(edited by salluks.6017)
Treb mastery and wxp changes - Aug 20 patch
Been waiting on this since release
I got all excited when I read the title:
World vs. World XP and Point adjustments
Finnaly account wide wvw, but no
I got all excited when I read the title:
World vs. World XP and Point adjustments
Finnaly account wide wvw, but no
Same here, I had to read it twice, still hoping it’s a joke, after many and many posts about this Anet came up with +1 rank for all char and a increased wxp,
I bet the increased wxp will benefit blobs on most cases.
there will be never an account wide wvw system. you earn the rank with your char. you will never see an twink will all the cool the stuff you can have in wvw and thats good.
Yet another exciting update seen from a WvW point of view …
The WXP boost is to basically everything and should significantly increase the rate at which characters gain ranks.
Thanks for the input Devon, any updates on the things discussed last week in the multiple different threads? Would be appreciated as always
Asuran Engineer (Lost)
The WXP boost is to basically everything and should significantly increase the rate at which characters gain ranks.
With all of these new siege skills every update, there really should be a way to reset skill points.
The WXP boost is to basically everything and should significantly increase the rate at which characters gain ranks.
Why don’t you just make them account based already?
What is the reason for making them character bound in the first place?
The WXP boost is to basically everything and should significantly increase the rate at which characters gain ranks.
That is great! Its quite fast as it is anyway, but this is awesome!
Anyway, I was wondering about you could implement some sort of reward for just being there? I mean, sometimes you don’t get anything from being inside www. Not even WXP, due to this ridiculous matchups :P
I’m on Far Shiverpeaks and Elona always have 90% of all the maps, and we’re sitting there with owning maybe a few camps. Would be cool with some sort of buff or giving us 1WXP per min spent in www. I don’t know, just something!
I would love to be able to jump in to WvW on whatever char I feel like playing that day but character bound WXP ruins that. If I don’t feel like playing my main WvW char I find myself logging off rather than playing one of my others.
WOW great update….not
like always kitten.
till the kittening end every update will give us only mastery? wtf is wrong with this company?
http://incendies-guild.tk/
May as well remove the west keep outer wall entirely with this change. Even a 5% increase in radius will mean the garrison trebs will be safe from the usual AC counter under the cliffs. Same goes for the SM trebs, but that place is another disaster entirely in its own right.
Make it possible to reset points, even with cash shop.
Dolcebanana [Opt] Solo roaming D/F Elementalist twink lvl 60 on Augury Rock
http://www.youtube.com/watch?v=a3xj7suly_U
I would love to be able to jump in to WvW on whatever char I feel like playing that day but character bound WXP ruins that. If I don’t feel like playing my main WvW char I find myself logging off rather than playing one of my others.
This makes no sense. WXP abilities make hardly any difference in gameplay. In DAoC high realm rank characters were extremely powerful, yet people still played alts for lots of reasons, not the least of which was the satisfaction of progressing through the ranks again.
[TSFR] – Jade Quarry
Supply draining effect? What the heck does that mean?
Does that mean a treb hit will actually drain supply from the keep or tower that it is hitting?
Hmm, not sure how I feel about that.
Supply draining effect? What the heck does that mean?
Does that mean a treb hit will actually drain supply from the keep or tower that it is hitting?
Hmm, not sure how I feel about that.
They’ll have to get rid of the spot on garrison if that is the case. It’s already hard enough to hold Bay. Either that or make Bay worth more PPT LOL
My take on the Treb Masteries like increased dmg/radius and supply draining?
We have even less reason to defend, and that much more reason to zerg. Anet might as well remove the outer wall to the Bay Keeps and the castle. The Garrison wont have a wall for long either if the bad guys get into Cliffside/Longview with enough supply for a couple of trebs.
Oh well, we didn’t really want to defend anything, did we?
The WXP boost is to basically everything and should significantly increase the rate at which characters gain ranks.
I am not sure if faster “ranking up” is really need, but it leaves some questions open to me:
1. Will this increase in WXP points mean that it is the developers way to counter the achievement problem with tiers so ridiculously high, that it will take decades to get close to max for a normal player?
2. Will this increase in WXP points mean that it is the developers way to counter the problem with account wide WvW ability points, as you can “level” an alternative character faster now?
3. Will there be point reset for abilities, like we had when the Arrow Carts where nerfed, because you will be able to gain “low-point-abilties” (e.g. Repair & Build) easier now?
and concerning Trebuchets
If the ability to “supply-draining effect to your basic shot” (whether it is to structures or players) adds such a big impact, where are the defensive abilities for WvW? We are lacking those, especially when you are outnumbered or in a small team.
e.g. Caravan Mastery (yaks receive increased swiftness duration; add protection, add regeneration with each swiftness boon applied; deny supply loot) or Defence Mastery (gain +200 range when fighting on a wall of a fortification; gain 1…x% health when fighting on a wall of a fortification; gain 3 sec of Invulnerability when repairing gates or walls)
Still keeps a volume of Kurzick poems ;)
Please give us 2-3 achievement points per WXP rank gained. I’ve played since release and lived in WvW and have like 2500 achi points lol
www.twitch.tv/ins_for_da_wagh
PuG Commander, blobbing it up since 2012!
In the immortal words of that random human NPC you accidentally press ‘f’ next to, I’m not sure about this.
All these new masteries seem to just be adding to an already pretty robust system, and the increase in wxp is literally just an acceleration through an already existing system. I thought that changes to scoring and match participation rewards were in the pipe? Orbs? Maybe some more upgrades to structures? New maps? WvW specific gear? Maybe some more ways to get ascended gear? Maybe some achievement adjustments?
Would it be asking too much to have some more insight into those things?
Golem mastery announced in 2 weeks boys and girls! We all know its coming just like we called this
Asuran Engineer (Lost)
Golem mastery announced in 2 weeks boys and girls! We all know its coming just like we called this
I think it is pretty obvious that all in-game siege would get a mastery eventually. But that is kind of a problem, too.
There are hardly any defensive abilities that work as a counterweight to all those stronger forms of attack, especially if they involve structures (I would consider the two Guard tracks, the Mercenary ability and Siege Bunker & Supply Capacity “personal buffs”).
Points in Build, Repair & Supply Mastery hardly counter all the offensive abilities.
PS: And more offensive abilities make it even less rewarding to defend anything, which is getting the short end of the stick right now anyway.
Still keeps a volume of Kurzick poems ;)
A step in the right direction, but not enough for me to be hopeful for future wvw updates. THis could really quickly turn into a boost of how many levels are needed for masteries. They best not screw this up
We have even less reason to defend, and that much more reason to zerg. Anet might as well remove the outer wall to the Bay Keeps and the castle. The Garrison wont have a wall for long either if the bad guys get into Cliffside/Longview with enough supply for a couple of trebs.
You’re not supposed to lose those towers, and if you do, its because of a 2v1… and in which case Garrison wasn’t going to have walls or supply left in it anyway. This at least shifts attacking Garrison/Hills (lol Bay) from “We have to spend two hours sieging down its walls and 1700 supply pool, and then five hours prying it from the cold, dead hands of its defenders!” to “We have to spend half an hour sieging down its walls and then five hours prying it from the cold, dead hands of its defenders!”
Anything that encourages people to hide in their keeps less is a good thing.
Not sure how/why this would encourage zerging anymore than before.
[Eon] – Blackgate
Anything that encourages people to hide in their keeps less is a good thing.
Let me guess, you’re one of those who would be happier if there were no structures at all on the playing field, and we all just go out there and throw rocks at each other?
We have even less reason to defend, and that much more reason to zerg. Anet might as well remove the outer wall to the Bay Keeps and the castle. The Garrison wont have a wall for long either if the bad guys get into Cliffside/Longview with enough supply for a couple of trebs.
You’re not supposed to lose those towers, and if you do, its because of a 2v1… and in which case Garrison wasn’t going to have walls or supply left in it anyway. This at least shifts attacking Garrison/Hills (lol Bay) from “We have to spend two hours sieging down its walls and 1700 supply pool, and then five hours prying it from the cold, dead hands of its defenders!” to “We have to spend half an hour sieging down its walls and then five hours prying it from the cold, dead hands of its defenders!”
Anything that encourages people to hide in their keeps less is a good thing.
Not sure how/why this would encourage zerging anymore than before.
I think what he meant (my interpretation) is “why would I defend a tower with a small team”? Right now the only chance is to hold up the attacking force long enough for your own counterforce to arrive. With huge zergs outside, this means repairing the wall or gate with supply on the character or in the depot. (Repairing gates is difficult enough due to Mesmer clones & pets glitching inside & AoE circles hitting the back of the gate – but that’s another problem).
If a Treb shot would also drain supply from the tower this would make the job of the few people inside even more difficult. So why trying at all and risking to damage your amour, needing to be repaired and giving the enemy breaching the gates free badges, WXP & loot?
Like I said before: We need defensive abilities to counter all those offensive ones.
Still keeps a volume of Kurzick poems ;)
I don’t mind getting more WXP as long as it is more than enough that I don’t mind leveling another character but it has to be enough for me to want to do that.
I can see this as a much easier fix than trying to code account bound. Would like the account bound but I can accept more WXP if it is enough.
Let me guess, you’re one of those who would be happier if there were no structures at all on the playing field, and we all just go out there and throw rocks at each other?
No.
But a siege on a keep that last 5 hours, the first three of which are nothing more than people flinging balls of fire at walls, and the last two are spent in carnage festival at the Lord’s room, I prefer getting to the inevitable final part more quickly.
Not to mention that those pesky havoc squads that like to throw down trebs at camps for 5 minutes, become all the more threatening.
[Eon] – Blackgate
Anything that encourages people to hide in their keeps less is a good thing.
Let me guess, you’re one of those who would be happier if there were no structures at all on the playing field, and we all just go out there and throw rocks at each other?
Rocks are OP.
You get sticks, one per server, and you have to share.
My concern is about no culling. Does this mean all FPS will be dropping across the board when a zerg is within radar range?
No culling has been around for WvW for ages. However, T1 servers will get increasingly laggier, as their PvE side will now increase the load on the already exhausted hardware.
Currently @ some T1 server in EU
No culling has been around for WvW for ages. However, T1 servers will get increasingly laggier, as their PvE side will now increase the load on the already exhausted hardware.
That is however assuming that WvW runs on the same server cluster as PvE, which is quite unlikely (especially since they shut down at different times during patching and such).
PvE lag did not increase with the removal of culling in WvW after all.
Krall Peterson – Warrior
Piken Square
If everyone just ran as Thieves, we wouldn’t have to worry about all the graphical effects that fill the screen (like Eles and Mesmers).
there will be never an account wide wvw system. you earn the rank with your char. you will never see an twink will all the cool the stuff you can have in wvw and thats good.
That implies there is cool stuff to get in the first place. There is not.
Golem mastery announced in 2 weeks boys and girls! We all know its coming just like we called this
I think it is pretty obvious that all in-game siege would get a mastery eventually. But that is kind of a problem, too.
There are hardly any defensive abilities that work as a counterweight to all those stronger forms of attack, especially if they involve structures (I would consider the two Guard tracks, the Mercenary ability and Siege Bunker & Supply Capacity “personal buffs”).
Points in Build, Repair & Supply Mastery hardly counter all the offensive abilities.PS: And more offensive abilities make it even less rewarding to defend anything, which is getting the short end of the stick right now anyway.
According to Devon more powerful siege with longer range is not power creep so its all O.K.
My question is will they run out of siege to add masteries too before they add more siege to the game? If they do run out, what then? No WvW content at all until we get more siege?
Hmm. What is the logic behind all these unbalanced and overpowered WXP traits? Their power level compared to each other seems random. Wasn’t Arenanet’s official slogan: small changes. Yet every month we seem to get new WXP traits, which can even double the effectiveness of a siege weapon. Sighs…
Once again it seems Arenanet is adding even more power to the side with larger numbers and bigger zergs. Especially adding radius to treb shot sounds like a bad idea (I won’t publicly describe what locations could now be abused). I guess Arenanet really wants that nobody in WvWvW does any small scale. Better migrate to servers, which can summon 50-120 man blobs 24/7. Welcome to Siege + Zerg Wars 2!
Please add a way to reset WXP traits e.g. using few hundred badges. Thank you!
Anything that encourages people to hide in their keeps less is a good thing.
Not sure how/why this would encourage zerging anymore than before.
While it may not be that much worse, it is certainly not better. Right now zergs set up a treb user in safety of an objective, they treb till something is ready to be taken and keeps trebbing until the defenders have left. Give the sign, back comes the zerg and rushes in for the cap. If for some reason that might not work, build 10 golems so you can take the objective without a defense.
Whatever it takes to avoid fighting is how the game currently works, it is better WXP gains to play that way and frankly for most of the player base those WXP points are the reward, not the fight.
Golem mastery announced in 2 weeks boys and girls! We all know its coming just like we called this
I think it is pretty obvious that all in-game siege would get a mastery eventually. But that is kind of a problem, too.
There are hardly any defensive abilities that work as a counterweight to all those stronger forms of attack, especially if they involve structures (I would consider the two Guard tracks, the Mercenary ability and Siege Bunker & Supply Capacity “personal buffs”).
Points in Build, Repair & Supply Mastery hardly counter all the offensive abilities.PS: And more offensive abilities make it even less rewarding to defend anything, which is getting the short end of the stick right now anyway.
According to Devon more powerful siege with longer range is not power creep so its all O.K.
My question is will they run out of siege to add masteries too before they add more siege to the game? If they do run out, what then? No WvW content at all until we get more siege?
Think you’re mistaking the term content with scope. Adding a broader scope to an existing system is what they’re doing with WvW. Adding content is what they’re doing every couple weeks with the Living Story…content that they throw out because it’s made of butter so PvE casuals can slice right through it with ease, but as all dairy products it has an expiration date.
An example of new content would be Siegerazor. An example of broader scope would be the entire WxP system in all it’s poorly implemented glory.
Roll an alt in sPvP, and I’m still rank 10 with all the stuff I’ve unlocked. Roll an alt in WvW and I’m rank 1 “invader” with nothing unlocked. Makes sense if you don’t think about it.
That’s a really symbolic First Anniversary update for WvW – Trebuchet Mastery and more lags due to an even tighter bandwidth.
Golem mastery announced in 2 weeks boys and girls! We all know its coming just like we called this
I think it is pretty obvious that all in-game siege would get a mastery eventually. But that is kind of a problem, too.
There are hardly any defensive abilities that work as a counterweight to all those stronger forms of attack, especially if they involve structures (I would consider the two Guard tracks, the Mercenary ability and Siege Bunker & Supply Capacity “personal buffs”).
Points in Build, Repair & Supply Mastery hardly counter all the offensive abilities.PS: And more offensive abilities make it even less rewarding to defend anything, which is getting the short end of the stick right now anyway.
According to Devon more powerful siege with longer range is not power creep so its all O.K.
My question is will they run out of siege to add masteries too before they add more siege to the game? If they do run out, what then? No WvW content at all until we get more siege?
Think you’re mistaking the term content with scope. Adding a broader scope to an existing system is what they’re doing with WvW. Adding content is what they’re doing every couple weeks with the Living Story…content that they throw out because it’s made of butter so PvE casuals can slice right through it with ease, but as all dairy products it has an expiration date.
Not mistaking anything, using it as how ANET treats it. They deliver the WXP masteries as bread crumbs of new content. By all means post me a link to where they talk about WXP abilities as increased ‘scope’.
Treb wars,no need for anything else, then Golem trait, flying Golems with heli rotor blades on the head.
We can just sit in the citadel, and watch the treb, golem wars unfold while drinking tea and eating muffin.
These changes are meaningless if I don’t have a way to reset the points I have spent.
We’re still waiting for that to be addressed.
The WXP boost is to basically everything and should significantly increase the rate at which characters gain ranks.
Or you can make ranks account and harder to gain them. Make ranks mean something.
Probably no one will agree with this but i like having the WXP character bound. Let’s me make different wvw “builds” on different toons. For example my guardian is my siege master and my ele is my camp taker. Depending on what i want to do when i log i can choose the proper toon. There’s a a lot to invest in any given trait and this allows me to be good at all things by simply switching toons. I understand not useful for people that main one toon hard, but if you have multiple 80s like me it work out if you like playing them all.
Probably no one will agree with this but i like having the WXP character bound. Let’s me make different wvw “builds” on different toons. For example my guardian is my siege master and my ele is my camp taker. Depending on what i want to do when i log i can choose the proper toon. There’s a a lot to invest in any given trait and this allows me to be good at all things by simply switching toons. I understand not useful for people that main one toon hard, but if you have multiple 80s like me it work out if you like playing them all.
Except there’s no reduction in the rate you gain levels between characters beyond rank 5. You could have spent all your time on one character and turned them into a master of both capping camps and sieging, rather than arbitrarily splitting them.
Wow treb mastery.
Lemme reinstall this awesome game.
QUIT- RETIRED
… a siege on a keep that last 5 hours, the first three of which are nothing more than people flinging balls of fire at walls, and the last two are spent in carnage festival at the Lord’s room, I prefer getting to the inevitable final part more quickly.
The fact that it can last 5 hours or longer is exactly the point of my end of this game. I’m standing there defending to help you get it into your head that it is by no means certain that you’re going to get anywhere near the Lord’s Room, never mind take that keep.
But you just got your wish here. Now you can treb much more quickly AND rip supply out of my keep before you even lay a finger on a yak. Great.
We’re closer by the day to flipping and trading keeps/towers because Anet secretly loves the zerg!
from Niim.9260
According to Devon more powerful siege with longer range is not power creep so its all O.K.
Yeah, right.
Probably no one will agree with this but i like having the WXP character bound. Let’s me make different wvw “builds” on different toons. For example my guardian is my siege master and my ele is my camp taker. Depending on what i want to do when i log i can choose the proper toon. There’s a a lot to invest in any given trait and this allows me to be good at all things by simply switching toons. I understand not useful for people that main one toon hard, but if you have multiple 80s like me it work out if you like playing them all.
Except there’s no reduction in the rate you gain levels between characters beyond rank 5. You could have spent all your time on one character and turned them into a master of both capping camps and sieging, rather than arbitrarily splitting them.
It’s an identical time commitment for vastly more character versatility. Having a single character with 10 maxed traits is superior to having 10 characters with one maxed trait each…
…and also has a higher rank…