I feel the WvW is missing two things.

I feel the WvW is missing two things.

in WvW

Posted by: towerston.2790

towerston.2790

[This is an opinion. It has no impact on you or anyone else, just as yours does. Death threats are not needed, though I thank RIFT and WoW for making me paranoid about this stuff. It’s also a genuine question, so no need to accuse me of trolling for anything contained.]

I adore GW2’s PvE, I’m torn between loving and hating the PvP, but… the WvW feels like it’s missing something. Not once have I been able to form a successful roam to get that ‘dynamic’ feel, as me/my team have always been shot down by people in WvW with better gear than us, wasting time, effort, and pretty much being a fun-vampire.

The other thing to do? Mindlessly zerg with your… zerg. A thing decided in effectiveness by how many people are doing it at once on your server, or how coordinated your server (as a whole) is. The catch, though, is that you do the same thing in a zerg over and over and over, so you don’t exactly ever enjoy that ‘dynamic’ element.

I swear the WvW is missing something. It may have to do with me having to endlessly run back to where I was while my zerg heads on ahead due to being killed by some one roamer doing the same thing whose Lv80, compared to my pettance Lv11, but it’s just not fun or dynamic for me, and in turn not rewarding tangibly or mentally.

I feel the WvW is missing two things.

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Posted by: Chinchilla.1785

Chinchilla.1785

It aged poorly. There.

1v1v1 promise of “variety” only showed more issues, and persistence around the clock has led to even more issues…neither of which seemed to accomplish “fun” or “dynamic” and lastly… “rewarding tangibly or mentally.” It was a good experiment to show the gaming world however, and I hope the industry learns from it.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

I feel the WvW is missing two things.

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Posted by: towerston.2790

towerston.2790

It aged poorly. There.

1v1v1 promise of “variety” only showed more issues, and persistence around the clock has led to even more issues…neither of which seemed to accomplish “fun” or “dynamic” and lastly… “rewarding tangibly or mentally.” It was a good experiment to show the gaming world however, and I hope the industry learns from it.

grand applause with no sarcasm intended
Sadly, you seem right – I was just looking at the “Broken Run Away Roamer Warrior” thread and… it almost purely points to you being correct. My experiences sure gel with it, seeing only ever Warriors, Rangers in roams, of which always kill me as a poor Engie.

(edited by towerston.2790)

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Posted by: X T D.6458

X T D.6458

WvW can be extremely fun if you take it upon yourself to understand it, same as you did to learn pve. Look at it this way, if you wanted to do a pve raid but did not have the proper gear or build, did not know what to do because you didn’t try to learn, and didn’t properly communicate with your team…well you wont have a good time right?

Another thing, don’t take low levels into wvw, if you are trying to level it. There is no point to that, and I suspect you are doing a lot of eotm which is not real WvW. You can use a lvl 80 to get tomes of knowledge from reward tracks if you need them, they are account bound.

Using TS, joining a guild, researching builds, practicing, learning how to read maps, etc will all help you get used to wvw and have more fun. But again its up to you.

I say what needs to be said, get used to it.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<

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Posted by: RodOfDeath.5247

RodOfDeath.5247

I think players mentality forces them to find their zerg.

I commonly try to solo a tower or keep using the advantage of a enemy blob hitting the other enemy’s xyz. In doing this I can pretty much use one sup cata to cause a ton of damage, then I call out to the team channel for help from roamers. You’d be surprised what shows up.

Don’t depend on other commanders, players, roamers, etc. Depend on you and learn builds, classes, and what wvw entails.

Pretty much what XTD said, lowbee levels will get smoked in real wvw. A player who is built for roaming and has experience fighting several classes is probably the most dangerous individual on the map. I think this is where the real reward comes from in wvw, not bags or leveling. Causing chaos and disrupting enemy upgrades is where the fun can be. I think you’re missing a whole new world out there, leveling isn’t that difficult these days as well.

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Posted by: Wanderer.3248

Wanderer.3248

You’re level 11 in WvW?

That’s… Ballsy.

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Posted by: Jacion.6302

Jacion.6302

OP,

You’re level 11, you don’t even have all your classes skills, your equipment has 1 stat vs 3-4 stats, you probably have green armor vs purple and you don’t have 3 skill trees….and that’s for vanilla, let alone HoT specialty.

In the nicest way, your opinion is kinda invalid becuase you are playing 1/8th of your class

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Posted by: Chinchilla.1785

Chinchilla.1785

OP,

You’re level 11, you don’t even have all your classes skills, your equipment has 1 stat vs 3-4 stats, you probably have green armor vs purple and you don’t have 3 skill trees….and that’s for vanilla, let alone HoT specialty.

In the nicest way, your opinion is kinda invalid becuase you are playing 1/8th of your class

The short answer: he is not really invalid if you view it as WvW excluding potential new players with these “barriers to entry” as you just described.

Feel free to skip everything below this…for the long answer pulled from the Top 5 Prioty topic a while back (my own post actually): https://forum-en.gw2archive.eu/forum/game/wuv/Your-top-5-priorities-for-WvW-Overhaul/page/14#post6059450

2. Learning To Play: one the longest lasting issues with WvW (and you can argue Gw2 as a whole) is the lack of teaching the playerbase how to play. This kills the population by hurting growth (death by population starvation is not good). This combat system is by far one of the best/fluid for MMOs, but also the most in depth.

The concerns for new players is addressed in this reply from former Forum Specialist ArchonWing.9480: https://forum-en.gw2archive.eu/forum/game/wuv/WvW-is-over-RIP-the-dream

His reply to the topic addresses the concerns that a new player will be scared off by: dying to power creep, vague tutorials, map design, quality of life issues, and poor rewards. Minus the rewards/Quality of Life, having decent in game tutorials can resolve most of these issues.

Example of a new player/reviewer: https://www.youtube.com/watch?v=K2p2s9piILg

He admits in the beginning that his first review was poor due not understanding how leveing is done in Guild Wars 2.
• Even as playing on an ele it seems he believes fire is the only useful attunement (completely untrue in WvW).
It doesn’t seem like he understands combo finishers and combo fields. Which is something I didnt learn well until I made my thief (I had already leveled the ranger to 80 by then!).
Stated he really needed a friend to show him the ropes due to poor in game communication.
• Only shows he experiences EOTM style of WvW (and the scorpions are cool).

Again, without helping newer players the game[mode] will starve. It cannot fall solely on the playerbase/communities, and “vague tooltips.”

There are three examples I have come across that worked to educate the player base (listed by easiest implementation first). What is important is that these are in game.

Working Solutions:

A. Short Clips in game that show how to perform certain actions (such as combo fields and finishers).
Vindictus example: https://www.youtube.com/watch?v=eHHaOfpjmPU

B. Hands on approach! Require the player to perform the action or sequence in a separate instance (you can reward them for completing a whole “quest” line of training).
The fighting game Skullgirls does this well (skip to about 1:00): https://www.youtube.com/watch?v=4-Upgf1NTis
The Canthan Expansion for Guild Wars 1 had a separate questline that did this too: http://wiki.guildwars.com/wiki/Instructor_Ng See quests given:

C. Expand upon the hands on approach, but learning from instanced WvW game mode objectives. Perhaps even understanding what to do in small groups or large groups.
Guild Wars 1 had this for four of the pvp arenas, with AI : http://wiki.guildwars.com/wiki/The_Team_Trials

Whew! Long! I still believe in the above’s relevance, but I wouldn’t rate it as number 2 nowadays.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

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Posted by: Wizigard.4760

Wizigard.4760

Hard to do anything with lvl 11 in wvw. The mode is optimized for lvl 80. You get upscaled, yes but you still lack skill trees – which is a big deal here… Also have you just started gw and you have only lvl 11 char or do you have some other lvl 80 chars ? What do you mean about fun vampire ? – you mean like necro spec which I’m not sure if is even achievable at lvl 11 or some RP stuff ? With running back thing i kind of agree… but what can be done ? adapt wow system of recovering body from graveyard ?
Somehow with zerging stuff you remind me of EotM problems where people are sometimes lazy af. That said… except roaming and zerging you can still – scout, deffend stuff and scout it, troll def it, gank, kill people and terorize peole, bust duelists or duel duelists (which I don’t recommend). But ye, maybe the mode is lacking something, maybe your point is valid… but you need to elaborate…

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Posted by: Buy Some Apples.6390

Buy Some Apples.6390

I agree, I too think WvW is missing 2 things

1) Devs
2) Updates

Complained about WvW before it became cool.
I used to be a PvE player like you, then I played Guild Wars 2

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Posted by: Aeolus.3615

Aeolus.3615

I agree, I too think WvW is missing 2 things

1) Devs
2) Updates

3) Less Gimmick

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