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Gudradain.3892

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  1. Well said OP. WvW without identity is not WvW. All WvW needed was smaller servers.
  2. Vale Guardian used to be one of my favorite encounter. I absolutely loved that fight because of the mechanics. In particular, I like the Green Circle mechanism and the colored floor that forced you to rotate. Then, I took a long break from raiding and... most groups now skips the Green Circle and they don't rotate until the last phase by switching between 2 platforms. It's a good strategy, it's effective but it's boring. I no longer enjoy Vale Guardian as much as I used to. I can't blame it on the players because it's normal that they will use the most effective strategy to accomplish a task, the problem is the encounter. The most problematic thing is that Green Circle can be skipped. Here is my suggestion: When you miss Green Circle for the third time it's an instant wipe. It could be tracked with a stackable debuff that you get each time you miss one.
  3. My suggestions will be around making it easier to form groups. The goal would be to make it possible to try the boss even if you don't have a good group composition or even if you don't have a full party. Getting 10 players that all want to learn the raid mechanics at the same time is a big barrier of entry for many players. Option 1: Boss health scale based on number of players 10 players : 100% health 9 players: 90% health 8 players: 80% health 7 players: 70% health Only the boss health would change and all other mechanics would stay the same. I would probably put a minimum health, here I put 70% but it could be something else. The goal is to increase the flexibility. If you can only find 8 friends for your raid, then it's still viable to run with that number. It will probably be a bit harder to kill the boss with less players as you have less players to do the raid mechanics and each DPS must contribute a bit more but forming the group will be way easier and you won't have to suddenly stop if you lose 1 player. Option 2: Permanent offensive boons You gain the following permanent boons during the fight: Might x 25, Fury, Quickness, Alacrity. The goal is again to increase flexibility and to reduce difficulty. You could run with any DPS, tank and healer without having to worry about your boon up time with this suggestion. I think it would reduce the barrier of entry for new raiders that don't have multiple class and build ready for raiding and can't easily adjust the group composition to have good boon up time. It would also be easier to refill your party with the LFG tool.
  4. I'm sorry but you are totally wrong here. Rally is the problem not Downstate in general. Let's look at a typical WvW battle. You have 2 groups, each with 20 players, that charge into each other. The result of that charge is that 5 players on each side are downed. Now, both group try to focus those down players to finish the kill. What will happen here? Result with Rally: One of the group will get the first kill, then the 5 downed players of that group will Rally and they will finish the other 4 downed players of the other group. It's now 20 vs 15. Result without Rally: It doesn't matter who get the first kill. Both group will most likely lose those 5 downed players and it's now a 15 vs 15. Conclusion Rally help a fight to snowball into one group favor very quickly. Usually, it will always favor the bigger group. Also, it will make it nearly impossible for the smaller group to kill anyone in the bigger group unless they manage to not lose a single player or the Rally will trigger and their effort will be wasted. Rally is also the reason for some toxic behavior in WvW. Many guild groups don't want pug running around them and will call them Rally bot. It's not good for the game mode that having one additional players will hurt your group instead of helping it.
  5. I know why Downstate keep coming back. There are issues with it. But, I don't know why it's always the same suggestions, which is to remove it or reduce the health in downstate, that keep coming back. And, I'm totally against those suggestions. Downstate is good for this game mode. It's good that you have a chance to resurrect your allies. It's good that you don't instantly die when you do a little mistake and that you have a second chance. I want to keep Downstate and I think it's very important to keep it. The only part of Downstate that I think has no place in WvW is Rally. It doesn't make sense in WvW context that someone dying will Rally you because you touched it 20 seconds ago by chance with one of the random AoE that you put all over the place. I'm still puzzled why the suggestions about Downstate mechanism are not targeting the Rally mechanism since it's that part that is the unique problem with Downstate in WvW.
  6. Describe how you would implement "easy mode" in raiding. For the sake of this discussion, please refrain to comment if all you want to say is that you are against "easy mode" in general. I'm aware that many raiders are opposed to an "easy mode" in raiding, myself included depending how it's implemented, but it's a request that is often coming back and it would be interesting to discuss what would be the best way to do it. Instead, if you don't like a particular suggestion, describe why you feel that this particular suggestion would be a bad idea. Thank you
  7. Sadly, I don't know why the raiding community is its own worse enemy. We know that raids are not very popular with the GW2 population in general. It's not up to debate, it's a fact. And, we know that if a game mode is not popular it will not receive a lot of new content from ArenaNet. So, here we are, after 22 pages, and most posts are not even trying to be constructive and find a solution to make this game mode that we all love more popular but are rather trying to ignore or dismiss the problem. The first step to fix a problem is to acknowledge the problem.
  8. Maybe Stand your Ground should be a special WvW skill that every profession has access when it is in WvW :)
  9. Exactly this. The "home borderland" concept is bad and can't be fixed. Nothing kills the fun in a competitive mode more than a map that is supposed to be mostly controlled by only one side out of three.
  10. The main problem is how the game is currently balanced. Guild groups always had an advantage over pug groups but it was never that big. I always liked to pugmand and I have done so since 2012. Things have drastically changed since the earlier days and made it easier for guild groups to completely dominate pug groups. In particular: It's way easier to heal now since you have dedicated build to heal. Healing required to stack in a place, drop a water field and then blast it to heal all the group. That regroup gave pug group a little break to recover and you could even bomb that heal attempt sometimes. The less good the guild group, the more time they would take to regroup, drop water field and blast them to heal. Now they just heal as they move and continuously destroy pugs.Guild groups move much faster now. It used to be a bit comical to run around guild groups unaffected by them while they slowly move in a nearly straight line toward the pug group that was rapidly dispersing in all directions. It was harder for them to catch pug. Now, they have superspeed!Easy stealth engage. Stealth engage is nothing new but it never used to be so ridiculously easy to do it. Nothing better to wipe a semi-attentive pug group than to stealth engage them from very far away.These would be the main issues combat-wise for me.
  11. Tangled DepthIt's also the best map they ever created.
  12. Yes, trebuchets need some love.
  13. I realized the other day that they took the time to nerf Ranger stances in WvW which strikes me as particularly odd considering that stances would be ranger best tool for group support and ranger are nearly automatically kicked from any organized group because they don't bring any group support. Bear Stance: Cooldown increased from 25 seconds in PvE to 30 seconds in WvWhttps://wiki.guildwars2.com/wiki/Bear_Stance Moa Stance: Boon duration bonus reduced from 66% in PvE to 20% in WvWhttps://wiki.guildwars2.com/wiki/Moa_Stance Griffon Stance: Might duration reduced from 8 seconds in PvE to 6 seconds in WvWhttps://wiki.guildwars2.com/wiki/Griffon_Stance Did I miss a time where Ranger was the meta group support and they had to nerf it? As far as I can remember, Ranger have never been welcomed in organized squad because of their lack of group support so I can't understand that nerf. And, it's not like if the trait to share the stance was really strong since it only grants 50% of the stance duration to party members.https://wiki.guildwars2.com/wiki/Leader_of_the_Pack
  14. I disagree. It just need less group healing. If personal healing could be unchanged but healing to other nerfed by 50% it would fix a lot of the problems.
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