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Coldtart.4785

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  1. You sure it's the people that would rather be actively fighting than waiting around for half an hour for the trebs to finally make an opening that are the lazy ones?
  2. Wanna hear another story? Once our group of pugs attacked an enemy tower and got wiped. Then the enemy group of pugs, feeling good after a win came and attacked our tower and got wiped. Then we never fought that group again that night because neither side wanted to attack knowing that doing so was choosing to lose. Or maybe a scary story for the current crop of wall huggers? Once upon a time there were no tactics, no disables and arrow carts did chip damage even to glass cannons. People still defended back then.
  3. This topic helped me understand why people think defending is hard.
  4. Remove this from all ele skills in wvw and pvp. It's a mechanic made for lazy pve 'balancers' and makes what should be zoning skills into absolute jokes. While you're at it look at the water version of glyph of storms because I don't think anyone has ever used that skill on purpose.
  5. Used to be the case in fact. I think it was good because then you had stability able to prevent an unlimited number of stuns while lines could cc an unlimited number of targets without stability. It was an interaction that was less dependent on numbers. These days you can spam too much stability for this to return unfortunately.
  6. You could probably cut the numbers/duration of every aoe support skill in the game in half and supports would still be too strong.
  7. It's obvious that increasing boon strip isn't the solution. We got to where we are because of power creep and no one ever solved power creep by buffing things. As a start I would suggest eliminating concentration (expertise too but that's another topic) and outgoing healing effectiveness from wvw. Even after that there are plenty of skills that will be far too strong on boon application or healing.
  8. Add some sort of effect when conjuring a weapon (eg 3s block when using conjure earth shield and rework the cata earth augment to be something else). No time limit on the conjure, cooldown starts when dropping it and is much shorter than currently. Normally have the conjure skill replaced with a skill to dismiss the conjure while it is equipped and have a trait that causes this to summon a second weapon that can be picked up with the usual time limit.
  9. The solution is still the same. Move some of the skirmish tickets and wxp to tradable boxes. No more motivation to afk in wvw since farming g in pve and buying wvw stuff is better and actual wvwers get something to sell for g. It's a win win.
  10. It seems like an obvious thing to make it inherently more rewarding to attack the leading team but it still hasn't been done.
  11. Event credit is all kinds of bonkers. Defend a tower from 20+, get silver. Take a tower from that same 20+, get silver. Take another tower full pvd, silver again. Seems totally random whether you get credit and how much you get.
  12. We reached the point of instant death being the only way to get kills long before getting to a 4 support meta. The reality is that these I-can't-believe-it's-not-pve damage builds are enabled by overpowered supports just as much as they are required to kill them. Back when healing was weak you didn't have these all-sacrificing glass cannon builds because you couldn't get the damage, it was because you couldn't keep them alive. The first meta melee damage build for zergs was the destroyer warrior, so called to differentiate from the support oriented worker warrior (which itself could hit pretty hard since support didn't mean zero offence back then). By gear it was just as tanky as the worker warrior and by using stances instead of shouts for utility it was effectively even tankier. This is nothing like the current holosmith and berserker builds.
  13. It wouldn't be so ridiculous if damage builds had to run any personal investment in survivability instead of just counting on their four pocket healers to do it all for them.
  14. Obviously something like this couldn't work as a standalone change. It's effectively a reworking of the entire class so a large number of traits would need looking at.
  15. If sustain is going to be so strong that 4 support 1 damage comps are viable then it's strong enough to need a real counter. Currently the only mechanic that can attempt to counter sustain in any way is poison (demon queen relic optional), but for that to work you somehow have to stick poison to groups that have 4 supports per party all spamming condi clear. We need mechanics to deny sustain that are not condi based.
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