06-04-13
NEVER FORGET
patch incoming;
RABBLE RABBLE RABBLE
rabble rabble rabble
rah rah rah
————————
Next patch incoming;
RABBLE RABBLE RABBLE
rabble rabble rabble
rah rah rah
———————-
SSDD,.
I like some of the changes, like culling. I also like the idea of the WXP progression, and I fully expect more depth from it in the future. That said, my exact words when seeing the current choices were: “Thats it?”
Not a huge fan of every single character having three lines of text over their head.
Basically, I look forward to what they do with this in the future. In its current incarnation, I am a bit disappointed. I do have to remember though, it was so hyped up as some HUGE MEGA ULTRA WvW update that I may have been disappointed no matter what. Hard to tell.
oh the tears lol
is this the first time you play mmo?
Very disappointed with the patch.
- Everyone and their mother’s title is in my face all the time and there is no way for me to turn them off and still see the names.
- I can still only see the people when they’re close enough to hit me.
- The new gear costs gold and the new skins are the sucky karma ones that were already superbly easy to acquire as a WvWr.
- There is no ascended items.
- The new gear costs gold and the new skins are the sucky karma ones that were already superbly easy to acquire as a WvWr.
bad news indeed.
doesn’t everyone who plays all WvW have billions of karma (hyperbole) they don’t need anyways?
Ya, but now they don’t have to worry about venturing into Orr and finding a server with the right temple open.
Why is it that patch day keeps bringing back memories of Heavy in TF2?
They explained already that there were some issues with ascended this patch and they’ll be coming soon. Relax.
Why is it that patch day keeps bringing back memories of Heavy in TF2?
They explained already that there were some issues with ascended this patch and they’ll be coming soon. Relax.
Relax? PvE players have been getting all the love, why should WvW players settle for less?
Why is it that patch day keeps bringing back memories of Heavy in TF2?
They explained already that there were some issues with ascended this patch and they’ll be coming soon. Relax.
Relax? PvE players have been getting all the love, why should WvW players settle for less?
Ignoring the WvW updates doesn’t make them non-existent.
No guild content for leaderboards+merit cap. K.
No queues anymore? It sais me: map is full try to find party from this map and... no queue???
So, I need to perma spam border buttons to get in it??
God...
I don’t like the culling changes. Showing bodies is fine. Now there is just too much text on the screen. I would rather they just disable name tags on everything on WVW unless you click on someone. Just use team colors to tell friend or foe. I don’t really care who the person is that Im killing.
Honestly I enjoy the new additions to wvw, it’ll bring more of the servers together in order to fight off the forces of evil (SoR and BG), the only issue right now is the skill lag looks like server overload.
I killed a ranger while we were both lag locked and I felt bad afterward
^ Felt bad afterwards? No you didn’t! ;-) lol
Too many realm xp for RvE.. 75 for a harpy.. are you serious bro ?!?
Too many realm xp for RvE.. 75 for a harpy.. are you serious bro ?!?
It may seem like it is too much, but you dont know how many xp you need for higher levels :)
I feel let down. Like dropped on my head let down.
So they removed culling and you feel
let down?
Really?
I am so excited that culling is gone. I dont understand why WvW players are not happy that culling is gone. That one line in the patch notes is bigger than all the PvE stuff for the last 3 months combined.
I don’t like the culling changes. Showing bodies is fine. Now there is just too much text on the screen. I would rather they just disable name tags on everything on WVW unless you click on someone. Just use team colors to tell friend or foe. I don’t really care who the person is that Im killing.
Uh, just turn off names? I thought the hover thing is how it currently works, or maybe it’s only upon target.
Show All Enemy Names — Enables displaying enemy names above their heads even if they are not targeted.
Show All NPC Names — Enables displaying NPC names above their heads even if they are not targeted.
Show All Player Names — Enables showing all player names above their heads even if they are not targeted.
No guild content for leaderboards+merit cap. K.
Merit cap was in last patch, it just wasnt displayed.
Not that anyone actually hit 250 merits yet.
I feel let down. Like dropped on my head let down.
So they removed culling and you feel
let down?
Really?
I am so excited that culling is gone. I dont understand why WvW players are not happy that culling is gone. That one line in the patch notes is bigger than all the PvE stuff for the last 3 months combined.
people tend to equate the number of individual line items to amount of work done rather than sit down and think the actual scope of the change. Completely glossing over that actual work done to get that change in place. Culling by far, has been the most technical and time consuming fix pushed to date, yet people still see it as a single line item and freak out.
Why doesn’t Yak Escort give WXP? I understand removing gold/karma from completing the event, but why not give WXP for completing it?
Um.
“Necromancer trait: Now allows life-stealing on walls in World vs. World.”
What?
After all the things they’ve slowly not let us do to walls/with walls/against walls while in combat that benefit our play… they sneak this in there?
Um.
“Necromancer trait: Now allows life-stealing on walls in World vs. World.”
What?
After all the things they’ve slowly not let us do to walls/with walls/against walls while in combat that benefit our play… they sneak this in there?
Confirmed above to be a typo. Necros cannot siphon life from walls.
Confirmed above to be a typo. Necros cannot siphon life from walls.
K, thank you.
It was beyond fantastic today to jump into WvW with some of my friends and notice culling was practically gone AND that I don’t have to pay for repairs if my server is outmanned on a particular map.
Why doesn’t Yak Escort give WXP? I understand removing gold/karma from completing the event, but why not give WXP for completing it?
Because Anet are promoting the zerg, not those that help out ;p
Its been a long time since I’ve seen an MMO patch make a game so much worse in one patch.
An illustrative example – both from yesterday.
Example one – midday prepatch
Side A attempt to take a keep – they have around 60 people. 5 golems are assembled and a fast strike attempted. Gate1 goes down quick – by time gate two is reached there a dozen or so people on siege making life difficult. With losses (all golems) gate 2 goes down. by now 20 or so people are manning siege and side A is losing people. Siege takes out enough people to make attempt non viable and its eventually beaten back. All in all this takes about 15 minutes and side A has a 2:1 numerical advantage but side Bs defense wins.
Example 2 – midnight last night
Side A has a 100+ blob. It rushes the keep – door 1 goes down in seconds even without siege on it. It arrives at door 2 where 30-40 defenders have arrived to try and delay and hold them back. Siege is manned. Door 2 goes down in < minute (nom golems just rams). 100+ people swamp lord and he drops in seconds. Siege has minimal effect. Lag delay is crippling. Melee blob mash 1 button and win.
Defence is no longer an option. Offence is far stronger and balance is way out of line. it should take time to siege a defensive structure, but no now its line up a massive melee blob and mash 1 button.
Defensive structures need to be defensible.
Personally I’ve gone from loving wvwvw and playing for hours to logging off and finding another game. Might log back in in a few weeks to see if its improved but for now its dreadful.
I feel let down. Like dropped on my head let down.
So they removed culling and you feel
let down?
Really?
I am so excited that culling is gone. I dont understand why WvW players are not happy that culling is gone. That one line in the patch notes is bigger than all the PvE stuff for the last 3 months combined.
This people have forgotten how much of an issue culling was. WvW is like a whole new game now, you actually make decisions on what you can see. I love it.
There is a clear path of progression now, I expect leaderboards to be fun, I expect new maps, I hope for solutions to skill delay/lag. But the number one biggest issue for GW2 wvw has been fixed, would be nice if people could lower their expectations and be happy for a while.
Culling patch and wvw ranks patch is huge. I dont get the complaining. Cant please everybody I guess the saying goes. Maybe if they used more lines in the patch notes that would impress people more heh.
Example one – midday prepatch
Side A attempt to take a keep – they have around 60 people. 5 golems are assembled and a fast strike attempted. Gate1 goes down quick – by time gate two is reached there a dozen or so people on siege making life difficult. With losses (all golems) gate 2 goes down. by now 20 or so people are manning siege and side A is losing people. Siege takes out enough people to make attempt non viable and its eventually beaten back. All in all this takes about 15 minutes and side A has a 2:1 numerical advantage but side Bs defense wins.
Example 2 – midnight last night
Side A has a 100+ blob. It rushes the keep – door 1 goes down in seconds even without siege on it. It arrives at door 2 where 30-40 defenders have arrived to try and delay and hold them back. Siege is manned. Door 2 goes down in < minute (nom golems just rams). 100+ people swamp lord and he drops in seconds. Siege has minimal effect. Lag delay is crippling. Melee blob mash 1 button and win.
Defence is no longer an option. Offence is far stronger and balance is way out of line. it should take time to siege a defensive structure, but no now its line up a massive melee blob and mash 1 button.
Defensive structures need to be defensible.
Not sure I understand what you’re trying to say. Those are 2 different cases that I cannot see anything relevant to the patch.
By the way, in your case 2, there HAS to be a golem/siege. DPSing the gate won’t take less than a minute even with 100 people.
WOW, ya the zerg is insane. I wasn’t looking forward to this whole WxPxWxPxWxP
Love seeing my screen fill up with enemies that part is Awesome
BUT in trying to defend something like a Keep, the Zerg wins handsdown
we took a fully fortified Keep down in minutes, the only way it could have been stopped is if they had a Zerg waiting with Superior Seige to counter, they couldn’t build it fast enough, if we dropped, we rezzed back, it was sad.
All we had to do was keep moving and capping, was fun for about an hour.
unless siege isn’t so squishy or despawns WvW is Dead, i’m not sure who comes up with these ideas and tests them (beta testers from the begininng?) but this is
Sad Sad Sad.
get some new testers, people with better ideas (Me heh) “random rotation of 52 new maps”<——ya beat that
Its been a long time since I’ve seen an MMO patch make a game so much worse in one patch.
I have to agree. The lag I saw in the WvW last night was almost as bad as the Karka Event. Skills would take 5-20 seconds to activate or not activate at all.
I was playing an elementalist and it took 22 seconds to switch attunements out of combat. Now it was near an area where there was heavy combat occurring but my character was no longer engaged and there were no enemies in sight.
The lag seems to have different affects based on the skills. Geyser would take about 1-5 seconds to active while Healing Rain would be the one that would take 20+ seconds or simply never activate. Attunements always seemed to have issues.
If this is what the patch made of WvW then please bring back culling. The game was playable then, now it is not.
Edit – Just to be clear I did lower my settings.
(edited by DoctorOverlord.8620)
I don’t understand why people are complaining. I found the new WvW incredibly smooth last night from the moment I logged in and got through the queue. I saw ridiculously huge enemy and friendly zergs and never encountered skill lock in the biggest of battles.
I also now have levels/achievements/buffs to show some progress for any time I spend in WvW. The per character levels/buffs I think was also a good idea.
I don’t understand why people are complaining. I found the new WvW incredibly smooth last night from the moment I logged in and got through the queue.
There have been different experiences. Some (perhaps most) people are not seeing any lag problems. Some people (like myself) are experiencing lag that made WvW unplayable where previously I had never seen such bad lag in WvW. (And I have lowered my settings down).
Yep, I was a bit overwhelmed last night seeing all the folks, it put me off my game. Even though they were there all along its a lot less daunting when you can only see 20 or so. Maybe tonight I can actually stop staring and play
Example one – midday prepatch
Side A attempt to take a keep – they have around 60 people. 5 golems are assembled and a fast strike attempted. Gate1 goes down quick – by time gate two is reached there a dozen or so people on siege making life difficult. With losses (all golems) gate 2 goes down. by now 20 or so people are manning siege and side A is losing people. Siege takes out enough people to make attempt non viable and its eventually beaten back. All in all this takes about 15 minutes and side A has a 2:1 numerical advantage but side Bs defense wins.
Example 2 – midnight last night
Side A has a 100+ blob. It rushes the keep – door 1 goes down in seconds even without siege on it. It arrives at door 2 where 30-40 defenders have arrived to try and delay and hold them back. Siege is manned. Door 2 goes down in < minute (nom golems just rams). 100+ people swamp lord and he drops in seconds. Siege has minimal effect. Lag delay is crippling. Melee blob mash 1 button and win.
Defence is no longer an option. Offence is far stronger and balance is way out of line. it should take time to siege a defensive structure, but no now its line up a massive melee blob and mash 1 button.
Defensive structures need to be defensible.
Not sure I understand what you’re trying to say. Those are 2 different cases that I cannot see anything relevant to the patch.
By the way, in your case 2, there HAS to be a golem/siege. DPSing the gate won’t take less than a minute even with 100 people.
Prepatch a 2:1 advantage was defensible inside a defensive structure with siege.
Postpatch a 2:1 advantage is not defensible inside a defensive structure with siege.
Everything drops too fast with a 100 man melee mash 1 button mob.
Defensive structures need to be stronger, wxp reward less with increased numbers and – radical suggestion here – all ‘1’ auto atacks should hit 1 target only to reduce the impact of the ‘charge and mash 1’ tactic.
Culling sort of gone but now even more skill lag….
Suggestions to Anet that I know will probably never be used…
-Unique skins for WvW
-Ascended Gear in WvW
This i must say i find funny, first you complane about lag and then you want more difrent looks and so you will get more lag? Feel like one more that missed the option to lower quality on enemy so you only se name.
Prepatch a 2:1 advantage was defensible inside a defensive structure with siege.
Postpatch a 2:1 advantage is not defensible inside a defensive structure with siege.
Everything drops too fast with a 100 man melee mash 1 button mob.
Defensive structures need to be stronger, wxp reward less with increased numbers and – radical suggestion here – all ‘1’ auto atacks should hit 1 target only to reduce the impact of the ‘charge and mash 1’ tactic.
Are you sure your not comparing apples and oranges? True zerg size was completely hidden before the patch, and populations seemed WAY higher last night than normal. Was it maybe 40 attacking 20 in the first example and 100 attacking 50 in the second? Players can only affect 5 enemies with AoE and that was not changed with the patch. With that many enemies it’s much harder to concentrate fire as well.
From the patch notes what else changed in defense besides catapults hitting rams through doors? I was in many zerg sieges last night and I did not notice any difference in ease of offense or defense.
If they add more skins then it will be more work for the server and for the client = LAG.
And many players didnt notice any more skill lag yestarday, my self had less skill lag.
The new WvW abilities seem mostly impotent. A total of +5% maximum to siege damage? That means that ramming a door that would have taken 20 swings to destroy will now take…19! +0.5% damage with cannons? Really, why even bother? +5 to supply is probably the only notable (i.e., useful) exception to this trend.
These abilities should not, of course, be so strong as to upset game balance, but if the bonuses are so slight as to be unnoticeable and have no effect on gameplay, why even put them in?
It would have been much better to give bonuses that are actually strong enough to spur people to change their tactics because of them, but take a page from DAoC’s book and make each level cost much more than the last. E.g., +2% to siege damage per level (instead of +1%), but the five levels cost 3 points, then 6, then 9, then 15, then 25.
If they add more skins then it will be more work for the server and for the client = LAG.
I don’t think that’s actually true.
Weapon/armour skins are loaded up in local memory, your client doesn’t ask the server what “axe-skin-42b” looks like, just which skin a given object instance is using(and dye info for armour pieces). The bandwidth/processing cost of that reference is the same whether the game has 15 possible axe skins or 600 of them.
I don’t understand why people are complaining. I found the new WvW incredibly smooth last night from the moment I logged in and got through the queue. I saw ridiculously huge enemy and friendly zergs and never encountered skill lock in the biggest of battles.
I also now have levels/achievements/buffs to show some progress for any time I spend in WvW. The per character levels/buffs I think was also a good idea.
We complain because we want to be rewarded for trying to win the match not just capping everything in a never ending 3 way zerg go round
RP are to high for RvE objectif, more zerg inc ..
If you tag a supply at 5 or 50, each ppl for earn the same RP, same for a guy you zerg… …
Anet need to decrease the RP earn for a supply, kill…. according to the number of people trying to take or killing the target.
RP? RvE? please use Guild Wars 2 terms if you want to be understood.
I’m kittened because I couldn’t receive extra 10+1 laurels. I had done my sPvP monthly and daily before patch, and thus, were unable to complete them after patch and missed extra laurels.
I’ve numerous reports from guildmates receiving extra laurels after patch from completing their (sPvP) monthly. Ofcourse those of us who did it before patch have no other choise but come to cry here over spilled milk.
RP? RvE? please use Guild Wars 2 terms if you want to be understood.
Realm Point / Realm vs Environment , it’s so difficult ?
Some really good points in patch. Culling gone and I am very surprised/happy that even in huge fights the game is playable. Sure there is some lag in the truly big fights but overall it is working way way better then anticipated. I do have a decent machine and keep the graphics all at medium and low to help
No repairs when outmanned (I think there should be no armor repairs in WvW but take what you can get)
I like the basic design of the WvW rank system. Lots of ranks, abilities that won’t make people stupid OP like so many games
The down side is the effect the new world xp has had on WvW. I am guessing it is likely different depending on what tier you are in. I am in T3 right now (yaks, dragon brand and SoS) The unfortunately reality is now all we have is tower swapping/huge world xp, karma trains. The fights, siege, strategy is no longer there. The 3-4 normal zergs in a realm have turned into 1, giant 100 man world xp train.
Part of this is the normal rush as people want to gain ranks and abilities asap and part of it is because there is no challenge to the actual standings. Dragon brand can and will easily win T3 every week, and SoS seems to have some issues at the moment so will come in third no matter what. With no real challenge to the standings no real reason to not simply tower swap
In about 4 hours of WvW yesterday we had exactly 1 actual fight for a keep (defenders etc) and maybe 2 open field battles with even numbers. The rest was taking towers and camps with no fights, people running off to kill a wurm for Wxp etc.
I have always been a fan of WvW because of the zerg and still the ability to run around and have smaller fights. The smaller fights are now gone. Run in the one main zerg or take keeps/camps with out fights. WvW has become PvE. It will settle some but will never get back to what it was as it stands right now. Our guild was chuckling as we discussed that the most important design to any build now is run speed so you can make it to camps and keeps that drop in under a minute
RP? RvE? please use Guild Wars 2 terms if you want to be understood.
Realm Point / Realm vs Environment , it’s so difficult ?
Yes, because RP traditionally (in MMOs) stands for Roleplaying and PvE is typically what people say in place of your RvE. The last one was easy enough to figure out. :-)
Some really good points in patch. Culling gone and I am very surprised/happy that even in huge fights the game is playable. Sure there is some lag in the truly big fights but overall it is working way way better then anticipated.
Yeah this is my experience as well, the reduction in lag was a happy surprise. I agree about the zerging hopefully it will calm down.
Although it was expected the lack of ascended items being available in WvW is ridiculous considering the amount of work it would taker to put them in.
It will keep some peeps interested for a month,large guilds don`t fall for this “patch”
they will go and play the next mmo,archeage or eso soon enough.
(edited by Jon Snow.6780)
I don’t understand why people are complaining. I found the new WvW incredibly smooth last night from the moment I logged in and got through the queue. I saw ridiculously huge enemy and friendly zergs and never encountered skill lock in the biggest of battles.
I also now have levels/achievements/buffs to show some progress for any time I spend in WvW. The per character levels/buffs I think was also a good idea.
We complain because we want to be rewarded for trying to win the match not just capping everything in a never ending 3 way zerg go round
I think you quoted the wrong post but in any case I don’t see how any of the features the patch added changes how hard or easy it is to cap or defend anything.
If you upgrade your structures and place and man siege correctly, you can hold off greater forces and rack up a lot of badges in the process. I have seen it done many times before and after the patch.
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