Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
-Automatic upgrades are a giant can of worms, the concept while it looks good on paper (but then again what doesn’t) will not bring enough balance simply by delaying them based on how many endlessly re-spawning dolyaks can be killed. The problem is there is no human interaction needed to PROGRESS the upgrade, something should be needed to start and progress the upgrade along with using dolyaks. Simply saying enemies can delay upgrades by killing dolyaks does not bring about a balance, it still gives to much for to little to the defenders/objective owners. In the past, people actually went out and escorted/sped up dolyaks, and even with this change they can still safely bunker up in a tower and wait out the upgrades simply because the enemy does not have people going around this pain in the kitten map sniping yaks.
-Supply cost reduction, alright cant really say much here. Although I never thought it was possible but you guys found a way to make PvD even more boring and unbearable. Siege damage and wall/gate hp needs to be tweaked to be more balanced. Arrow carts need to do less damage against players especially with PPK being turned on, do not encourage more siege-humping and bunkering up in upgraded objectives abusing banners and other cheap gimmicks while attacking players with unhittable siege ENOUGH WITH THE SIEGE WARS.
-PPK being turned on, great love it, problem is the other stuff doesnt encourage fights.
-Not being able to rez dead players, good and bad.
Good-
*Will help smaller groups take on larger ones, because the larger zerg wont simply be able to mass rez everyone
Bad-
*Will make pirate shipping even worse, and kill off frontline. Why would anyone push into a blob, knowing they cant be rezzed. This will also make it extremely difficult for groups if a commander is killed, hence this will make tag watching/sniping reach epidemic levels. This will also encourage more bunkering and siegehumping, which is already bad enough while people abuse banners and other crap.
My advice is to have a test run for the rez changes for a week or two and see how it goes, that one can be a game changer. And please stop encourage more hiding in keeps and siege use, enough is enough, its not fun fighting against 10 arrow carts and a blob all running on a wall above you while your trying to attack a gate.
Players will also no longer be able to revive defeated players while in combat.
Sounds good except, this change will increase pin sniping to an extreme. I wouldn’t make this change.
All of these, now (please)!
To keep trying to give some sort of importance to fights and kills in WvW is a terrible idea in my opinion. It encourages fights over strategy and made WvW what it was before HoT, a map full of zerg only looking for a fight, and GvG, making the whole purpose and the huge possibilities of the gamemode useless. And it promotes even more numbers over quality.
Discourages many smaller groups from engaging as well. Also why hold the circle and sacrifice when you’re giving more points away. Newer guild trying to learn to fight together… giving away more points. upscales… more discouragement as they are free points.
While bullets 3/4 are nice it still does not fix the core issue of large zergs having a critical amount of crowd control abilities so the smaller groups can even get to them. If you can’t get to your enemy without being cc’d 50 times then rallies/ ppk dont matter
all points are great additions imo, but there needs to be more
Oh my goodness, this will be amazing! Praise the Great Lord Flame Ram!
I think these changes are a positive step and am hopeful that much larger steps will follow – especially around rewards and mastery xp.
ANET. YOU CAME THROUGH FOR US. <3
Now, all we need is that CoR patch, and Christwas will be saved!
ALL CHANGES ARE GREAT. Implement them ASAP. Great start Anet!
6k hours in wvw lemme comeback pls.
Can we get some more information on how the 1 person rally logic will work? Will it be completely random? Based off of damage done? Proximity to downed enemy?
Thank you for communicating the team’s plans. Since Heart of Thorns, the developers have largely been quiet in response to people’s concerns. Threads like this are appreciated and reassuring.
- 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.
Quality change, nothing else to say.
- 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.
I don’t care for siege wars so no comment here.
- 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.
My concern with PPK is that it would result in groups being more likely to run from fights they aren’t certain of winning.
- 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 don’t think either of these changes will help smaller, more skilled groups to win against zergs. For rallying, managing the down state is something a more skilled group is expected to be better at and also having any members downed is a much larger problem when you’re outnumbered, so I would say that being able to score multiple rallies per kill is actually more beneficial to a skilled group than a zerg. Additionally you would not be able to be sure who will get the rally when you kill someone if only one player can get it. This would reduce the methods of down state management to just warbanners.
Attempting to hard ress a double downed player was never a winning option in the first place, so removing it has no real impact on large fights.
Love these changes. A step in the right direction
Absolutely amazing. Many players were not pleased with new borderland changes and have quit the game but I believe these changes you proposed above have been what the majority of WvW players have been asking for for a very long time, so to finally see them being implemented gives me great hope that WvW may thrive again.
I think what I’d like to have right now:
Open WPs on the borderlands and on EB, I guess the green keep is still contested 24/7. Class balance, revenant hammer 2 being nerfed, the interaction of boon stripping/CC and stability being revised, some more class balancing afterwards (as I can’t run in a zerg as a thief (anymore) if it’s not pirate ship).
There’s so much wrong right now that it’s really hard to tell whether or not these changes will have the effect they should have.
honestly these changes sound like a great start. Turning off the timer on upgrading is a good idea, but will will not really improve the core issue which is that servers with a coverage advantage will still be able to upgrade things quite easily with no effort other than the initial blob karma train i.e. server A&B goes to bed at midnight, server C Karma Trains for 1 hour longer…. the keeps and towers they cap will upgrade quickly with the usain bolt dolly’s feeding them and no one from server C even has to be there.
My suggestion for this would be that either a.) someone from server C still has to be present to activate the next upgrade tree (isn’t this common sense?) and/or b.) at the very least reduce the effectiveness of the dollys from the 3 south camps (either slow them down or reduce frequency).
Also the way points are silly….. Waypoints only at T3 (like SM) and whoever owns the T3 Keep should be able to use them (so home team can have WP in side keep if they get it to T3). This would bring a lot more interest back to WvW as people would have an actual incentive to defend their territory.
Hey Gail and Reyana,
I just had a few questions about this.
To start off was the interview only with the WvW commanders from the NA servers? Or have you also considered talking with the WvW commanders of EU?
Second there is also the WvW community website do you guys check that? I know there is a lot of flame going on and salt but it is really worth checking on what other people think. – gw2wvw.net
Third and last. How reliable are the sources? From what servers are these commanders? Are they really the influencial people of WvW or just a bunch of random guys that never join the Teamspeak servers and do whatever they want?
I hope you really consider my questions and sorry if I put it in a bad way. I am just a bit disappointed with the new WvW and want to express my self. Changes look pretty good but definetly not enough. You guys are losing a lot of WvW players if there comes no changes.
Happy holidays,
Blue (Used to be pugcommander of Ring of Fire, Kodash, Gandara, Aurora Glade)
Players will also no longer be able to revive defeated players while in combat.
Sounds good except, this change will increase pin sniping to an extreme. I wouldn’t make this change.
Logged in to add this, too.
Commander focus has been a problem for a loooooong time now, and with this change some people might be even more tempted to snipe the enemy com.
(I would love this change as much as the others if it excluded Squadleads, the “trying to rezz a downed player on top of a dead player” can be pretty frustrating.)
Putting in new bls, new siege, that random golem event, whatever, all were temporary things that did nothing for WvW in the long run. But these changes, especially PPK, man, this is what should’ve been in the game since the start, and will do much against the current state of coverage wars.
The changes to rallying sounds good on paper, but needs more information as others have said, it would be nice if it wasn’t completely random on determining who gets the rally. It should benefit the more skilled group because having 1 guy dying in your 20 man raid and rallying 5 enemy downstates was absolutely detrimental to your chances of wiping the larger group, when in outnumbered fights each person’s contribution is so important. Of course you can say it goes in the other direction too, if 5 of your guild members are in downstate and trying to finish off 1 enemy downed to all get the rally, but this shouldn’t be happening if you are trying to fight outnumbered (losing 5 guys at once).
(edited by ImperialWL.7138)
By downed player cannot be rezzed by players in combat, do you mean someone in down state, but still alive, or someone “double-dead”?
Great News Anet, thanks for your efforts on these initial changes.
The rally mechanic change will be great, the reduced cata costs will be great, dollies needed for upgrades will def engage a lot of the old roamers again. As for rezzing downed, that will be interesting, cos it will reward the players who are on the ball and paying attention, and will penalise mindless zerging. PPK will be welcomed!
One thing.. any chance of removing those pesky enemy npc’s spawing in keeps who activate swords and the closure of wp’s? So incredibly annoying, and hopefully not a difficult fix?
Looking forward to the changes and further engagement from Anet’s WvW team.
So 2 roaming, 1 zerging and 1 skillful play improvement. Glad that auto upgrades are getting a nerf, it will promote defending dolyaks. Still Wvw needs more to get players to come back to WvW or try out the Desert Bl. Still hate the Air side of the map.
-Automatic upgrades are a giant can of worms, the concept while it looks good on paper (but then again what doesn’t) will not bring enough balance simply by delaying them based on how many endlessly re-spawning dolyaks can be killed. The problem is there is no human interaction needed to PROGRESS the upgrade, something should be needed to start and progress the upgrade along with using dolyaks. Simply saying enemies can delay upgrades by killing dolyaks does not bring about a balance, it still gives to much for to little to the defenders/objective owners. In the past, people actually went out and escorted/sped up dolyaks, and even with this change they can still safely bunker up in a tower and wait out the upgrades simply because the enemy does not have people going around this pain in the kitten map sniping yaks.
Physically ordering an upgrade is arbitrary. It doesn’t offer interesting options (it’s always the right call to upgrade) and it favors coverage – a huge issue for wvw, much bigger than upgraded structures. The old system also punished losing servers more than winning ones by requiring them to either bankroll far more upgrades (because they kept losing towers) while winning servers often paid once and held it the whole week. If you’re looking for the tactical decisions which previously existed in upgrade (walls or waypoint, cannons or doors etc) look at tactivators.
The proposed change to remove upgrade timers brings back player interaction into upgrade in a meaningful way. If no-one does anything, the upgrade happens as long as the camps are owned by the tower/keep holders. If small groups flip camps and kill yaks, the structures won’t upgrade. This allows defenders the chance to escort yaks.
I’m still concerned about using yak’s as the sole way to upgrade a structure. Maybe with some of the new tactivators and the new yak’s default buff, getting yak’s in won’t be as impossible as it once was when a server had a dedicated camp flipper/yak sniper player/group. In the past it was too easy for a server to steamroll a borderlands and then have two to five people on that map completely denying all supply from every structure. Supply denial is a snowball tactic which favours winning servers more than losing servers because supply is badly needed by losing servers who often lose their towers and keeps. Winning servers often don’t lose them and thus don’t need to worry about escorting yaks, losing servers.
Supply denial is an important play style for smaller groups looking for fights or ways to contribute away from the big zerg battles, but it’s also one which heavily favours aggressors more than defenders. The classic offence/defence problem – offence always gives you something to do – a tower to cap, a yak to kill, a camp to flip. Defence only exists when offence happens. There is a lot of downtime in defence, time spent doing nothing, killing nothing, completing no events, getting no loot or WxP. Escorting yaks is incredibly boring when nothing happens and most of the time nothing happens. The biggest issue with all defence is there is no guarantee you will get to do anything and few people want to do it.
Maybe the different tactivators and yak defence buffs will be enough to prevent one or two people from completely hindering an entire server from upgrading something, but if it isn’t I’d like to see something like the supply drop from EotM tried in regular WvW. Unlike the current system you won’t automatically upgrade things, you need either yak’s to get in or you need to hold the camp for the supply drop to happen. Unlike the current system it still has counterplay (deny camps, deny yaks AND supply drops) but it doesn’t simply place the entire upgrade on the back of a single fragile yak.
Honestly, a majority of the changes from HoT to me were a right step in promoting less blob warfare, part of the problem is the user base ignoring the new BL. However I understand why a lot of guilds ignore the BL for different reasons. The first change to make yaks valuable again is probably the most important thing to get people in the new map. All of the other changes are also fantastic. If there can just be a greater emphsize on promoting servers to spread out across all four maps it’ll make WvW much more crazier, hopefully these changes are the first step in getting closer to that goal.
Please implement these features ASAP!
Hello,
the changes sound pretty good, and I’m happy that you are looking for feedback. My question is if and how you plan the fix the population issue, which is the most sereve problem in wvw (expect maybe in the highest tiers). This causes the most player bleed in my opinion. Are the going to be blogposts or any future annoucements soon, regarding the other glaring issue of WvW.
I wish you all happy holidays and hope that you keep your newfound spirit to improve wvw (and actually listening to the players).
- 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’d rather grant ppk when you stomp someone, as it was used on old borderlands with ruins buff. Sure ppk is good and all, but you don’t really need to reward zone blob for spike small groups so quickly they don’t even load downed skills..
Nice sneak peek of what must be plethora of awesome changes. I am so happy that finally all will be fine. What about if we make a short list only of unintended screw-ups for you guys? I think those would be easiest to fix. We could go over the implemented HoT features and class imbalance afterwards.
But I have to ask you, still euphoric tho, remember when there was plenty of feedback here concerning exactly the issues we are plagued today? Those issues which were implemented without change?
Well, I’m full of joy that will not happen again and that you will present us the changes you and Reyana come up with in time, so we can discuss them in a civilized manner so you can adjust them to your broader non-streaming player-base before implementing them this time.
Finally friends! It’s over! Like a bad dream! Anet is talking to us! It’s time for cheers and laughter again!
Changes look good, definitely needs implemented sooner rather than later!
I suggest swapping the waypoints for borderlands back to the original Alpine BL system. Defenders should have the luxury of traversing the map through keeps in order to better defend their positions.
- 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’d rather grant ppk when you stomp someone, as it was used on old borderlands with ruins buff. Sure ppk is good and all, but you don’t really need to reward zone blob for spike small groups so quickly they don’t even load downed skills..
What, don’t want to have more of zergs chasing a few people? It’s so fun…
Decent choices. Still waiting for this patch.
I would like to use this opportunity to adress a more serious issue, which is much worse than the stability change some people like to mention above. It is the random stripping of boons!!
Skillful players were able to cover their stability with less valuable boons, even after the stability patch. That way, one could play in a melee zerg and still survive reliably. However, since HoT boons get stripped randomly by (Necromancer) corrupts . This means that we now have to be lucky to survive a bomb, not skillful.
This has also further enforced the pirateship meta that is so disliked in the community, as one tick from one random corruption well in a large scale fight can kill you. Note that you cannot dodge after your stability gets corrupted, because it turns into fear – meaning instant death unless you have some sort of blink.
Before HoT it would take at least 5 ticks of corruption wells to lose the stability (on a buffed melee player), meaning there was always time for skillful players to dodge out of the bomb. Like I just said, that is not the case anymore.
TLDR; In competitive games, you want as little RNG as possible. Making boons get stripped randomly was a step in the wrong direction, taking skill away from fights in exchange for luck.
A video proving my point:
https://www.youtube.com/watch?v=4wEzocIAiqo
(edited by Luijtjuh.5964)
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.
I don’t actually have a problem with this change, but it does make catapults comparatively better than rams, and they already had pretty big advantages. It is much harder to build defensive siege to counter catapults than rams because of things like gate trebs/catas, interior ACs, Shield Generators, Cannons, and Oil (and building them further back). Rams are going to become a thing of the past unless you improve them in some way — maybe reduce the amount of supply necessary to build them by 5? Either that or they need to be buffed in other ways.
Honestly, a majority of the changes from HoT to me were a right step in promoting less blob warfare, part of the problem is the user base ignoring the new BL. However I understand why a lot of guilds ignore the BL for different reasons. The first change to make yaks valuable again is probably the most important thing to get people in the new map. All of the other changes are also fantastic. If there can just be a greater emphsize on promoting servers to spread out across all four maps it’ll make WvW much more crazier, hopefully these changes are the first step in getting closer to that goal.
This^
As a lead of a small havoc team, we welcome the supply fix and slowing of tower/keep upgrades.
Thank you ANet and Reyana for your hard work on behalf of we players who love WvW!
Looking forward to learning more about the changes that are in the pipeline.
I like pretty much all of the proposed changes, however I don’t think anyone can really know how the no res in combat and only one rally off of a kill will play out. PLEASE PLEASE PLEASE do an event week with the rally and res changes BEFORE anything else right away. That would be very helpful to evaluate things and allow for a little tweaking of the mechanic as needed. Hell, do a week with all the changes and then collect feedback, that would awesome.
Agree completely with this – “try before you buy” is always better than the “pig in a poke”. One thing to consider though: rezzing of fully dead players in the midst of combat has always been the exception rather than the rule, undertaken at the risk of life and limb when the situation warrants (e.g. commander dead). Eliminating this strategic possibility might not be a good idea. Reducing the number of rallies is another matter and will probably prove a good change. But please do try it first!
Players will also no longer be able to revive defeated players while in combat.
Sounds good except, this change will increase pin sniping to an extreme. I wouldn’t make this change.
Logged in to add this, too.
Commander focus has been a problem for a loooooong time now, and with this change some people might be even more tempted to snipe the enemy com.
(I would love this change as much as the others if it excluded Squadleads, the “trying to rezz a downed player on top of a dead player” can be pretty frustrating.)
I would think the issue of ressing downed on top of dead won’t exist anymore if there isn’t a res option for full-dead players while you’re in combat.
As far as driver sniping, it’s true it’s a problem and kind of a cheese tactic but I don’t think that’s a good enough reason to not implement the change – it helps far more than it hurts. Ressing your driver from full-dead is usually a luxury only large groups can afford, and in my experience most smaller skill groups have a back up driver who is able to immediately take over or the players know their own roles well enough to coordinate with one another even with the commander dead. Being able to res from full dead while in combat has been a major issue in trying to tackle outnumbered fights for a long time and this change would really help smaller skilled groups against enemy blobs.
Honestly I have barely gone into WvW since HOT came out since it really hasn’t been fun, but these changes are ones the community has been requesting for a long time and it’s great to see ANet responding and announcing it ahead of time so they can listen to our feedback. This is a huge difference from how you’ve handled it before and really appreciated. If all of this rolls out as well as some fixes to WvW population and adjusting the new BL maps to be a little more appealing / functional, I’d be thrilled to get back into WvW.
Wow these are all great changes!
Just wanted to add that the focus of these changes sound fantastic and have been sorely needed. The fact that ANET looks to want to increase the PVP aspect of the game is very exciting. Rally botting and mass reviving is truly terrible and rewards blobbing. And blobbing is good for noone!
- Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them.
Awesome. I had been hoping for exactly this change ever since you announced the automatic upgrades.
- Supply cost for all catapults are being reduced by ten supply.
I like the impact it will have for smaller groups. That said, I think you perhaps need to think about revisiting the balance between gates and walls. Ever since you added fortified gates there hasn’t been all that much reason to attack them instead off walls.
- Points per kill will be turned on and kept on.
I would rather you focused on making sure that fights are an important part of capping and holding objectives rather than resolving WvW matchups artificially. If fights are as important as you say, their effect will be reflected in the team that wins fights holding more objectives and having a higher tick anyway. My worry with this change is that it will discourage groups from taking on fights unless they have the upper hand (i.e. they have the bigger blob).
The one positive of this is the slight shift of importance away from night capping.
- The number of players who can rally off a single kill has been reduced from five to one.
I’ve wanted to see how this would play out for years.
- 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.
I’m in two minds about this. On the one hand it will allow smaller groups to whittle down larger ones more effectively which is a great thing. On the other hand it will likely make lives even harder for commanders and other melee players who actually try to push and make something happen in a fight.
If you were to make balance changes that reduce the effectiveness of pirate shipping (maybe that’s too much to hope for), this would definitely be a good change.
All in all I look forward to seeing these changes. Thanks for listening to our feedback.
Commander focus is simply a side affect of the power creep and pirate ship meta. Its currently far too easy for players to safely focus a commander. The risk reward ratio is completely out of whack.
Rather than add yet more mechanics, I would rather see long ranged damage toned down across all classes in the balance pass. Safe, spammable DPS from 900+ units is not healthy.
Otherwise, I am completely in favour of the proposed changes.
In regards to downed rezzing, I would go as far as to limit the number people assisting to 1. Downed -> fast rezz should not be a safe way to quickly regain 1/2 health – bad players decision should be punished with an appropriately.
(edited by Gallant Pigeon.5807)
1: Good, but not good enough. An empty map will still be a fully upgraded map come tomorrow morning, the human element is still missing from the upgrade process
2: Thumbs up
3: Thumbs up with reservations, points per stomp was a very well balanced model
4: Rallybotting has been a problem, no complaints there. As others have mentioned no combat res will bring tag sniping to new levels, not convinced this is a good change.
Also “Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.” fails to address the longstanding stability nerf that has crippled smaller skill groups. Stability stacking works great in pvp but it is entirely broken in large scale fights where blobs can put out a mountain of cc in a coordinated burst. The game modes are separate and it is high time this once crucial boon reflected that. In its current form stability is a non entity except in very small engagements.
Excellent changes! The res changes are perfect, stick to them!
Gaile, have a merry Christmas!
Good changes, thank you. Next please consider:
1. Either fix the terrible warping lag when oasis event is going on, or disable it until such lag can be fixed. The lag can be felt anywhere in the zone, it causes your character to warp around, you gain terrible skill lag, and you can randomly die to falling deaths for no reason. This is more noticeable when you have at least 2 groups of players contesting the oasis event. Please either fix the lag issues, or turn this event off.
2. Turtle banner does not belong in WvW, please remove it.
Is there anything that can let soloplayers directly help their server win without finding another group? I see that roaming groups can kill dolyaks, but that doesn’t help the server win. It just delays the other server. The problem with camps and the side objectives is that they are balanced around a small roaming group. This takes way too long for a solo player to complete.
The reason I am asking is because:
My suggestions:
It’s a good start. Keep reviewing the feedback from her (Reyana’s) interviews and things will work themselves out. I’m looking forward to these changes, my own interview with Reyana in January, and hopefully more community-driven solutions.
Thanks Reyana and Anet, I think these will be popular changes – too late for my purgatory server, but I hope everyone else enjoys them.
I don’t agree with the unable to be ressed in combat thing. It makes the quicker revive traits 100% useless. The only people that try to revive double downed (i.e. dead rather than downed) players while standing in enemy AoE are people that are clueless. Everyone that knows what they are doing either banner , multi-player res if it is just out of range of the enemies, or revive out of combat. Taking away the ability to res until you are out of combat for 20 seconds is going to be annoying.
Catapult change is nice, dolyak change is for the better.
edit: It should be that you cannot rally off an uplevel without full traits. That, or just remove rallying off players with garbage gear. It should not be that someone decked out in ascended and/or legendary can rally off a level 1-60 with subpar gear (i.e. fine/masterwork/rares).
(edited by Infusion.7149)
Some good news but hardly something to wait until early 2016 for.
Seriously Anet, not being about to res while in combat. Are you really trying to push us out of playing WvW and pushing us towards PvE. The only good change is less supply for catas.. I thought this sneak preview would be WERE GIVING YOU BACK YOUR OLD MAPS (guess that will never happen) or Dont worry guys, There wont be any alliances we will just merge the less populated servers. God Rainbow 6 siege is looking better and better.
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