server jumper
(edited by Witaminka.4650)
Do you like new Quentin Lake? Oo It looks rly wierd now with bridge inside rock and the map still looks the same. Why Anet? It was my favourite tower -,-
(edited by Witaminka.4650)
Without that gap, this tower will be even harder to get… Thank you Anet but remove the godkitten bridge at least. It look stupid.
(edited by Jeknar.6184)
Oh, also this change isn’t on patch notes.
Well, at least it’ll be harder ACing down the siege inside
It will be easier to defend and easier to take in different ways. Now when you push in you don’t have to run through that choke, theres a little more wiggle room. Also if you come in through the wall theres all that land there instead of the steep drop. I actually like it.
Its tiny changes like this that could be done to every tower and keep that would make WvW at least somewhat interesting again. Drawing up new places for defensive siege and breaking down new ways to get into towers. As it stands there has been very little room for innovation for quite some time.
looks like crap is all i got to say!
The idea to remove the gap under the tower is good, but it could get some work. The bridge texture over the rock looks terrible.
Terrible and unnecessary change. I’m guessing an adopt-a-dev lost their AC in the tower once from people down below and now we’ve lost a nice unique tower (vulnerable siege, but nice chokepoint).
And they didn’t even bother update the map, which still shows the bridge!
Somebody may like the change someone may not. Its a matter of taste.
But amateurism of the change is a big deal.
Map not updated, bridge is still there, just depends on angle of view.
This is what bothers me much. Devs probably have some editor in which they are doing the changes.
But it seems like no dev can repair or delete older, they only know how to add new.
Its the same as WvW achivements, they dont know how to change old ones, they dont know how to delete them but they know how to make new ones.
Same for the bridge, its still there just covered with new textures. Btw from one place on the bridge you can jump down and jump into this new added ground.
im glad they did something vs people being able to hit upull u and rapid fire u in the lordsroom but it looks rushed and unfinished
they still haven’t updated the map for the orb spot at north camp so i wouldn’t expect them to change this either
Oh I didn’t know that was changed. Well it looks a bit terrible now, specially with the bridge still there lol. At least before it was original, now it looks like just any other tower in the map.
You want to fight on a bridge? Go take Mendons…
QL T0 – wooden bridge still there
QL T1/T2 – no bridge
QL T3 – ??? (haven’t seen it yet)
Anyway map still looks like old one and field inside tower is disgusting, how much time have you wasted on it, 5 min?
(edited by Witaminka.4650)
Why? How was this even a problem lol….T1 zergs couldn’t render 60 people crossing the bridge at once?
More Easy = More Bored! Don’t need to use any Tactic, Just press W then run up to the lord room. I guess you will see Hill and Bay like this in the next year .
(edited by KINGRPG.3492)
Why has this been changed and even a better question – Why is this not in the patch updates, its not like you have to write a wall of text on WvW updates.
My guess is that it was changed because ACs could be used to hit everywhere in that tower. A week ago, someone was killing the Worker (and Quartemaster) inside QL while we held it, which I thought was a clever way to stop upgrades from running. But basically nothing in that tower was safe.
My guess is that it was changed because ACs could be used to hit everywhere in that tower. A week ago, someone was killing the Worker (and Quartemaster) inside QL while we held it, which I thought was a clever way to stop upgrades from running. But basically nothing in that tower was safe.
Makes sense , but why is the bridge still there? It serves no real purpose now and it also looks bad.
(edited by Davey.7029)
This is a perfect example of the amount of time Anet is willing to devote to WvW…LOL.
Why? How was this even a problem lol….T1 zergs couldn’t render 60 people crossing the bridge at once?
You could take down all the siege in the tower from under the bridge area
I routinely take out ACs with my longbow by firing at them from behind from the gap. Will make it harder to kill ACs but easier once you break in particularly if you come in through the front wall. That drop will no longer be there.
Please, people, use your imagination. After years of losing arrow carts, catapults and trebs, the people of the blue corner have decided to build a huge mound to stop enemies attacking from under the bridge.
thief bow skill 3 bug on the stairs still working? >:P
for thiefs they could enter inside wall and exit to avoid some damage.
I like that QL w/o bridge but havent seen it yet.
(edited by Aeolus.3615)
When I run in I don’t see the bridge. After the cap I see the bridge. Someone forgot to do something. As for if it’s a good or bad change. Meh, I have plenty of other things to complain about in wvw and don’t need to add this to my list.
Paper – bridge
Reinforced – no bridge
Fortified – bridge
Doesn’t really make sense. Also, the bridge is terrible. Very easy to get stuck under it when using blinks. Been a problem for thieves, mesmers, and eles.
oh good, this tower was indefensible. if your enemies were getting it to fortified, your server was bad.
oh good, this tower was indefensible. if your enemies were getting it to fortified, your server was bad.
Actually you can get it to fortified pretty easy if you don’t control SMC. But it had no difference between paper or Fortified since there was nowhere to put siege on the wall that couldn’t be destroyed from below without even the use of counter siege.
Without the gap, I really doubt I’ll be losing QL if I decide to camp it.
You guys have been begging for a new WvW map and now you got it! You all should be on your knees thanking ANet for reading our concerns and taking them seriously!
Looks terrible. Way to go anet.
Without the gap, I really doubt I’ll be losing QL if I decide to camp it.
even without the gap, its facing a series of hills that make it easy for a ballista to kill most siege that has line of sight on the surroundings… the gap was the clincher that allowed engis and rangers (not to mention eles) to pew pew without consequences.
even without the gap, its facing a series of hills that make it easy for a ballista to kill most siege that has line of sight on the surroundings… the gap was the clincher that allowed engis and rangers (not to mention eles) to pew pew without consequences.
Since most pug zergs are just K-Trainers who don’t like to commit a lot of time/effort to take somenthing, I’m sure that I can make them give up on QL… I know how to counter siege. And now that my siege cannot be destroyed from the gap, it will be even more time consuming for them if they atempt to it.
Oh, and any class with 1200 range could hit siege on the walls from the gap with auto attacks… I used to do it with my mesmer.
Oh, and any class with 1200 range could hit siege on the walls from the gap with auto attacks… I used to do it with my mesmer.
hmm didnt know that, it always seemed a bit tricky to find a green range indicator for nades’ 1500 range.
hmm didnt know that, it always seemed a bit tricky to find a green range indicator for nades’ 1500 range.
Auto Attacks seens to have higher range than they actually show on the tool tip… I couldn’t aim skills with 1200 range on the walls but I could hit with auto attacks with the same range.
They probably had some random person do this on request, because it was in no way made by a dedicated artist. It just seems totally rushed, and why would you rush something for WvW if you haven’t worked on WvW for a year? This perhaps is the strongest confirmation we can get that there is no WvW team.
It’s a welcome change to that cursed tower, Thanks for the fix!
I don’t mind the change, but please remove the bridge in the rock and adjust the map so it doesn’t look like the river is still there.
I don’t mind the change, but please remove the bridge in the rock and adjust the map so it doesn’t look like the river is still there.
Maybe they just made it simple with little work in case its needed to be reverted, if its to stay for sure is going to be patched.
Adjust area inside (its too big), remove bridge from Wooden and Fortified tower, maybe add choke point below with deeper water so u wont place sige there, it ll be rly sneaky place for camp roamers. Do it properly pls.
Paper – bridge
Reinforced – no bridge
Fortified – bridge
Thanks for pointing this out, I was a slight bit confused over why some times a bridge, others, no bridge.
Seems that someone forgot to make the change uniform.
Actually leave the map as is and put a long straight tunnel (with kneedeep water in it) along the same path under the tower. It is useful for positioning both offensively and defensively (especially with a zerg).
Actually leave the map as is and put a long straight tunnel (with kneedeep water in it) along the same path under the tower. It is useful for positioning both offensively and defensively (especially with a zerg).
Not sure how useful that would be, but an interesting suggestion.
Actually leave the map as is and put a long straight tunnel (with kneedeep water in it) along the same path under the tower. It is useful for positioning both offensively and defensively (especially with a zerg).
Another way they could have dealt with it was to put walls at either end of the gully and a set of stairs out of it at the far end so there would still be a choke point at the bridge and a pit to stumble into but not a place wander in to from the outside.
A tunnel is what they’ll probably need to do if they want to perform a similar fix to Mendon’s, since the dolyak path leads under the tower that way (or they’d have to reroute it down the stairs) and it would be a serious obstruction to travel between the Keep and Mendon’s to put rock there.
this is ugly fix and I think the dev did that is playing minecraft a lot ;p but I appreciate the idea!
To the people suggesting a tunnel under the tower: Splash damage from catas can damage the walls from below. So, unless it would be impossible to build siege on the tunnel, it’s worse than having the original gap.
Why? How was this even a problem lol….T1 zergs couldn’t render 60 people crossing the bridge at once?
You could take down all the siege in the tower from under the bridge area
No, You couldnt take all of it, just most of it. So now lets try to figure out how they will “fix” Mendons. (Since it has the same problem)
Why? How was this even a problem lol….T1 zergs couldn’t render 60 people crossing the bridge at once?
You could take down all the siege in the tower from under the bridge area
No, You couldnt take all of it, just most of it. So now lets try to figure out how they will “fix” Mendons. (Since it has the same problem)
No, you could take out all of it, including ontop of the supply depot and in the lord’s room. Some spots required AC mastery, but there’s no spot you can’t reach
Mendons would require indestructible walls surrounding the lord’s room I think, or make the entrance to the tower bigger. There’s a spot on top of the supply depot you can’t reach I believe.
There are like half a dozen map holes in the thing too. People keep falling through and getting stuck. I love it.
I love the change, hate the look. I have no qualms with the fact that it’s a patch job as it addressed a very serious issue; defending QL against people who could just go behind the tower and destroy it all. But they could have removed the bridge, notified us in the patch notes and perhaps edited the mini-map. The least the could have done would have been removing the bridge as it just looks unnecessary where it is and it disappears after certain upgrades…
Still, I’m happy that they’re seeing some of these problems and doing something about them, even if sloppily. Next they need to do something about the difficulty with upgrading Anzalias and Mendon’s… Perhaps making the yaks deliver an extra 10 – 20 supplies to just those two towers, or something to compensate for the distance the yaks have to travel which makes these towers almost impossible to upgrade.
So i guess most of us kinda have an agreement that the change is good but removing the bridge is a must.
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