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I for one love WvW XP. Has it changed how I play WvW?
No. I still enjoy escorting dolyaks, babysitting camps, upgrading keeps, building siege, running in zergs, not running in zergs, taking camps in small groups, solo roaming, etc.
I couldn’t care less if a person earns more WXP than me for constantly zerging, and I certainly wouldn’t think less of them for zerging.
Just like some people mentioned on the other topic, the major issue with WXP is that people tend to stick to the zerg ball now. More people don’t want to defend or scout anymore.
Last night, I witnessed it myself.
I saw some important objectives (keep/tower) having white sword, and when someone asked what’s going on in that objective, no one said anything. In many occasions, the saves came late, and the objectives got taken by enemies.
Then, when I caught some enemies about to attack one tower, I gave a proper report that no one cared about because almost everyone was with the zerg trying to retake a bigger objective while having a happy chat moment.
It took about 3-4 minutes for them to ask “What’s going on in that tower?” despite a proper report was given 3-4 minutes earlier. It took 3-4 minutes to realize the tower was being attacked just because the zerg got wiped in that bigger objective they’re trying to retake. Should the zerg not get wiped sooner, the tower would have been taken by the enemies since I was the only defender there.
Before the patch, I saw more intels giving reports (whether it’s proper or improper), and people usually come on time to rescue whatever objectives getting attacked.
I’m afraid because of this rank system, eventually, people will not care at all about defending and scouting. They might just let the objective being taken by the enemies and recap it later for more WXP, and I’m sure if intels are giving report, there will be more people ignoring it or, even worse, there will be more people trolling intels =.=;;;
Crystalpink, it’s most likely because retaking the tower earns twice the WxP and is faster than dragging out a defense. The Dev’s wanted a high adrenaline game with equally high turnover rate from the beginning. That’s why everything is basically paper when you consider the power output vs defense/healing ratio. Now, they’ve given even greater incentives to push the turnover rate up even more.
In the metagame, fewer items are going to be upgraded. Probably the keeps will be the only thing to be upgraded for WP and Bank access. Otherwise, with camps now being flipped more frequently for WxP, supply will be more difficult to obtain to perform any upgrades.
I’m not a sugar and caffeine craving teen who wants to be sitting in a pool of sweat from playing a video game. Thus, the dev’s can stick their idea of what the metagame should be :-)
Yea, looks like that’s the metagame the dev wants.
This is why from now on, I’ll stop caring about whatever being attacked.
I’ll try my best to adapt to the metagame, which are focusing on offensive actions, rank/WxP and stop bothering with giving reports and defending.
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