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in WvW

Posted by: gaspara.4079

gaspara.4079

Thieves are designed to be dominant in 1v1 combat. There is no intended 1v1 ocmbat in this game so it is not a balancing issue. If you are running around WvWvW all alone, you are not playing it right and have no room to complain about being ganked because you should be.

Thieves are not the only class that can down you in half a second. But any player who can will also die to you in 2 seconds if you are as talented as they are. Also those same players hurt their server in large scale battles and even somewhat in anything 5v5 or bigger which is most of the WvWvW combat.

TLDR: You are complaining about balancing around a situation that is not the normal for the game type that you were playing at the time. If 1 v 1 dueling was a regulated game type I would agree with you.

The unmitigated foolishness of asking for WvW to be balanced on what time of day you play.

in WvW

Posted by: gaspara.4079

gaspara.4079

The current system works perfectly as long as every player in guild wars 2 is able to accept the fact that if Server A has a higher ranking than Server B does not mean Server A are better at WvWvW and as a result no member of Server A can use this as bragging rights over a player of Server B.

However we live in a world where that will never happen and something majorly needs to be done to balance the system so that 50% of the ranking doesn’t come from 10% of the population.

ANet knows this to be true otherwise the Outnumbered Buff wouldn’t exist at all. This buff should be used to allow out numbered servers to turtle in keeps by effecting the walls, gates and NPC defenders in a way that makes it so that a full server with basic siege support takes 3-4 hours to concur the entire map against a completely empty server.

I also think it should take longer to capture things in general though, myself and another individual capped a supply camp in about 5 minutes with the help of the NPC frogs. 2 people and a small pack of NPCs should not be able to cap anything that quickly.

I’m sorry but if Server B takes 90% of the map during peak hours and holds it for 5 hours until peak ends than Server A has a 5:1 population advantage and takes the entire map due to numbers for the next 8 hours then Server B has the better players.

Alternatively a scoring system that only awards points for taking objects not holding them would minimize the effect of “night capping”. If the “night cappers” steamroll everyone with no resistance they will get fair points for capturing all the objectives on the map and will get their server the advantage of 3 orbs but after that they are defending to prevent the others serves from getting points not to keep getting points.

This would effectively make the constantly pushing lines of peak hours worth a larger portion of the points without stopping anyone from playing during their ideal time.

(edited by gaspara.4079)