Do you like the WvW changes?

Do you like the WvW changes?

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Posted by: Kalan.9705

Kalan.9705

Q:

With my playtime I could choose either to get some stat boosts from doing legendaries/ fractals/ other PvE content – or from playing WvW and gaining ranks. Mostly I chose WvW from beta on.

Now all stat boosts have been deleted from WvW abilities, but why is it that people who went the PvE route with legendaries and bucketloads of ascended gear across their characters can still come into WvW and enjoy stat advantages inside WvW from choosing to not play wvw but PvE instead? That seems quite disrespectful to wvw players in terms of deleting their time investment and prioritising PvE players inside the wvw mode.

It also feels like hchoosing wvw is very under rewarding in terms of hero points to unlock the horrible grind gates on the new elite specs.

New borderlands maps feel massive, empty, devoid of PvP, full of travel time and only being used to try and grind away the thousands of elite grindo points; so people can actually expand their play variety by being able to one day utilise the elite specs which they bought the new expansions for.

Is there something I’m missing that makes this expansion better?

This morning instead of being excited about time off work and and a brand new expansion just released for my game I found I’d rather clean my house. That’s really not a good sign.

(edited by Kalan.9705)

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Posted by: ArchonWing.9480

ArchonWing.9480

Ascended gear is not exclusive to PvE, though it’s easier to obtain there and apparently reports that the Maguuma hero points are not too easy to obtain either. I mean I agree that no matter what, it is a fact that WvW must delve into PvE to continue their progression more timely. I’m actaully somewhat glad they even considered using WvW rank to bypass the hero points, and given the relative difficulty of the pve area, I’d almost claim it’s fair, but don’t worry; I won’t.

I don’t miss guard stacks. They were a fairly annoying grind, and discourages new players. I find putting too much of these kinds of artificial stat progression was a barrier for a game mode to get more numbers and I see that as a potential problem in higher end pve content such as raids. I don’t think we need WvW to be exclusionary as there have been many complaints of a lack of numbers.

The new maps have too much trouble in their current state, and I would like to blame it on the beta testing being random and may not have had the best people to test a wvw map with.

I would like to give it some time. The maps aren’t inherently bad, but two factors have problems

  • PvE part is way overtuned. I understand that Keeps should be hard to assault but having even towers have these reinforced gate with somewhat fast respawning NPCs makes me feel I am not playing WvW anymore
  • The terrain is too hard to navigate for its own good, and having a fellow server mate talk about sweeping for mesmers… well good luck with that!
  • Some mechanics like lava especially with the high damage it does doesn’t belong here in its current state.

I think with more bridges, more wider bridges, and some things to bridge other stuff, while toning down the pve will make the map more imaginable. The lords are pretty amusing to fight though.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

(edited by ArchonWing.9480)

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Posted by: Kalan.9705

Kalan.9705

I actually agree that having wvw abilities offer a big boost could be discouraging to new people and population, but that logic has to apply more equally to how people achieve any advantages on the wvw playing field.

There is no route to earning legendaries inside wvw so in principle then why should it offer any stat boost inside wvw?
Why should it be vastly easier to gear character for wvw by NOT PLAYING WVW?

These are logical questions to be asked especially when the minor return on time invested boosts for wvw players (e.g. guard kill stats) are deleted from the game?

More specifically why was nothing given in return e.g. a load of hero points?

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Posted by: ArchonWing.9480

ArchonWing.9480

Guard stacks were pretty significant, representing about 10% on a tanky build and much more on not-so-tanky ones.

However, my problem with this is that I don’t believe any considerations were put into the effects.

For example, incoming player damage might have been good enough to tank through with the extra 2500 hp. But with it gone, it could be harder. Not that WvW was meant to be balanced anyways, but with complaints about people dying too fast, I think that’s still some kind of issue. Still I think the idea of WvW being not balanced and then trying to balance it all of a sudden makes me think there’s still some kind of selective balancing going on…. Personally, I think they should just forget about it and design WvW as an independent game mode where skills work as needed in it. But that seems unlikely.

The biggest problem for me is that almost nothing was done to put in place of the vacuum of WvW points. I see a shield generator mastery, and that’s it. That’s pretty underwhelming and actually gives us less to do with our WvW points, which is completely lame and ends up solving nothing.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: Dawdler.8521

Dawdler.8521

Why should it be vastly easier to gear character for wvw by NOT PLAYING WVW

Because only PvE players play WvW, duh…

In hindsight all I will say is one thing: these maps should not have been released with HoT. We should have had them either a month ago or a month from now. They are literally being choked to death by PvE content.

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Posted by: Virtute.8251

Virtute.8251

I have two paired opinions on this topic.

One is that I agree with ANet that their game is more than WvW, and as it is constructed in all of their systems, I understand and accept that WvW is bound to be compromised due to it being a component of Tyria which respects the PvE landscape and lore in ways that PvP does not.

The other is that I fundamentally disagree with that binding and compromise, and even more strongly disagree with that linkage being deepened by the HoT content. I believe that WvW and GvG both deserve the same separation, attention, and respect that PvP receives as a competitive sport (or at least as a more than casual PvE pass-time).

That includes the fact that WvW should be broken from PvE in terms of all balancing, because it is not a PvE dungeon with player-kills enabled. Its maps should not be touched by gameplay designers that do not specialize in RvR content. ANet should have gone full-bore with Mike Ferguson’s ideas building on his days at Mythic, and they should have innovated that in the direction it was naturally going. In the way that players asked for. Not in the ways they chose in spite of.

The sum of my two opinions means that I do not respect WvW now as a competitor in the RvR space. I believe that ANet failed at differentiating and owning the WvW concept of RvR in any way that is good and fun for a PvP loving gamer. It compromised too much, and can’t turn back.

This suspicion is why I did not pre-purchase HoT. This outcome is why I’m waiting for a significant sale on it that feels good enough.

Legendary PvF Keep Lord Anvu Pansu Senpai
RvR isn’t “endgame”, it’s the only game. Cu in CU.

(edited by Virtute.8251)

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Posted by: Aeolus.3615

Aeolus.3615

Yes, and no, the map is a peace of art opening a ton of strategies, the bad was the expansion itself with the new classes that for me killed the game, being Anet awfull at balance they packed more stuff that will make stuff on the classes even more worthless, since game is all bout the new specs now.

1st April joke, when gw2 receives a “balance” update.

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Posted by: Noblehawk.8036

Noblehawk.8036

I don’t like new borderland maps. They are way too big, complex and distances are too long. I don’t like new lord fight mechanics either. Feels too much of PVE. I wonder why they just didn’t fix EOTM instead.

Not having +5 anymore makes it even worse for smaller parties as carrying sups to do stuff isn’t convenient anymore. Specially not on some maps which have mile from camps to gates. Was this supposed to make defending like super easy if someone bothers to actually walk all the way to objective and defend?

Even EB feels like farmville now with all those resource synthesizers inside towers/camps… I get that devs want ppl to roam between objectives, but not like this… Another PVE feature in WvW maps, imo.

I hope that old Alpine border maps return sooner than later (pretty much refusing to play the new ones).

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Posted by: Notsoperky.2348

Notsoperky.2348

I feel the removal of guard buffs was a bad idea. As an excuse they offer ‘barrier to entry’ and then turn around and say ‘go make 400 levels for your elite’.

And what exactly did we get to use wvw ranks on (besides the bubble, whatever that even is..). there is even less to spend them on than before.

It’s quite clear they don’t want dedicated wvw’rs. What they want is casual wvw’rs who mostly play pve and dedicated spvp players, and they are hoping that the new wvw pushes more people towards the ‘esport’.

There is nothing more offputting than sitting here thinking of logging in and thinking I have to go to pve to grind out skills in order to eventually return to wvw, also to have to do that grind another 8 times if i want to be on a level playing field with the one toon pve player that got their elites all unlocked.

I think I’ll get some work done instead- it might be a grind but at least I get paid for it.

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Posted by: Diru.4531

Diru.4531

I feel the removal of guard buffs was a bad idea. As an excuse they offer ‘barrier to entry’ and then turn around and say ‘go make 400 levels for your elite’.

Yeah that change and the reasoning was pretty silly. It only hurt low health pool, non-bunker players. A new wvw player is going to die in 1-5 seconds to a regular wvw player stacks or not.

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Posted by: Dawdler.8521

Dawdler.8521

I feel the removal of guard buffs was a bad idea. As an excuse they offer ‘barrier to entry’ and then turn around and say ‘go make 400 levels for your elite’.

Yeah that change and the reasoning was pretty silly. It only hurt low health pool, non-bunker players. A new wvw player is going to die in 1-5 seconds to a regular wvw player stacks or not.

Since the extra power was removed, its all fair.

This was rarely seen as an issue in 1v1 anyway, where specs and counters is what win the duel.

The far more unfair scenario was say 50 vs 50 fully buffed, one side looses and wipes for one reason or another but they decide to clash again… But now its the eqvivalent of 40 vs 60 because the winners remain buffed with guards and stacks while the loosers are effectivly punished by loosing guards, stacks and probably players, as if dying wasnt enough.

I am not sad to see that go.

The new guard line improve combat vs NPCs more than the old… which was kind of the point to begin with.

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Posted by: Shadelang.3012

Shadelang.3012

I agree that this should have been released at a seperate time than the expansion. Like said above a month before or after. As it is people are farming masteries. Not WvWlding. People are trying to get to the end of the story. Not play competitively.

On that note. I love the mechanics of the new fight. Its fun to fight in. Its gorgeous. I could hang it on my wall and not feel awkward about it. But I feel the player cap needs to go up a little bit as soon as the servers are in a state to be able to handle it.

Ghost Yak

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Posted by: Kalan.9705

Kalan.9705

I feel the removal of guard buffs was a bad idea. As an excuse they offer ‘barrier to entry’ and then turn around and say ‘go make 400 levels for your elite’.

Yeah that change and the reasoning was pretty silly. It only hurt low health pool, non-bunker players. A new wvw player is going to die in 1-5 seconds to a regular wvw player stacks or not.

Since the extra power was removed, its all fair.

This was rarely seen as an issue in 1v1 anyway, where specs and counters is what win the duel.

The far more unfair scenario was say 50 vs 50 fully buffed, one side looses and wipes for one reason or another but they decide to clash again… But now its the eqvivalent of 40 vs 60 because the winners remain buffed with guards and stacks while the loosers are effectivly punished by loosing guards, stacks and probably players, as if dying wasnt enough.

I am not sad to see that go.

The new guard line improve combat vs NPCs more than the old… which was kind of the point to begin with.

That’s a good point. It’s more the sense of getting nothing in return for guard buffs being deleted, in a game mode that has been very badly supported and rewarded since release. Plus some gear combos don’t work as well since its gone and you miss the stats.

(edited by Kalan.9705)

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Posted by: Notsoperky.2348

Notsoperky.2348

I feel the removal of guard buffs was a bad idea. As an excuse they offer ‘barrier to entry’ and then turn around and say ‘go make 400 levels for your elite’.

Yeah that change and the reasoning was pretty silly. It only hurt low health pool, non-bunker players. A new wvw player is going to die in 1-5 seconds to a regular wvw player stacks or not.

Since the extra power was removed, its all fair.

This was rarely seen as an issue in 1v1 anyway, where specs and counters is what win the duel.

The far more unfair scenario was say 50 vs 50 fully buffed, one side looses and wipes for one reason or another but they decide to clash again… But now its the eqvivalent of 40 vs 60 because the winners remain buffed with guards and stacks while the loosers are effectivly punished by loosing guards, stacks and probably players, as if dying wasnt enough.

I am not sad to see that go.

The new guard line improve combat vs NPCs more than the old… which was kind of the point to begin with.

That’s a good point. It’s more the sense of getting nothing in return for guard buffs being deleted, in a game mode that has been very badly supported and rewarded since release. Plus some gear combos don’t work as well since its gone and you miss the stats.

Low HP and low armor classes miss it more- so guards and warriors don’t notice, but back line players do.

Try the difference between full elite spec and non-elite spec on certain classes (mesmer and ele, for instance) and the difference there is way more than the guard buffs ever were, and yet elite specs are now hidden behind a huge exp grind and 400 points for each toon you want to play in wvw…

Yes, not adding any sort of new thing for using wvw rank points that you already have smacks of ‘cater to the casual pve’r’, who is more likely to have his elite spec than a wvw player anyway!

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Posted by: Kalan.9705

Kalan.9705

Trust me I hate the 400 grindo points x 9 characters and trying to force you to do stuff I’ve avoided 3 years – like PvE map completes.

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Posted by: Nymph of Meliai.6739

Nymph of Meliai.6739

awful… the maps are too large and too complex… something comes under attack and by the time you figure out how to get there it is too late. It is like being inside a maze with very few clear pathways connecting anything.

Then there are the forts themselves… just awful… where are the walls? I was stuck in one place for 30 minutes trying to work out how to get out without going to the spawn point… the place came under attack, and I still have absolutely no idea where the attack was coming from or how to get there to defend it and I was inside the place!!!

Perhaps it will get easier with time but while I think the maps needed shaking up, the current new maps are a step backwards… there are also far too many npc on the maps.

Nymeria Meliae | SoS
Acid Bath Babies Go Plop Plop [FizZ]

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Posted by: Jarrix.8234

Jarrix.8234

No.

To be frank, I haven’t liked anything they’ve done to WvW since they fixed culling and added ranks 2.5 years ago. Every WvW patch, outside of a few cosmetic ones, seems like a step backwards. Less siege, more fights pls.

Kayku
Envy – Fort Aspenwood

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Posted by: Kanebrake.6192

Kanebrake.6192

Not at all. The reasons why have been expressed in this thread and any of the dozen or so others on the same topic by many different posters.

BG

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Posted by: cbizcut.5630

cbizcut.5630

I keep seeing a lot about the negatives but I do see a few positives. The larger expanses paired with sentrys that actually track enemy movements was a nice touch. The dolyaks have that nice damage reducing bubble when near allied players (even if you did shave the poor things.) The citadels are gated off, there won’t be any exploits to get past the legendary defenders. Players are given a new speed buff that is longer and faster that swiftness, I appreciate the freed up skills slots and the durations of that boon. There’s a lot more to check out but I did love the transformation that the shrines provided in conjunction with the keeps (a hound of sorts). I believe that the time it takes to get to an objective is balanced with the time it takes to capture that objective, especially regarding solo roamers and camps. I appreciate that the synthesizers are random as well. Overall there are some improvements that could be made, but I enjoy it.