Keep it simple
For me WvW absolutely calls out for simplicity.
Maps are a great example of this and I believe the HoT style of overly complex vertical maps doesn’t suit the game-play of WvW. I think the Alpine map worked well because it was a flat and fairly simple (a bit like a sandbox map) which allowed the players to engage each other without the fluff and distractions now forced on us. Capturing and defending towers meant something and players weren’t stuck in or hindered by PvE events or ships etc. In Alpine when they added ruins in the middle of the map it did lessen the experience for me so the original Alpine was better with the big lake IMO.
I think if we had 3 or 4 varieties of Alpine-like maps in different sizes on rotation it would attract more players and prevent player fatigue creeping in.
For me WvW absolutely calls out for simplicity.
Maps are a great example of this and I believe the HoT style of overly complex vertical maps doesn’t suit the game-play of WvW. I think the Alpine map worked well because it was a flat and fairly simple (a bit like a sandbox map) which allowed the players to engage each other without the fluff and distractions now forced on us. Capturing and defending towers meant something and players weren’t stuck in or hindered by PvE events or ships etc. In Alpine when they added ruins in the middle of the map it did lessen the experience for me so the original Alpine was better with the big lake IMO.
I think if we had 3 or 4 varieties of Alpine-like maps in different sizes on rotation it would attract more players and prevent player fatigue creeping in.
I think that is the problem, simple is not what WvW entails. I think the Alpine BL’s helped to start the problems we have now, mainly blobs and PPT.
The RW is not uni-dimensional and war does not deal with just one dimension. It is not simple it is complex and we need to realize that.
PvP is simple, WvW is not.
I believe the difference is the “complexity” should be 100% player originated through their interactions with other players, there’s no need for the map to force overly obtuse events and mechanics on the player.
Less complexity to maps, easier and faster to get around.
Balanced builds so that every class has an opportunity to compete. Less invisibility, really this is just an opportunity to troll people. Thieves and Mesmers can survive without this.
No unnecessary PvE mechanics. WvW is not PvE.
Better rewards for players. Easier Capture and Hold guild missions. ( I am not a member of a WvW guild at the moment but really, an hour to cap and hold a camp?)
Less invisibility, really this is just an opportunity to troll people. Thieves and Mesmers can survive without this.
Engis and mesmers can survive without stealth, half of thieves can’t as the class is build around stealth (just read the skills and traits – a lot is tied to stealth).
But yes, I agree less stealth for other classes than thief – not because I’m jealous but because how it is now it is broken.
Also: Blobs form around a commander (also in PvE)- the only way to get rid of blobs is to get rid of commanders, the alpine BLs had nothing to do with that. PPT is the “fault” of anet, so again neither the BLs nor the players really are to blame that they’re gathering PPT.
It’s not that easy to say something poignant on topic though – and to me it’s really hard to tell how I want everything that changed with HoT (and even before) to be changed to make the player the center of wvw again. It’s all tied together and it’s not that easy to tell what change to thing a would do to thing b.
I think the worst mistake was to not open the WPs on the DBLs to those whose BL it is. Otherwise more people would have given it a shot and we would have a lot more feedback on how to change the map.
Edit: “Grammar” – for some reason I thought it would be a great idea to switch to German mid sentence…
(edited by Jana.6831)
Your English is always going to be better than my German
I have been hit many times by thieves, the one tactic being if you don’t crit your enemy down go invisible and try again later.
The new daredevil can down my ranger with minimal fuss, not because I’m a bad player but simply that it has such high damage output and can dodge/evade most incoming damage. It can also heal damage at a fantastic rate.
Which makes the thief a really odd choice. It adds very little to WvW and is usually used in surprise trolling attacks paired with another toon. You get hit by one enemy then the thief backstabs you from invisibility or shadowsteps to you.
I am nowhere near the best thief player, but I took on a Mordrem Troll champion with a couple of npcs and killed it – without any problem.
Which is the issue here, a thief should be equal with the other classes, and it’s not.
Less invisibility, really this is just an opportunity to troll people. Thieves and Mesmers can survive without this.
No, they cannot.
~ There is no balance team. ~
design a new bl map from scratch that is simple and made for large scale battles without the pve gimmicks.
balance wvw separately from spvp like it used to be.
remove guild banners and rework them completely for wvw. guild banner wars is bad.
[AVTR]
Isle of Kickaspenwood
balance wvw separately from spvp like it used to be.
It was never balanced separately, WvW is barely balanced at all, which is why the class balance in WvW has always been a total joke, balance for WvW has always been nothing more than an afterthought.
The class balance was fine as long as pvp was balanced – but now pvp is balanced separately, so we have no balance at all.
We needed “zerg balance” though – and that has never been the case.