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hugeboss.5432

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  1. There seems to be a misunderstanding between what wvw players want... and the devs. We don't play wvw to find a resolution/conclusion to the conflict, we play to take part in a never-ending battle (a map is called "Eternal Battlegrounds" for a reason). [Like in Norse mythology "The Battle of the Heodenings"]. When a blob decides to siege & attack a T3 Garrison/EB-Keep, this is what we wvw veterans would consider the main *ENDGAME* wvw raid event. We don't want a quick easy 5 minute battle, that would be considered seriously "anti-climatic". Infact, many times we laid siege to T3-Garrisons in the early years, we often predicted that we probably won't flip it, but at least we can have some nice long fights & test each others skill (the main fun here is to play the actual fighting action, not the conclusion of that battle). You don't attack the T3 garrison because you want the 1000wxp reward, you do it for the fight. The fighting action is the actual reward. It's like going out with a dream date, and then quickly finishing the entire evening within 60 seconds. (It's the journey that is the main event, not the destination)
  2. I'm beginning to wonder if the entire issue could actually be based on misinterpreted telemetry data. 1. When they unlocked more dominator title achievements, lots of ppl started fighting in wvw again. 2. Alot of teams gathered their zerg and piled into enemy borderlands & attacked garrison (but not to cap, as capping "BREAKS THE TOY"). 3. The telemetry gathered would indicate there was a big increase of long fights inside garrisons, with very few actually capturing (fight zergs often avoid cap). At first glance it could look like garrison is almost impossible to cap and needs to be tweaked (if one was unaware of the "fight club" strategy #2). North camp is also a common place used as a camping spot to draw in fights. Remember, the main "fight club" agenda is "to fight", and not actually capture the objective (it promotes more defenders). Nobody needed anything to be made easier to capture (it's already super easy compared to how it was 5+ years back). - The problem with capturing an enemy garrison (or eb keep), is that it basically "kills" that team on the map (for roughly 1 hour, depending on camps/yaks). [Obviously, this is why fight teams will often avoid capping such structures]. These days, there's only 1 NA server that actually will run around ktraining everything (The 1up1down system made PPT less important). [IMO] All EB Keeps & BL Garrisons should be (for good healthy living of wvw team content), *quite hard to capture* + *only require a decent effort to successfully defend* (Preferebly, the defenders should be the "favorites" to win the battle & successfully defend their keep.... after hours of fighting ofcourse lol). This way would actually promote large scale fights & help keep the battlefield alive and blistering with content alot longer!
  3. Kinda agree, they seem to be center focused on helping ktraining and fast flipping stuff, and not about promoting actual large scale combat. [One of the reasons we have those looong garrison fights isn't to actually cap it, but often just because it's a great place to fight and defenders consider it worth defending. But once it's capped... the map kinda dies.]
  4. We all know that BETA's bring lots of ppl & half of them will logoff when the game goes back to normal mode (the queues will be better just because it's not an event anymore). It's not that hard to understand, but it also highlights that everyone is making the problem of queues a larger issue than it actually is, in other words it's probably used as an excuse. If you have 3000 players on the same team & timezone, add a SMC weekly objective.. there will be a queue at prime time, naturally by design. That's not shocking, that's pure logic. Likewise if you are organizing an alliance, ensure team presence around the clock for success, don't put everyone in the same timezone.. or y'all gonna be fighting queues. EoTM doesn't have a queue, it creates a new instance when one is full. & teams are more permanently balanced. So although they know how to do it, it has the sideeffect of not bringing in as much income... it's in everyone's interest that Anet can survive too. Just have to find the right balance between "best of both worlds".
  5. Unlimited ranks would probably introduce yet more waves of rank farming bots seeking an easy autofarm for profit, and no legit player wants more wvw bots. (Bots bring a truckload of problems, clogs up servers + adds to map queues + ruins competitive gamemodes). New players should get the idea that someday it's actually possible for them to catch up to those amazing great heroes they saw on the battlefield, even if they only just dinged rank 2. Increasing that gap makes it easier for ppl to just give up before bothering venturing further.
  6. Well... (that brought back some memories) originally everyone used to be located on those different servers at launch (yes, both PvE + WvW). Every server had it's own "Lions Arch" map instance (etc) with only their own citizens (+ "guests"). [This is what the "guest" option was for in the server selection window]. Later, it was further developed & everyone was migrated into the "mega cloud-like server" instead, so now you can meet anyone located in the same world region as yourself in any PvE map randomly. These days, those old server names are still used for WvW team assignment (in the different regions) and count + limit populations for that purpose only (afaik).
  7. Recently, me & a few players started catapulting an enemy tower, we saw 2 thieves on our team skill-glitch-exploited into the tower, right in front of us (they didn't even bother to hide it lol). They laid down portals for the rest of us... but *NONE OF US TOOK THE PORTS* 😄 We didn't even budge... we just continued to catapult the wall instead. The end result was that it took perhaps 15 seconds longer to cap (lol). Sieging objectives & protecting siege is all part of the challenge & entertainment. Structures are just the props in the gamemode. Doesn't really matter who they belong to, or if you can even cap it, they are just props used as staging places for possible encounters & the entertainment (don't break the props that sets the stage for everyone's entertainment). [IMO, you can't really cheat to win, because it negates that "winning sensation" (u rob yourself of the "feeling totally awesome" thing). You can perhaps fool a computer into awarding points for a win, but your sensations & feelings can tell true victories from cheated ones.]
  8. Seen the chessboard banner issue! Loading into a new map seems to display 95% banners correctly (for a while), but messing about on a wvw map seems to degrade/corrupt the gfx banners after a while (starts displaying chessboard banners instead, until client restart [perhaps mapreload also works]).
  9. I think almost everyone got this wrong and blame "boonballs", but it's actually what i refer to as the "wetnoodle meta" that's the problem. We should accept that boons are player triggered buffs that is a fun dynamic feature for adding spice to combat. But the real problem is when you have a zerg that's already tanky geared (not metabattle lol) & in tight formation (they become almost unkillable). Then when those 50 wetnoodles slam down on full glass players it will easily deal enough dmg to kill them, almost risk free (this isn't good competitive gaming, it's not about skill, it's about the number of wetnoodles vs glassy pve geared players). There are currently very few options to counter this strategy (except with another full tank zerg, or dodge them completely and swap maps like alot of glass guilds do). Power & Ferocity have been nerfed several times over since launch, and the indirect effect from that is that tanky stats have become even more powerful (they indirectly become more powerful every time they nerf dmg stats, there's a "stat-counterstat" balance problem). + Need to make much larger capture rings (or even several spaced out rings) around lords, so tight heavy tank blobs need to use much more movement & dps to capture stuff, or even split up in order to capture stuff. + Increase the passive ARMOR DEFENSE RATING on armors (prolly somewhere like 200-500 more). This will have the percieved effect of "nerfing" the already full tanky geared the most, (it loses efficiency the more you stack) thereby making glass dps players more viable in large scale combat without instantly melting to "Wetnoodles meta"). *** This should of been done ages ago! *** And we don't even have to rebalance any dmg, just tweak the armor defense rating to find that sweet spot so dps & tanks become useful for their different jobs. *** In the years as top winning server for almost a decade, those of us that made the team BG builds never considered full BERSERKER gear a viable option for wvw, except for messing about 😄
  10. Bugged for me too, however I noticed on Friday (just hours before wvw match reset when i logged on) that the game had unset all wvw guilds (i.e. none had hourglass or castle icon. I was supposed to be fighting for another guild this match, which I had changed on wednesday). But, have been bundled back to into my previous team selection for this matchup too (might as well pve). After reset, I noticed that there was still no guild with an active castle/hourglass icon (no selection). Then I selected the correct guild again, then it's now listed as "Pending/hourglass". It looks like nobody can switch teams at all atm. Permateam ftw 😄 lol IMO should just keep the beta rolling, match after match until it actually works & assigns players to the correct team.
  11. Yeah, I do remember the devs felt kinda handicapped in regards to wvw development... everything they did, was always getting flamed. Posters on the internet always flame first, u might get a few likes after a while, but there's always gonna be flamers that hit the reply/post buttons first. Devs kinda need abit of tough thick skin, just like commanders 😄 DBL does have a few really good unique things too tho... like Fire Keep (dbl) is an awesome, fun & always interesting place for large scale battles... There's so many different ways to play it, that almost all zerg battles fought here, end up being unique. I don't think any other keep offers this amount of battle variety, tactics & space. [Plus, after looking at alpine borderlands everyday for 10 years.. it's nice to switch onto a desert themed map once in a while, just for the visual variation lol]
  12. Just wanted to add that the Desert Borderlands map is still in the game because the wvw community voted to keep it in rotation years ago (rather than completely removing it). For the weaker team (red), it is a good + easy source of points if tactically maintained (it's big and takes longer to ktrain than alpine maps). However, these days ppt tactics isn't usually a focused priority anymore, and the desert map just became the "goto map" for any team wanting to ktrain lots of undefended objectives (most of the time).
  13. Great to hear about shortening the link period to approx what the wvw community wanted & had a majority vote for (years ago) 😄
  14. "YOUR PET NEEDS HELP!" 😄 You just need a little bit of "pet management" to keep them from running off and dying (u can also "stow it", or set it to non aggro). Full zerg blobs are dangerous, don't run into them & expect to live, especially not your pet. But i have noticed recently pets don't seem to be following their owners closely in large wvw zergs battles, they seem to lag out and stand still and end up far away (could be a new bug?). Originally, many rangers & (HoT) druids players nagged for a way to merge/use pets in some way (to make them more wvw friendly). The nagging was heard, but they gave the new merge skill to the next xpac elite trait (Soulbeast) instead. So, due to xpacs (+new elite traits), things got kinda mixed up there (imo). Now, since Druids are part of many wvw zergs, a new modern solution should perhaps be looked at [merge option for all rangers?]. Or, they could make it more important to keep them alive: "When your pet dies, you have to go out searching for a new juvenile pet to charm & use as replacement." 😄
  15. You could try a couple of condition cleansing sigils: Superior Sigil of Generosity / Superior Sigil of Purity / Superior Sigil of Cleansing (depending how many you have to deal with). Remember to check the tooltip on each sigil so you know how they activate (different activation types).
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