My Stress Test Feedback
Some extra I thoughts I forgot earlier:
6. Buffs from shrines are a bit strong. My group didn’t bother with the shrines too much, but I got whispers from friends on opposing servers about the crit chance and movement speed. It’s nice, I suppose, to have these buffs but the buffs are why fights in the current BLs and EOTM aren’t always feasible or desired, at least not for fight guilds (be they open field or gvg). I’m not sure how to adjust this aside from making the buffs a little weaker?
7. Some skills wouldn’t work despite showing green aoe circles. I spent a lot of time trying to figure out why I couldn’t meteor even on flat ground or from up top. I would have green rings so it should have been possible but it wouldn’t work. I also had the lightning flash bug that plagues the vanilla game at the moment where it tells you even on flat ground that there’s no valid path to target. :P
8. Supply was difficult to find or accumulate. Even fight guilds want supply sometimes to bust into keeps and wait on the enemy to come. It was a pain at first to find the supply, and often when we did there simply wasn’t enough at any given time to build two pieces of siege. This was made even worse when keeps auto-upgraded to have reinforced anything as you could barely build a regular ram/cata, much less a superior one. Taking out a wall took f-o-r-e-v-e-r.
9. NPCs – especially at keeps – were an absolute pain to take care of. It reminded me a lot of the early EOTM where you couldn’t effectively capture the keeps without a zerg. We all know what that led EOTM to become! I think these should be scaled so if you’re a group of 5 trying to take it, the NPC isn’t as strong. Essentially do what other bosses in PvE do – if you’re 5 manning it, it’s weaker; if you’re 80 man blobbing it, it’s stronger. I think this will help smaller roaming groups feel more useful as well as servers that happen to have a lower population than others. The mechanics of the lords were fine and added something new; it really is just how much it scales. When we zerged up, it was a somewhat easy cap. When I went to 10 man a keep… that didn’t go so hot.
I just realized that I think I may have been partied up with Tirzah for a while, so hello and thank you for the sneak peek at the map! I didn’t realize I was with a dev so apologies for saying three hours of ppt makes me tired… I prefer the fights hahaha.
Again, I think there is potential to change how WvW functions… there just needs to be a lot of adjustments to appease both the guilds who look mostly for fights while still allowing ample room to grow for ppt guilds and roamers. I’ve read some other great critiques on the forums today so hopefully Anet takes a peek and considers some changes!
Agreed on point 2 and 4! I think some smoothing will work it out. I just love the pve element in the wvw. Stoked to see it progress. Good points tho! Ty
Agreed on point 2 and 4! I think some smoothing will work it out. I just love the pve element in the wvw. Stoked to see it progress. Good points tho! Ty
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Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
9. NPCs – especially at keeps – were an absolute pain to take care of. It reminded me a lot of the early EOTM where you couldn’t effectively capture the keeps without a zerg. We all know what that led EOTM to become! I think these should be scaled so if you’re a group of 5 trying to take it, the NPC isn’t as strong. Essentially do what other bosses in PvE do – if you’re 5 manning it, it’s weaker; if you’re 80 man blobbing it, it’s stronger.
This.