No more +5 in camps/towers/keeps
I really got stung with that removal… I had 3 guilds with a full set of wvw buff upgrades to be used on keeps etc. paid for with gold because I was the only member in the guild… lost them all and from what I can see, they were not replaced with anything wvw related.
Acid Bath Babies Go Plop Plop [FizZ]
The +5 is still there but needs to be re upgraded I believe.
- Gaius
The +5 is still there but needs to be re upgraded I believe.
- Gaius
Well if you know more about that please share.
At least I can’t see such tactic or improvement in the list under Heart of Thorns upgrades;
https://wiki.guildwars2.com/wiki/Guild_Claiming
You are talking about +5 to supply carried, right ?
Yes it’s still there. My Necro picks up 15 supply still (instead of the default 10)… 20 if the camp has the upgrade. you have to max out the correct lines.
Talking about the camp upgrade.
Previously known as “WvW Fort +5 Supply” or “Guild Fortified Transporter”
Talking about the camp upgrade.
Previously known as “WvW Fort +5 Supply” or “Guild Fortified Transporter”
Ah… I got you now. Come to think of it, I haven’t seen any +5 supply upgrades at any of the camps or structures since I’ve been on EBG this weekend. Thought it strange too.
People have to get their guild halls set up and then upgraded to the point that they can put that in. It’ll be back, just give it a few days.
It is just not seeing it in the wiki or the guild interface panel. Unless it is a new option that is revealed once you build the right structure, it doesn’t seem to be available.
People have to get their guild halls set up and then upgraded to the point that they can put that in. It’ll be back, just give it a few days.
I love how they take away something that people already had, stick it behind a grind, and repackage it as “new and exciting content”. This is the same reason so many thieves were kittened off about daredevil.
I think all the old buffs are gone. The new ones appear to be strictly Defensive. And at the rate Favor is acquired, it will be a while before you can just claim anything.
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
The +5 buff is obtained as part of the whole aura thing. It will be permanent when it is unlocked like the rest but before that a guild has to get a war room in their guild hall upgraded enough to make that upgrade.
The +5 buff is obtained as part of the whole aura thing. It will be permanent when it is unlocked like the rest but before that a guild has to get a war room in their guild hall upgraded enough to make that upgrade.
…so where does this leave all the small guilds which already had this functionality before the expansion and which are not going to get guild halls and such ?
Are they just going to have to suck it up ?
As the leader of a small havoc squad guild, I am also greatly missing the strategic advantage of this buff. However, we are dead set on getting the guild hall to a level where we can get it back. Just wish they had grandfathered at least that in. The other former fort buffs I could care less about.
It takes like 5 people to get a guild hall. If your guild is smaller than that, ask a friend to join for a day.
I just looked at the war room upgrades, the +5 upgrade is locked behind guild levl 37. Even claiming camps, towers, keeps, SMC now requires their own upgrades.
Thanks for screwing over small groups Anet, thank you so much.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
Start leveling your guild hall
Papa’s Lady Luck- Necro
(HELL)
I just looked at the war room upgrades, the +5 upgrade is locked behind guild levl 37. Even claiming camps, towers, keeps, SMC now requires their own upgrades.
Thanks for screwing over small groups Anet, thank you so much.
Oh wow, it will take me forever to get there (if I ever do). Thanks for sharing this information!
It takes like 5 people to get a guild hall. If your guild is smaller than that, ask a friend to join for a day.
Getting a hall is actually the easiest step.
Then we have upgrades. You need the tavern, then the mine, then the workshop, then war room (currently bugged). Then you need a hell lot of upgrade to get the +5 and claiming.
While I can back the idea of gating the claiming chance so only dedicate guilds will go for it and hopefully less useless claims, +5 should must be on earlier level. You get magic find as first aura upgrade. MAGIC FIND!
Whiteside Ridge
Btw, you only need guild level 10 for +5 on camps, then level 15 for towers, etc, all the way up to level 37 for SMC.
Btw, you only need guild level 10 for +5 on camps, then level 15 for towers, etc, all the way up to level 37 for SMC.
This is not how it works (as I can get from the upgrade tab)
There are upgrades to obtain claiming rights (separated for camps towers keeps and SMC) and others for auras. And +5 is the last one.
Whiteside Ridge
Btw, you only need guild level 10 for +5 on camps, then level 15 for towers, etc, all the way up to level 37 for SMC.
No, I already broke it down in another thread.
Here’s what the upgrade looks like.
You need to build a Tavern, then Mines, then Workshop, then War room.Now the upgrades, in order, to get to +5 once the war room is restored:
Wvw claiming: supply camps, guild level 5.
Objective aura 1: Magic find, guild level 6.
Objective aura 2: WvW experience, guild level 9.
Wvw claiming: Towers, guild level 10.
Objective aura 3: Movement speed, guild level 17.
War room restoration 2, guild level 20.
Objective aura 4: Power, guild level 21.
Wvw claiming: Keeps, guild level 22.
Objective aura 5: Precision, guild level 25.
Objective aura 6: Toughness, guild level 29.
Wvw claiming: SMC, guild level 31.
Objective aura 7: Vitality, guild level 33.
Objective aura 8: Supply Capacity, guild level 37.Not going to list the insane amount of mats that will be needed, nor the guild experience that you will have to get from building other stuff in order to get your guild to level 37.
They’ve taken one of the major upgrades that smaller havoc teams need to be effective, and hid it behind a major wall of material grinding.
Supply capacity should be the first objective aura upgrade not the last one.Just another thing showing how out of touch anet is with wvw.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
After seeing this, the informal decision our guild has made to move from being a wvw focused guild to a PvX and possibly mostly PvE guild for the near future is making a lot of sense.
We will see how things go in the next couple of months. If wvw doesn’t pick up in a couple of months and our guild is not back to where it was as far as guild utility in wvw from guild buffs, I expect this game will no longer be a concern for us.
So anet either forgot about small roaming guilds when they made the new system or they really hate us and want to encourage us to just run with a zerg.
So anet either forgot about small roaming guilds when they made the new system or they really hate us and want to encourage us to just run with a zerg.
Yep, they really just hate roamers.
Think about. Everything with the new WvW is about making roaming unviable and force people to blob up. All the changes meant to “split up zergs” just crush roaming instead.
Supply camps has been moved far away, no running back and forth. You want the blob to get in keeps.
Guild catas, the main tool of the roamer to cap things now cost as much as a regular cata. Not that you can small group cap keeps anyway now.
Guild upgrades like +5 made impossible for small guilds.
They went so far to physically block roaming on the border by adding barricades only zergs can go through.
They are forcing everyone to either cheeze it or zerg simply because dying on the new map is a severe punishment – it take too long to get back out there. Zerging is safer.. or not running out at all.
Dollys and controlling supply chains is now pretty meaningless, theres no reason to be deep in enemy territory.
Scouts arent needed to keep track of zergs, everything from scouting to keep status is automated. Even if you wanted to scout, gl watching over a gigantic keep.
All in all, roaming is now pointless. Either let the border play itself or bring a zerg.
This is a hideous change. The diversity of WvW, roaming, zergs, guilds of all sizes, is one of the things that seperated WvW from EoTM, and made it alive.
Our roamers and small havoc squads need support, and they need to have fun and be able to do what they do, they’re a vital part of the WvW community and what makes it so rich.
I say this as someone who doesn’t roam or scout, not having +5 for some weeks is an inconvenience but a not a game breaker for me – but I don’t want to lose the diverse gameplay and the playstyles, and most importantly the community it creates, from our BLs.
Please rethink this.
Piken Square
Wait what? You need a guild hall for the +5 now? What the hell is this? My guildies and I did not purchase HoT (waiting to see if it fails or not… hehehe), and we are now being on a disadvantage for this? Holy kitten shyet. Dam you…. Dam you all to HELL!!
Legendary Ranger, Simon
and you need guild level 37….
What?!! NooOOooo!!
self destructs with explosive effects all over body as i disappear into horizon
Legendary Ranger, Simon
After seeing this, the informal decision our guild has made to move from being a wvw focused guild to a PvX and possibly mostly PvE guild for the near future is making a lot of sense.
We will see how things go in the next couple of months. If wvw doesn’t pick up in a couple of months and our guild is not back to where it was as far as guild utility in wvw from guild buffs, I expect this game will no longer be a concern for us.
Same for us. The grind is unreal. We’re just going to do WvW for missions and dailies.
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
Btw, you only need guild level 10 for +5 on camps, then level 15 for towers, etc, all the way up to level 37 for SMC.
No, I already broke it down in another thread.
Here’s what the upgrade looks like.
You need to build a Tavern, then Mines, then Workshop, then War room.Now the upgrades, in order, to get to +5 once the war room is restored:
Wvw claiming: supply camps, guild level 5.
Objective aura 1: Magic find, guild level 6.
Objective aura 2: WvW experience, guild level 9.
Wvw claiming: Towers, guild level 10.
Objective aura 3: Movement speed, guild level 17.
War room restoration 2, guild level 20.
Objective aura 4: Power, guild level 21.
Wvw claiming: Keeps, guild level 22.
Objective aura 5: Precision, guild level 25.
Objective aura 6: Toughness, guild level 29.
Wvw claiming: SMC, guild level 31.
Objective aura 7: Vitality, guild level 33.
Objective aura 8: Supply Capacity, guild level 37.Not going to list the insane amount of mats that will be needed, nor the guild experience that you will have to get from building other stuff in order to get your guild to level 37.
They’ve taken one of the major upgrades that smaller havoc teams need to be effective, and hid it behind a major wall of material grinding.
Supply capacity should be the first objective aura upgrade not the last one.Just another thing showing how out of touch anet is with wvw.
This is so sad.
The more wvw related details i see from HoT the more i think “anet… do you have even ONE dev in your team, working on the wvw upgrades who PLAYS this part of the game?” What, by the love of all gods did you guys THINK when you created this?
You say you want to prevent blobbing, but cut of ANY tools that smaller groups/roamers had at the same time. This change harmes smalscale way more than zergs. A zerg runs over a camp and gets 100 supplys, no matter if those are on 10 ppl or on 8. But in a havok group those +5 can rly make a diference.
And you take away any option for smaler guilds to support theit homeserver.
I play 90% wvw, and for me nearly all wvw related changes are a huge desaster.