Bloodlust in the Borderlands Details
This wont just destroy GvG but the entire WvW as well. People thinking that they added stuff for small groups are being naive.
You have to keep these points for 2 solid minutes, more then enough time for any zerg to move to your location, chances are the zerg will be roaming somewhere in the middle anyways because you can secure and protect the points, and also move to one of the 3 keeps with relative ease.
one thing that cant be denied is that this new map will actually break zergs apart. this is the intent. one zerg cant steamroll 3 points. and did u actually see the terrain? if they try, it will rain bags for my power wellmancer. my point is, zergs would get annihilated in this terrain, and they dont have the mobility u think they do.
While they can’t “zerg down” all 3 points.. what they CAN do is: zerg down #1 and #2, flash build siege and leave 10 people at each point to protect them. Since the other servers HAVE to recap 3 of the 5 points in order to take away the buff, this allows for 3 10 man teams to hold the buff while the 50 man zerg hits other objectives. Not to mention you can call in half the 50 man zerg to defend a point if needed.
The bad implementation is that you can’t neutralize without taking the buff. This means that other than the first 10 minutes of a match, SOMEONE will have the Orb buff and possibly 2 or 3.
My fun laughs at your server pride.
I like it. New content, new mechanic. Supporting small scale skirmish. That’s exactly what I missed a little bit. I’m so happy to get something like that.
Dear wvw team, please dont forget, the happy people mostly dont write something, because they are happy! I’m an exception :-)
I like it. New content, new mechanic. Supporting small scale skirmish. That’s exactly what I missed a little bit. I’m so happy to get something like that.
Dear wvw team, please dont forget, the happy people mostly dont write something, because they are happy! I’m an exception :-)
The problem is it won’t support that. Theres nothing stopping people from going there in a zerg. It will just end up hurting the servers with less coverage
Guardian
Fort Aspenwood
I like it. New content, new mechanic. Supporting small scale skirmish. That’s exactly what I missed a little bit. I’m so happy to get something like that.
Dear wvw team, please dont forget, the happy people mostly dont write something, because they are happy! I’m an exception :-)
You’re an exception because you don’t seem to understand how karma trains work and don’t seem to remember when we had stat buffs before.
I’m most excited about what kind of chaos this actually will make out in-game once it’s implemented. And I mean that in a good way, the combat and dynamics of the fights in the borderlands has been quite static and uninteresting for a long while already, this is good way to experiment. Also, you really can’t tell how much this will benefit big servers or small servers yet, we need to see how it actually plays out.
Looks like they didn’t give any thought to that it is way easier to stomp for some classes than others. Particularly if you have stealth and easy stability access.
Pretty disappointing in how this mechanic will just even more reinforce dividing lines about what classes are good in specific aspects of WvW play styles.
Would be far better to have had all deaths count toward the score, but perhaps at a lesser level, like 1/3 a point or so.
ANY game mechanic in WVW that can be gained by capture that give combat stats(attack/defense/heals/) and not utility stats(+MF%, karma, etc) will have a cascade effect for the server with higher population numbers on score and overall performance.
This is another example of you devs not knowing how your own game mode works.
High populated server vs low populate server. (stable mid rank server vs rising low rank server)
Populated server with more players capture more ruins, so, more power, so snowball.
Low populated server now deals vs more AND buffed enemies.
Players in low populated server get frustrated by outnumbered and buffed enemies, go to pve farm.
Nobody in the develop team think in that? Seriously?
(edited by urieldhynne.2743)
I’d like to remind everyone that with the new league system, pretty much every week will have a population stacked and PPT obsessed server from T1 or T2 against a server from T3 or lower. There’s no way the massively outnumbered server is going to be able to convince enough fairweathers and karma trainers to come in and fight +150 blobs. Hence you won’t have any pressure on T1/T2 structures and they will be able to focus most of their manpower on keeping you from capping 3 of those points at once.
TL;DR We’ve had stat buffs before. They weren’t good for WvW, and the leagues are going to make it even worse.
Well I’m not a huge fan of a stat buff, and I could care less about gvg (its not that I am against it just a what ever to me), I don’t see how people think this does not break up a zerg, the key to zerging is smashing one point with over whelming numbers, the mechanics of these new points does not work well with that, even if you zerg the points and then leave a token defense it will still turn it to small skirmish fights between the token defense and small roaming groups, add to that if you do zerg it you will lose the ppt game to the other zergs, also since a lot of zergs are karma and wxp trains I don’t see it being popular to capture points that are worth neither of them.
I ser the complaints about the coverage game and how this does nothing for it but I think at this point it is obvious that 24 hour coverage is not a concern of the dev team, its an unbalance that will just be part of the game.
I also think that this makes roaming groups just a good thing to have, we can still do our thing but now it will even more so directly effect the battle, we can fight for the smaller buff points and when we have it the stomps we preform will directly add to ppt. Again I don’t see the need for a stat buff but maybe a buff that adds an increase to wxp gains from kills from stomps only so a stomp would give ppt and a small bonus of wxp.
It was 2 vs 20 but its ok we got’em both!
This will simply mean that the servers that seriously out number the others will be in control of these ALL the time.
They should make it so that you have to have ALL the nodes to get the buff not 3 of them.
At first I figured the idea of it is going to be points that become accessible, three or so, which you then capture. These will be all around the map, not just the center, say ten in total across the map.
I figured this before watching the video, because such a concept will promote small strike groups to form, and since any three among the ten can go active at any time, it would also promote players to spread out a bit more.
However, the current concept seems to promote zerging a bit too much, and will only keep the stronger servers that much stronger. Not sure I’m all for this idea, but we’ll see it in action.
Also, the outnumbered argument doesn’t hold sway, in my opinion, of course. I doubt a minor buff will compete with extra hands, not even close. If extra players come in, they’d definitely make up for said buff. I assume it would work in increments at that.
I like this new map rework and following implementations:
WvW Score for Stomp
Good idea, cuz it favors small groups over zergs. Lets you feel that you actually contributed to your server.
(Bonus Score on just kills would “overdo” it and favor zergs more instead of small groups)
No rewards for the Caps
Means, wont be “that much of target” for Karma trains and dont forget there are still guards in the area, which will reward small groups with karma etc.
Overall good choice, too.
Following things i dislike and think they are problematic :
Stat bonus
Will attract the already winning server and empower them even more. Very bad idea…
Solution:
Enhance stats according your current ranking, ie.:
1st Server gets no boni or only very small enhancements like
- reduced armor repair costs
2nd Server gets only non-combat mechanics like
- magic/gold find
- reduced armor repair costs
3rd Server should get the highest boni out of this meta-event.
- Magic/Gold find
- WXP bonus
- Armor Repair reduction
- Siege prices reduced and/or lesser build-up costs on siege and structural repairs
…and maybe +50 stat boni (if the above isnt already enough help to "rally up " their forces)
Pre-installed cannons
Not sure about them. Feels kinda boring haveing only cannons and might be too much of a helper… Imho better solutions would be:
- traps but wit a recharge/deactivation lever (and levers not clustered up in one place but at diverse jumping locations)
- Net cannon too merely imobilize, but less hurting effect
- Ballistae…cuz good against zergs, but not that good on single players
Everything in MID area
After patch everyone will wanna go there is one problem, but it will resolve itself over time.
Additional Cap points at other locations ie. Skritt/Centaur lair or even in the jumping puzzle itself located would give the borderlands owner a slight advantage and be even more interessting, if you would need to cap 4 of 7 (or 5of 8 ), instead.
Neutral mobs
Will favor single dps classes(small attack cones/lines) and be a nuisance mostly to AoE users….shadowstepping thiefs will like those mobs even more… * hint *
I like it. New content, new mechanic. Supporting small scale skirmish. That’s exactly what I missed a little bit. I’m so happy to get something like that.
Dear wvw team, please dont forget, the happy people mostly dont write something, because they are happy! I’m an exception :-)
This only rewards Zerg Blobs more. This will only get worse with the leagues once the top T1 servers are 24/7 blob stomping the everyone else. This in no way helps other servers that can’t compete in the coverage game.
The incentives are wrong.
Flame Ram Mastery #5 is a shout skill? Did I hear that correctly? Will it trigger Soldier Runes and stuff like that?
I think it will be a good addition to WvW and it will be interesting to see how the new mechanics play out. However, there needs to be at least one way to counter it against a server that holds one or more bloodlusts other than getting the bloodlust through capping the points.
I agree that there needs to be cap points to earn the bloodlust near the skill points at the top of the maps, OR at the very least, one of the points should be moved to the orb’s default location at the very top of the map. This would effectively give home-field advantage to the owner of the borderland and could split zergs a bit more. Ultimately this should give a tactical advantage for the home-team.
I suggest changing the bloodlust to give a certain stat bonus for each borderland in addition to the stomp bonus:
Example:
Red BL would give +50 to power and precision
Blue BL would give +50 to toughness and vitality
Green BL would give +50 to healing and condition damage
This still provides a buff incentive to get the bloodlust, but should make it less overpowered. Also it gives players a way to create counter strategies during combat.
Guild Wars 2 needs a Public Beta Environment
50 of 2 stats if roughly half of what a level 80 food buff gives. Nobody would care about such a minor buff. They have to make it useful enough for people to care, but not so useful that it becomes overpowering.
I like it. New content, new mechanic. Supporting small scale skirmish. That’s exactly what I missed a little bit. I’m so happy to get something like that.
Dear wvw team, please dont forget, the happy people mostly dont write something, because they are happy! I’m an exception :-)This only rewards Zerg Blobs more. This will only get worse with the leagues once the top T1 servers are 24/7 blob stomping the everyone else. This in no way helps other servers that can’t compete in the coverage game.
The incentives are wrong.
The assumption here is that players in a wipe out match up will care about the score. At this point players in matches like SoS vs TC vs SoR don’t really care about PPT. The objective at that point is to find good fights where you can get them (or PvE for the week). I suspect fighting over the ruins is actually going to be one of the more popular activities in blow out match ups.
The buff is a welcome addition. Anything that gives me an edge is good. As long as it does not breach a total benefit of 10%.
Seems like spawn camping would be the easiest way to hold all the buffs.
I like it. New content, new mechanic. Supporting small scale skirmish. That’s exactly what I missed a little bit. I’m so happy to get something like that.
Dear wvw team, please dont forget, the happy people mostly dont write something, because they are happy! I’m an exception :-)This only rewards Zerg Blobs more. This will only get worse with the leagues once the top T1 servers are 24/7 blob stomping the everyone else. This in no way helps other servers that can’t compete in the coverage game.
The incentives are wrong.
The assumption here is that players in a wipe out match up will care about the score. At this point players in matches like SoS vs TC vs SoR don’t really care about PPT. The objective at that point is to find good fights where you can get them (or PvE for the week). I suspect fighting over the ruins is actually going to be one of the more popular activities in blow out match ups.
That’s the problem for all sides, the losing server pugs stop showing up and go PvE. The few WvW only guilds also show up less during those matches for the week. If the goal is to make PvP as unappealing as possible to the masses, then Anet is right on track.
Pardon my troll, but Stomp is a warrior skill.
Finishing someone who is downed does not require feet.
Anyways..
Whats the deal with the borderland mercs now? Is that a wxp ability only in EB now?
i like the idea of new Orb mech but i do not like how it update every 2 minutes if it fallow the rank update the orb every 12 minutes. i would much rather have it that way. that way you have a prime focus at 5 minutes to focus on your orb power up then 7 minutes to focus on maintaining your maps.
i also like it if there was some kinda guard blocking it with superior buff if “this change” was to happen that way if your a roamer you be doing your sever good even if a zerg comes they can not just flip it because of the buff.
give the guard 4m buff. so you cap him at 4minutes he respawn at 1minute you cap at around 3m 30 seconds guard respawn at 1minute then zerg cant steal the point from you.
that just my thoughts on how to make orbs have a more impact in WvW then current system.
i am sure this system work fine on T1 and T2 sever but for everyone else it currently kinda unfair.
Content Marketing Manager
As this thread dates back to before the update, please use the current, active thread to discuss this topic. Thanks.
https://forum-en.gw2archive.eu/forum/wuv/wuv/Bloodlust-merged