Why did you stop WvWing?
I do a mix of WvW and pvp. It sounds most of the people on this thread have an issue with not being in tune with their server community. Most servers have 1-2 guilds for each time zone. Even low tiers, like Kaineng, had people on at some point in the day, it was just a matter of knowing the people on the server well enough to find out where the good fights are…
Maybe I’m wrong and im just really good at finding fights in WvW, idk. Those are just my experiences from the transfers I have done.
Which of course is down to the balance philosophy of this game, which is basically balance for tPvP at the expense of everything else, which of course has resulted in tremendous “e-sports” success, with the thing last night drawing huge viewing figures of about 850, so less than some kid streaming Runescape from their bedroom…
I LoL’d at that xD It’s funny because is true
+2.
They botched it, big time.
In PvE – they cater to the many.
In Player vs Player – they cater and balance to the few: IE – tPvP.
WvW is just a side note.
They got it backwards: s/tPvP is the side note. WvW has soo much more potential, yet they’re blind.
There are so many who agree with your statement it’s starting to be a bit strange that no one at this company “gets” it.
I haven’t. But my main complaints are like everyone’s, ANET promotes blobbing or rather do so little about it that it seems like they do.
I haven’t. But my main complaints are like everyone’s, ANET promotes blobbing or rather do so little about it that it seems like they do.
I like blobs.
We have everything in our tier (EU T4/5) depending on what time it is, from solo roaming to small scale, zergs, guilds, blobs – I think if anet tries to interfere with that stuff only became worse.
Only problem I have is that wvw wasn’t designed for blobs, so they can steamroll everything within seconds. I think a lot of the strategic aspect of wvw is destroyed because of that.
Well :
-WvW became a Zerg/Number-Fest over the Years and less skill-depended.Team with higher Numbers usually win,because you can’t evade nor take as many hits as you would’ve to in order to survive a Z-G.
-Now,the Builds.Most Build’s (and GW2 has a lot of Possibilities) that’re available (or playable) are not useful for WvW. There’s a few Builds that’re a MUST! for WvW (more/or less Forced on you) in order to achieve something.While this isn’t really a ‘Game-Breaker’,the limitation(s) are still very annoying.
-100% Server depended,join the right Server = you’ll enjoy WvW,join the wrong Server = you’ll have a trip full of Pain.
-Level/Gear/Buff’s give you an 100% advantage over 1-2 v 1-2 (Shh,don’t tell anyone tho).
I still play WvW tho (and I do kind of enjoy it),but what else can we do? since sPvP is far worse than WvW (in MY! opinion).
(edited by CreepID.2387)
A lot of patches over the years have flat-out made WvW worse. Blobs and poor play get reinforced with these changes and smaller teams suffer.
- The Ferocity nerf: Small groups used to be able to punish blobs with high-damage bombs. The loss in damage by the Ferocity nerf meant blobs could survive and counter-dps with their greater numbers. There was no good reason for this change other than to tone down the Zerker meta in PvE. However, Zerker is still the PvE meta, so this didn’t accomplish much beyond drawing out fights.
- Guard Stacks, Bloodlust, and Ascended gear: These introduced annoying stat imbalances. Power creep on these is marginal, but it exists. Roamers complained about rank grind to get “essential” Guard Stacks, and GvGers complained about the stat bonus from bloodlust (which was originally bigger than it is now and encouraged score/stat snowballing). It took a lot of complaining for OS to get an arena without bloodlust and for bloodlust to get toned down.
- EOTM: On the one hand, it’s a nice place for the k-trainers to go and a decent place to level up. But on the other hand, it was supposed to be a testbed for WvW that never seemed to pan out. It was a lot of effort that didn’t affect or really improve the core WvW experience.
- Tournaments: These did some of the most damage to WvW. Servers got stacked, communities got destroyed, and players got burned out. I like the idea of tickets and rewards (which really should exist outside of tourneys), but everything else was bad. PPT is a broken system and building a tournament on that broken system ensured a bad outcome.
- Stability nerf: This was a completely tone-deaf change and ensures that blobs can always win as long as they spam as much cc as possible. Pirate ships, ratwells, etc. are a toxic play style and don’t promote interesting engagements.
- Server transfer shenanigans: So it’s supposed to cost less to go to less populated servers, but on NA every single server is Very High/Full when that is absolutely not the case. I found it funny when, prior to the last tourney, all servers were Very High/Full, until miraculously overnight some of them lowered to “High” status (clearly to encourage transfers before the tourney). Then later they were all miraculously Very High/Full again. Overall, making all servers Very High means there’s no incentive to go to less-populated servers and the overall population becomes stale and stacks upwards. (Why go to T8 when it costs the same to go to T2?)
- Other stuff: Then of course there are the things that have been broken forever, like the PPT system, PvD winning the day, blobs being able to steamroll anything and everything, broken builds, stale meta, too much PvE in WvW (Scarlet minions clogging up Eternal Battlegrounds for weeks, being able to rally off random deer), and impossible achievements.
Do I still WvW? Occasionally. Is it more enjoyable than it was before? Definitely not.
i got sick and tiered of blobs and im thinking to move to a low pop server to have fun in smaller scale battles its always fun until the massive blobs arrive
I’m still playing, but I do recognize a number of problems in this thread.
- Hacks/Exploits. A lot of people have been noting all kinds of exploits and the current way of reporting is very difficult especially if you can’t capture everything on vide.
- Stagnancy. We’ve been playing on basically the same borderlands and EB forever. Yes, they’ll be adding other stuff, but the base remains the same; I think we really need a map pool
- Unfair/Unfun matchups.
- Imbalanced gameplay. The complete lack of dedicated wvw balancing has taken its toll. This also falls under “general wvw neglect” Examples would be the ferocity and stability changes, which regardless of validity seem to not take into account wvw. It is true that wvw is not meant to be balanced, however, certain factors when severe enough can detract from gameplay.
- Poor rewards. Especially for defending. My joke is that the more valuable you are to your server, the less you get rewarded.
- Transfer issues, especially the very bizzare full status as a result of megaservers.
- Lag, lag, lag
- Lack of competitive feeling/actions do not feel meaningful. Arguably a general problem with Gw2, as this feeling has expressed by people in all game modes. There also is a feeling that numbers dictates gameplay.
- Power Creep (Ascended gear is a small issue , but it’s already the hardest to grind it up in wvw and we do not know what we have in the expansion)
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Anet should have been putting out new maps regularly (one every six months, say). That already would remove a lot of the staleness from WvW.
On the other hand, look at all the new map content Anet has developed (bloodlust ruins, EoTM, HoT BL preview). It’s all cluttered terrain, PvE-heavy, and filled with the hated skyhammer-like mechanics.
EB and BL are good maps because of their simplicity and large chunks of open terrain. Losing the current BL and getting the HoT one is, in the long run, going to be a big step backwards.
To much zerg. Not enough you could do as a single player or as a tiny unit. Sitting on a cannon defending an area did not get you rewards or recognition. TO MUCH FREAKING RUNNING and not enough action
i’m tired of the exact same matchup every week at tier 1.
i’m tired of tier 1 “deals” that create 2v1 matchups
i’m tired of siege griefers
i’m really tired of Alpine. (honestly i’ve never liked the map)
there was no spring “tournament” this year.
the cross server cheating
on jq we have a problem with guys from bg making alt accounts and leading the pugs around fighting their friends open field while bg cap everything – i would go to bed winning and 8 hours latter the pug leading cheats would still be at it with the jq score near 0
they would even get on jq ts and say thats what they were doing and no one seemed to give a crap
i think they toned it down a bit but its still pretty rampant
i prefer to just get my dailies/leave and let the cheats cheat
. Those are just my experiences from the transfers I have done.
And there is the problem in a nutshell- people have had to move server (some several times) in order to find the fights.
Too many servers, not enough incentive to wvw.
Even having reward tracks similar to spvp would be a help, as well as awarding map wide bonuses every now and again (change the time out to 5 minutes inactive to help prevent abuse, along with reporting options).
The zerg.
This is the only game I have played where zerging is cool.
stale meta and 3 year old maps are my main reasons. got bored to tears of playing my necro and guard. im coming back at least for a while once the spec revamp hits, and definitely coming back for HoT’s new BL’s.
I loved the zergs, I loved the roaming, the gvg’s, gvz’s, all that stuff. im just afraid not enough good players will come back.
This is the only game I have played where zerging is cool.
yes, combo fields and boons mechanic makes it that way. GW2 did large scale combat very, very well. it’s actually somewhat intuitive. way ahead of disasters like ESO, Wildstar, Archeage, etc.
(edited by mistsim.2748)
I used to be able to be proud of the results that I could get on my own through intelligent use of static field and unsteady ground. Those 1-2 second stab uptime advantages that get us the win from dropping static at the exact right time and place. The one-push wins from surprising an enemy group at the edge of our threat range.
Using lines to ruin everyone’s day was the best source of ‘just as planned’ moments I’ve had in recent memory, but now anyone can do it by just smashing buttons if they have the numbers. Why even play a pvp mode if I don’t have to read my enemies’ tendencies to win? It’s no better than pve scrubbery at this point.
I still try to like it but as i am not very good in pvp i get stomped and facerolled 99.9 times out of 100 and i have no idea whats even happening most of the times. To me game feels just too fast and i get no enjoyment from being killed in seconds maybe i am just not hardwired to do pvp.
I haven’t stopped. In fact I’m new and just coming into the game and I’m crazy about wvw, but what I’ve noticed is if you want to get “some” of your ascended gear your gonna have to stop doing what you love and go pve farm, or worse by having to go and find a pug that more often than not has little patients for new dungeon runners .
Till then your going to be under-geared compared to most of the veterans on the BF who are also enjoying guard stacks. In my favor I’ve managed to not take it to personal dying all the time…but there are those moments after hours of it…..
Also the in-game targeting mechanics is a wreck compared to gw1 and other games. Not being able to split stacks has hurt also. I know it takes time to get good with a new game and its not all gear or game mechanics that put a new player at a disadvantage (that and I’m average at best as a player), but those factors certainly don’t make the learning curve any better.
WvW is a 24/7 competition and many servers have lean hours where there is a lack of player coverage on the battlefields. Pulling players out to get geared is a terrible oversight and detrimental to the wvw server dynamic.
(edited by Kamara.4187)
Not being able to split stacks has hurt because many wanted to give me a hand but everything they had was already stacked.
Alt+drag allows one to split stacks. Yea, it isn’t obvious. I had to ask myself to find out.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
I still try to like it but as i am not very good in pvp i get stomped and facerolled 99.9 times out of 100 and i have no idea whats even happening most of the times. To me game feels just too fast and i get no enjoyment from being killed in seconds maybe i am just not hardwired to do pvp.
It is not you not being hardwired to do pvp: it is the game that is not hardwired for challenge, fun, hard-work, effort and risk-reward.
See evidence of Instant Kill
You see, it is not you who is not hardwired but it is the game design that is not hardwired for Challenge, Fun, Risk-Reward, Effort, Hard-Work.
Last:
Yes, still today after 3 year these evidence videos still Instant Kill, so you see: it was never you
Ankur
I still try to like it but as i am not very good in pvp i get stomped and facerolled 99.9 times out of 100 and i have no idea whats even happening most of the times. To me game feels just too fast and i get no enjoyment from being killed in seconds maybe i am just not hardwired to do pvp.
It is not you not being hardwired to do pvp: it is the game that is not hardwired for challenge, fun, hard-work, effort and risk-reward.
See evidence of Instant Kill
Again:
Do you see, it?
Last:
Still today after 3 year these evidence videos still Instant Kill, so you see: it was never you
Did you know! In the next update patches: Arena net will continue to ignore these problems?
No change to burst, No change to Stealth, No change to air/fire sigil, No change to rapid fire? No change to ranger ranger? No change to zerker: power-creep?
Ankur
(edited by DarkSyze.8627)
…
Beautiful kittening post. Thank you so much for writing out the whole tiring mess so neatly.
WvW was amazing for roamers in the first year. Theorycrafting, testing new builds and finding enemies every 2-3 minutes. Fun times. Nowadays… Zergs, PvD, Cannonhuggers. Blergh. No thanks.
The majority of decent players have quit, are playing pvp or taking a break, thus leaving roamers to fight zerglings. Not my definition of fun.
The rest has been covered already.
I wonder how long till they do something about wvw ?
I want to get back in to the game but wvw just does not catch my interest anymore in its old hardly up dated state
new maps with a expansion will not do it for me
I really hope they address some core problems with wvw
but there has not been much said except for some rule changes that just start to hit the outer ring of the problem
I basically stopped because of the lack of satisfactory conclusion or “rewards”. If you struggle with a massive (and extremely fun) fight over a keep, there’s no real “end” to it. Once you finally get it after 1-2 hours you can’t just be happy with your performance, log out for the night and reap the rewards. Now, these rewards can be bragging rights for your guild, access to unique areas or whatever, doesn’t have to be gold.
Any PvE or PvP game have segmented play sessions. This would be possible in WvW if there was backdoor protection on the map or if a newly captured keep went invulnerable for an hour or so. You could relax after a nice big fight, breath out and feel good about yourself for a while before tackling the next challange.
Instead, you take an objective and as soon as you leave it will be flipped again. This means, once you succeed, you get punished with the most boring task of WvW. Babysitting your newly captured castle.
One could argue that there is a beginning and an end, but a week long match isn’t really something most players can see through to the finish line.
All this promotes the concept of actually avoid fighting and go for easy and fast caps.
Imagine a PvE raid dungeon that was so massive and reset every 24 hours that unless you played non-stop for those 24 hours you would never reach the end boss. You would grind the same content for ever, simply because the dungeon takes too long to finish. This is why dungeons are designed with a specific time frame in mind, so you can reach the end, chill with your guilds and feel good about beating the content.
TLDR; LAck of satisfactory conclusion to fights, captures and play sessions.