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Posted by: Shadow.3475

Shadow.3475

1 more thing I now see that need to be fix is Camps in EB, they are way to Close, move them so it takes the Dolys 3min longer to walk to itch building, same with Bay on border maps.

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Posted by: Jeknar.6184

Jeknar.6184

1 more thing I now see that need to be fix is Camps in EB, they are way to Close, move them so it takes the Dolys 3min longer to walk to itch building, same with Bay on border maps.

The keeps on the borderlands are supplied by 3 dolyaks each (4 for garrison) while the keeps on EBG only receive from 2. That’s why the supply routes are shorter.

But “shorter” is a relative term… Have you ever heard about Speldan Clearcut?

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Posted by: Maya.8715

Maya.8715

I just went through all the Dev messages and most of the initial messages and some here and there from everyone in this thread.

I feel that GW2 will truly shine more if the Devs continue to actively participate in such events. Especially if they show that they are actually involved to the public like it was done in this thread.

It could almost becoming a selling point of the game. Having devs actively and publicly involved in various events. Maybe once every other month as a special so that eventually everyone playing GW2 might have a chance to spot a Dev knowingly and feel that it isn’t just NPC’s that are running the official events

…If there would be a live event where an almighty god like creature could reak havoc among GW2 citizens while reacting live towards what people are doing and saying…now that…would…be..EPIC!! I

Kind of like during one of the betas of GW2 where everyone became infected and started attacking their own allies, but with live interactions and extra goodies here and there.

Doing new things = sometimes good and sometimes bad

I love doing new things :P

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Posted by: Shadow.3475

Shadow.3475

To add reward to Escort doly (you get + in supply you can carry) it is way to easy in EB, 2min run to get it to Tower and even if it is doly to Keep as soon as its at first Tower it is pretty protected, all except Bay south west doly have 5-7min unprotected movement in borderland.

1 more thing I now see that need to be fix is Camps in EB, they are way to Close, move them so it takes the Dolys 3min longer to walk to itch building, same with Bay on border maps.

The keeps on the borderlands are supplied by 3 dolyaks each (4 for garrison) while the keeps on EBG only receive from 2. That’s why the supply routes are shorter.

But “shorter” is a relative term… Have you ever heard about Speldan Clearcut?

(edited by Shadow.3475)

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Posted by: John Corpening.9847

Previous

John Corpening.9847

Associate Game Director

Hello Again,

I wanted to give you an update on some more changes that are coming out as part of the feedback we got during the Adopt-A-Dev program.

Siege disablers are getting their radius reduced from 450 units to 300 units. The skill recharge on siege disablers are going up from 5 seconds to 45 seconds and the duration that siege is disabled is going down from 45 seconds to 35 seconds.

The first change will make it harder for siege disablers to take out siege that is sufficiently spread out. The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

These changes are going out with next week’s build. Thanks again for all of your feedback!

John

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Posted by: Luvpie.8350

Luvpie.8350

Hello Again,

I wanted to give you an update on some more changes that are coming out as part of the feedback we got during the Adopt-A-Dev program.

Siege disablers are getting their radius reduced from 450 units to 300 units. The skill recharge on siege disablers are going up from 5 seconds to 45 seconds and the duration that siege is disabled is going down from 45 seconds to 35 seconds.

The first change will make it harder for siege disablers to take out siege that is sufficiently spread out. The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

These changes are going out with next week’s build. Thanks again for all of your feedback!

John

What about requiring LOS? Siege disablers through gate is a problem..

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Posted by: TexZero.7910

TexZero.7910

Hello Again,

I wanted to give you an update on some more changes that are coming out as part of the feedback we got during the Adopt-A-Dev program.

Siege disablers are getting their radius reduced from 450 units to 300 units. The skill recharge on siege disablers are going up from 5 seconds to 45 seconds and the duration that siege is disabled is going down from 45 seconds to 35 seconds.

The first change will make it harder for siege disablers to take out siege that is sufficiently spread out. The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

These changes are going out with next week’s build. Thanks again for all of your feedback!

John

Not good enough. Need to balance risk with reward. Remove the ability to throw them from places where you have no Line of Sight.

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Posted by: Sandrox.9524

Sandrox.9524

Is things gonna be still contested? (waypoints would be blocked incase of attack?)

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Posted by: Jeknar.6184

Jeknar.6184

Is things gonna be still contested? (waypoints would be blocked incase of attack?)

WP’s get blocked when damage is done to gate/wall/lord. Destroying/Disabling siege never contested a WP.

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Posted by: Dawntree.7246

Dawntree.7246

Hello Again,

I wanted to give you an update on some more changes that are coming out as part of the feedback we got during the Adopt-A-Dev program.

Siege disablers are getting their radius reduced from 450 units to 300 units. The skill recharge on siege disablers are going up from 5 seconds to 45 seconds and the duration that siege is disabled is going down from 45 seconds to 35 seconds.

The first change will make it harder for siege disablers to take out siege that is sufficiently spread out. The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

These changes are going out with next week’s build. Thanks again for all of your feedback!

John

Thanks John on the update.

The radius reduction is appreciated, I’m a bit sceptical about recharge vs disable duration, as 2 people can easily chain their disablers, but at least this require a smallish coordination. 10 second window means 3 rams hit at most.

Anyway I’m looking forward to test them on the field (both sides) and give you some feedback.

Emanuel Dawntree – Nord Guardian of [TasH] – 9×80
Whiteside Ridge

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Posted by: McWolfy.5924

McWolfy.5924

They should fix siege placements. Now you can put sieges on impossible places. Other thing: sieges hiting through gates? Pls…

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Posted by: Peterson.8345

Peterson.8345

great John, thanks. this is good direction to go – since nowadays every gate has its own personal treb and 2-3 acs minimum, it is good to see nerf for the defense… my guildies and I have discussed this and it just feels that when weaker server decides to go on a organized well-prepared attack, 1-2 guys with siege disablers are able to halt the attack almost indefinitely, and get the blob from another map to defend… thanks

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Posted by: Diru.4531

Diru.4531

Hello Again,

I wanted to give you an update on some more changes that are coming out as part of the feedback we got during the Adopt-A-Dev program.

Siege disablers are getting their radius reduced from 450 units to 300 units. The skill recharge on siege disablers are going up from 5 seconds to 45 seconds and the duration that siege is disabled is going down from 45 seconds to 35 seconds.

The first change will make it harder for siege disablers to take out siege that is sufficiently spread out. The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

These changes are going out with next week’s build. Thanks again for all of your feedback!

John

Disabling seige is really starting to make fights incredibly boring. I dont think that change will help much at all. The siege trick just needs to delay the attack and provide counterattack advantage, right?

How about:

  • Increase the cooldown of all siege attacks by 100%.
  • Decrease siege range by 15-20%
  • Increase incoming damage to siege by 25%
  • Drain 20-50% supply from a siege build site
  • 1 minute duration?
  • 5 supply cost?
  • 50% chance of success?

If that’s not enough advantage for defenders then they deserve to lose the structure.

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Posted by: insanemaniac.2456

insanemaniac.2456

Hello Again,

I wanted to give you an update on some more changes that are coming out as part of the feedback we got during the Adopt-A-Dev program.

Siege disablers are getting their radius reduced from 450 units to 300 units. The skill recharge on siege disablers are going up from 5 seconds to 45 seconds and the duration that siege is disabled is going down from 45 seconds to 35 seconds.

The first change will make it harder for siege disablers to take out siege that is sufficiently spread out. The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

These changes are going out with next week’s build. Thanks again for all of your feedback!

John

Not good enough. Need to balance risk with reward. Remove the ability to throw them from places where you have no Line of Sight.

dont be like this bro
if we cry hard enough theyll nerf them some more, see where these changes have disablers at first

JQ: Rikkity
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Posted by: Jeknar.6184

Jeknar.6184

Disabling seige is really starting to make fights incredibly boring. I dont think that change will help much at all. The siege trick just needs to delay the attack and provide counterattack advantage, right?

“Fights” and “siege” usually don’t go on the same sentence…

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Posted by: Ben K.6238

Ben K.6238

What about requiring LOS? Siege disablers through gate is a problem..

Could be mistaken but I think rams can hit from beyond 300 range.

At any rate if disablers are a problem you can always build catas and spread them out. The LOS issue isn’t going to be fixed in a hurry because it’s not actually LOS causing the problem, it’s the AoE field extending through the gate. And even if they do fix it there’s very little risk involved with throwing a disabler from the wall out of stealth.

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Posted by: Pinkamena Diane Pie.8054

Pinkamena Diane Pie.8054

The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

Cos only one person on the entire server defends a tower whenever it is being attacked?
You might as well make it so that whoever puts down a siege blueprint is the only one who can build it, based on the same “logic”.

What you should do is when a siege is disabled, after the disablement is over, the siege gains a buff which prevents it from being disabled again for 45 seconds, by anyone!

If you do not do this we still have the same problem, but instead of one person throwing the disablers, players will take it in turn to disable it; the end result is still permanently disabled siege.

Sorry but this is yet another example showing us players that you devs have no idea what WvW is about!

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(edited by Pinkamena Diane Pie.8054)

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Posted by: Zoel.9154

Zoel.9154

I’m glad to see that you were able to implement some feedback. Hopefully this will make disables a little less ridiculous.

Zoel – GM of [coVn]

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Posted by: TexZero.7910

TexZero.7910

Hello Again,

I wanted to give you an update on some more changes that are coming out as part of the feedback we got during the Adopt-A-Dev program.

Siege disablers are getting their radius reduced from 450 units to 300 units. The skill recharge on siege disablers are going up from 5 seconds to 45 seconds and the duration that siege is disabled is going down from 45 seconds to 35 seconds.

The first change will make it harder for siege disablers to take out siege that is sufficiently spread out. The second two will guarantee a window that attackers can use siege if there is only one person disabling siege at an objective.

These changes are going out with next week’s build. Thanks again for all of your feedback!

John

Not good enough. Need to balance risk with reward. Remove the ability to throw them from places where you have no Line of Sight.

dont be like this bro
if we cry hard enough theyll nerf them some more, see where these changes have disablers at first

Still broken and stupid. That’s where these changes have them. If it was up to me I’d delete them entirely. However it’s not, and Anet wants to attempt to balance them so i’m being productive and giving them a very subtle hint. Risk vs Reward. Please analyze it with your valuable metrics.

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Not good enough. Need to balance risk with reward. Remove the ability to throw them from places where you have no Line of Sight.

dont be like this bro
if we cry hard enough theyll nerf them some more, see where these changes have disablers at first

Still broken and stupid. That’s where these changes have them. If it was up to me I’d delete them entirely. However it’s not, and Anet wants to attempt to balance them so i’m being productive and giving them a very subtle hint. Risk vs Reward. Please analyze it with your valuable metrics.

It’s an aoe, so there is no way to remove the ‘no Line of Sight’. And if you could, what about Ele staff/scepter? Engi grenades? Thief cluster bomb? Arrow carts? What about catapults? Omega golem rockets? or even Trebuchet that is meant to hit things without an actual line of sight? You are asking for the game’s code to be rewritten to take all of that into account, which in turn would mean a lot more calculations, and likely give us a lot of server lag. Can you imagine the whining then? As it is, we have a few ip’s that are notorious for server to client lag, almost to the point of being unplayable.

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Posted by: TexZero.7910

TexZero.7910

Not good enough. Need to balance risk with reward. Remove the ability to throw them from places where you have no Line of Sight.

dont be like this bro
if we cry hard enough theyll nerf them some more, see where these changes have disablers at first

Still broken and stupid. That’s where these changes have them. If it was up to me I’d delete them entirely. However it’s not, and Anet wants to attempt to balance them so i’m being productive and giving them a very subtle hint. Risk vs Reward. Please analyze it with your valuable metrics.

It’s an aoe, so there is no way to remove the ‘no Line of Sight’. And if you could, what about Ele staff/scepter? Engi grenades? Thief cluster bomb? Arrow carts? What about catapults? Omega golem rockets? or even Trebuchet that is meant to hit things without an actual line of sight? You are asking for the game’s code to be rewritten to take all of that into account, which in turn would mean a lot more calculations, and likely give us a lot of server lag. Can you imagine the whining then? As it is, we have a few ip’s that are notorious for server to client lag, almost to the point of being unplayable.

Or here’s the kicker, we could make it actually skill based and not be a giant aoe. have it be exactly like mesmer phantasms that require a target or are you going to say that’s too much work too ?

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Posted by: FrouFrou.4958

FrouFrou.4958

Blargh, in hopes of getting an aswer I shall post my question from another topic here as well:

Just wondering about the points per kill since we already kind of have that within the Bloodlust Buff in the form of points per stomp. Will the buff get changed to something else or will you score double the points if you stomp someone?

Froudactyl // Herp Derp Druid // Judge Legends [JDGE] // Seafarer’s Rest

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Posted by: Shadow.3475

Shadow.3475

Lunacy Solacio.6514 they can make different LOS depending if it is grenades or a ele / necro AOE, were ele necro AOE is LOS and grenades as it is now.

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Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Lunacy Solacio.6514 they can make different LOS depending if it is grenades or a ele / necro AOE, were ele necro AOE is LOS and grenades as it is now.

Grenades are thrown, just as the disabler is. They have an aoe on hit, and it goes beyond line of sight, the same way cluster bomb on sb 2 does. That explosion is able to take down mortars at a number of towers and keeps, albeit slowly. The explosion from grenades, or bombs, or cluster bomb, or even guardian staff, can go through gates or the edges of the wall, etc. Disabler functions the same way.

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Posted by: Shadow.3475

Shadow.3475

Lunacy Solacio.6514 yes and that is fine but Necor eles aoe should not be able to do that.

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Posted by: Mindtrick.5190

Mindtrick.5190

can you necro a sticky???? Or Should you just remove this thread.

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(edited by Mindtrick.5190)

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Posted by: Asumir.1978

Asumir.1978

This is heartwarming.

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While softly walks the Tharnadai

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Posted by: Chaba.5410

Chaba.5410

I would like to know if the employees who participated in this program are following up and playing during this sneak attack test.

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Posted by: Offair.2563

Offair.2563

I would like to know if the employees who participated in this program are following up and playing during this sneak attack test.

If John Corpening could come here and reply this question. Think lots of us will be excited!

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