WvW Guild Claiming Upgrades [Megathread]

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

Article on Guild Claiming Upgrades

Post thoughts and opinions on the new upgrade system for guilds here.

Edit:

Adding link to Points of Interest episode on Guild Claiming Upgrades
PoI

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

(edited by Pink Ninja Man.4375)

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Posted by: Hexalot.8194

Hexalot.8194

“Cloaking Waters

Availability: Castle
The fountains in the castle’s courtyard grant stealth to allies."

Wait What ?

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

“Cloaking Waters

Availability: Castle
The fountains in the castle’s courtyard grant stealth to allies."

Wait What ?

They actually already mentioned this as a thing, however they also announced an airstrike for the Castle too that wasn’t put in this post. The post also has a few errors such as the emergency waypoint in the passive area and the hardened gates being for all objectives not just walled ones.

I wanna know if there are 3 levers in each objective, or how do you pick what active you want to use. Hopefully you don’t just have to use all 3 at once with one lever pull. Anyhow some of these changes are things players have been asking for so it’s nice to see that ArenaNet is paying attention to request and now has implemented them and has a way to implement more in the future easily.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: Tofu.1978

Tofu.1978

I wanna know if there are 3 levers in each objective, or how do you pick what active you want to use.

You choose which active upgrade you want to slot, it takes a few minutes to be ready and then the lever can activate it. You can’t choose on the fly which one to use or use more than one. I was confused on the quesion. I was trying to answer that you can’t use multiple things from one tier but original questions was really about the three separate tiers.

Devout Tofu, Hardened Tofu, Cryptic Tofu, Unstable Tofu, Expired Tofu
Knights of the Rose [KoR] – Isle of Janthir

(edited by Tofu.1978)

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Posted by: Tyler Bearce

Tyler Bearce

Game Designer

Next

There are 3 levers at each objective, except camps which only have 2 tiers and thus 2 levers.

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Posted by: Vavume.8065

Vavume.8065

When I read the turtle skills I was actually expecting a turtle transformation like the Centaur, but I guess that may have got a bit to Ninja Turtles in a daredevil hands :P

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Posted by: Jayne.9251

Jayne.9251

When I read the turtle skills I was actually expecting a turtle transformation like the Centaur, but I guess that may have got a bit to Ninja Turtles in a daredevil hands :P

Skill 5—A giant spirit turtle splashes into the ground with such force that it launches nearby enemies and grants stability and protection to allies.

Great A’Tuin

/nod

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Posted by: Johje Holan.4607

Johje Holan.4607

Wow this is pretty sweet.

Cool one’s I like:

  • Supply Drop
    ?Instantly deposits 100 supply at the objective
  • Invulnerable Dolyaks
    ?Makes the next set of dolyaks invincible, guaranteeing that they will reach their destination.
    • I’m going to do this and follow them just to watch the thieves kitten themselves off.
  • Hardened Gates ?
    ?Gates can only be damaged by siege weapons.
    • Nice, no zerg PvD.
  • Hardened Siege
    ?Cannons, mortars, and oil pots can only be damaged by siege weapons.
    • Sweet, finally! No more melting cannons. This one could be a game changer.
  • Auto Turrets
    ?Automatic turrets are deployed above the objective’s gates.
    • Hmm? How powerful are these turrets? And are they destroyable?
  • Watchtower
    ?A spy balloon is deployed above the tower, which will mark nearby enemies on the map.
    • Lol, I can’t believe they actually did this one. People been asking for this.
  • Lol Turtle Banner. Love the name.

Questionable ones:

  • Invulnerable Fortifications
    ?Temporarily makes all walls and gates at the objective invulnerable.
    • Not sure about this one. How long is temporary?
  • Presence of the Keep
    ?Allied players gain double effectiveness of the keep’s objective aura while within the perimeter of the keep.** I don’t like power creep. Not sure how much of a boost this is though.

Terrible:

  • Cloaking Waters
    ?The fountains in the castle’s courtyard grant stealth to allies.
    • The last thing we need is more stealth.

(edited by Johje Holan.4607)

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Posted by: Caliburn.1845

Caliburn.1845

I love the recognition that guilds are important and giving us more options and decisions to make while defending.

But, I think that in a vacuum all of these upgrades and abilities skew things too far onto the defending side. It is already very tough to take a T3 tower or keep that is defended competently. With these upgrades it might be near impossible.

So my question, is there a set of upgrades or abilities coming for the attacking side? Something to even the odds?

For example defenders get an emergency temporary waypoint, perhaps give the attackers a temporary waypoint jammer?

It feels like the defenders get to play Chess with all these choices and abilities while the attackers are playing Checkers still, “See gate! Attack gate!”

Caliburn.1845, Monsters Inc.
Darkhaven>Dragonbrand>Blackgate>Maguuma>Yaks Bend>Stormbluff Isle>Yaks Bend

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Posted by: Jayne.9251

Jayne.9251

Ok just read through it all and sounds really interesting — lots of stuff for all types of game play. Some of the stuff, like hardened siege came right from feedback here, I recall the suggestion (just not who, sorry!).

Only thing I’d beg: those nefarious quaggans used to nuke out siege all over the map (not just in garri) when they were active and it was determined to be a bug. Please, if possible, double check that none of these new effects do the same. Nothing more frustrating than watching siege get destroyed by an invisible bug/side-effect.

Otherwise, looking forward to it, sounds like a lot of fun!

Edit: Sorry one key question: How does the claim/unclaim work? Is there a timer that will time out if a guild doesn’t activate anything after a period of time? I’m just wondering how it will work with troll guilds that claim a keep and don’t do anything to it — just let it sit there, preventing anyone else from upgrading, etc. Will there be a way to have a timer/expiry on it if they don’t use/activate anything?

L’enfer, c’est les autres

(edited by Jayne.9251)

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Posted by: EFWinters.5421

EFWinters.5421

Look, I understand what you are trying to do, and I think most of these upgrades sound kind of fun, but I strongly disagree with upgrades such as the Dune Roller. I don’t want open field battles to revolve around players getting insane buffs that will allow them to steamroll other players.

Human Guardian
Fort Aspenwood

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Posted by: Liston.9708

Liston.9708

Wonder if this means gvg guilds never leaving guild halls. I am not gvg and I personally don’t like the changes. I can’t imagine what the fighters think …..

YB→YB→YB→YB→YB→YB→YB→most likely YB

(edited by Liston.9708)

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Posted by: araskell.9018

araskell.9018

I have mixed feelings about this.
And as EFWinters said, I hope that these banners will not become a thing in open field fights. They sound a little bit too strong. Especially some skills in the centaur and turtle one.

Lunas Deathwish | FA WvW – [BOMB]

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

So my question, is there a set of upgrades or abilities coming for the attacking side? Something to even the odds?"

I would like to think the banners can be used offensively, also the Char Car is offensive. Yes they can also be used defensively and there is more defensive focus with these upgrades but that is normally what a defensive fortification is for.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

Look, I understand what you are trying to do, and I think most of these upgrades sound kind of fun, but I strongly disagree with upgrades such as the Dune Roller. I don’t want open field battles to revolve around players getting insane buffs that will allow them to steamroll other players.

Looks like they only give the banner or transformation to one person on a decent cooldown, so don’t expect to see full zergs of transformed players like in EotM.

Regarding the banners in open field fights, I think these will be awesome for commanders. Most of their ability seem to be support based or zone control, also the breakerbar or whatever will help them stay on their feet when pushing. It will depend on how much damage the abilities do or heal that will determine how strong they are. Unfortunate downside, expect to be focused if you are holding the banner so maybe better not on the commander because if he dies you lose leader and banner (depending on banner mechanics).

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

(edited by Pink Ninja Man.4375)

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Posted by: Jayne.9251

Jayne.9251

Look, I understand what you are trying to do, and I think most of these upgrades sound kind of fun, but I strongly disagree with upgrades such as the Dune Roller. I don’t want open field battles to revolve around players getting insane buffs that will allow them to steamroll other players.

Looks like they only give the banner or transformation to one person on a decent cooldown, so don’t expect to see full zergs of transformed players like in EotM.

PER supply camp.

(oops, sneaky edit)

L’enfer, c’est les autres

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Posted by: Jarrix.8234

Jarrix.8234

ANet being trolling.

Happy September fools days everyone!

Kayku
Envy – Fort Aspenwood

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

“Hardened Siege
Availability: Walled Objectives
Cannons, mortars, and oil pots can only be damaged by siege weapons.”

Siege should NEVER be invulnerable to player attacks, especially some of these particular pieces. Cannons can fire so frequently and do so much damage to large areas, it gives too much of an edge to force players to try and build something in time to take it out. Similar issue with mortars. They are already in annoying to reach locations. By making it so the few attacks that can hit them, don’t, is just going to give far too much of a defensive edge.

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Posted by: Rampage.7145

Rampage.7145

Good job anet trying to give kitten casual players (they consider true wvw players) like DocGotGame some gimmick so he can actually win a fight.

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Posted by: the krytan assassin.9235

the krytan assassin.9235

don’t really like most of the buffs, but some of them are way to OP imo.

-Invulnerable dolyaks
makes it impossible for weaker servers to counter the stronger servers by depleting their sups

-hardened gates
creating an invulnerable wall and gate is just ridiculous, no further information required

-hardened siege
Cannons can insta kill balli+AC only way to counter then is by making a treb in the distance→ really slow playstyle and requires alot of sups per objective. this will make it harder for striketeams and low populated servers to cap towers

-emergency waypoint
endless keep/castle fights can be the most exciting experience in WvW. opening a WP for a period of time, no matter wether the keep gets contested or not will result in the assaulter getting rekt while having even numbers and only possible to cap if you heavily outnumber the enemy.

Also the Banners are questionable, i personally just really dislike unfair advantages in open field fights.

DDD|elementalist| Piken commander|RaW|

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Posted by: Liston.9708

Liston.9708

“Hardened Siege
Availability: Walled Objectives
Cannons, mortars, and oil pots can only be damaged by siege weapons.”

Siege should NEVER be invulnerable to player attacks, especially some of these particular pieces. Cannons can fire so frequently and do so much damage to large areas, it gives too much of an edge to force players to try and build something in time to take it out. Similar issue with mortars. They are already in annoying to reach locations. By making it so the few attacks that can hit them, don’t, is just going to give far too much of a defensive edge.

The operators aren’t invul though….

YB→YB→YB→YB→YB→YB→YB→most likely YB

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

-Invulnerable dolyaks
makes it impossible for weaker servers to counter the stronger servers by depleting their sups

-hardened gates
creating an invulnerable wall and gate is just ridiculous, no further information required

-hardened siege
Cannons can insta kill balli+AC only way to counter then is by making a treb in the distance-> really slow playstyle and requires alot of sups per objective. this will make it harder for striketeams and low populated servers to cap towers

-emergency waypoint
endless keep/castle fights can be the most exciting experience in WvW. opening a WP for a period of time, no matter wether the keep gets contested or not will result in the assaulter getting rekt while having even numbers and only possible to cap if you heavily outnumber the enemy.

Also the Banners are questionable, i personally just really dislike unfair advantages in open field fights.

There is a cooldown on the dolyaks so not every one is invulnerable and you have to use a active spot for it and some of the other ones are nicer, in my opinion.

Hardened Gates, I think you mean Invulnerable Fortifications, is only temporary (probably no more than 30 sec) with a long cooldown.

Hardened Seige, there are other counters including just attacking the player on the siege which is has always been quicker than destroying the siege. Now you just have to keep a few players putting down aoe’s to keep them from getting used or kill them with siege.

Waypoint does seem strong, maybe they should limit it to only so many players can come through it, like Mesmer portal. But with a long cooldown this can be played around with feint attacks.

Jarixx and Rampage, you mind explaining why you feel this way? Just saying this is a troll accomplishes nothing and clearly it is not. I’m sorry you feel that WvW is only about open world fights as well, it is about more that just that.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: Rhonin.1687

Rhonin.1687

so roaming are basically getting killed now, correct?

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Posted by: QQing.3089

QQing.3089

I knew you guys would kitten this up and make roaming already worse than it is. Why not just rename WvW to BlobvBlob already since you obviously aren’t doing a kitten thing about it ?

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Posted by: briggah.7910

briggah.7910

Few things on the list were ideas that been floating around the forums in the past.

Player Vs Everyone
youtube channel - twitch channel

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

Few things on the list were ideas that been floating around the forums in the past.

I know the no player damage to cannons and oil and no player damage to doors were suggested on the forums a while back not sure about the rest.

Also how is roaming dead? Maybe you have a different opinion of roaming than I do but the banners seem good for 5 to 10 man roaming groups to help with fights, and they will be able to defend much better now waiting for reinforcements. If you are talking about 1-5 man roaming I don’t see much that will affect that.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: the krytan assassin.9235

the krytan assassin.9235

-Invulnerable dolyaks
makes it impossible for weaker servers to counter the stronger servers by depleting their sups

-hardened gates
creating an invulnerable wall and gate is just ridiculous, no further information required

-hardened siege
Cannons can insta kill balli+AC only way to counter then is by making a treb in the distance-> really slow playstyle and requires alot of sups per objective. this will make it harder for striketeams and low populated servers to cap towers

-emergency waypoint
endless keep/castle fights can be the most exciting experience in WvW. opening a WP for a period of time, no matter wether the keep gets contested or not will result in the assaulter getting rekt while having even numbers and only possible to cap if you heavily outnumber the enemy.

Also the Banners are questionable, i personally just really dislike unfair advantages in open field fights.

There is a cooldown on the dolyaks so not every one is invulnerable and you have to use a active spot for it and some of the other ones are nicer, in my opinion.

Hardened Gates, I think you mean Invulnerable Fortifications, is only temporary (probably no more than 30 sec) with a long cooldown.

Hardened Seige, there are other counters including just attacking the player on the siege which is has always been quicker than destroying the siege. Now you just have to keep a few players putting down aoe’s to keep them from getting used or kill them with siege.

Waypoint does seem strong, maybe they should limit it to only so many players can come through it, like Mesmer portal. But with a long cooldown this can be played around with feint attacks.

i’m not saying that there are no ways to counter it, but i think the guildbuffs should be just a small extra reward, but i feel like these upgrades are out of proportion. WvW guilds are all about teamwork, being a significant threat with small numbers. No mindless blobguilds/serverguilds that get extra important because they can trigger these buffs

DDD|elementalist| Piken commander|RaW|

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Posted by: slingblade.1437

slingblade.1437

Maybe I missed it, but will the old buffs still be available as well?

Also, if a guild has claimed a holding but has no buffs/upgrades running or has not had buffs running for a period of time, will their claim release? If not, it should. A lot of times guilds claim locations, but don’t keep buffs running, and fail to move their claim to something that’s not important/likely to flip quickly. All the cool new upgrades won’t do any good if nobody from the claiming guild is properly managing their claim(s), which you can rest assured will happen on many servers.

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Posted by: briggah.7910

briggah.7910

Few things on the list were ideas that been floating around the forums in the past.

I know the no player damage to cannons and oil and no player damage to doors were suggested on the forums a while back not sure about the rest.

Also how is roaming dead? Maybe you have a different opinion of roaming than I do but the banners seem good for 5 to 10 man roaming groups to help with fights, and they will be able to defend much better now waiting for reinforcements. If you are talking about 1-5 man roaming I don’t see much that will affect that.

Also the 100 supply drop and the yaks are the other two that I recall people talking about. Maybe not invuln yaks lol but NPC buffs to them has been mentioned a lot.

Roaming will never die if you ask me.

Player Vs Everyone
youtube channel - twitch channel

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Posted by: Natronix.9827

Natronix.9827

Rip wvw combat god bless ppters amirite ANet

Commander Nachonix

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Posted by: briggah.7910

briggah.7910

-Invulnerable dolyaks

GG anet Now I’ll never be able to get the coolest title in this game Ohh wait..

Player Vs Everyone
youtube channel - twitch channel

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

i’m not saying that there are no ways to counter it, but i think the guildbuffs should be just a small extra reward, but i feel like these upgrades are out of proportion. WvW guilds are all about teamwork, being a significant threat with small numbers. No mindless blobguilds/serverguilds that get extra important because they can trigger these buffs

These buff is no way need a zerg to ‘trigger’ them. You can have a simple small guild (I would guess even a 1 man guild) and have these upgrades. Yes having more numbers in your guild will allow you to claim an objective easier however you can only claim one per map.

Also I believe the old buffs will still be in and no longer time based but permanent once unlocked, at least that is how I read the first big guild article that talked about guild claiming. They could have been refering to these new ‘buffs’ though as once unlocked it looks like they stay unlocked.

Unclaiming would be nice and some sort of auto-unclaim would be nice if a guild wasn’t using any buff. I don’t think there should be a vote because then if your guild wants buffs for a specific reason but the server blob or main guild wants something else they will just kick your guild out even though you were using it as intended.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: Jayne.9251

Jayne.9251

Maybe I missed it, but will the old buffs still be available as well?

Also, if a guild has claimed a holding but has no buffs/upgrades running or has not had buffs running for a period of time, will their claim release? If not, it should. A lot of times guilds claim locations, but don’t keep buffs running, and fail to move their claim to something that’s not important/likely to flip quickly. All the cool new upgrades won’t do any good if nobody from the claiming guild is properly managing their claim(s), which you can rest assured will happen on many servers.

Buffs are no longer on a timer, they remain until the objective is flipped.

However, does not address whether a troll guild can claim, put up zero buffs, and players have no way of fixing, other than letting the structure flip. Also no mention of whether there will be an easy claim/unclaim ability (one would hope so).

L’enfer, c’est les autres

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

“Hardened Siege
Availability: Walled Objectives
Cannons, mortars, and oil pots can only be damaged by siege weapons.”

Siege should NEVER be invulnerable to player attacks, especially some of these particular pieces. Cannons can fire so frequently and do so much damage to large areas, it gives too much of an edge to force players to try and build something in time to take it out. Similar issue with mortars. They are already in annoying to reach locations. By making it so the few attacks that can hit them, don’t, is just going to give far too much of a defensive edge.

The operators aren’t invul though….

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

So, you want to be able to destroy the siege so you can afk while the door get’s knocked down? This is what attacking and defending need more of, some interactive gameplay that goes on while the wait for a door or wall gets knocked down.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: Jayne.9251

Jayne.9251

“Hardened Siege
Availability: Walled Objectives
Cannons, mortars, and oil pots can only be damaged by siege weapons.”

Siege should NEVER be invulnerable to player attacks, especially some of these particular pieces. Cannons can fire so frequently and do so much damage to large areas, it gives too much of an edge to force players to try and build something in time to take it out. Similar issue with mortars. They are already in annoying to reach locations. By making it so the few attacks that can hit them, don’t, is just going to give far too much of a defensive edge.

The operators aren’t invul though….

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

Have to run from spawn though if you die and nobody around … WPs being removed from Hills/Bay and going to south towers/garri. I imagine the emergency WP has a really really long reset timer.

L’enfer, c’est les autres

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Posted by: briggah.7910

briggah.7910

-Invulnerable dolyaks

GG anet Now I’ll never be able to get the coolest title in this game Ohh wait..

https://forum-en.gw2archive.eu/forum/game/wuv/Suggestion-WvW-achievements-1/page/6#post5452203

Ahhh haha I’ll be a yakslapper when HoT launches

Player Vs Everyone
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Posted by: Liston.9708

Liston.9708

“Hardened Siege
Availability: Walled Objectives
Cannons, mortars, and oil pots can only be damaged by siege weapons.”

Siege should NEVER be invulnerable to player attacks, especially some of these particular pieces. Cannons can fire so frequently and do so much damage to large areas, it gives too much of an edge to force players to try and build something in time to take it out. Similar issue with mortars. They are already in annoying to reach locations. By making it so the few attacks that can hit them, don’t, is just going to give far too much of a defensive edge.

The operators aren’t invul though….

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

Those spots are always hot when I play – gave up on cannons long ago as they are nuked first…..

YB→YB→YB→YB→YB→YB→YB→most likely YB

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Posted by: Atoss.1056

Atoss.1056

Are we gonna have access during this beta to all these upgrades from guild claim? And access to EB to check out SM upgrades too maybe?

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Posted by: Tyler Bearce

Previous

Tyler Bearce

Game Designer

A few points on anti-griefing measures for guild claiming:

  • Guilds without Guild Halls will not be able to claim objectives.
  • Guilds with the most players at the objective at the time of capture will have first priority.
  • Empty guild upgrade slots can be slotted by anyone (who has unlocked the appropriate upgrades), however the owning guild still reserves the right to overwrite a slotted upgrade with a different one.

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Posted by: Ben K.6238

Ben K.6238

Some of this looks interesting, although it’s effectively the same strategy of giving more toys, this time focussed on defence. Doesn’t do anything to address the problems at the core of the game mode… but we already knew that what’s packaged with the HoT release wouldn’t, so that’s no surprise.

It’s going to make defense while outmanned a bit easier, and defense with even numbers trivial. That may push play towards cap and hold a little more, and that’s about it.

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Posted by: briggah.7910

briggah.7910

That may push play towards cap and hold a little more, and that’s about it.

I’m pretty sure this is how this game mode was always supposed to be played.

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

So, you want to be able to destroy the siege so you can afk while the door get’s knocked down? This is what attacking and defending need more of, some interactive gameplay that goes on while the wait for a door or wall gets knocked down.

So, you want to be able to afk in a structure and never worry about it being taken, let alone attacked? I’m not saying remove siege, I’m saying don’t make it faceroll. How about a claim buff that makes siege is more tanky, how about while manning siege you get increased dmg resistance and stability, how about a remote operate area that lets you man the siege without being right on it, and so on.

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Posted by: Bugabuga.9721

Bugabuga.9721

Wait, so even guilds that unlocked previously fortified transport but don’t have enough people with HoT won’t be able to claim?

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

So, you want to be able to destroy the siege so you can afk while the door get’s knocked down? This is what attacking and defending need more of, some interactive gameplay that goes on while the wait for a door or wall gets knocked down.

So, you want to be able to afk in a structure and never worry about it being taken, let alone attacked? I’m not saying remove siege, I’m saying don’t make it faceroll. How about a claim buff that makes siege is more tanky, how about while manning siege you get increased dmg resistance and stability, how about a remote operate area that lets you man the siege without being right on it, and so on.

Um…. you just said the defender would have to back off and switch siege. That isn’t afking that is actively defending.

Also in another thread in the Desert Borderlands Stress Test section of the forum a dev mentioned that this test was actually mainly for testing of these new Guild Claiming Upgrades so we get to see them in action very soon

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Posted by: Jayne.9251

Jayne.9251

A few points on anti-griefing measures for guild claiming:

  • Guilds without Guild Halls will not be able to claim objectives.
  • Guilds with the most players at the objective at the time of capture will have first priority.
  • Empty guild upgrade slots can be slotted by anyone (who has unlocked the appropriate upgrades), however the owning guild still reserves the right to overwrite a slotted upgrade with a different one.

Thank you! That’s awesome.

L’enfer, c’est les autres

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Posted by: morrolan.9608

morrolan.9608

Article on Guild Claiming Upgrades

Post thoughts and opinions on the new upgrade system for guilds here.

Thoughts: anet is doing their best to destroy WvW as a serious large scale PvP mode. Its just another trend to cater to casuals.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

So, you want to be able to destroy the siege so you can afk while the door get’s knocked down? This is what attacking and defending need more of, some interactive gameplay that goes on while the wait for a door or wall gets knocked down.

So, you want to be able to afk in a structure and never worry about it being taken, let alone attacked? I’m not saying remove siege, I’m saying don’t make it faceroll. How about a claim buff that makes siege is more tanky, how about while manning siege you get increased dmg resistance and stability, how about a remote operate area that lets you man the siege without being right on it, and so on.

Um…. you just said the defender would have to back off and switch siege. That isn’t afking that is actively defending.

Also in another thread in the Desert Borderlands Stress Test section of the forum a dev mentioned that this test was actually mainly for testing of these new Guild Claiming Upgrades so we get to see them in action very soon

I know very well what I said, I’m just responding with the same exaggerated claim you wish to make. Destructible siege doesn’t mean an attacking force doesn’t need to actually pay attention or that they’re going to be able to instantly blow it up. And even if they did, there’s still ACs and other things that can, and should be, built. If a defending force isn’t utilizing all at their disposal, then who’s fault is it…

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Posted by: Reverence.6915

Reverence.6915

The amount of siege and PvE bullsittery that just got announced just makes me want to quit the game tbh. We won’t know how it’ll work until release since ANet doesn’t do a PTR, but hey…

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Posted by: morrolan.9608

morrolan.9608

One thing that I note is that anet got rid of all the cool environmental weapons from WvW cause of the effect on fights but now they’re adding even more overpowering abilities that will make taking a defending tower or keep close to impossible.

Just more PvD.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro