Is bloodlust getting removed soon?
The majority dislike the stat buff but like the stomping bonus.
Darkwood Legion [DARK]
Yak’s Bend
Speak for yourself. I know many people who like the stat buff.
Speak for yourself. I know many people who like the stat buff.
… who wants a stat buff to the already over populated server in a match?
Speak for yourself. I know many people who like the stat buff.
… who wants a stat buff to the already over populated server in a match?
People that transferred specifically to be on the over populated server so they could win more easily. It’s right up their ally to get an even bigger advantage.
3) The buff is something we will continue to think about. There are alternative frameworks for the buff that I think we will at least look into.
This was two weeks ago and is the only indication that Anet are giving any consideration (however small) to alternatives to the bloodlust buff.
8 days ago Devon Cater posted this (in a thread about the upcoming WvW league):
To head it off at the pass, there have not been drastically declining WvW numbers, or even marginally declining numbers. WvW continues to be as strong as it has been over the past several months. We made some decisions internally and were able to accommodate changes that it didn’t seem feasibly originally and that’s why the changes that are going to be announced later this week happened.
None of the announcements since then have related to the bloodlust buff.
Anet have made a number of posts indicating they base the success or otherwise of content changes on participation in that content. Given that WvW participation has not dropped since the introduction of the Bloodlust buff, Anet have most likely assumed that the buff is in fact fine and that our complaints about it are mere noise.
What’s missing from this is consideration as to why, after introducing all that new WvW content, there has been so little change in WvW participation (Devon would surely have said if WvW participation had gone up). Either the new content was a waste of time or there was something in that content that is undermining its value.
Right now, Anet seem myopically focussed on increasing rewards for the winners/leaders as their way of improve participation in WvW (if we offer big enough rewards the leagues will be successful). More nuanced approaches, such as improving the commander system (to make it easier to organise players on the map) or removing unbalancing buffs, do not seem to be on their radar. I look forward to the day when they are.
3) The buff is something we will continue to think about. There are alternative frameworks for the buff that I think we will at least look into.
This was two weeks ago and is the only indication that Anet are giving any consideration (however small) to alternatives to the bloodlust buff.
8 days ago Devon Cater posted this (in a thread about the upcoming WvW league):
To head it off at the pass, there have not been drastically declining WvW numbers, or even marginally declining numbers. WvW continues to be as strong as it has been over the past several months. We made some decisions internally and were able to accommodate changes that it didn’t seem feasibly originally and that’s why the changes that are going to be announced later this week happened.
None of the announcements since then have related to the bloodlust buff.
Anet have made a number of posts indicating they base the success or otherwise of content changes on participation in that content. Given that WvW participation has not dropped since the introduction of the Bloodlust buff, Anet have most likely assumed that the buff is in fact fine and that our complaints about it are mere noise.
What’s missing from this is consideration as to why, after introducing all that new WvW content, there has been so little change in WvW participation (Devon would surely have said if WvW participation had gone up). Either the new content was a waste of time or there was something in that content that is undermining its value.
Right now, Anet seem myopically focussed on increasing rewards for the winners/leaders as their way of improve participation in WvW (if we offer big enough rewards the leagues will be successful). More nuanced approaches, such as improving the commander system (to make it easier to organise players on the map) or removing unbalancing buffs, do not seem to be on their radar. I look forward to the day when they are.
It’s very very possible that WvW population has not declined (if you believe this) because though the huge mismatches have caused a lot of WvW players to quit/take a break/play less, they are replaced by PvE’ers karma training.
It’s like saying Frostgorge sound must be an awesomely fun zone because so many players are always there, when in fact, a large percentage are just grinding the champ train.
To head it off at the pass, there have not been drastically declining WvW numbers, or even marginally declining numbers. WvW continues to be as strong as it has been over the past several months. We made some decisions internally and were able to accommodate changes that it didn’t seem feasibly originally and that’s why the changes that are going to be announced later this week happened.
If you put that fact into context, it makes the wvw situation look absolutely pathetic. This patch was a huge addition to wvw on the scale that we have not seen in awhile. It added an entirely new area to explore as well as an entirely new mechanic. Despite it being a big wvw update, the population playing it fell (however small they try to present it as). I hope that Anet can realize this, honestly plain as day, sign that there are serious problems with WvW in its current state.
Also, look at this front page. Not one Dev reply.
Right now, Anet seem myopically focussed on increasing rewards for the winners/leaders as their way of improve participation in WvW (if we offer big enough rewards the leagues will be successful). More nuanced approaches, such as improving the commander system (to make it easier to organise players on the map) or removing unbalancing buffs, do not seem to be on their radar. I look forward to the day when they are.
Your use of the word “myopically” is arousing.
It’s very very possible that WvW population has not declined (if you believe this) because though the huge mismatches have caused a lot of WvW players to quit/take a break/play less, they are replaced by PvE’ers karma training.
It’s like saying Frostgorge sound must be an awesomely fun zone because so many players are always there, when in fact, a large percentage are just grinding the champ train.
I really, REALLY would like to see their data or at least a summary of what their statistics are/mean/etc.
I know a great number of people who log in to WvW to get their 10 kills for the daily and then leave. On the other hand I know people who have been playing since launch and have never run a dungeon/fractal, and practically live in the Maguuma borderlands. We also have those people who hit B and go to a borderland simply as a quick means to Lions Arch or access to a Trading Post/Bank and some vendors. Which of these does ANet consider an “Active WvW” player? All of them? Someone who exceeds a time threshold per day? Someone who accrues some WXP per day?
I honestly feel like simply knowing what metrics the devs use to determine this could go a long way for us (the players and devs) understanding each other.
#swaguuma pride worldwide
Your use of the word “myopically” is arousing.
Sexy, sexy big words. Mmmm.
There’s a worthwhile distinction to be made between “rewards” and “content”. Increasing rewards is very useful, but increasing WXP rewards is a very narrow avenue in which to do that- It only affects the behavior of people who are already invested in WvW. Increasing ‘real’ rewards, and by that I mean things that also take place in the PvE world, is a good way to reduce the divide between PvE and WvW. This does need to happen; there’s huge hubbub about PvE being a gold gain and WvW being a gold sink, for example. There’s a huge argument (not in the sense of devon shouting at everyone else, but school of thought) about rewards, incentives, and corresponding behavior.
Rewards are a pretty rubbish substitute for actual content, though.
Also the metrics could be “how many people entered WvW today”, and that’s no good. I enter WvW just to use the karma vendors and then leave, but I’d still be counted.
I still think that they should add ingame voting system for this as they did in Cutthroat Politics Patch…
Gandara EU
Is is kitten. Get over it. Balance is that way —>
They said they will change it.
They said they will change it.
Did they actually say they will change it, because the one I have heard is that they made it so it is easy to change if needed. I would be reliefed if there was a real proof that they will tone the buff down
Mouggari – Warrior – Candy cane Avenger
They said they will change it.
Did they actually say they will change it, because the one I have heard is that they made it so it is easy to change if needed. I would be reliefed if there was a real proof that they will tone the buff down
https://forum-en.gw2archive.eu/forum/wuv/wuv/US-Leagues-4-instead-of-2-Please/page/5#post2924446
Ruins zone is great for small team combat; too bad it’s amlost empty ‘cause "there’z no rewardz!!1!1!"
Bloodlust should be buffed
If Anet run to form they will continue to ‘tinker’ with bloodlust/ruins, trying to make us like it, its what they usually do with something we don’t like…
After a period of tinkering (could last months) if we still don’t like it, they usually just ignore it/the problem and make something new instead…
So don’t hold your breath about it disappearing any time soon…
It seems to me, the majority of players are ignoring bloodlust/ruins, so its not really a big deal, just another Anet brainstormed idea that fell flat…
The game has changed in such a way to mandate a layout map change. WvW attributes have changed the game.
We need a larger map.
Fewer towers.
Fewer camps.
Fewer keeps.
Karama Trains are bad.
The map should make water combat more interesting.
Defensive play should be more exciting.
There should be no treb advantages. Placing a treb higher than you opponent should not be win.
The height terrain advantage should only be used in open field combat not siege.
There should be few choke points.
There should be guild rewards for holding keeps,towers, and camps. This will make GvG true in WvW.
There should not be 4 maps but one map large enough to hold 4 maps worth of players.
Lets get these changes in.
LoL @ one large map. If skill lag wasn’t already horrendous in a 3-way SM fight, imagine what it would be then. Never going to happen.
Angry Intent [AI] | Yak’s Bend |
less zergs on a larger map. You wont have coverage you can in a small map. If you can waypoint and travel in less time than it takes a zerg to capture Bay then you even make a larger zerg to jump from map to map. You get to share all supply from each map.
If there is only one map and limited supply you cant siege up one map from another maps supply camp. There are ways to stop this like golems cant be moved map to map maybe siege blueprints and supply cant be moved map to map? It would be simplier code to just have one map.
Maybe the ruins should be under the water?
Right now, Anet seem myopically focussed on increasing rewards for the winners/leaders as their way of improve participation in WvW (if we offer big enough rewards the leagues will be successful). More nuanced approaches, such as improving the commander system (to make it easier to organise players on the map) or removing unbalancing buffs, do not seem to be on their radar. I look forward to the day when they are.
Your use of the word “myopically” is arousing.
It’s very very possible that WvW population has not declined (if you believe this) because though the huge mismatches have caused a lot of WvW players to quit/take a break/play less, they are replaced by PvE’ers karma training.
It’s like saying Frostgorge sound must be an awesomely fun zone because so many players are always there, when in fact, a large percentage are just grinding the champ train.
I really, REALLY would like to see their data or at least a summary of what their statistics are/mean/etc.
I know a great number of people who log in to WvW to get their 10 kills for the daily and then leave. On the other hand I know people who have been playing since launch and have never run a dungeon/fractal, and practically live in the Maguuma borderlands. We also have those people who hit B and go to a borderland simply as a quick means to Lions Arch or access to a Trading Post/Bank and some vendors. Which of these does ANet consider an “Active WvW” player? All of them? Someone who exceeds a time threshold per day? Someone who accrues some WXP per day?
I honestly feel like simply knowing what metrics the devs use to determine this could go a long way for us (the players and devs) understanding each other.
If it was any other dev team, I’d say they try to make each “option” in the game accessible to more casual players… because keeping people in the game even if they tire of one aspect (like WvW, or dungeons) is kind of what these large MMOs are all about.
However, the way they do PvP in this game already breaks that idea. It’s really only catering to this fantasy of being an e-sport and hardcore players now, IMO. I mean the fact that they built maps clearly designed for 8-10 (or more) people but still insist that even solo tournaments are 5v5 and balanced all the AE effects around that 5 person cap shows they have a one-track mind to favor hardcore team-sports type players here.
WvW hasn’t seen a population decline eh? I call Bull , with the new orb buffs, transfers, match imbalances and horrid balance within the current meta ; WvW is stale and population in our match up has taken a nose dive. I’ve always hated the anecdotal evidence of " my guilds not logging in anymore" but there are far to many guilds which have pushed threw ruts before which are now taking a break.
I understand WvW is an ever changing subject, from the Developers and the Players, but clearly this aspect of the game isn’t being given the time and effort it deserves. At this point I’m not sure what direction Anet should take , clearly what they are doing isn’t working. I’d start by devoting more resources to WvW , it could be the lifeblood of the game.
P.S – As soon as another game releases to challenge the WvW esque market, the current community is going to desert, now is the time to establish a loyal base … next year will be to late.
(edited by Smitten.3076)
Population on our server has definitely taken a nose dive. When I was still very active in WvWvW, we were EU rank 3, now our current rank is 9 and predicted rank is 11. Yes, I know one solo roamer and PuG commander doesn’t matter much, but I have sometimes been counting the points my solo capping does (at best capping 3 different supply camps within 1 tick), those are still hundreds of points per each week. No to mention those bigger battles.
After the awful September 17th patch I have entered WvWvW only twice: once on that fateful Tuesday and another time on reset night. Despite that time we mostly had those bloodlust buffs, the game just didn’t feel fun. Winning because having the buff on me. No thank you.
I am still in contact with many people who play WvWvW. We haven’t just lost many guilds, but also a lot of people just log into WvwvW for 10 minutes and then go away.
All the changes put a really bad taste to my mouth. Arenanet truly is like Santa Claus showering even more buffs, power, rewards etc. to the winning side with superior coverage. While the side with small WvWvW population is facing mountain Impossible. All these game mechanisms (Power of the Mists, BL bloodlust etc) should work reversely. We should have game mechanisms help the outnumbered sides to make a comeback to have even interesting match ups, instead of total blow outs.
Just more proof that the new BL bloodlust system (= more power to the side with superior coverage) and the upcoming season will lead to even more imbalanced match ups. Now every single match up in EU is a blowout (100k difference):
NA has only 2 balanced match ups:
http://mos.millenium.org/na¨
A good game should be fun all for sides, not total blow outs or face rolling, like it is now.