The big Undo
- AoE cap is needed because of performance
- Siegerazer, just update this to not be able to spam it. Give it at least 30 mins timeout
- should be changed by how many enemy players are in range of lets say 3000. and by damage they made. 1 palyer taging – no swords, 25 players and 1 ram – 5 second swords
-no just rethink upgrading and let gates to fortify too. So gates and walls wont be different upgrade, but it will be tier of fortification/reinforcing
-Siege disablers are good, just timer on siege is needed. If disabled, for next 30 secs cant be disabled again
- swirling winds, i dont know what you mean here
- oh yeah matchup threads
- orange should be lowered to 20 players, but not less
- those stacks are actually quite good and i take them as benefit to veteran players
- Ruins needs rethink, they are pointless
> Remove AOE Cap (most important of all – stop dat blobbing)
This cannot be removed due server performance issues. There are in fact much better ways to disencourage blobbing, while keeping it still viable. A better game would reward solo roaming, small scale, zerging and blobbing equally. My suggestion: every enemy group of certain size, let’s say 10-20 players, is always shown on the map. This would make enemy movements extremely easy to predict, unless they split to smaller groups.
> Remove Siegerazer
I think he is fine. I often joke him to be the best enemy commander as it takes so long time to solo kill him. Siegerazer should have at least 45 min internal cool down
> Remove delayed white swords
30 s is good.
> Unbuff Siege weapons (and nerf them further if needed)
I agree. Now some siege weapons are way too powerful with the WXP traits e.g. fully traited superior AC (I have gotten so many loot bags just sitting on superior AC) or trebuchet (the cow ammo drains supplies way too fast and the poison field lasts so long time).
> Remove Siege Disablers & Supply Traps
I find nice tactical use for both and these are one of the rare tools which allow a solo guy to hamper a zerg. Siege disabler is however currently too good and could use some shaving e.g. reduce it’s duration by 33%.
> Bring back swirling winds and other projectile blockers
Blocking a treb, ballista or catapult shot just doesn’t sound convincing. Keep them like they are now.
> Bring back matchup threads
YES! They are vital for the WvWvW community. Arenanet’s suggestion to use 3rd party web sites hasn’t worked well. Their WvWvW match up discussion threads are often short and pale in comparison what we used to have here. Arenanet should do all in it’s power to support WvWvW communities.
> Orange Swords at 10 again
Yes, but see my suggestion above. The big enemy zergs should always be visible on their enemy maps and minimaps, even when they don’t attack anybody.
> Remove WvW stack buffs (guard masteries)
Yes. Another reason for imbalance. The Power of the ruins and vitality and healing power bonus from Power of the Mists should also be removed.
The power of the ruins is the biggest offender since it is server wide and requires zero effort from you (for guard leech and applied fortitude, you must at least 5 guards and then not die). Superior bloodlust gives +60 on all stats = massive imbalance!! (it is like having an 5x superior runes of divinity in addition to your current runes)
> Remove Ruins and bring back the lake
Yes. Lake was fun, made the map feel diverse, than yet another circle to contest and no reward ruins.
- Remove AOE Cap (most important of all – stop dat blobbing)
- Remove Siegerazer
- Remove delayed white swords
- Unbuff Siege weapons (and nerf them further if needed)
- Remove Siege Disablers & Supply Traps
- Bring back swirling winds and other projectile blockers
- Orange Swords at 10 again
-Add Points Per Kill
Actually these things would promote blobbing. Jungle snake.
if anything changes on wvw is for worse, to allow fast capping, more damage, lesser defensive options etc.
haha i love it when people ask for the removal of the aoe cap, even if it was possible performance wise.. when it comes it gameplay it would be terrible. have you ever dropped something on a zerg and watched over half of your hp disappear to retal? yea imagine that with 30 targets. funfunfunfun
haha i love it when people ask for the removal of the aoe cap, even if it was possible performance wise.. when it comes it gameplay it would be terrible. have you ever dropped something on a zerg and watched over half of your hp disappear to retal? yea imagine that with 30 targets. funfunfunfun
TBH, that actually sounds like both a pretty good argument and gameplay counter for removing AoE cap…
- swirling winds, i dont know what you mean here
Lol, you must be new :P
Way back when, when WvW was new and everyone who was everyone was playing it in making hour long queues even in silver league. There once was an elementalist scepter skill called Swirling winds. This skill did what the catapult bubbles do now, when used they blocked all treb and mortar shots.
Back then because of this, it could take hours to take a tower as the enemy zerg was full of eles using this skills one after another.
But as said, catapult now provide the bubble, and the siege disablers make fights longer but not in the fun way the eles did; people just hate the disablers because the player can throw it from a wall, or just run in close throw it then run back into their tower again.
Trebbing was pretty much only a thing untill the enemy got his kitten together and put some eles on duty. It was actually possible to stop those towers getting trebbed from SM without taking SM. At least it was possible to keep the repairs up with 2-3 people – one running sups and 1-2 using swirling winds or the other way round. You didnt feel completely helpless against siege from the high ground.
AoE is actually a fundamental problem with WvW. I suspect if they had it to do all over again AoE skills would be few, on big timers and wouldn’t have a cap. If they lifted the cap, the engine would get crushed under the weight of all the AoE spam currently in the game.
Most of the rest are pretty worthless changes as well that wouldn’t change much if anything in the game. They need to find a way to balance the matches each week, fix the ridiculous amount of useless skills/traits and fix condi damage (weak in big fights, OP in small ones).
“Youre lips are movin and youre complaining about something thats wingeing.”
My suggestion: every enemy group of certain size, let’s say 10-20 players, is always shown on the map.
…
> Orange Swords at 10 again
Maybe 30+ people, 10-20 players can be easily wiped by havoc groups of 7.
OJs are fine at 20 people.
…
Unless they want to change the rules for WvW based on tier?
…fix condi damage (weak in big fights, OP in small ones).
Condi damage is fine in big fights. There are a few builds in smaller groups that can hurt a lot but if I have issues with it I’ll just run an extra condi cleanse. Only times I’ve had major issues with this is when a ranger/thief group stacks over a minute of immob on me repeatedly.
I originally assumed that the AoE cap was there to limit the damage potential of AoE skills for balance reasons. If I recall correctly support skills had no cap at launch, but they were later capped for scaling/balancing reasons.
The AoE caps keep the variance tight so those skills can be useful in both small and large scale fights. Without a cap AoE is either uselessly weak in small encounters or way too strong in large scale fights; sometimes both.
I miss my quaggan strike forces… Seriously though, they were a lot better for small, tactical groups than ruins.
I originally assumed that the AoE cap was there to limit the damage potential of AoE skills for balance reasons. If I recall correctly support skills had no cap at launch, but they were later capped for scaling/balancing reasons.
The AoE caps keep the variance tight so those skills can be useful in both small and large scale fights. Without a cap AoE is either uselessly weak in small encounters or way too strong in large scale fights; sometimes both.
This right here, this.
The AoE skills in this game hit extremely hard compared to other games. Usually AoE skills hit somewhere around 1/5 of a single target hit. In this game, they hit with pretty similar damage or roughly 1/2 of the damage of single target hits. If they removed the AoE cap, they would need to reduce the damage as well or make more of the AoE’s a channeling skills and not fire and forgot.
Also yes, once boons weren’t capped and that ended up in a major turtling. Everyone hugged each other and stayed as packed up as possible. This way every heal and every boon would hit anyone. There was a lot of engi heal turrets.
Also the fights were rather boring, two small blobs which both had like 30-40 guys in it shot each other from range while healing/booning each other. They could keep this up for ages because damage skills were capped to 5 targets while boons and heals were not.
TL;DR
In my opinion, removing AoE cap would be a silly thing to do. Although it could be fun with my Staff ele :P
Mouggari – Warrior – Candy cane Avenger
Dont forget to bring back the Orbs! The real orbs but the bloodlust.
I used to be a PvE player like you, then I played Guild Wars 2
haha i love it when people ask for the removal of the aoe cap, even if it was possible performance wise.. when it comes it gameplay it would be terrible. have you ever dropped something on a zerg and watched over half of your hp disappear to retal? yea imagine that with 30 targets. funfunfunfun
TBH, that actually sounds like both a pretty good argument and gameplay counter for removing AoE cap…
People complain about AOE condi spam now. I can’t even imagine how bad it would become if there was no AOE cap.
Lake sucked. Ruins are much better.
Space Marine Z [GLTY]
+1 lake was lame .
at least the runes are a jungle gym XD