Showing Posts For tintin.3984:
I’ve been playing WvW for years now, and nothing has annoyed me more than the current match up system. They’ve made a lot of WvW changes since i started, but one thing they don’t really touch is the match up system. I remember fighting the same 2 servers for monthsssssss. When we finally dropped tiers, it would take one good week to put us back to that bad match up. I don’t see why match ups cant be randomized, i feel it would bring more interesting fights in the game. Yeah i’m sure there’s going to be issues, but why not try it for one month? I noticed that tanking is a popular word as you go higher in tiers, and i feel like some servers don’t want to actually play because if they win their reward is being placed in a bad tier/match-up. The way i see it is if match-ups are random, maybe the population of servers between the 4 tiers, will even out, making all random match-ups an even fight. This is just a thought, but i just think something has to be done with current match-ups.
(edited by tintin.3984)
I had some hope this delay meant new match ups, but yet again same thing over, and over
So I’m sure this has been talked about, but in case it hasn’t i thought of a way in which underwater combat could be a little bit less useless. It sucks being in a fight only to fall in the water, and not be able to fight because your gear is missing a rune, or the skills currently use in your build are disabled. Underwater gear should be determined by the breather, so like in PvP the breather should give you all the stats you need but a little different. Instead of having a mix of stats to choose from, the stats come from what ever stats to make it out to be. One marauder breather (example) should give you the same stat base as having 6 pieces of marauder armor, this applies to the rune as well. The trinkets remain working the way they have, as well as the weapons. This would allow players to have a different builds underwater. For example if rangers, or dragon hunters are running trapper builds with trapper runes, the build becomes useless underwater, as the traps are disabled underwater. Same goes with other skills in which the runes go hand in hand with the skills selected. This gives players a fighting chance to defend themselves, or kill an enemy by having a build which is not limited by a missing rune, or skills that don’t work underwater with current runes used. With this being said, some underwater skills could be reworked so that it makes it just a little more fun, or less useless when falling in the water. Also if you think this would make it OP for some classes, ask your self, how often do you actually fight in the water?