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  1. #941
    Yarglebargle
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    As somebody who only PvEs, even that doesn't make me care about WvW. I'm right with you on saying that should have been in at launch and loling at no ascended gear via wvw.

    The Guild Missions thing is a start but still doesn't fix the main issues people have with it. Once again going with they should have not put in ascended gear until they had all the different ways to obtain it finished (or at all but w/e). Plenty of other stuff they could have focused on until they had finished making all the ways to obtain that fucking equipment.

    It's not "play the way you want" when there is a cut and dry best way to obtain shit, and people that have already obtained their gear are going to be annoyed if they add easier ways to obtain it later on down the line. They've put themselves in a lose-lose situation.

  2. #942

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    Quote Originally Posted by Churchill View Post
    It's actually pretty terrible lol. Still no WvW Ascended gear, nothing in WvW has changed to make it more interesting (maps, ranking system, leaderboards, etc). This is pretty much an ode to make WvW appeal more to PVE'ers. When you have progression bars that make you more lethal to enemy NPCs in a PVP zone...lol.

    Not to mention, should have been in the game at launch.
    Lol you don't even try with your trolls anymore. I know them high tiers are all about defenseless PvWall and zerg ball vs. zerg ball in some far away corner of the map, but even you couldn't fail to see that everything about the buffs are 100% objective based. Unless of course them awesome T1 NPCs operate siege.

  3. #943

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    P.s. both rankings and leaderboards were announced on their own. It'll be in with the patch and made live a week later once they make sure there isn't anything funky going on with the data collection.

  4. #944
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    HOT LITTLE SNATCH

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    Siege/supply specialization is great. The buffs against NPCs are pretty worthless but depending on how notable they are it could make low manning towers or keeps much more feasible (though they might not work on Lords I guess, the only real obstacle you're up against NPC-wise). I kinda wish you had limited, refundable points over the system they're going for though, I'd much prefer some specialization over just gradually getting everything. Would make well coordinated groups that much more rewarding imo. Overall not a bad change in the slightest.

  5. #945
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    If they get rid of the ability lag that they added 2 months ago, added new WvW maps so everyone didn't leave the game, uncapped AoE/Boons and balanced the abilities/game around that (or made the game different for WvW in that aspect), fixed the bugs/cared more about exploiting, culling was actually fixed (truly yet to be seen), add ascended gear of all types to WvW (available by using badges at a reasonable level), and generally improved the experience so everyone didn't quit then I'd be excited.

    As it is, people are still leaving.

    Someone on the OF said it best: All of the players who asked for shortcake quit the game in the first two months, they've finally given us shortcake but everyone who is left has asked for pizza.

  6. #946

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    Games terrible. Million problems, nobody plays blah blah.

    Fix culling, too many people play I can't see shit.

  7. #947
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    Sorry.

    I'm excited to get a progression system based only on enemy kills which encourages doing what you claim T1 is all about where 3/8 of the abilities are solely focused on NPCs.

  8. #948

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    Quote Originally Posted by Churchill View Post
    Sorry.

    I'm excited to get a progression system based only on enemy kills which encourages doing what you claim T1 is all about where 3/8 of the abilities are solely focused on NPCs.
    I see your point. It's completely shitty that ascended items aren't in WvW because of the miniscule increases given by that gear. However, they should definitely make the WvW rank buffs give significant boosts directly versus other players. The logic is undeniable.

  9. #949
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    Yeah player buffs would ruin WvW. One thing GW2 got very right is how little impact gear makes and how easy to obtain exotic shit is. Unlike most MMOs which just turn in to gear checks in PvP. If they start introducing player buffs you'd suddenly start having uphill battles just because someone has more points in player damage/def boosts than you. Siege and supply bonuses are good, NPC buffs feel kind of filler but what other abilities do you propose? I can't think of anything immediately that doesn't cause imbalance in actual PvP combat (move speed, player dmg/def, etc). I'm sure they'll expand on the system eventually if they come up with anything else relevant. It'd be nice if they added significant content in the form of a new map(s), but it's not like the lack of a new map somehow makes this update bad. It's a nice addition, strengthens low man groups (supply is less of an issue, can ram gates faster to avoid being buttfucked by a zerg) and will hopefully pull in more players and add some more life to WvW, something lower tiers could certainly use.

  10. #950
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  11. #951
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    Quote Originally Posted by Kiarax View Post
    Yeah player buffs would ruin WvW. One thing GW2 got very right is how little impact gear makes and how easy to obtain exotic shit is. Unlike most MMOs which just turn in to gear checks in PvP. If they start introducing player buffs you'd suddenly start having uphill battles just because someone has more points in player damage/def boosts than you. Siege and supply bonuses are good, NPC buffs feel kind of filler but what other abilities do you propose? I can't think of anything immediately that doesn't cause imbalance in actual PvP combat (move speed, player dmg/def, etc). I'm sure they'll expand on the system eventually if they come up with anything else relevant. It'd be nice if they added significant content in the form of a new map(s), but it's not like the lack of a new map somehow makes this update bad. It's a nice addition, strengthens low man groups (supply is less of an issue, can ram gates faster to avoid being buttfucked by a zerg) and will hopefully pull in more players and add some more life to WvW, something lower tiers could certainly use.
    I'm with Arena Net adding good fluff buffs, not NPC fluff buffs.

    Magic Find+ from enemy kills, more Karma when doing objectives, +% chance on finding Badges of Honor from players, reduced Armor repair cost in WvW, ect.

  12. #952

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    Are +MF/Karma what you consider to be good buffs?

    Ya'll nigs crazy. +Supply alone is fanfuckingtastic, and siege specialization is money too.

  13. #953
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    Supply sort of irrelevant unless your group is really small, and only becomes relevant to your small group if it stacks with +5 claim buff. If it doesn't, then it's back to irrelevant.

    But yes, considering I don't wear any MF in WvW I wouldn't mind one of the trees being 10% per level instead of 1% damage to guards (lol).

    As far as siege, it isn't bad but it's not the craziest thing in the world. A superior ram operator with siege might would hit the gate for 12,600. Every 20 attacks his ram would have done enough bonus damage to have done an extra attack.

    Superior Ballista would do ~300 extra damage on its best attack. Treb gets the biggest boost at 900 an attack (maybe more on a sup treb but I forget what they do to siege since I only build for walls) but that won't kill siege a hit faster.

    As far as siege bunker, it's very unlikely that you will benefit from it any more than operators would benefit from siege might. There will be some time where you have 100hp and you're like "hmm, I bet I just got saved by this shit" but yeah. Shouldn't be dying to siege anyway, lol.

  14. #954

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    What part of "Improve ram use" and "Increases damage done by siege-engine attacks" was so crystal clear to you that you thought you could assign fictional numbers to access their value?

  15. #955
    Tagus
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    I could see leaderboards making WvW a little bit more worthwhile, but you can only run around with the zerg for so long before it gets old. Like people were saying earlier, they really need to give an incentive to defending shit. Winning in WvW isn't so much about what you can take, as it is about holding what you have.

  16. #956

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    All I pretty much do is defend shit tbh. IE: Find the enemy zerg and kill them at whatever they're doing. It's not something that can ever get old to me because I view it like a game of BF3/DOTA. I'm not really doing it for anything but fun and glory.

    I can see people getting bored quickly if they go in on their own and just follow the blue arrows around though.

  17. #957
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    Zergbusting never gets old. Especially when the opposing zerg fall for some of the oldest tricks in the book.

  18. #958
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    just going to point out the accuracy of my stated numbers.

  19. #959

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    Let's see, you said ~300 damage for the Superior Ballista. It actually gets an extra 535 damage, Spread Shot, longer range, and a faster recharge.

    I guess understating the bonus by ~60% is kinda close considering you were pulling shit out of your ass.

  20. #960
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    Quote Originally Posted by Celeras View Post
    Let's see, you said ~300 damage for the Superior Ballista. It actually gets an extra 535 damage, Spread Shot, longer range, and a faster recharge.

    I guess understating the bonus by ~60% is kinda close considering you were pulling shit out of your ass.
    7620*1.07(Potential)*0.95(Potential)=7745-7620=125

    I was told 5% static to all siege, and that any specific changes would be minimal. Also note, it's 45 points cheaper to get bunker.

    The cannon and ballista are both specifically very good, however the cannon is also completely useless because only complete bads don't kill cannons. The ballista specifically is nice due to increased range/speed/abilities though I won't be traiting it myself (initially) and can only think of one class I'd rather have on a ballista (specifically) than in the fight.

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