Dec 1st Patch Notes Discussion

Dec 1st Patch Notes Discussion

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Posted by: Cerby.1069

Cerby.1069

Post whatever you want as long as its related, I don’t care.

-“Fixed keep and castle walls such that there are no longer a few odd ranged attacks that pass through them.”

I like the diction choice for this. It obviously wasn’t as big a deal as we thought it was.

-“Fixed a bug that allowed contestable keep waypoints to be available for a few seconds in between repel events.”

This was a bug? What? Rip Defenders. I thought it was there to give defenders ‘something’ to contend with attackers ability to resurrect any of their killed members. But apparently defense is a case of a tower defense game where you don’t get more resources or members after each wave. You get less and less and the only way to defend is to drive the enemy off with superior numbers or keep going until they get bored and giveup or they killed you all….cap something else and then come back after the defenders have dispersed for an easy knab.

Does anyone defend anymore? I stopped. Whenever something is under attack I take a group and start attacking something else. The payoff in terms of points for our BL and rewards for my party members is wayyyyy better that way. I suggest everyone start playing this way. We can all be happier if all fighting takes place out in the open, and towers/keeps/castles are just static objects that we take and give to eachother without resistance . The game plays better this way too. Just stop defending! Fighting should be reserved for open land combat. If your ontop of a wall or behind a wall, you are playing wrong. I mean why not even prevent people from defending completely? Make the structures closed so if you own it, you can’t enter it to defend. Make attacking structures a PVE type gamemode. We can even make them separate load screen barred instanced zones. SO if u take down a gate….you port to an instanced zone where its just a flat open enclosed space with a lord at the other end of it. Then attackers and defenders can enter this instanced zone and go at it. I mean this would make battles less laggy and fix server limitations with population and player limits. Literally u bring down a gate….walk through it…get a load screen….port into a separate zone! Why not? We can even make maps larger/smaller by doing this since the zone inside of SM for example isn’t even on the map…it’s just a flat rendered image.

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

Dec 1st Patch Notes Discussion

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Posted by: Xillllix.3485

Xillllix.3485

I hope this wasn’t the “Major Overhaul” because it’s not the improvements we need.

Dec 1st Patch Notes Discussion

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Posted by: Dawdler.8521

Dawdler.8521

Well its quite clear now that how the waypoints worked for 3 years was ruining their gameplay mode, just like GvG did. And reset nights. And alpine.

kitten this change.

Seriously, kitten it.

It make no sense at all. The very idea that among the rampant discontent over the new WvW, someone at Anet suddenly thought “Oh I know! They’re not meant to teleport in for defense! Doh how could we have missed this all these years…”… its just incomprehensible.

Oh and the walls still arent fully fixed after the 2nd attempt at a bugfix.

Dec 1st Patch Notes Discussion

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Posted by: Sviel.7493

Sviel.7493

While I’m definitely defense oriented, I think this is a good change. It does make it harder to defend but it also means people will have to actually try to defend instead of porting in after the fact. Should be more interesting.

Dec 1st Patch Notes Discussion

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Posted by: Fellfoot.8156

Fellfoot.8156

QQ no warrior/berserker updates
Cripple, immob, leap finishers still broken?

Edit: Wall and gate piercing -IS NOT FIXED- I played my necro during guild raid today. I could hit catas that were inside the lord’s room from through the back gate of keep.

[AIR] Henge of Denravi aka Pink Abu, [BAMA] RollTide
chopping wood one day, dropped a piece,
all I could say was, “…fell…foot…”

(edited by Fellfoot.8156)

Dec 1st Patch Notes Discussion

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Posted by: Entenkommando.5208

Entenkommando.5208

Well its quite clear now that how the waypoints worked for 3 years was ruining their gameplay mode, just like GvG did. And reset nights. And alpine.
.

Please explain how GvG “ruins” WvW.

R.I.P Kodasch Allianz [KoA]

All we wanted was a GvG.

Dec 1st Patch Notes Discussion

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Posted by: msalakka.4653

msalakka.4653

It make no sense at all. The very idea that among the rampant discontent over the new WvW, someone at Anet suddenly thought “Oh I know! They’re not meant to teleport in for defense! Doh how could we have missed this all these years…”… its just incomprehensible.

It makes perfect sense. They just put it behind a paywall in the form of a level 30+ guild upgrade.

It’s kind of like the internal revenue service trying to come up with new taxes… “Breathing Air Tax”. It’s just like breathing air as before, except now you pay for it, so it’s a “premium” service, an “upgrade”.

Gutter Rat [cry] | Gandara | Roaming nuisance
~ There is no balance team. ~

Dec 1st Patch Notes Discussion

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Posted by: Joshhh.2076

Joshhh.2076

So if someone tags a gate of a keep and contests a waypoint, how is it determined whether the waypoint should remain contested after the 3 minute defence event is finished? Does an enemy player have to be inside the keep, or just nearby? Is it therefore possible to keep a waypoint permanently contested just by tagging the gate once then standing near a wall?

Gandaran.

Dec 1st Patch Notes Discussion

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Posted by: Dal.5872

Dal.5872

Meh the changes are again too little too late. We no longer have enough players to worry about the waypoints opening up for 2-3 seconds every 3 mins. In fact this change will just annoy the remaining wvw core. Core changes like this should be discussed with the WvW community. Who the hell makes these changes at Anet?

Secondly no-one even cares about towers/keeps anymore. It requires no gold, no effort and no player interaction. So why the hell would we stick around and defend something we have vested nothing in?

EB is now the only map that actually has people in it for 22 hours a day, the borders get the odd small group at primetime but other than that remain untouched all day long.

Anet please start consulting with the wvw community before you spend money on developers making changes that are destroying one of the most entertaining game modes available anywhere. WvW was definitely a better game mode at release than it is now……. Sure it had bugs, fix the bugs instead of removing the bugged feature….

IGN: Dal Brinium

Dec 1st Patch Notes Discussion

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Posted by: Powwownoize.4962

Powwownoize.4962

I really, really, really hope they revert back to the alpine map. The new map might work great in tier 1 zerg fests. But it has taken the life out of roaming.

Please go back to the alpine map ASAP. It’s all I want for Christmas from you guys.

- Ninja Mang

(edited by Powwownoize.4962)

Dec 1st Patch Notes Discussion

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Posted by: Leaa.2943

Leaa.2943

Revenant
Coalescence of Ruin: Fixed an issue that prevented this ability from dealing damage at the very edge of its range. Updated the effects to portray its combat regions more accurately.

Well at least they finally fixed the Revenants number 2 skill that is way to op…. wait no they didn’t they made it more op.

Dec 1st Patch Notes Discussion

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Posted by: Draygo.9473

Draygo.9473

Well its quite clear now that how the waypoints worked for 3 years was ruining their gameplay mode, just like GvG did. And reset nights. And alpine.
.

Please explain how GvG “ruins” WvW.

He is referencing a moment in time when an anet dev turned his tag on to tell 2 guilds to ‘stop ruining his game mode’.

Delarme
Apathy Inc [Ai]

Dec 1st Patch Notes Discussion

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Well its quite clear now that how the waypoints worked for 3 years was ruining their gameplay mode, just like GvG did. And reset nights. And alpine.
.

Please explain how GvG “ruins” WvW.

He is referencing a moment in time when an anet dev turned his tag on to tell 2 guilds to ‘stop ruining his game mode’.

Exactly. You can’t see the thread on here anymore because it was removed when ANet did the whole forum section moving and archival stuff, but you can still read the story on a few other sites like GW Guru.

http://www.guildwars2guru.com/topic/85806-anet-employee-trolling-gvg/

Dec 1st Patch Notes Discussion

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Posted by: Straegen.2938

Straegen.2938

The “stealthed” Steal nerf is a dagger to the back of many thieves and dare devils. Course it probably shouldn’t be mentioned here since it wasn’t in the patch notes.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

Dec 1st Patch Notes Discussion

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Posted by: sdluca.4706

sdluca.4706

Bugs not fixed, things never considered a bug by the player base that actively play WvW unnecessarily fixed, and the proof of heroics thing…well it just proves how much Anet is out of touch with WvW

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Posted by: hedix.1986

hedix.1986

Question: I didn’t get a chance to play yesterday. What exactly did they do with the “bug fix” mentioned in the Dec 1 post, about being able to teleport for a few seconds between Repel Attackers events?
Isn’t this how we’ve been defending for 3 years now? Or was there an actual bug.

Is timer still meaningful? Can we still spam WP?

If anyone who played after the patch can explain this, it would be much appreciated.

[QQ] – ex RoS, current Piken Square
[DV] – megaboss community

(edited by hedix.1986)

Dec 1st Patch Notes Discussion

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Posted by: Bubi.5237

Bubi.5237

Question: I didn’t get a chance to play yesterday. What exactly did they do with the “bug fix” mentioned in the Dec 1 post, about being able to teleport for a few seconds between Repel Attackers events?
Isn’t this how we’ve been defending for 3 years now? Or was there an actual bug.

Is timer still meaningful? Can we still spam WP?

If anyone who played after the patch can explain this, it would be much appreciated.

When it’s working as Anet intended, you can only WP when no enemies attacking, i.e. no WP with timer during defending, our old WP-PORT NAOW is gone…
IF you ignore the glorious Emergency Waypoint .
Basically if an npc gets in combat (like attacking another npc), the keep will be contested and the WP unusable, making it impossible to use on a regular basis…………

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Dec 1st Patch Notes Discussion

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Posted by: Dal.5872

Dal.5872

Question: I didn’t get a chance to play yesterday. What exactly did they do with the “bug fix” mentioned in the Dec 1 post, about being able to teleport for a few seconds between Repel Attackers events?
Isn’t this how we’ve been defending for 3 years now? Or was there an actual bug.

Is timer still meaningful? Can we still spam WP?

If anyone who played after the patch can explain this, it would be much appreciated.

When it’s working as Anet intended, you can only WP when no enemies attacking, i.e. no WP with timer during defending, our old WP-PORT NAOW is gone…
IF you ignore the glorious Emergency Waypoint .
Basically if an npc gets in combat (like attacking another npc), the keep will be contested and the WP unusable, making it impossible to use on a regular basis…………

This was possibly my most flabberghasted moment, upon discovery of this change. This issue 3 years ago was admitted as an unintended bug, something difficult to fix and the wvw community heard nothing more. Now 3 years later they fix their so called bug, but then have the audacity to sell us access to the bug via a guild upgrade.

Really what have things come to?

IGN: Dal Brinium

Dec 1st Patch Notes Discussion

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Posted by: hedix.1986

hedix.1986

Wow Anet. Just Wow. Of all the urgent things that they should could have “fixed”….

Who ever complained about this? After spending most of my “WvW career” in Bronze, I can say that this was an important tactic / a way to continue interesting fights.

[QQ] – ex RoS, current Piken Square
[DV] – megaboss community

(edited by hedix.1986)

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Posted by: aspirine.6852

aspirine.6852

-“Fixed a bug that allowed contestable keep waypoints to be available for a few seconds in between repel events.”

Really who was complaining about this so called bug? It was just one of the small things undermanned servers had to help out an almost falling keep from the invading zergtrain.

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Posted by: Leaa.2943

Leaa.2943

Question: I didn’t get a chance to play yesterday. What exactly did they do with the “bug fix” mentioned in the Dec 1 post, about being able to teleport for a few seconds between Repel Attackers events?
Isn’t this how we’ve been defending for 3 years now? Or was there an actual bug.

Is timer still meaningful? Can we still spam WP?

If anyone who played after the patch can explain this, it would be much appreciated.

When it’s working as Anet intended, you can only WP when no enemies attacking, i.e. no WP with timer during defending, our old WP-PORT NAOW is gone…
IF you ignore the glorious Emergency Waypoint .
Basically if an npc gets in combat (like attacking another npc), the keep will be contested and the WP unusable, making it impossible to use on a regular basis…………

Except for that i have not seen any guild having a emergency waypoint, so in the end it is one waypoint on the map and that is spawn. So now it will take even longer to run. I dunno but in my ears this favors huge zergs, and kicks defenders in the nuts.

Dec 1st Patch Notes Discussion

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Posted by: BrettM.9062

BrettM.9062

While I’m definitely defense oriented, I think this is a good change. It does make it harder to defend but it also means people will have to actually try to defend instead of porting in after the fact. Should be more interesting.

And for them to try to defend will mean they have to hang around the keep or nearby waiting for an attack. Getting no points for the world, getting no points towards the next rank, getting no loot. Just waiting, close enough to respond in time when an attack comes. If it does.

This is a good change? Even as things were, it was hard to find people to scout or defend in keeps, much less towers and camps. Defenders would respond if they happened to be nearby or if they could waypoint. Now the second option is eliminated and nobody wants to stop what they’re doing and make a long, long run that will probably get them there too late to do anything but die.