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If you completely die in WvW, you should die.

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Posted by: treyalsup.4627

treyalsup.4627

Agree. Its just another way the mechanics of the game reward the numerically superior force.

The travel time to get back to your former position is a appropriate penalty for “hard” death.

Break the zerg: Split WvW XP

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Posted by: treyalsup.4627

treyalsup.4627

What you are describing is the reward system for every single aspect of WvW, not just World XP. And of course you are right. Its consistent with Anet’s philosophy of never having allied players compete for (or “split”) rewards ever. And its yet another way that Anet enables and rewards the zerg.

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/GW2-rewards-the-Zerg-an-incomplete-list

To play in the style you are describing (smaller squad) you must be motivated by style and your own idea of fun because the game will penalize you for doing so, severely.

World xp/rank...why och, why?

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Posted by: treyalsup.4627

treyalsup.4627

I believe the OP has identified what people in the industry refer to as a “trend”.

That said, this is one of the least offensive grinds in the game. Leveling up and gearing up a second character for WvW is far more onerous.

GW2 rewards the Zerg - an incomplete list

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Posted by: treyalsup.4627

treyalsup.4627

Not all kills are equal and tagging a player with a little AoE damage takes no skill or effort and shouldn’t count the same for the reward. On a similar note, support builds are not equally rewarded even in zergs.

I agree. Many other games had a system of dividing rewards among a group to ensure that support characters were compensated equally with the characters they affected / supported.

But since GW2 never divides rewards, support characters are relatively under-compensated.

Support characters in GW2 are pretty much pseudo support anyway. There are no true healers or tanks. This is by design.

GW2 rewards the Zerg - an incomplete list

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Posted by: treyalsup.4627

treyalsup.4627

I believe that applying group buffs to actual group members only instead of random people would help small groups. That system worked well in DAoC. Sure, the zerg can just clump more but doing so is not as easy for them as it is for a 1-2 groups.

I agree. This could be #8. I don’t think its huge, but it has a small effect.

We could probably add (#9) The combo system. It’s much easier to have every finisher triggering a combo in the zerg. It’s much easier to get to 25 stacks of might in the zerg.

GW2 rewards the Zerg - an incomplete list

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Posted by: treyalsup.4627

treyalsup.4627

1. (Unintended) Culling.

I don’t agree, as I’ve said countless times: do not change the rules of the game, add tools to enrich the game. Give zerg-buster siege and you don’t need to change AoE rules.

For clarity…. I’m not arguing for the removal of the AoE cap or for implementing collision detection. I assume they exist for primarily technical reasons, rather than for design/balance reasons.

But like them or hate them, those mechanics in the game disproportionally reward the larger force. That is demonstrable fact.

GW2 rewards the Zerg - an incomplete list

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Posted by: treyalsup.4627

treyalsup.4627

I’m a fairly casual GW2 player in terms of the time I can commit to the game. But even my limited time in WvW has made clear how many different the ways GW2 rewards giant clusters of players traveling together over a divided force.

Here is an incomplete list:

1. (Unintended) Culling.

2. Objective rewards. Capturing an objective provides a set reward to each player. So if 100 players capture a supply depot, then the rewards collectively are 20 times greater than if a group of 5 captures it. Yes they reward bronze, silver, gold badges for contribution but the overall effect remains the same. With regards to experience and Karma, it is a bad idea to capture an objective with a small group. You have cheated your allies of a scoring/reward opportunity but probably worse you have provided a much bigger scoring opportunity for the enemy’s larger force.

2. Rewards for player kills. Along the same lines, as long as a player makes enough contribution to qualify for a kill, the rewards are the same as killing a player solo. From a reward standpoint it is much more efficient and rewarding to run in a large group and score many kills at once when you overwhelm a smaller group.

Both of these are consistent with what is clearly a core design principle of the game: allied players never compete for rewards; rewards merely compound. You never have to race to get a resource node before another player does in GW2. You never have to argue about dividing loot. For a PvE game this makes complete sense. In a PvP game, this system translates to a reward system that balloons with the number of players. 100 players filling 20 enemies in 20 seconds will generate much more loot than the same 20 enemies being killed by a solo thief over the course of an hour.

3. Out of combat run speed. Makes hit and run tactics by smaller groups much harder. Once the smaller group is in combat the rest of the zerg is able to catch them by virtue of being out of combat. GW2 effectively has “mounts”: its just that there is no graphic to accompany the faster move-speed.

4. Downing Mechanics – both in terms of speed of revival and the fact that the zerg can always rez their dead. The smaller force is forced to respawn at a way point. The smaller group can’t really knock an enemy out of the fight for long.

5. Lack of collision detection- (again worthy of its own thread).

6. AoE cap. The zerg provides tremendous protection for its inhabitants. The AOE cap means the enemy AOE gets distributed and manageable. Whereas, against a smaller force all damage finds its intended target. Numbers normally win anyway, but this mechanic exacerbates it. It means that even when the smaller force gets the jump on the larger that their advantage is diminished.

7. The WvW scoring system. This one probably deserves its own thread, but the capture and hold mechanic really means that the zerg is free not to defend ever. The PvE presence in objectives provides all the defense necessary for the Zerg. They can roam and return. Lockouts only makes this worse. The PvE presence in objectives only provides a real deterrence to smaller groups. To the zerg the PvE presence provides no real challenge.

What’s worse is that the system really rewards a “flip and forget” play-style. A zerg need not stay in an objective past the point of capture. Just go flip more objectives. Even when the zerg loses an objective to the enemy, its only temporary. The zerg never has to “hold” anything. There are free PvE NPCs to do that for them. These same free NPCs provide a valuable time buffer to allow the Zerg to often return to an objective as smaller enemy is attempting to take it. That’s zerg defense.

I’m sure other people can and should add to this list without too much effort. My point is pretty simple. It is not players’ “faults” for zerging. Zerging is the playstyle the game rewards over and over again. The game becomes a contest of who has the biggest, best coordinated zerg with the best “coverage” of the day. That’s the game. It’s just not one I thought GW2 would be, or one that I particularly want to play, except that there aren’t really better current choices. At their peak, I have enjoyed Shadowbane, DaoC, and Warhammer more than GW2 but given the curent populations, those aren’t really options.

I would points out also that culling (#1) is the only one of these (I believe) that will be addressed by the big patch next week.

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

Why would you pay to get lvl 80? Getting to the max lvl does take some time, but I think it is essencial, you learn many useful tactics, best ways to build your character.
There are so many f2p pay to win games, why you decided to buy GW2? O.o

What you learn in the PvE leveling process is PvE. It’s not PvP. In fact you learn bad habits in PvE.

I have no interest in pay to win games. What made you think that? Do you equate having a level 80 character to winning? If I have a noob level 80 character am I going to dominate the rest of the playerbase? You’re being silly.

You just want others to suffer as you have suffered.

And if you were serious about being against “pay to win”, you’d be against selling exotics in the trading post.

What you are really championing is the “time=power” economy that most MMOs embrace. GW1, to its credit, did not use this model. GW2, sadly, only maintained that philosophy for the sPvP aspect of its game.

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

I haven’t skipped over “half the fun”. I’ve leveled a character to 80. DONE IT! Don’t want to do it again.

I feel the PvE leveling process has nothing left to offer me.

Playing multiple characters in WvW is something I still want to do in the game and I will pay money to spend my time this way.

I’m considering leveling a character exclusively with WvW but this would have been much more viable at launch. Now the vast majority of characters in WvW are level 80 with exotics so I don’t really want to be an NPC in their game. Though being a fresh level 80 would still be at a gear disadvantage…. so that’s probably more gems>money hmmm…. that’s more money for Anet….

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

Give me your account for a day. I will gladly take your money and craft a new toon for you to level 80. It takes about an hour per crafting discipline. Cooking takes 3 for additional resource gathering. I charge 20 bucks an hour.

lmao this post. play the game man. if you just want max level, go to PvP. if you want it in PvE, play the game, hurr durr!

Sounds great! Other than that is against the terms of service!

Anet has done a good job, I think, of eliminating most of the reasons to go to gold farmers / character levelers. This should just be another way.

BTW I do sPvP all the time. I have one level 80 and 7 level 2s. See Anet, I love giving you my money for things like character slots!

Running a level 10 in WvW is just not an option- or at least, not a good one.

I am playing the game, almost daily, for a few precious hours. I just want to be able to give more money to Anet to play the aspects of their game I want to play.

Choose to replace daily with another?

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Posted by: treyalsup.4627

treyalsup.4627

I believe this is the way new dailies work. I think I was choosing to do 5 of 10 possible categories last night.

FWIW- just refine 10 copper ore and that will complete crafting. It actually the easiest daily, short of visit the laurel vendor.

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

If you dont want to spend the time to level up you’re playing the wrong game.

Yes, Anet should listen to this. There’s money on the table they are passing up and will likely go to another game.

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

Easy solution

1. Buy gems
2. Convert Gems -> Gold
3. Buy materials
4. Craft your toon to 80

Solved

This is correct. You can purchase the materials on the trading post (and some with your main thru Karma vendors) to level 100% from level 1 to 80 by crafting. There are 8 professions, and without boosters and other outside buffs for crafting, you can gain 10 levels per profession. Every character can level all professions to 400, so you can essentially buy a level 80 toon this way.

Right so the option kind of exists already, only you’ve just replaced one grind with a shorter, less fun grind (leveling by crafting). I’m just saying Anet should streamline this process.

Wasn’t the point of free-to-play models (other than make money) that players could spend money to save TIME.

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

pay to win … bad idea, terrible idea, horrible idea.

How is this pay to win? This is pay to play (the part of the game I want to).

Converting gems>gold>exotics is much closer to pay to win and its in the game already. A noob level 80 character isn’t winning anything, its just skipping the PvE leveling process.

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

I am lazy but I have discretionary income. That spells opportunity Anet!

Seriously I can buy gems>gold> just about anything in the game. Why would this be any different? Is there some skill involved in getting to level 80?

Gems for level 80 - please take my money.

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Posted by: treyalsup.4627

treyalsup.4627

One of the great things about GW1 was the ease to get any character to the endgame. You could also spend money to unlock all the skills for PvP. This was great for me.

I currently have one level 80 character, a warrior, but I would really like to play a different character at times, while having access to 70 trait points.

One thing I am not doing is grinding another character to 80, especially as any time I had to do such an activity is now committed to mandatory dailies.

2000 gems for a level 80 character sounds about right. I still have plenty of gearing to do once there.

Please take my money.

Burst skills aren't useful!

in Warrior

Posted by: treyalsup.4627

treyalsup.4627

In defense of Flurry:

1. In PvE- getting a single bar of adrenaline gets its full effect, since longer immobilize is wasted on Mobs anyway. Hits multiple targets.

2. in PvP, hard to land, but a 3 target 4 second immobilize has its uses. Generally have to land sword 3 (with leg specialist) first.

Stealth in World vs World needs a nerf.

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Posted by: treyalsup.4627

treyalsup.4627

Thieves only get revealed when attacking in stealth. If they don’t, they can just Cloak and Dagger constantly giving off ‘perma stealth’ but in fact, they aren’t attacking you what so ever. When they burst you, that’s when you snare, immbo and wreck them. If they cloak while immbo or snared, just hit in place because most likely they are still stuck there. If he just cloaks around, just capture a point or whatever and ignore him. If you have allies how lay out conditions, put as many as you can if he’s ‘revealed’. But make sure he made an attack first. If it’s just 1 thief, I doubt it’s culling.

I doubt its culling too, but it does seem in WvW moreso than sPvP that a thief can open on you from stealth and you still don’t see them for a longer period of time, even if it is a smaller engagement.

Also, Snaring/Immobilizing and attacking the spot wasn’t “wrecking” him. I assure you I’m familiar with the concept of attacking where the stealther is supposed to be. It just wasn’t very effective, even when “right”.

If the best we can do is “ignore” the thief and he can control when and where he engages and disengages, thats a problem. What was supposed to be the counter to stealth? Shadowbane had tracking. WoW (only payed vanilla) had hunter’s mark. GW1 didn’t have stealth.

It’s just a very problematic mechanic that’s hard to balance, that sadly has become a staple of the genre.

Stealth in World vs World needs a nerf.

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Posted by: treyalsup.4627

treyalsup.4627

Glad to see this thread. I had one of these WTH? moments last night where 1 thief made fools of a group of 3 of us for 5 minutes.

It seemed like he had stealth on demand- almost permanently. He could have left at any time but didn’t since we couldn’t actually do much to him. Its hard to know what is stealth and what is culling.

The thing that made me crazy was that I was actually landing my immobilizes on him (I’m S/WH / GS ) and he’d stealth and purge the condition.

What is it that a warrior is supposed to do to lock the thief into a fight if immobilize and snare doesn’t?

Banners in WvW useless

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Posted by: treyalsup.4627

treyalsup.4627

Isn’t 4 already true?

Banners are close to being viable. Small tweaks would probably do it.

I think a lower CD would be nice.

Allow skill #1 to hit multiple targets the way every other warrior weapon does. (This is the main one- you have to put the banner down to fight.)

Change Banner 5 to F1 for some kind of adrenaline based AE blast finisher. Banner 5 is too slow right now so switching to a different weapon is just so much faster for planting the banner. Or at least allow the powerful banners trait to cause AE damage on banner 5.

Banner 4 should be less like greatsword 5 and more like greatsword 3.

Playing against asura models is much harder in my view

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Posted by: treyalsup.4627

treyalsup.4627

That bridge has been crossed.

But Asura were a mistake if GW2 had any aspirations of being considered an eSport.

Powerful Banners...not so powerful

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Posted by: treyalsup.4627

treyalsup.4627

I would like for it to turn banner 1 to AoE’s

I thought the same thing. Allow the trait to give banner the same ability as every other warrior weapon to hit multiple targets.

Update: No WvW Rating Reset

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Posted by: treyalsup.4627

treyalsup.4627

If it helps, think of the last few months as the preseason games that determined the initial seedings for the season opener (to use a really generic sports metaphor that is in no way indicative of future plans).

Okay, if this is the case, shouldn’t a top tier server be grouped with one bottom tier server and one statistically average server? That’s what any logical seeding would do.

People are interpreting the original post, rightly or wrongly, to mean that the 3 highest ranked servers will be matched against each other initially, with the potential to knock some very good servers into a very poor ranking after the first week.

This obviously creates some perverse incentives to drop rank prior to the reset.

If you're going to keep downed state...

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Posted by: treyalsup.4627

treyalsup.4627

I would buy your argument denyit if it were limited to stability/haste because if someone wants to “spend” a skill to make a stomp more effective then thats within the realm of balance.

This is not the case with stealth. Stealth is too available to thieves with no real cost. Any d/d thief just hits Cloak and Dagger and their stomp becomes unstoppable to many professions.

As a warrior for example, your interrupt is meaningless against the thief. The fight is already over, begging the question of why downed state is even there.

Personally I like the downed state mechanic, I just don’t think you should be able to stealth stomp.

Downed - Throw hammer pitifully weak?

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Posted by: treyalsup.4627

treyalsup.4627

Zietlogik’s point is really the most pertinent. It really takes negligence on your opponent’s part for you to be able to vengeance. Against a warrior as long as you begin your finish within a couple seconds of downing the warrior you will be able to weather the hammer throw and still finish off the warrior before he gets to vengeance.

However, I would say that playing a class does tech you how to kill them. Having played a thief, I now understand how to successfully finish them. (though its still much harder than a warrior)

Downed while falling = instantly defeated.

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Posted by: treyalsup.4627

treyalsup.4627

possibly this explains it.

The charr in the video clearly goes directly to the defeated state, skipping downed (based on res speed).

Runes of the Soldier Not Working Underwater

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Posted by: treyalsup.4627

treyalsup.4627

not a bug.

When you go underwater, your helmet switches to a mask. If you don’t have a rune on the mask, you go to 5/6 runes and lose the bonus for the 6th.

So you actually need to always buy 7 runes and apply them to 7 pieces of armor.

Downed while falling = instantly defeated.

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Posted by: treyalsup.4627

treyalsup.4627

Intended?

Happened twice where I was fleeing and then landed- directly into the defeated state.

These were not big falls- both occurred in sPvP missions.

Condition/Healing/Toughness

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Posted by: treyalsup.4627

treyalsup.4627

There’s fire in the PvP lobby as well.

Downed Warriors

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Posted by: treyalsup.4627

treyalsup.4627

I think vengeance would be fine as our unique ability if it did not delay the rez timer. If, when vengeance ended, you were able to re-spawn immediately, there would be a good reason to use 3. As is it, all you are generally doing is delaying your ability to get back into the “real fight”.

I also find that the timers seem wrong with getting #3 off. Against a single opponent, you can interrupt their finish at the last possible moment and STILL not have vengeance become an option before they get a second finish off. You really have to have an enemy distracted by another player before vengeance becomes a real option (and then its not a good one).

And thats before we even get to the issue of thieves performing finishing moves from stealth.

Fighting against other warriors, I find them to be the easiest to finish, along with rangers and elementalists.

+Healing power stat help

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Posted by: treyalsup.4627

treyalsup.4627

I tested the passive regen on healing signet.

My tested values were:

300 healing power = 210 HP/sec
1098 healing power = 236 HP/sec

which would suggest that the formula is

200 + (healing power / 30) per second