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Riba.3271

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  1. No reason to create GW3 right now. Wait 3-5 years and you can develop it twice as fast with help of AI sofware.
  2. Every server is less active there. I have already posted numbers several times about it. Regardless if you're NA or EU, alpine map is 50%+ more popular in average. This applies to enemies and allies, meaning even if you have large group willing to play that map, there won't be nearly as much enemies. 2 servers having alpine map and 1 desert is akin to playing ping pong with one guy having tennis racket and other guy having badminton one. Even if one side wins, you don't know if they were better or if they had better racket. So all 3 servers in same matchup should have same borderland... Which in this case happens to be alpine because it is visibly more popular. Maybe you can rotate 3x Desert in every 3 or 4 weeks. 2 servers in same matchup shouldnt have different home borderlands
  3. They added new siege? Cool, got to remember to build one of those. Since you're old school, you should remember how original design of golems was that boons weren't applied to them. This applies to 33% damage reduction of protection and 50% damage increase of quickness. In addition to this Resistance and Might are strong boons for golem to have. To top it off siege damage to siege was reduced by 100% in patch where conditions and crits were allowed to affect siege. So the original golems took 200% more damage from siege and did 33%+ less damage. Also gates have less hitpoints these days. Now of course bad groups don't apply protection and quickness to the siege, but any group that put any thought into WVW will. I get your feelings after reading this. Yes, they have no idea what they are doing. There is no way the design of golems after 5 years was so bad that they needed such massive buffs.
  4. Again this sounds like a number of your fixes, nerf defense to allow more ktraining versus defenses. How is that a good change? ? My list consists of both attacking and defending changes? Have you ever red it? I will list it here again - Objective auras combat bonuses -> non combat (Passive defending nerfed and more fighting incentivised) - Defending nerf, combat buff, dueling and gvg buff - Stronger gates and walls (More time for defenders to get numbers/commander -> Better fights) - Defending buff, combat buff, scouting buff - Boon golems removed and shield gens reworked (Using siege to defend possible again) - Defending buff, combat buff - Gliding in combat removed, mount shares endurance bar with walking form - Defending nerf, combat buff - Siege 40-60% more damage to siege (for the unintended 100% increased siege health vs siege)- Defending buff, scouting buff - Keeps and castles require more dolyaks (2x, 4x) - Defending nerf (for certain situations in keeps/castles), Roaming buff, Guild raid buff - Links removed (reduced servers) - Buff for coordination and activity (More enemies -> More fun -> More allies -> More fun -> More Enemies ->) - Desert map removed (Matchup outcome fair, no"dead weeks" on home bl) - PPT buff, guild buff, scouting buff As you can see, the list removes Passive defences that are always on (Gliding, Mounts, Objective Auras) and buffs active defences (Time to use active defenses or build numbers to fight, active defenses like siege). Also big buff to defence-minded players since people will be attacking more with combat being fair inside the objectives. Overall, I dont like how you're putting words into my mouth (like everytime). I have never promoted attacking type gameplay. What I am doing is promoting interactive WvW where both people make decisions and don't win just because bonuses they have from being at a certain location or just because they're defenders instead of attackers.
  5. Anet pls hire this guy! Lol. Anyone can point out the problems. But this guy clearly has no idea how to solve the issues without breaking something else. For example reason why groups are rolling over maps is because gates are paper, boon golems are op, and shield gens block all the siege. So those should be targets changes. Reason why there are no opposing groups are objective auras: Competitive scene is dead. So that should a target of nerfs. He doesn't mention of these. Anyone can see the problems in WvW, but some people are just clueless. Some people are paid for being clueless about these same things they should fix 😉 They might even come up with restructuring, boon golems, shield gens, dragon banners or linking systems while being on a payroll.
  6. EB isn't queued because playbase has gone up but because: - Defending is overpowered combat wise. EB has double the enemy teams, double the opposing commanders and double the enemy playerbase. So you get free wins more. On borderlands you would have to attack after defending once or twice. - Linkings cause it so that half players don't know borderland commanders, and this applies to enemies as well. So slowly borderlands commanders have been dwindling due to them and enemy having half the initial playerbase from usual. - Scoring doesnt matter. While defending is easy and essentially free kills: even againt boon zergs with right build, doing anything else on borderlands will just be very few enemies and just push your servers population status up. Then you get less populated link and reduced players for EB. Overall, removing linking servers is a great idea to fix EB issues as borderlands activity will recuperate and be more meaningful but EB isn't queued because population has increased. Just current server and objective aura systems promotes EB. These days if you want to play borderland, you will attack, and you will lose most fights... or get no fights... So remove objective auras AND linking system keeping reduced servers. Nerf shield gens and boon golems in addition to buffing objective HP, and siege damage to siege in return.
  7. From the top of my head, the obvious ones are: 1. Objective Auras: There can be no fair fight when there are 800 stat swings even on open field (~25% damage). Of course players will opt to have 75% winrate, over 25% winrate, and now there are more people willing to defend than attack, and then that 75% winrate became 90% winrate. Yes, keep are still lost.. But only by bad players against good ones that have several times better builds, organised mindset and play more effective. Dueling also died because objective auras: WvW needs competitive combat support. Best guild or dueler should best guild or dueler everywhere, not become 10th best when enemy has 800 more stats and no siege around. 2. Shield Generators and boon golems: WvW siege balance is in joke state. Gates are weaker and golems can be given quickness now,. So they go down 2 times faster. Guild golems cost only 50 supplies and can have protection making them super tanky. To top it off, shield gens block all other siege: ballistas, trebs, acs, catapults, cannons, mortars. So the meta is just zerg rushing into lord room in 2 minutes.... And due to objective auras from point 1, they are in immense rush and will just get facerolled if there is defending zerg on map. EDIT: Oh yeah.. And siege HP was doubled against siege damage in the crit/condi patch. So golems and rams effectively take half the damage from other siege now, and siege damage to siege should be buffed by at least 30%. I know their intent was probably to make siege bit tankier, but doubling hp against siege was going little bit overboard. 3. God awful server systems. Linkings are terrible, World Restructuring is bad. We had perfect system of monoservers but there were just too many servers. So instead of keeping most logical and competitive system that kept strong communities, great transfer costs and player influence, they chose to ruin it for everyone. The fact is that they chose to make their game 10 times worse worse because they didn't want to make the logical choice of deleting servers due to bad press. 4. Desert map: Because no1 who wants a challenge will opt to go to map that has no enemies 90% of the time, so it is waste of space for most players and all it does is ruin scoring balance. It is just so much different from alpine that often server that would lose with alpine map, will win with desert map... Or vice versa. So obviously there can be no server rankings. Don't get me wrong, I am not saying youre not allowed to like desert. The problems are that it is too unpopular and different compared to alpines. Having 3 desert maps in same matchup would be fine, if it was close to as popular and wouldnt drop activity to half, but having mix of deserts and alpines is just not the way to go. At least then we would know who is the best server at the end of the matchup... Once monoservers from point 3 are returned 5.. Dolyak amount. While this is minor point compared to points 1-3., it is still important to point out as it affects the map state everytime you log in. With HoT keep and castle upgrades were required having same amount of dolyaks as towers . This was oversimplification of working system and the maps were not designed that way. Keeps upgrade several times faster now, and castles 10+ times. Double dolyaks required to upgrade keeps and quadruple for castles. It will still be intuitive and memorable system, but has better logic and balance behind it. Right now packed doylak is superior for everything: Upgrading and supply. So obviously it needs to specialize in supply and not count as 2 for upgrae.
  8. You can't really critise devs so they think players are the problem. (Even this mention is at the edge of comment being removed) Yes, because GW2 playerbase is more childish than other games. They really need a reality check.
  9. Siege and objective balance is pretty thrash right now. The developers are only focusing on skill balance. If you aren't great player yet, you kind of need to be carried by your server. So I would consider transferring to whatever server is outmanning you at the timezone you prefer to play at. Unless super coordinated then there isn't much to do with 10 people vs 40.
  10. No, you're right. Mount should share endurance bar with player and gliding should be disabled when player is in combat. Defenders shouldn't have absolute safety in high ground. It is because they made combat balance completely skewed towards defenders. They don't only have respawn, increased player count and siege, but also +25% damage worth of stats. It has gotten to a point where equally strong groups don't try to take objectives from each other anymore. The defending blob or a guild just wins everytime unless they're completely outmatched. What they need to do is: Rebalance shield gens to 1 per spot and only bubble around them, so defending siege works Buff wall and gate hitpoints so defenders have more time Increase siege damage to siege by 50%, so defender siege does something. (Note: Originally siege did 100% more damage to siege but then they doubled siege hitpoints and forgot to buff siege vs siege damage) Make golems not affected by boons again since Quickness + Protection golems make attacking attempts unstoppable. Remove gliding in combat since it skews combat Rework objective aura to not provide combat stats since it skews combat Increase upgrade time of Stonemist castle by 200% dolyaks. Packed dolyak should only count as 1 dolyaks for upgrade. Reduce duration of banner tactivators to 5 minutes So there are significant amount changes required for both defending and attacking. This will be about net positive for defenders since they have more time to gather numbers, but also much more fun for attacking groups since they can have better battles and aren't in a rush to capture objective before equal amount of defenders show up.
  11. Well, I guess they would young people with passion for that. It is exactly what the game needs to maintain decent balance and competitive environment though. If someone puts a new artist in front of Mona Lisa and tells them to improve it, they will probably have less suitable ideas than master Leonardo D Vinci himself. Basically the issue with current devs is that they originally didn't create the game or the gamemode, so their ideas do not suit what WvW stands for or was originally loved for. You take anything that is wrong with WvW: Shield gens, SM upgrading in 2 hours, Objective Auras, Dragon Banners, Gliding in Combat, Server Linkings or many more, and original devs would have thrown them straight into thrash can. All of those work to destroy competitive environment regardless of location and to reduce rewarding strategical mind. Don't get me wrong, they added equally amount of good things into the game. But the difference with GW2 devs and succesful games with regular balance patches like TFT, LoL and Fortnite, is that they're also willing to take ideas that didn't work out of the game. PvE way of developing where players can just avoid content they don't like, just doesn't work for WvW: You also have to remove and rework some content you add.
  12. Won't change the fact that 50% boon duration + 75% power DPS+ super tankiness will always be better tankier and more damaging than all damage gearsets. Won't change the fact that blobs are still 40-60% Minstrel players. Cele only became super powerful after they added 50% boon duration so removing boon downtime and increasing amount of might stacks in addition to 50% condition duration so +50% potential condition damage and CC to it for free. Cele used to grant 25% more total stats than 4-stat sets, now it is 60%. 37%/76% more against 3-stat sets. So they more than doubled the incentive to choose Celestial stats over anything else.
  13. Gotta admit this system is pretty awful. No matter how well the server are paired up together doesn't change the fact that even greatest chef can't make a decent meal with rotten ingredients. Delete linking system, fix balance and make all scenes of WvW flourish again.... Or release Guild Wars 3 because you already seem to be over this game...
  14. And you proposed a tiny reduction in boon duration. So run two of them then 🤷‍♂️ Intent of the changes isn't to make other sets unplayable, just reduce cele/minstrel proportionate amount from 40%-60% of players to 20-40%. If half people on your server are playing optimally minstrel in group play, and cele in roaming play, there is hardly much build diversity when you think that rest of the players are split between all other viable sets. It is like Desert map is only a huge problem for scoring balance because of it having half the activity of other borderlands, but if it had same activity then it wouldn't be as big of a problem. Now if people choose to play 2nd firebrand, which is also completely viable strategy right now, then let them. But there are better 2ndary supports that provide difference bonuses (Alac, Auras, Damage reduction, stealth, superspeed, cleanse) as long as you play around timing of your boons.
  15. 703 concentration is only 703/15 = 46.9% boon duration as it is. It's already less than your "nerfed" boon duration.. Why aren't you targeting the boon duration from runes and sigils and food instead? Those are overtuned anyway, especially the runes. True, that is also another reasonable request to balance runesets between each other, but changing those have certain issues: 1. It will affect PvE and PvE is developers favorite child 2. Are low boon duration builds really a problem everywhere? Isn't roamer being able to choose between having 15-20% boon duration and none actually build diversity? 3. It will only make Celestial/Minstrel even stronger compared to other sets (Less boon duration => More proportionate increase from boon duration) If they're willing to forego PvE for it, this request can also be done to runes alongside since it is true that Runes that provide % boon duration provide much more stats than corresponding runes of other stats (5% boon duration =75 stats, 10% = 150 stats, 15% = 225 stats, much more after change), so those are also reasonable to tune down across gamemode. But it will only make Celestial/Minstrel even stronger. TLDR: Both of the following can be done: 1. Concentration effectiveness down tuned down in WvW 2. Boon duration runes now provide concentration corresponding to other similar runesets instead of boon duration everywhere but doing only 2nd one will only fix rune balance and make Minstrel/Celestial stronger.
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