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neven.3785

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  1. Why don't you cleanse.... Or try something like resistance. Press your buttons a bit more then it shouldn't be a problem. If you can't stop your auto attacks as you run by, then that's a personal issue, not class Imbalance. If you are unable to nip at the heels of a zerg because a couple seconds of chill, then play some other class or read/watch some guides on roaming and learn what engagements you should looking for instead of trying to lazily tag kills and getting caught out on the flanks vs real roamers.
  2. We keep those who aren't in comms in party one, if there are issues with sustain (outnumbered opponents or support having trouble sticking to tag), then we will give ample warning for people to get in discord (it's in the squad message), then boot those who aren't respectful enough to atleast listen or pretend to listen. This way the spill over boons prioritize to raid members who are listening on tag before spilling out on those not on comms. We have never purged a raid down to guild members only though and have no issues helping new players out as long as they don't disrupt comms during fights. Most guilds I've tagged along with have been similar, exception being a couple really sweaty and often racist groups who make the rest of us wvwers look bad.
  3. Just as you aren't getting what you want, I'm not either. I want them to reduce wvw guild size significantly to help give them more playing pieces. I want people to fight, not doors to hit with 50 person squads in dead time slots. Anyways.... Within a few relinks, casual players should be able to find a community guild they can casually play with if they do not have a primary wvw guild now. If they don't want to give up a guild slot, then that is a them problem. Increasing guild slots without some form of dedicating it to wvw only will just mean these PvE players fill it with another novelty guild and continue to complain whenever they want their gift of battle. For people who want to play with multiple groups who are not aligned in an allliance guild, use an alt account. I personally do this for my off hours play time.
  4. Being part of 3 wvw guilds, I do not see a problem with this, make your choice(s) and deal with making more social connections. One guild is filled with people who don't play often, nostalgia is the only reason I stick around. Most of it's player base is convinced the game is dead and don't try to breath life into the guild (in gw2 atleast) Another is newly formed and has been recruiting mostly from new players and PvE-centric players, this guild has essentially been operating as if it were world restructuring and building it's roster from every relink, they will benefit from this, and they are already large enough to not worry about needing allies to have fun Last one is an established wvw guild, it never planned on joining an alliance and most of it's roster is from the guild itself vs a shared player base. It also recruited from building relationships with new people every relink. This guild isn't large enough to control a full map, but they don't care. Now who will I rep? Main account goes to the last one I invested my most time in, who still work to enjoy the game. Because I wish to keep playing with the second group I'll be repping them with my second account, which is pretty basic but good enough for wvw (exotic gear, specs I play, mount and gliding in wvw). The second account was made so I could roam when my timezone was dead in the primary server. If I need my third account if the first group comes back, then I'll use that for roaming on once every few weeks. The third account was purchased to scout a potential server move for the third guild. Over time I will be sided with friendly faces and other times I will face them which is equally as fun. For a new player, neither system is better or worse.
  5. a long while back some of the fight guilds decided bags mattered more than decent fights. Unfortunately others had to bulk up a bit to compete with them, and then it got worse and worse. There is even a guild in NA who run 40+ and a separate 15man so they can almost be guaranteed a win. Not much anet can do until alliances hit unfortunately since any sort of modifiers to stacked aoes or debuffs for stacked players will take extensive coding. Only things i think they can do without extensive coding would be: -Limit WvW squads to 25. This wont stop blobbing, but it waters down the boon application from guilds running larger. The spill over boons will stay within their squad, and not help their smaller team as much. Also putting some of your players in a second squad will create internal drama, which helps put downward pressure on guild sizes. -Limit alliances to 250. You can require a toggle for WvW guild that limits guild cap to the same number, or you can let guilds play lottery on who gets in their guilds server group if they choose to stack above the alliance limit. This will give more pieces for matchmaking. -after the above two, you can start looking at reducing map caps on a trial basis
  6. It was pretty horrible on Gates of Madness alpine borderland reset. Both the SBI and SoR queues ran really heavy Rise Reaper/Lich comps, even felt them clashing across the map when we werent near. R value on the arc DPS metrics would constantly be in the red once they started combat until enough of them were dead. Some people were even getting dropped and having their windows blue screen who typically do not have issues with the game crashing or any lag (some with arc, others without). It wont be long now before almost every comped group is running it and it comes down to who casts their scorched earths and Rise's first wins.
  7. Been seeing this skill lag pretty heavily on GoM as well against certain groups. Our group (CTH) doesn't run RISE/lich and we generally have a very low Mesmer turn out (lucky to get 2 for the 20-25 guildies who show up) as we are a pretty casual group. When we got hit with the skill lag, it felt like it was universally felt by the enemies as well as incoming damage was reduced as much as outgoing damage. For groups like SOUL, they hit hard and fast and often catch people by surprise, it wouldn't be abnormal for them to not be as affected by skill lag when their first hits cut so many down and reduce server load.
  8. ,Most of the complaining I've seen in game has been outside of prime time from players on servers who didn't represent the guilds they often followed in off hours. Now they can't plow over everyone in the off hours as easily The queues were rough the first couple days and EBG has seen very large queues for half the day due to the guaranteed pug squad action made worse by some guilds trying to farm easy bags. I'm curious to see how week two will play out as novelty wears off
  9. From 2 nights of wvw: WEEKLY STATS Kills 600 Killed Doylaks 17 Escorted Dolyaks 5 Captured Camps 19 Defended Camps 2 Captured Towers 16 Defended Towers 8 Captured Keeps 5 Defended Keeps 13 Captured SM 0 Defended SM 0 Captured Targets 41 Defended Targets 23 WvW Rank 11 This is from being in 3 wvw raids of various sizes as support looking more for active fights than capturing objectives. 2 nights, 8 towers and 13 keeps defended. If you are cognisant of the parameters you can do it with little effort while you play. 1. Any siege the enemy used to break a wall/gate, deal damage to it so you get credit when its destroyed. Do this when the timer is up only, if its not, then leave it for a bit. Sometimes you can get two defense credits from one group of siege. If the siege is outside the dragon banner range of the objective, don't bother. 2. Try to tag enemy players who killed guards. 3. Ogre watch meta is not defending. You will very rarely get credit just skirmishing over the sentry. If you are trying to finish your weekly defense, look elsewhere As i've said in a previous topic on this. The lack of being able to consistency get this event credit is made up with increased rewards. Comparing the rewards to the broken way it was right after the reward reworks is not accurate. It would be more fair to compare what you got prior to the rewards rework to now. If they were to lower the threshold to wall repairs again, or just killing a person running by, then they will need to nerf the defense rewards significantly. For a wvw-centric player, the current level of the rewards system is more than enough to grind out legendary gear materials and fund your consumables/runes/sigils. If you want to farm gold, then go to pve-land where its much more efficient.
  10. the mob was killed multiple frames ahead of the rally, so that wasn't it. If the person tagged camp guards, or the sentry nearby and those mobs got killed, they could have rallied from that. Have had it happen to me but its pretty rare.
  11. I have no issues with the current system, it seems fair. Why waste dev time on something this temporary. They could simply just go to randomized matchups using their old system, or just stick with the status quo while alliances get hashed out
  12. It will still generate more pieces for them to use when balancing. 1. Random Players, each server has a ton of these who don't really associate with a guild, but follow tags often. 2. Un-aligned guilds. These will be guilds of all sizes, and many have no wish to deal with the politics and will just deal with the cards they are dealt every couple months. 3. Shared player bases forcing players to chose one guild over another who may not be in the same alliance. This will reduce some roster sizes. This will effect tags/guilds who play on the fringes of their servers primetime, as the population they relied on to bolster their numbers may not be there to help compete against larger organized foes. I still think they are allowing too big of pieces to be made though, would have loved to see a toggle for guilds to set themselves as WvW guilds reducing their roster size cap to 250 members. And then alliances sharing that cap. Its easy enough to kick inactives and reinvite when they come back so roster sizes can be slimmer. Alliances should be made around guilds who compliment each others playstyles well, not about creating a super server of full coverage, guaranteed single time zone dominance or holding on to your old servers identity for nostalgia's sake.
  13. Common reasons why i don't join random squads: 1. I currently am not running meta and don't want people assuming i am a role i am not based on my elite specialization. 2. Joined before and the commander lumps everyone into party 1 3. Many commanders will tag up every day, with the same people, but not put any work into balancing their squads for success. This means 5 man parties: FB/Support/x/x/x. If you have a core following, use that core to better your enjoyment out of the game. People who don't want to contribute and never balance out, keep them in party 1, so they get second priority on boons. 4. Commander is rude, delusional, or insists on running people into a meat grinder without doing #3 above. I dont care if i die, but i dont want to waste my time feeding. This includes tags who demand the whole map get in their squad. 5. I dont want to join discord and deal with certain annoying people or soundboards 6. Some guilds play style doesn't match mine, normally relates to several of the above Why i join some squads: 1. They are respectful of peoples time and organized. 2. If they fail, they don't devolve into a miserable voice chat about why they hate the game and how balance sucks. They instead will try to figure things out and take the challenge on. 3. New commanders starting out so helping them out with giving them an extra experienced support/dps In our guild runs what we ask for: 1. Get in comms to listen 2. Run a meta build 3. Don't be disruptive 4. Stay on tag, no squirreling Squad remains open most of the time, if we are having problems with survivability, we drop the people who dont obey the above, so boons go to folks who are respectful of our time. I should also state we aren't elitist, we have new players, players from launch, young adults, and people enjoying retirement, it just comes down to respect in the end above all.
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