This is what's wrong with WvW.

This is what's wrong with WvW.

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Posted by: Veldan.4637

Veldan.4637

So I just deinstalled for another break cause I’m really frustrated / bored. I see a lot of issues in WvW, and wanted to share some to see other people’s thoughts about it.

- Poor implementation of WXP.
1. It encourages zerging to maximize WXP gain, which has been discussed to death and then some more. Very important issue that devs should prioritize.
2. Your rank is only visible by your enemies, who can’t see your name. So nobody except yourself can know what sort of world rank you have. They should at the very least make it displayable as a title.
3. Some of the most vital tasks are still giving 0 WXP. I’m thinking mostly of upgrading towers here. You spend lots of money on them, sometimes even golds, and get nothing back for it. Successful upgrades should give WXP to the person who started them. Also preventing a dolyak from being killed by enemy players should give WXP
4. Killing enemy players should always give a relevant amount of WXP, I often see 0, 1 or 2 WXP while enemies who are equally hard to kill suddenly give 66 WXP. I know why this is, but the lower limit should be something like 10 rather than 0.

- Defensive structures aren’t defensive.
What I mean here is that when you are defending a tower or keep, the wall from which you are supposed to defend is always the worst place to stand cause you’ll die to ground-target AoE in a matter of seconds. This also renders cannons, burning oil pots, and any other siege on the front walls useless because the first thing any incoming group of enemies does is take it down. Some towers, like Anzalias and Mendons only have “outer” walls, so whatever siege you place on walls can and will be taken down. This sucks and makes the already unpopular play style of defending even less attractive.

- Dolyaks are too weak
Dolyaks are vital in WvW since you can’t hand supply to the upgrading workers yourself. But they are also weak non-elite mobs that die in 10 seconds to a solo player. It’s pretty much impossible atm to prevent dolyaks from being killed cause even if you’re guarding one, enemies can mostly kill the dolyak before you kill them. What’s needed here is a supply camp upgrade that makes the dolyak stronger, something like “armored dolyak: increases the HP and armor of this camp’s dolyaks” and then you’d get veteran dolyaks that would require a group of 5 ppl to take it down in 10 seconds, rather than a single player.

- Lag / skills not activating
Enough said, let’s just hope it doesn’t take as long to fix as culling did…

- Siege timers
Nobody likes having to go back to a tower, or even camping there permanently, just to make sure the siege doesn’t despawn. The same way a cannon doesn’t disappear after 30 minutes, an arrow cart shouldn’t either. It’s not fun. Siege timers for the sake of preventing the maps getting full is fine, but then the timer should (for non-rams) only start when the person who created the siege logs off or leaves WvW.

- WvW achievements and titles
The titles are unobtainable as everyone knows. I’ve even heard (cba to check this) that some are physically impossible to get because if you assume that a person sleeps then the time required to get them is longer than human lifetime. Why any dev thought that was a good idea, I can’t even begin to guess. Having an unobtainable maximum is not in itself bad, but then you need in-between goals. For example if the maximum is a million kills, then hand out the first title at 1000 kills, the next at 4000, then 10000 etc. Pretty much like how GW1’s titles would update when you progressed further. That way, it would be no problem if nobody had the maximum because people would feel rewarded for their efforts and get something to show it anyway.

- Sentries
What’s the point in this? The only thing they do is make whole zergs stand in a glowing circle doing nothing for a while. The sentry itself is totally irrelevant and can’t even make the difference if he’s pulled into a 1v1. They might as well remove it and leave only the glowing circles for WXP.

There is probably more to be said about WvW, but this is what I could think of in the ~10 minutes that I wrote this. What do you think?

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Posted by: VOLKON.1290

VOLKON.1290

Why would you deinstall for a break? Just takes longer to reinstall when you come back.

Oh yeah, you’ll be back.

#TeamJadeQuarry

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Posted by: Tribio.8531

Tribio.8531

- Sentries
What’s the point in this? The only thing they do is make whole zergs stand in a glowing circle doing nothing for a while. The sentry itself is totally irrelevant and can’t even make the difference if he’s pulled into a 1v1. They might as well remove it and leave only the glowing circles for WXP.

I use them as markers of some sort, those sentries.. When I see that one of our sentries is gone, I know that there is something amiss around there, so I can start heading over to the sentry/closest camp for defense.. Once the enemy sentry appears, recapture and have a new marker at your disposal..

The Hatreidis family: Freya / Nina / Demonica / Athena / Faith / Arya / Angie / Sansa
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Posted by: VOLKON.1290

VOLKON.1290

- Sentries
What’s the point in this? The only thing they do is make whole zergs stand in a glowing circle doing nothing for a while. The sentry itself is totally irrelevant and can’t even make the difference if he’s pulled into a 1v1. They might as well remove it and leave only the glowing circles for WXP.

I use them as markers of some sort, those sentries.. When I see that one of our sentries is gone, I know that there is something amiss around there, so I can start heading over to the sentry/closest camp for defense.. Once the enemy sentry appears, recapture and have a new marker at your disposal..

Even a sentry moving and resetting can be a valuable bit of intel if you see it in time. Camps too with “spare yaks”. With the “X” on a gawdawful 30 second delay, often seeing a yak behaving oddly can tell you something is up long before other indicators.

#TeamJadeQuarry

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Posted by: Veldan.4637

Veldan.4637

Why would you deinstall for a break? Just takes longer to reinstall when you come back.

Oh yeah, you’ll be back.

Cause my SSD is rather small and I’ll want to play some other game(s) in the meantime. So GW2 has to go. That being said, how is this relevant? Gj ignoring everything GW2 related and trying to discredit my post with such a minor thing.

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Posted by: VOLKON.1290

VOLKON.1290

Why would you deinstall for a break? Just takes longer to reinstall when you come back.

Oh yeah, you’ll be back.

Cause my SSD is rather small and I’ll want to play some other game(s) in the meantime. So GW2 has to go. That being said, how is this relevant? Gj ignoring everything GW2 related and trying to discredit my post with such a minor thing.

Sorry, it seemed like such an odd thing to do that it brought the entirely of the post to a screeching halt. I agree the 30 second delay on the timers is a really bad idea. The lag, I’m sure they’re working on it. The rest I can live with without complaint personally.

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Posted by: Atherakhia.4086

Atherakhia.4086

Most of the things I don’t care about because they’re borderline worthless. The whole WXP thing has no real value at all. They can’t make it too good because players who are new to the game will be at an extreme disadvantage, which is fine, but there really isn’t any reason to bother with it. I check my rank maybe once a week. I still haven’t spent a single point.

The siege timers I somewhat agree with and somewhat dont. I feel that some siege (like the insanely powerful arrowcarts we have today) should actually be player controlled hard points on structures. This way they will always be difficult to counter, but at least a possibilty for the attackers unlike now where arrow carts on the ground behind walls can’t be destroyed. I also find it quite stupid that siege placed in a tower can be used to attack a keep (or the other way around). The whole point behind siege is to defend a keep or give the attackers a way to lure defenders out. It shouldn’t be to lay siege to the next structure in a line.

This all ties to your defensive structures not being defensive. Honestly, sieging any structure should be a near impossible task. You should have to bleed the defenders of resources and slowly take them apart. Even with arrow carts, the attackers tend to have every advantage. Why don’t the walls provide defenders added range and protection? Why aren’t players given protection for 6 seconds after leaving a structure’s door? Why can’t tower defenders send out a wave of guards to help push enemies back? Why is the outmanned buff so worthless? etc etc.

My gripes with WvW are as follows:

Zergs.
WvW map offering no strategic gameplay.
No tiered sieging system where you have to take one structure before you take the next.
Players can even hurt gates. They should be required to put on siege weapons to do this.
Horrific class balance and design.
All classes designed to do DPS first and most designed to do nothing second.
Siege within a structure being used to siege another structure.
Arrowcarts (Rams now need a move to give 5 players near by immunity to arrow carts and protection so players actually need to have a role in defending a structure, not just siege. But I’m still 100% behind the arrow cart change, it was just done in a very kitten manner)

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Posted by: Mogar.9216

Mogar.9216

I agree with OP 100%.

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Posted by: Veldan.4637

Veldan.4637

Even a sentry moving and resetting can be a valuable bit of intel if you see it in time.

I hadn’t thought of it that way, although easy to circumvent this does at least give sentries some purpose.

Most of the things I don’t care about because they’re borderline worthless. The whole WXP thing has no real value at all. They can’t make it too good because players who are new to the game will be at an extreme disadvantage, which is fine, but there really isn’t any reason to bother with it. I check my rank maybe once a week. I still haven’t spent a single point.

I think you are wrong here, the traits like + 25% ballista damage or +1000 arrow cart range are definitely worth bothering with.

I feel that some siege (like the insanely powerful arrowcarts we have today) should actually be player controlled hard points on structures. This way they will always be difficult to counter, but at least a possibilty for the attackers unlike now where arrow carts on the ground behind walls can’t be destroyed.

Then they’d be like cannons and probably placed in some horrible spot where everyone can take it down with direct fire. Also, I don’t think arrow carts behind a wall are a problem because as far as I’ve seen they can’t hit anything other than the gate, and a half-circle behind the gate. Because you need to see an area to fire there and the camera is so that all you’ll see is the tower walls.

I also find it quite stupid that siege placed in a tower can be used to attack a keep (or the other way around). The whole point behind siege is to defend a keep or give the attackers a way to lure defenders out. It shouldn’t be to lay siege to the next structure in a line.

I totally agree, that’s a point I forgot to mention.

This all ties to your defensive structures not being defensive. Honestly, sieging any structure should be a near impossible task. You should have to bleed the defenders of resources and slowly take them apart. Even with arrow carts, the attackers tend to have every advantage. Why don’t the walls provide defenders added range and protection? Why aren’t players given protection for 6 seconds after leaving a structure’s door? Why can’t tower defenders send out a wave of guards to help push enemies back? Why is the outmanned buff so worthless? etc etc.

I agree again, it would be so much more fun if sieges were harder and longer lasting, rather than the 2-5 minute tower flipping we often see atm. It would not only be more fun to defend, but also more fun to attack, because taking a tower would truly be meaningful and feel like a big accomplishment.

Horrific class balance and design.
All classes designed to do DPS first and most designed to do nothing second.

I agree on this also, but decided not to mention it since it’s quite subjective/controversial. I posted my thoughts about class balance and design before, and turned out most people had totally different thoughts and it would be impossible to make it so that those people and me (and you) would all be happy.

edit: this post looks pretty bad, I’ll try to use less quotes next time