestial is not. So zerker is better in much more cases. I wouldn’t recommend any other stat.
Staff is an extremely long range, high CC, and defensive skill set so “tank” staff ele makes no sense unless you’re new.
I am traited for seige so combo healing/toughness/condition damage seems to make sense, but would like input. (full ac, cannon, treb, cata)
No offense but that’s doing it wrong. Heavies should be on the siege if it’s taking damage.
Sorry but heavies usually have no clue about that kind of patience. It takes a lot of time and gold to build siege. Try it. Especially if you are on my server. Please.
Touche. I think.
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Berserker or celestial. Celestial stats are good but full celestial is not. So zerker is better in much more cases. I wouldn’t recommend any other stat.
Staff is an extremely long range, high CC, and defensive skill set so “tank” staff ele makes no sense unless you’re new.
I am traited for seige so combo healing/toughness/condition damage seems to make sense, but would like input. (full ac, cannon, treb, cata)
No offense but that’s doing it wrong. Heavies should be on the siege if it’s taking damage.
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I guess you missed the perplexity rune threads then since there’s pretty much only 1 type of engi now.
You may have a point that new players will always complain about thieves if only because their mechanics are so different from the other classes.
But I think thieves are fun to fight and help fill in a niche that WvW is lacking in: roaming and scouting. There’s no reason they shouldn’t exist just because a new player has to learn how they work. There’s complaints about plenty of other classes, and not just from new players.
The reason mesmer portals aren’t a problem is because the mesmer has to have access to the other side. Either it’s no issue if it’s an owned structure or careless oversight.
If I listed my own issues with WvW, in order of significance it would be:
1. Broken PPT and rewards system leading to karma train and no defense meta.
2. Snowball mechanics (bloodlust) that should be on the opposite end (outmanned buff) also leading to k-train and no defense meta.
3. Perplexity rune lack of ICD
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Thieves are good. Mesmer portals are good. If anything they should have had more creative classes/mechanics like these.
Hacks are hacks and rage is rage. I don’t see the connection except there are things that personally annoy you.
i usualy see thieves in wvw who can go back into stealth after just 1 second of coming out of stealth. Is it due to lag or runes/sigils/food? is there something a wvw thief can do that a tpvp thief cant? because I don’t see it being done in tpvp. but i do know that wvw has more variety of equipment that cannot be used in tpvp.
Based on a various random roaming encounter, i use a ranger with shortbow and when i see that thief pops out of stealth to backstab me,i shoot one arrow,it lands,then he disappears,repeats until i die because i can only get 1 shot in each time he appears before he stealths again.I’ve never seen this happen in tpvp before.
can anybody share with me the secret? so that i can find a way to counter this type of thieves.Sic em is not effective because I don;t have enough dps to kill it in 4 seconds. Thanks
Revealed is 3 seconds in WvW and 4 in sPvP. Time your dodge roll accordingly.
DR on CC is not needed so it isn’t in the game.
even in zerg v zerg or blob v blob, stunlock warriors aint fun.
There is a limit, and it has long since been crossed. This suggestion, is probably one of the more reasonable one, short of nerfing warrior CC
Because dumbing down the entire game mechanics due to one weapon set on one class is reasonable… Have a look at the warrior patch notes preview though: https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview-Updated-Nov-6th/first
Why this topic again? Thieves are due for a buff. Dec10 patch is looking good.
It’s funny people still think:
Thief should win every 1 vs 1 fight. They really doesn’t have any kind of chance to lose.
Duplicate topic… They won’t add DR because dodge is a thing. And stun break.
We don’t need mechanics to equalize bad and good players.
Well stocked Fight Club happening.
Where? SoR BL Windmill
When? Now
I spend most of my time around the Bloodlust points or trying to fight people out in the open on the BLs. […stuff]
That’s probably the mistake. I almost never find good fights in the bloodlust areas because there are just too many T1 people. I just run the camps and find lots of fights that way. Plenty of good 1v1s and also some fun 1v3s-1v5s. I only won 1 1v3 this week and vs terrible players. Down state is too OP.
The reward for defending usually is fun. Last night, CD and SBI fought over CD’s t3 bay for a good 2 hours, with the last hour being non stop fighting. They had more numbers, and kept waypointing in. They wiped us once, we came straight back, knocked down the inner gate again, and kept going at it. We eventually took their Bay. It was a blast, and I am sure CD had a blast too. All their people from EB even came over to fight in that.
Instead of defending bay, they could’ve ran around their BL and taken back all their possessions (which were under BPs control). Instead, they wanted to defend bay. My guess is, because it was fun. All that fighting was a blast.
They got tons of bags for defending, and we got tons for assaulting. What is this garbage about defense. It has its own rewards.
Why do people play WvW? Is it for the Karma? XP? Or is it for fun, and the loot is an added bonus?
You’re only kidding yourself here.
You get tons of bags for defending, NOT attacking. If you’re actually defending a spot, the attackers will move to another objective because they don’t want a long siege that gives no rewards except ‘fun’. Then they’ll come back when no ones there to defend.
The no-defense K-train meta works for PPT AND for rewards. Look at BG’s score. ALL they do is K-train and an occasional garrison defense which is basically what everyone’s doing. In the match with BG SoR Mag on all 4 maps there’s a total of 1 waypoint. No defense works for PPT and it brings good rewards. Fun is subjective and a lot of effort with little or no reward is generally less fun.
The system has always been broken though the meta only became k-train after everyone realized it.
Again, people defend. People attack. Sure you will run off if the place seems like it is too hard to take. That is just common sense. So, you run to another place to take. A lot of servers that I have faced, will run over to that place and defend it as well.
It is fun to defend, you get good fights. I am not kidding myself about anything.
Nvm I think you were responding to the thread title but not the OP itself. Good fights are good fights however and wherever they happen. No one is arguing about that. The issue is that attacking is necessary while defense has little or no significance in WvW.
This is a bad idea. Stability and also the fact that condition removal clears all stacks of a condition. Also stuns don’t stack duration.
Ironically, CC is how you STOP hammer trains and if anything it’s under powered against them.
It’s not about stacking of stun durations, it’s about reduction of singular stun durations(potency) respectively if you already got hit by stuns or other ccs in the same fight before.(While in combat stance)
I think, suggesting to use cc groups to counter cc groups is worse. What I’m trying to suggest here is, reduction of priorities of cc train based zergs in wvw to make more enjoyable and balanced fights with lower scale guilds or organised people. Using more ccs can’t help that. A low scale guild can’t have a “10 person cc-train” group, they already have low numbers. Also not every class have good access to stability and stun breakers, this obligates you to play only specific classes, which ruins the class balance in the game.
First, I assume what you mean by ‘CC train’ is hammer train which is predominantly warriors and guardians. You’re also misunderstanding that this is not a CC train, it’s an anti-cc train. Because a real ‘CC train’ (backline heavy) would not run as a ‘train’ or they would be eaten alive by a hammer train.
In short, what you’re suggesting would make the current meta SO much more strong. This is the opposite of balance.
CC immunity would be ridiculous. Everyone would roll full PVT gear and be running around with cc immunity. Oh wait this is already what they do…
Stability, stun break, teleport, and dodge roll… These things are here for a reason and if you can’t use them it’s not the game’s fault.
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Are you guys sure the problem isn’t that everybody wants to run glass cannon builds. So they don’t go for utilites heals and traits that remove that stack of confusion.
Wat? On my ele, GC zerker has much more success against these builds than tanky. Some close fights but I beat 3/3 perplexity roamers I saw yesterday and have heavy condition removal regardless…
The issue is not that they can’t be beaten. It’s that the rune is extremely powerful on any condition build with at least 1 interrupt. On condition builds with 2+ interrupts or stuns, there are really no other good alternatives. So either all the other condition runes are underpowered or else Perplexity is overpowered.
edit: just noticed the post above mine said the exact same thing lol.
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The reward for defending usually is fun. Last night, CD and SBI fought over CD’s t3 bay for a good 2 hours, with the last hour being non stop fighting. They had more numbers, and kept waypointing in. They wiped us once, we came straight back, knocked down the inner gate again, and kept going at it. We eventually took their Bay. It was a blast, and I am sure CD had a blast too. All their people from EB even came over to fight in that.
Instead of defending bay, they could’ve ran around their BL and taken back all their possessions (which were under BPs control). Instead, they wanted to defend bay. My guess is, because it was fun. All that fighting was a blast.
They got tons of bags for defending, and we got tons for assaulting. What is this garbage about defense. It has its own rewards.
Why do people play WvW? Is it for the Karma? XP? Or is it for fun, and the loot is an added bonus?
You’re only kidding yourself here.
You get tons of bags for defending, NOT attacking. If you’re actually defending a spot, the attackers will move to another objective because they don’t want a long siege that gives no rewards except ‘fun’. Then they’ll come back when no ones there to defend.
The no-defense K-train meta works for PPT AND for rewards. Look at BG’s score. ALL they do is K-train and an occasional garrison defense which is basically what everyone’s doing. In the match with BG SoR Mag on all 4 maps there’s a total of 1 waypoint. No defense works for PPT and it brings good rewards. Fun is subjective and a lot of effort with little or no reward is generally less fun.
The system has always been broken though the meta only became k-train after everyone realized it.
I’ll just repeat it here. Both rewards (defensive and offensive) and PPT should be weighted on on the amount of upgrades the objective has. Paper towers/keeps should have reduced rewards, t3/ fully upgraded objectives should have GREATLY increased rewards. It would fix WvW strategy and bring back defense into the game.
On the other hand, coverage differences would still be a problem. And that kills the point of defending as much as anything else.
I think you guys are taking this the wrong way. [nerf confusion duration]
Nerfed duration promotes more skillless random interrupt/stun spamming. Definitely the wrong way to do it. It should be able to complement classes with a few ‘skill shot’ interrupts (as it currently does) but should not be allowing over-abuse by interrupt spamming classes that are defining their builds by this rune set. That suggests something is broken in balance.
ICD is the simplest fix and it’s the right way in terms of rewarding skilled use of limited interrupts over massive spamming of cheese-rupts.
Wouldn’t you agree strength of hammer trains isn’t their CC? It’s their tankiness and immunity to CC.
This is a bad idea. Stability and also the fact that condition removal clears all stacks of a condition. Also stuns don’t stack duration.
Ironically, CC is how you STOP hammer trains and if anything it’s under powered against them.
It’s good to see so many BG players and some SoR as well are interested in dueling and 1v1 fights outside of the megaz0rgs.
Could have been a collective hallucination.
Or else magic.
Either way, screen it and report it. That’s an exploit.
What I’m interesting in hearing is:
If you’re a T1 server is it fun facing rank 4, 5, 6 or would you rather have T1 fights?
If you’re T2 is it fun fighting T1 or would you rather fight the top 3 of silver?
If you’re T3 is it fun fighting the other silver or would you rather fight against T2?
If you’re T4 or T5 is it fun fighting T3 or would you rather have T4/5 be its own league?
I’m having a lot of fun facing T1 (from T2). But if server competitiveness is any priority then the current system is meaningless. There are also little things like how TC isn’t really T1 or T2 (compared to all the other T1 and T2 servers). And from the looks of it, BG is way ahead of SoR in terms of coverage/population.
It would end up being ‘more’ competitive but still not really competitive. It’s good that PPT isn’t what makes WvW fun.