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Posted by: Norbe.7630

Norbe.7630

PPK wasn’t popular the one time I know it was used, made being a long player absolutely impossible.

PPK will kill WvW as much as taking our servers from us.

now were getting more direct to the point, loved the patriotism btw unlike the gold stuff diamond ones
could you care to explain why would PPK would kill PPT…… imean WvW?

Duterte Death Squad [DDS]
Gate of Madness

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Posted by: Tongku.5326

Tongku.5326

PPK wasn’t popular the one time I know it was used, made being a long player absolutely impossible.

PPK will kill WvW as much as taking our servers from us.

That is rubbish.

PPK was great for all 3 servers I have been on because we owned in figths and thus won the week against overwhelming odds, which in turn got more people into WVW and more people to join communities.

PPK is bad only and exclusively if you play on a server that just can’t win any fights, not even roaming, then yes, you will drop like a rock which is exactly and precisely as it should be in WVW from the very start all the way through to the present.

Heavy Deedz – COSA – SF

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Posted by: Tongku.5326

Tongku.5326

PPK wasn’t popular the one time I know it was used, made being a long player absolutely impossible.

PPK will kill WvW as much as taking our servers from us.

That is rubbish.

PPK was great for all 3 servers I have been on because we owned in figths and thus won the week against overwhelming odds, which in turn got more people into WVW and more people to join communities.

PPK is bad only and exclusively if you play on a server that just can’t win any fights, not even roaming, then yes, you will drop like a rock which is exactly and precisely as it should be in WVW from the very start all the way through to the present.

Heavy Deedz – COSA – SF

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Posted by: Link.1049

Link.1049

The revive one I’m not a fan of… I run in small groups and being able to stealth and rez sometimes is what let’s us take out some of the larger groups. Also the part about not being able to rez off of downing someone… when I’m down I don’t do as much damage as the other classes, so oftentimes we focus someone else who drops to grab the rez… if only one gets rezzed defeats the point, and with the bl being so enormous, it’s another month to get back to the area we were in if we have to wp.

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Posted by: YaYa.5879

YaYa.5879

Hi ! Well instead of having 3 times the same exact desert borderlands (without a glider so the verticality kills the fun), can we have 1 desert borderland, and 2 of the old ones?

Concerning the gliders, I now that this is a HOT exclusivity, thats why you don’t put it to WvW. BUT Gw2 without the expension is already a disadvantage:
- In PVE: dungeons are dead, fractals rewards are mostly for the ones with the masteries (so who bought the expension).
- PVP: The META revolves around the new elite specs (so you are probably gonna loose without the expension)
- WvW: Why not introduce the glider for those who already have the mastery on HOT? Those without HOT would still be able to play but without a glider. And borderland maps can be fun again !

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Posted by: Doon.2364

Doon.2364

Those are exiting news, Gaile. Hopefully we don’t have to wait too long to see changes take place. You guys can roll out little bits at a time if you guys don’t have the whole thing ready. I’ll definitely participate in wvw more in the future when these things are implemented.

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Posted by: Nihevil.8024

Nihevil.8024

And now for that sneak peek:

  • Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.
  • Supply cost for all catapults are being reduced by ten supply. The layout of the Desert Borderlands map has increased the number of catapults required to take some objectives. We agree with your feedback that also increasing the cost of catapults pushed the balance too far towards defense so we are tuning that more towards offense.
  • Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.
  • The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.

Have a not very Happy Holiday!

1. I thought that was already a thing.
2. Or just remove fortified gates which was a really kittened idea from the beginning and everything will be a-ok.
3. I THOUGHT THIS WAS A THING ALREADY.
4. cool

Elitism in Guild Wars 2. http://i.imgur.com/ZGnzBCI.gif

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Posted by: Noein.7635

Noein.7635

Excellent changes. Implement these ASAP.

Rant time-
I think its a bit to late to save WvW honestly, or at least return it to the state it was 6 months- 1 year ago. These changes (along with many, many more) should have come out months upon months ago and has caused players to leave in hordes.

Working in the IT department myself, there’s no excuse for some of the bugs which have made their way past QA/feedback into production- and whats worse is that they have yet to be fixed. The current state of WvW is nearly broken.

The only logical reasons for that would be a lack of funding, developers, interest, or a combination of all the above.

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Posted by: The Not so Evil Overlord.6305

The Not so Evil Overlord.6305

I greatly approve of all of the proposed changes… Except the last ones.

“The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. "

The problem that I’m seeing here, is you’re eliminating an important tactical decision that takes place in WvW. Do you bunker down for a second, despite the fire, to revive your dead, or do you make the push? Do you drop the bomb on the enemy downed, or do you regroup and recover, hardrezzing your own downed?
These changes would remove that tactical element from WvW to a great extent. The first one would be removed entirely. The second one would still be there, but with far less ramifications if you make the wrong call. Currently, if you make the wrong call, you find that all the downed you were going for are back up on their feet, and are hitting every escape skill under the sun to get to safety. With this set up… Okay, a few of them got up, and we’ve now permanently lost the same number. I mean, that’s noticeable, and it hurts… But not anywhere near to the same extent. Effectively reducing the effect of good tactics.

Then, as people have mentioned, commander sniping is most definitely a thing. But what I haven’t noticed anyone mention (I only read slightly over half of the pages here, so my apologies if someone already brought this up) is the fact that the new squads don’t let a replacement pop his tag, if he’s in the squad. So, it won’t matter if you have a second commander in your force. No one will be able to find him, and rally to him, to keep on fighting. Once your commander is out, you can’t substitute him, and use the squad system. They’re mutually exclusive. Not to mention, if the substitute is just in an individual party, if he tags up, the party gets messed up. So, end result is… Your new squad UI is highly unfriendly with the new setup you’re proposing.

Egbert the Erudite, of Tarnished Coast

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Posted by: ArchonWing.9480

ArchonWing.9480

Maybe Commanders should be able to designate a line of succession.

Have a vice commander that automatically gets put in if the commander dies or disconnects, and then so forth.

This would be useful in other areas of the game too.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: Mishi.7058

Mishi.7058

Maybe Commanders should be able to designate a line of succession.

Have a vice commander that automatically gets put in if the commander dies or disconnects, and then so forth.

This would be useful in other areas of the game too.

That would be awesome.
Though I’d say it’d be best if the current leader commanding had to approve of the back up commanders. (That way it’d avoid trolls.)

Say The main commander is pinned, and prior to “raiding” they approve/deny a select list of “back up pins” and can set their order to how it’d auto-pin them up if the main commander were to be killed.

Commander Silvannas
“Invincibility lies in the defence; the possibility of victory in the attack.” Sun Tzu

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Posted by: Knob.6835

Knob.6835

T6-T8 commander

Auto upgrades are killing the game. The first fix is a good step in the right direction. I would also like each tier of upgrade to be manually activated & the activator should get XP from it. Servers should not benefit by not taking care of their structures. This will stop everything from always being fortified. It will keep scouts & roamers on the BL’s to make call outs and bring more fights. If this is done the power core event needs to do a little less damage to T1 & T2 gates.

The second fix is also much needed. If you do this then you have to lower the supply of flame rams also. Most of us already use catas 90% of the time on the BLs cause taking down a cannon, 2 oils 5 guards & a fortified gate is ridiculous, especially with only 5 people. The only time I use rams in the BLs is after we do the power core event. In EB I use more rams but catas are still the seige of choice. So id suggest lowering rams by 5 supply. I still won’t use them but lowering them by 10 seems OP.

3rd fix: I think ppk is a good idea. By looking at the current ppk per team it looks like a single team could get around 5000 points by the end of the week. This is not a huge number but it could definitely make a difference between a win and lose. This would add another level to the game and make things more interesting.

I agree with the rally changes. Only one person should be able to rally off one person. This is a balanced change.

I don’t agree with not being able to res defeated players. This should be the commanders/leaders decision. Some times I’ll call out “no one res” so we don’t lose our momentum in the fight. Other times when we are outnumbered & can’t spare a single player I call out hard res. When this is done you are making your team vulnerable by stacking them in one spot during an active fight. The opposing team can bomb & kill A lot of players but some times this is a risk you have to take. This should be left up to the players to decide otherwise you are taking away an important element of the game.

Other mentionable fixes :
Fix random invulnerable walls
Fix glitched textures on walls
Add 20 min to seige decay
Fix bug that randomly kicks you off seige
Make waypoints only available at tier 3 upgrade to who ever owns the keep

One mans opinions thank you for taking feedback instead of just throwing random changes in. ~ Love, Knob

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Posted by: Ravezaar.4951

Ravezaar.4951

I love that January soon here and still we see the Champ Lords walking outside the Keep Walls in PvE that would be like seeing the Vale Guardian walking around in Verdant Brink.

AnetCares

Underjordens Furste 80 Necro Piken-server
Servant of Dhuum

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Posted by: Dreaming serpent.5197

Dreaming serpent.5197

This is a great step in the right direction. Not because of any specific change, but because of the communication. The mandate is communication every two weeks. We don’t care if it’s one bug problem for two months straight. A communication post from the wvw devs (say the last half hour of a Friday work day) is all we want. Say they had a great cupcake that day, IT DOESN’T MATTER THE CONTENT, literally just a winkey smiley face saying it’s coming and we will complain. BUT, we will complain joyfully, because there would be an outlet. We don’t care if you read it, but we want you to talk to us. We want you to say that this bug is known and that your working on it. You can work on that bug for four months straight, as long as it’s known, we don’t care. In this time and location, specifically here, you are OUR god., preach.

Jake Demoni -Necromancer- “Please stop moa-ing me”

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Posted by: Kimdracula.3450

Kimdracula.3450

I really look forward to all the changes! Awesome news!

BL siege change is good, but without any other changes to the layouts, people will still stick to EBG. I hate all the negativity about the new BL’s, because they are gorgeous! But unfortunately, they are just not ideal in a WvW setting. My vote stands right now at having the old BL’s back, even every second week would be AMAZING.

Kimdracula – Oceanic – SoS
Chokehold [DAD]

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Posted by: erKo.9586

erKo.9586

Its good changes, now bring back old maps + give us autoloot and I’m happy!

[WvW] Thanks Anet for listening to your players during 2016.
Far Shiverpeaks – EU – Since release.

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Posted by: Lobo Dela Noche.5127

Lobo Dela Noche.5127

Requiring someone to go to the objective and click a button adds nothing to the game, unless you’re under the assumption that the enemy is going to bother camping the objective to wait for that one guy that’s going to run over and click it when they should be focusing on disrupting yaks.

If enough yak runs ahve already made it through for the objective to upgrade, the enemy has already failed. Making someone click a button doesn’t magically create fights. It just makes it easier to PvDoor, and creates less tanky objectives during off hours, during times they should be tankier to discourage easy night capping and encourage defense even at off hours.

I have many issues with this and I could write volumes about it but I’m not so briefly

1.)Capping a camp Perspective… With auto upgrades chances are smaller that I will encounter and enemy while capping it because there isn’t much reason for them to be in their 1/3. Might be some escorting yaks but honestly very few people even do this. So the excitement the enemy will probably be inc soon has dwindled down to boring camp capping. The number of fun fights I’ve had fighting players trying to upgrade a supply camp has been very frequent. Nowadays there isn’t anyone even close by because they have no reason to be and nothing invested in the upgrade. If a player has put the effort to run out and start an upgrade at a camp they usually want to defend it. If I run to a camp and see no upgrades going I see a boring cap and move on, but if it’s been upgraded to say t1 then I know someone has been there and I will watch for them with excitement. Auto upgrades completely removes this entire dynamic and makes the game boring. So basically with the proposed changes its now all about yaks and players fighting each other over yaks, but seeing how that is incredibly boring and barely anyone ever wants to escorts yaks ANET feels they can turn what people don’t like doing into a fun. LOL this falls into the realm of stupidity. The focus should be on the camps not the yaks. Yes I’ve had some good fights over a yak but mostly because an enemy was running by and saw me killing the yak and engaged me. Maybe 1 out of 100 yaks I encounter a player actually escorting a yak. But hey ANET if you think you can turn yak escorting into something exciting and bring more people into WVW… go for it lol. /cry

2.) Upgrading a Camp Perspective… this entire dynamic has been removed from game along with the players that enjoyed trying to get a camp upgraded. Sure I can go stand around a camp in hopes an enemy will show up, but seeing how I have no time invested in the upgrade I don’t really care, I have been made as useless as kittens on a maggot. Besides if it gets capped I just recap it and move on who cares about defending camps its rather pointless 90% of the time. Before HoT upgrading a camp was an active player participation thingy now its not… enough said!

3.)Gawd forbid people defending have busy work, its way more exciting to stand around in a tower(brings tower humping to a whole new level). Hey if ANET implements a few more automatic type stuff we can all stand at the spawn and watch the game and see who wins. /cry

4.)Placement/Refreshing siege Perspective… Here on earth refreshing siege has become such a thrilling experience you have to stand inline to get the opportunity. Now lets be real, siege doesn’t get refreshed anymore and siege refresh timers is the ultimate in boring busy work. In my opinion siege timers should be increased to 3 hours before we lose more players that are tired of running around refreshing siege, they must of died from boredom because here on SBI most of the siege refreshers have vanished. Probably did what I did, they stopped doing it because they were the only one doing it and gave up. Siege timers was a good idea but 60 minute timers was a terrible implementation. Maybe defending stuff might become a national sport if there were actually some siege in the towers when you got there. Furthermore with enemies placing 3-4-5-6-7-10 rams at the gate and bringing down gates so fast who has time to build siege much-less defend.

5.) Scouting Perspective… I use to enjoy doing this but running around refreshing siege burned me out and now that everything automatically upgrades there really isn’t much for me to do except escort yaks which 99% of players find incredibly boring. Oh wait ANET has some magical fix that is going to make yak escorting exciting, silly me! /cry

6.)Night capping… Lets have automatic upgrades so everything is fully upgraded during off periods so we can discourage all this night capping. Gawd forbid people actually want to play WVW during off hours and if they do lets make it hard for them. Realm of the stupidity again!
During off time we need things to be easier or the few new players they do decide to come check out WVW will just see a map that’s a hassle. Well if the like staring at a gate for 10 minutes while someone runs a ram I guess ANET has hit the mark with auto upgrades. Fully fortified structures is not going to stop night capping on servers with the population but it will stop the low population servers from even trying. But hey who needs people in WVW during off peak times. /cry

Conclusion

Auto upgrades is one of the things killing the game. All changes to WVW should be first and foremost to encourage more players in WVW not discourage them. Furthermore if a couple friends capping your stuff in the middle of the night needs to be discouraged then why not just close WVW except during prime-time and run off even more players. Your not going to stop the servers like SBI night-shift which has a decent night-shift thanks to a commander that spent months building it up (Djixie). This is about match balance not auto upgrades. Shallow thinking and seat of your pants, knee jerk implementations is not bringing players to WVW its running them off.

^^^This 100%.

The auto upgrades sound good but the reality is that they have hurt WvW.

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Posted by: Ryu Kaisus.1293

Ryu Kaisus.1293

I support these changes.

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Posted by: zhonnika.1784

zhonnika.1784

Why are people so scared of PPK? It was fun last time! We did not see less roaming groups/havoc groups/fights. It was business as usual, just with added points.

Kashmara – Elementalist | Reapermara – Necromancer
Jade Quarry
Onslaught [OnS]

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Posted by: Spurnshadow.3678

Spurnshadow.3678

This is a great step in the right direction. Not because of any specific change, but because of the communication. The mandate is communication every two weeks. We don’t care if it’s one bug problem for two months straight. A communication post from the wvw devs (say the last half hour of a Friday work day) is all we want. Say they had a great cupcake that day, IT DOESN’T MATTER THE CONTENT, literally just a winkey smiley face saying it’s coming and we will complain. BUT, we will complain joyfully, because there would be an outlet. We don’t care if you read it, but we want you to talk to us. We want you to say that this bug is known and that your working on it. You can work on that bug for four months straight, as long as it’s known, we don’t care. In this time and location, specifically here, you are OUR god., preach.

Speak for yourself. I don’t want to be placated with red posts. I want substantial changes. I want our community to be heard because this is a great game mode and the only one like it I know of. I’ve quit the game before because of blatant neglect by the devs. If they don’t care about this game mode, why should I support the game? I won’t. I quit over the transmutation stone changes screwing us on all our WvW equipment, and I’ve barely been playing because of the massive neglect to the current state of WvW: game breaking bugs with walls that don’t take damage; p2w guild halls; huge class imbalances; auto upgrades; waypoint crap; poor map design with a center event that occurs once every 3 hours makeing it a wasteland; etc.

How many CDIs, adopt a dev, and other feedback programs have been out there? Lots. How much has WvW changed over the last few years? A little. Some big things, some small, some things that people think are features but are really just them fixing the game (like culling and lag).

They’ve said these 4 changes, with the possiblity of alterations based on our feedback, will be introduced early next year. That’s a rather vague time-frame. No mention of bringing back Friday reset, which is so simple to do, and which everyone wants, except for the very few people who have to work during that time.

So, no, some placating red posts will not keep me appeased. Meaningful red posts means a heck of a lot more. Seeing these changes implemented on the first Tuesday of the New Year will keep me around for a bit longer.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Why are people so scared of PPK? It was fun last time! We did not see less roaming groups/havoc groups/fights. It was business as usual, just with added points.

Because some guilds / timezones / servers are terrible at fighting. They win PPT because they have more coverage but have a terrible K/D ratio, so they will loose when engaged in a fights. Some people just want to PvD.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

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Posted by: billkamm.9201

billkamm.9201

VERY IMPORTANT

If you reduce the cost of catas, but not rams then why would you ever ram again? If catas cost as much supply as rams why not always go for an undefended wall as opposed to a gate with extra guards, cannons, burning oil, and that can have defensive siege shoot through the gate.

I’m all for reducing the supply cost of catas, but I think something should be done with rams then to make them a more enticing option. Maybe increase their damage to gates, so they can drop a gate noticeably faster than a cata can drop a wall?

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Posted by: rchu.8945

rchu.8945

Why are people so scared of PPK? It was fun last time! We did not see less roaming groups/havoc groups/fights. It was business as usual, just with added points.

probably those blobs that afraid to engage enemies and prefer PvD. I’m glad the change is coming, it will get rid these players or make them actually engage enemy players.

Sanctum of Rall
Pain Train Choo [Choo]
Mind Smack – Mesmer

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Posted by: Dawdler.8521

Dawdler.8521

VERY IMPORTANT

If you reduce the cost of catas, but not rams then why would you ever ram again? If catas cost as much supply as rams why not always go for an undefended wall as opposed to a gate with extra guards, cannons, burning oil, and that can have defensive siege shoot through the gate.

I’m all for reducing the supply cost of catas, but I think something should be done with rams then to make them a more enticing option. Maybe increase their damage to gates, so they can drop a gate noticeably faster than a cata can drop a wall?

Gates already have less HP than walls, you can bring one down noticably faster. Thats why rams are often prefered by zergs and catas by roamers even when the gate is an option, the constant guards and defense around a door make it annoying (a zerg dont care).

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Posted by: Powwownoize.4962

Powwownoize.4962

Please listen to us and bring back Alpine map. Or at least leave the Desert map for Tier 1 servers .

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Posted by: Paxus.6543

Paxus.6543

I think that these changes are looking pretty good.

I agree with others that PPK should be for spikes only.

From what I can tell the mechanics for ressing double downed folks will be wonky and a field day for trolls with being in combat or not. My suggestion would be to still allow ressing in combat but lower the cap of people that can ress a player to 2 at all times whether in combat or not. If 2 folks want to try and ress somebody while in combat with the reduced ress speed have at it but it will take a while and 2 folks ressing somebody out of combat gets them up quick enough. I would imagine that making the change in this way would be much easier to implement as well.

(edited by Paxus.6543)

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Posted by: Baldrick.8967

Baldrick.8967

So, gave us something to talk about during the holidays, but WHEN are they going to be introduced.

They are, after all, minor cosmetic changes (and have mostly been done before).

I would ask that they let them run for a couple of weeks and then listen to the feedback from all tiers as to whether or which ones to keep and which to revert.

I’m not convinced the res changes are a good idea, bit extreme going from many to one or none.

WvW player. Doing another world completion for my next Legendary. Hater of mini-games.

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Posted by: Buy Some Apples.6390

Buy Some Apples.6390

So, gave us something to talk about during the holidays, but WHEN are they going to be introduced.

Did you not read the post, as usual they said Soon™

Complained about WvW before it became cool.
I used to be a PvE player like you, then I played Guild Wars 2

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Posted by: Mitz.5741

Mitz.5741

Not being able to hard res is good and will really put blobs at a dissadvantage, but not being able to rally puts the outnumbered side at a dissadvantage

When the enemy revs/Dh just downed half of you, rallying is your only hope

Then again, im just a T9 commander, so what do i know :P

Ty for killing bronze league, now i cant play

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Posted by: Teevell.1684

Teevell.1684

I have scouted so much in previous years, and maintained said upgrades. It’s a pain in the kittens to have to worry about it. People (That I know, which is a significant portion of my server :P) want to get out there and play, they don’t want to sit around babysitting upgrades. Leave that for the system to do. This is a game, not a job. Waiting around and watching the upgrades is a job.

I get what you’re saying, but I don’t agree. When I would start upgrading a keep (tower, whatever) we just flipped, and “babysit” it, it became MY keep. So when the enemy came knocking, it became even more important to me to defend it, because I’d worked so hard on it. Like, that’s MY keep, and the enemy can try to pry it from my cold, dead fingers. I scouted for my keep, I made sure the camps stayed flipped for my keep, and it kept me involved with what the other players on the server were doing because sometimes I needed to call them in to help me defend my keep. I know that I’m on one of the more populated servers and that’s not everyone’s experience, and I can see how that change might be better for less populated servers, but I do miss being the one to initiate upgrades.

Tarnished Coast

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Posted by: testpig.5018

testpig.5018

can we make Barricades mean something?
Turn them into walls… that can be hit by players. Make them something you have to actually choose… “Do we take the time to take this down.. or do we go the long way around”

Currently they are just a minor speed bump, no different then a sentry.

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Posted by: Dawdler.8521

Dawdler.8521

can we make Barricades mean something?
Turn them into walls… that can be hit by players. Make them something you have to actually choose… “Do we take the time to take this down.. or do we go the long way around”

Currently they are just a minor speed bump, no different then a sentry.

Whats that supposed to make for a difference?

If it take 30 seconds to walk around a barricade as opposed to 5 minutes killing it, you walk around it.

If a zerg can kill it faster than 30 seconds, they kill it. Any other group walk around it.

It doesnt matter if the barricade has 1000hp, 10,000hp or a million hp. The critical mass of a zerg downing it faster than a smaller group can walk around is the same. If you dont want peopke walking through such a wall, it should have been part of the tower.

Which is why they are completely pointless and should be removed.

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Posted by: Calanthe.3857

Calanthe.3857

“Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.”

A small change, but it sounds good.

“Supply cost for all catapults are being reduced by ten supply. The layout of the Desert Borderlands map has increased the number of catapults required to take some objectives. We agree with your feedback that also increasing the cost of catapults pushed the balance too far towards defense so we are tuning that more towards offense.”

OK.

“Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.”

I like this.

“The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.”

I understand the reasons for this last proposal, but I’m unsure about it.

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Posted by: RedBaron.6058

RedBaron.6058

“Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.”

A small change, but it sounds good.

“Supply cost for all catapults are being reduced by ten supply. The layout of the Desert Borderlands map has increased the number of catapults required to take some objectives. We agree with your feedback that also increasing the cost of catapults pushed the balance too far towards defense so we are tuning that more towards offense.”

OK.

“Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.”

I like this.

“The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.”

I understand the reasons for this last proposal, but I’m unsure about it.

A big blob will always rez everyone killed after a battle because they will control the battlefield.

Imho, 1 downed rally per kill is good. But everyone dead in a WvW map should need to rezz to the nearest teleport and resume the fighting from there.

This small change will decrease the advantage of blobs against small groups because over time the blob will get weaker while their members try to run back to the blob after being killed.

“Blackadder: If you want something done properly, kill Baldrick before you start.”

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Posted by: Fellfoot.8156

Fellfoot.8156

can we make Barricades mean something?
Turn them into walls… that can be hit by players. Make them something you have to actually choose… “Do we take the time to take this down.. or do we go the long way around”

Currently they are just a minor speed bump, no different then a sentry.

Whats that supposed to make for a difference?

If it take 30 seconds to walk around a barricade as opposed to 5 minutes killing it, you walk around it.

If a zerg can kill it faster than 30 seconds, they kill it. Any other group walk around it.

It doesnt matter if the barricade has 1000hp, 10,000hp or a million hp. The critical mass of a zerg downing it faster than a smaller group can walk around is the same. If you dont want peopke walking through such a wall, it should have been part of the tower.

Which is why they are completely pointless and should be removed.

…or you just jump and climb and jump over it, right… why aren’t more people just jumping over the barricades? you don’t have to destroy them, find the spot and hop on over already

[AIR] Henge of Denravi aka Pink Abu, [BAMA] RollTide
chopping wood one day, dropped a piece,
all I could say was, “…fell…foot…”

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Posted by: Dawdler.8521

Dawdler.8521

can we make Barricades mean something?
Turn them into walls… that can be hit by players. Make them something you have to actually choose… “Do we take the time to take this down.. or do we go the long way around”

Currently they are just a minor speed bump, no different then a sentry.

Whats that supposed to make for a difference?

If it take 30 seconds to walk around a barricade as opposed to 5 minutes killing it, you walk around it.

If a zerg can kill it faster than 30 seconds, they kill it. Any other group walk around it.

It doesnt matter if the barricade has 1000hp, 10,000hp or a million hp. The critical mass of a zerg downing it faster than a smaller group can walk around is the same. If you dont want peopke walking through such a wall, it should have been part of the tower.

Which is why they are completely pointless and should be removed.

…or you just jump and climb and jump over it, right… why aren’t more people just jumping over the barricades? you don’t have to destroy them, find the spot and hop on over already

Have you actually done this yourself with consistency? In my experience very few barricades sit low enough to be bypassed on the leaning plank. I have found a whooping one. I’ve even seen the videos of it before but I am unable to replicate it on my Asura even with leap skills.

Either way, such a thing only further proves the point that they should be removed.

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Posted by: Hvaran.6327

Hvaran.6327

all those kids that are crying about PPK.

PPK was turned on 2-3 times for a small period of time (few matches or so) and it has added 15-25% to the overall score compared to other weeks without it. It won’t kill ANYTHING, stop dreaming that you guys killing anything enough to overscore 300k scores.

Handarand – Handacooon – Handa Panda – Handa Genie

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Posted by: RedBaron.6058

RedBaron.6058

all those kids that are crying about PPK.

PPK was turned on 2-3 times for a small period of time (few matches or so) and it has added 15-25% to the overall score compared to other weeks without it. It won’t kill ANYTHING, stop dreaming that you guys killing anything enough to overscore 300k scores.

+1.
You are completely right.
A lot of WvWer’s fool themselves thinking that their pathetic kills can change anything…

“Blackadder: If you want something done properly, kill Baldrick before you start.”

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Posted by: Spurnshadow.3678

Spurnshadow.3678

can we make Barricades mean something?
Turn them into walls… that can be hit by players. Make them something you have to actually choose… “Do we take the time to take this down.. or do we go the long way around”

Currently they are just a minor speed bump, no different then a sentry.

That’s how it was in beta. I have no idea why they made it barricades. Towers meant something more when they were walls.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

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Posted by: diax.2815

diax.2815

Changes look to be going the right direction, but all of these aside, as long as you don’t adress server population issues, many servers will keep having horrible WvW experiences. Or should we all ragequit and transfer to a gold server like most do and leave lower servers for dead?

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Posted by: Kaatora.3186

Kaatora.3186

can we make Barricades mean something?
Turn them into walls… that can be hit by players. Make them something you have to actually choose… “Do we take the time to take this down.. or do we go the long way around”

Currently they are just a minor speed bump, no different then a sentry.

Whats that supposed to make for a difference?

If it take 30 seconds to walk around a barricade as opposed to 5 minutes killing it, you walk around it.

If a zerg can kill it faster than 30 seconds, they kill it. Any other group walk around it.

It doesnt matter if the barricade has 1000hp, 10,000hp or a million hp. The critical mass of a zerg downing it faster than a smaller group can walk around is the same. If you dont want peopke walking through such a wall, it should have been part of the tower.

Which is why they are completely pointless and should be removed.

…or you just jump and climb and jump over it, right… why aren’t more people just jumping over the barricades? you don’t have to destroy them, find the spot and hop on over already

I am pretty sure those do not exist anymore. When the map was first live, I found at least one spot per set of barricades to jump over them each direction. Then a patch changed all the spots to jump over, but there were roughly the same amount of them. Then in a later patch there were much fewer spots to jump over, and most times it only from the north side to the south side. Then another patch removed all but one of the spots. I do not even remember where that last one was, as I just stopped caring to check for them after that. That last one was well over a month ago by now, so walking over the barricades has been gone for a while unless it was re-added.

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Posted by: Royale.5863

Royale.5863

The disinterest in WvW prompted a lot of these changes. Also obviously they’ve been watching Reyanas twitch interviews. The thing that gets me is that a lot of these changes which most people agree with have been suggested for years. Years. Only now at the very lowest ebb of this game mode do they actually make some of these logical changes? What happened to the adopt a dev program? What happened to the countless CDI’s? It isn’t new maps which has killed off WvW. Its the inaction which causes players to depart the game mode because what history can they draw upon to make them think things will change?

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Posted by: Lord Kuru.3685

Lord Kuru.3685

The disinterest in WvW prompted a lot of these changes. Also obviously they’ve been watching Reyanas twitch interviews. The thing that gets me is that a lot of these changes which most people agree with have been suggested for years. Years. Only now at the very lowest ebb of this game mode do they actually make some of these logical changes? What happened to the adopt a dev program? What happened to the countless CDI’s? It isn’t new maps which has killed off WvW. Its the inaction which causes players to depart the game mode because what history can they draw upon to make them think things will change?

100% this.

You might complain about potholes in the roads on your way to work. You ask the city to fill them in, but they never do. Not a huge deal, but it would have improved your quality of life a bit.

Then there’s a massive earthquake and everything has crumbled into ruins! At this point, the city says “Hey, we’m going to fix your pothole sometime soon, isn’t that great news?”

Anet’s promising to fix potholes right now while we’re all standing in the ruins of what WvW used to be.

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Posted by: Ulion.5476

Ulion.5476

A lot of people came back to GW2 hoping for changes to wvw and other things. We got a new borderland that discourages roaming. A new pve event in the middle of desert bl that helps the bigger server win more (something every wvwer asked A-net not to do). Towers that limit paths you can take to move around the map. Auto upgrades that make everything t3 even keeps servers do not plan on defending. Guild hall upgrade locked behind pve content.

For a solo roamer everything on desert bl is worst than alpine bl. Harder to travel, take objectives, and find fights. Things should be balance on a solo players coming into wvw not on having a guild zerg in wvw.

Ele – Tarnished Coast
“Quoth the raven nevermore”
Platinum Scout: 300% MF

(edited by Ulion.5476)

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Posted by: Sadrien.3470

Sadrien.3470

Please add removed banners from game to that list crosses fingers

Have fun. Be Alive. K Thnx Bye.

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Posted by: Bond.4602

Bond.4602

23/10/15 – HOT released, this had been looked forward to in WvW as releasing a new breath of life. It didn’t and has eroded the game mode further.

Post HOT there has been an out pouring on the forum raising issues from the pirate ship meta, revs hammer 2, wps, reset day etc etc. There are very little posts from Anet in the forum.

In this time minor changes are made to skill appearances etc.

Sometime during this time I stopped playing the game totally.

19/12/15 – This thread is created on the forum, outlining some possible changes. Which to be honest are thin. None of these changes really look at the underlying issues for me which is the current meta and the maps. These changes appear to be being made to please the current players rather than looking at any deep systemic change for this game mode that addresses the base issues.

21/12/15 – most recent update that contains no changes to wvw.

In this time 12 pages of ‘feedback’ are written on this forum. There are 3 further posts from anet not responding to any feedback but clarifying the original statement.

I occasionally check back on the forums as I loved this game and WvW, I have had some fantastic times in this game mode. I would love anet to make it good and to come back to playing. I realise it has been the holiday season, however, these issues with wvw have been known since before HOT was released. The pace of change and acceptance to these issues from anet appears glacial at most.

I would just ask that they listen to the players and make some change soon before the game mode is completely dead. I know I will soon loose interest in checking back on these forums.

Some people in this post are posting as if the changes outlined have been made, they have not. This is a post from anet talking about potentially making some changes. Hopefully they will soon make the changes rather than talking about it.

Skirr
37 WvW kills, R2 PvP and no legendary

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Posted by: Sadrien.3470

Sadrien.3470

I think that these changes are looking pretty good.

I agree with others that PPK should be for spikes only.

From what I can tell the mechanics for ressing double downed folks will be wonky and a field day for trolls with being in combat or not. My suggestion would be to still allow ressing in combat but lower the cap of people that can ress a player to 2 at all times whether in combat or not. If 2 folks want to try and ress somebody while in combat with the reduced ress speed have at it but it will take a while and 2 folks ressing somebody out of combat gets them up quick enough. I would imagine that making the change in this way would be much easier to implement as well.

Better idea, but not enough to stop fullressing dead players in blobs. Will, however, make it harder to res downed players as a roaming /skill group. I think maybe only 1 dresser for dead players and 5 for downed.

Have fun. Be Alive. K Thnx Bye.

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Posted by: Chorazin.4107

Chorazin.4107

The 1 death 1 rally is a good change, a lot of the time as a small havoc squad you just dont want pug’s tagging along. They are not in TS, they are not in squad, and if they get blown up it can rally 5 people we have got down.

That is a game changer, we have worked hard to get people down burning cooldowns and they are all back up because some pug got himself stomped. The opposing group already most likely has a numerical advantage of 2-1.

You end up not wanting pugs around which is the opposite of what the game should be promoting. You should be thankful for the help, that is certainly not the case as is. It’s more a case of “omfg how did this pug die, we had like 6 ppl down and the rest were giving ground”.

Chorazin
[lion]~ riperonis
[tRex]

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Posted by: Sadrien.3470

Sadrien.3470

The 1 death 1 rally is a good change, a lot of the time as a small havoc squad you just dont want pug’s tagging along. They are not in TS, they are not in squad, and if they get blown up it can rally 5 people we have got down.

That is a game changer, we have worked hard to get people down burning cooldowns and they are all back up because some pug got himself stomped. The opposing group already most likely has a numerical advantage of 2-1.

You end up not wanting pugs around which is the opposite of what the game should be promoting. You should be thankful for the help, that is certainly not the case as is. It’s more a case of “omfg how did this pug die, we had like 6 ppl down and the rest were giving ground”.

^^

Have fun. Be Alive. K Thnx Bye.

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Posted by: Sadrien.3470

Sadrien.3470

A message from the World vs World Team:

Before the holiday season is fully upon us we wanted to give you all a sneak peek of some changes that are coming to WvW. Before we jump into the changes, we just want to make it very clear that the changes you’ll read about below are not a part of the big World vs World update that we’ve previously mentioned. This update is the first of what we hope are more regular updates to the existing core of World vs. World. We are looking forward to sharing the details of the bigger World vs World project with you in the future, but we’re not quite ready yet.

And now for that sneak peek:

  • Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.
  • Supply cost for all catapults are being reduced by ten supply. The layout of the Desert Borderlands map has increased the number of catapults required to take some objectives. We agree with your feedback that also increasing the cost of catapults pushed the balance too far towards defense so we are tuning that more towards offense.
  • Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.
  • The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.

Please let us know what you think of these changes. We’re going to hold off on picking a release date until we have a chance to review your feedback, but we’d like to target early 2016. So please add your feedback about these proposals to this thread.

We also wanted to express our thanks to Reyana and the commanders she has been talking with in her World vs World Commander Interview series. Reyana is a dedicated member of the WvW community and a WvW streamer. She has brought together a diverse group of community leaders to constructively share different perspectives on how they play with their guilds, and our team has taken a lot of the commanders’ feedback to heart. Reyana has put a lot of effort into organizing these interviews and we want everyone to know that the efforts that she and the commanders made have been greatly appreciated.

Have a very Happy Holiday!

Who are in those inter views. I heard ARK was invited…. if that’s true you really need to consider a different person to chose who actually gets to have their point of view heard. Will check them and see how good/terrible they are…

Edit: No ark interview, and they chose some decent commanders would like to see interviews with more roaming guilds though.

Have fun. Be Alive. K Thnx Bye.

(edited by Sadrien.3470)