WvW - Three Likes & Three Hates

WvW - Three Likes & Three Hates

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Posted by: Omaris Mortuus Est.2738

Omaris Mortuus Est.2738

create a thread that asks for players to list their three favorite things about WvW, along with their three least favorite things. “Hey ArenaNet, do more of this, less of that.” !

You asked for it and so here it is!

My 3 likes
1) Playing with my guild
2) Big fights
3) I’ll get back to you

My 3 Hates
1) Lack of updates (which we want)
2) Bug, glitches, exploits, hacks.
3) The steamrolling 80-man zergs
4) OP Arrow Carts
5) PvE content in WvW
6) Lack of cross server communication/trolling
7) Aoe limit of 5? O.o

Oops you said 3 hates, my bad

Macros, you can use them as long as they arent macros.
Remember to buy the officially endorsed GW2 Steel Series Keyboard, it supports macros!
WvW, we only care if it affects the servers we play on.

(edited by Omaris Mortuus Est.2738)

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Posted by: Ozoug.4158

Ozoug.4158

“Polls are great, but they can get muddled with order bias. How about this – create a thread that asks for players to list their three favorite things about WvW, along with their three least favorite things. “Hey ArenaNet, do more of this, less of that.”

Just my 2c!"

-Josh “The Grouch”

So lets do it! I’ll start

Less of:
Zerging-Get rid of the 5 person limit. This is a big reason why zerging exists, and it’s also a big reason why smaller groups have trouble taking out bigger groups, especially when defending.
PvDooring- It’s very boring but it’s encouraged in WvW. Fighting other people should be encouraged.
Less Siege-Siege is terribly unfun. IMO shouldn’t be used vs other players. Players class skills should be used vs other players.
Running away- WvW encourages avoiding fights. Waypoints, stacks, and how the game mechanics work all promote running away when feeling threatened.

More of:
Fighting eachother. WvW should encourage fighting one another. Removal of waypoints, change the mechanics so teamwork can overcome greater odds, and add an incentive for killing other players.

GW2: A-E-I-O-U and sometimes Yzoug.
DaoC: R11 Skald

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Posted by: Dawdler.8521

Dawdler.8521

Zerging-Get rid of the 5 person limit. This is a big reason why zerging exists, and it’s also a big reason why smaller groups have trouble taking out bigger groups, especially when defending.

I really wish people would stop bringing this up. Its completely pointless. Its not going to happen, devs have already explained why multiple times. Focus on the things that can be changed.

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Posted by: Ozoug.4158

Ozoug.4158

Zerging-Get rid of the 5 person limit. This is a big reason why zerging exists, and it’s also a big reason why smaller groups have trouble taking out bigger groups, especially when defending.

I really wish people would stop bringing this up. Its completely pointless. Its not going to happen, devs have already explained why multiple times. Focus on the things that can be changed.

I havent heard a dev say it isnt going to happen, why isnt it, and where was that stated if you dont mind me asking?

GW2: A-E-I-O-U and sometimes Yzoug.
DaoC: R11 Skald

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Posted by: Sad Tas.2509

Sad Tas.2509

“Polls are great, but they can get muddled with order bias. How about this – create a thread that asks for players to list their three favorite things about WvW, along with their three least favorite things. “Hey ArenaNet, do more of this, less of that.”

Just my 2c!"

-Josh “The Grouch”

So lets do it! I’ll start

Less of:
Zerging-Get rid of the 5 person limit. This is a big reason why zerging exists, and it’s also a big reason why smaller groups have trouble taking out bigger groups, especially when defending.
PvDooring- It’s very boring but it’s encouraged in WvW. Fighting other people should be encouraged.
Less Siege-Siege is terribly unfun. IMO shouldn’t be used vs other players. Players class skills should be used vs other players.
Running away- WvW encourages avoiding fights. Waypoints, stacks, and how the game mechanics work all promote running away when feeling threatened.

More of:
Fighting eachother. WvW should encourage fighting one another. Removal of waypoints, change the mechanics so teamwork can overcome greater odds, and add an incentive for killing other players.

you literally just described tpvp. click on the crossed swords at the top of your screen and then on “go to the heart of the mists” and everything you just listed will be there.

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Posted by: Ozoug.4158

Ozoug.4158

“Polls are great, but they can get muddled with order bias. How about this – create a thread that asks for players to list their three favorite things about WvW, along with their three least favorite things. “Hey ArenaNet, do more of this, less of that.”

Just my 2c!"

-Josh “The Grouch”

So lets do it! I’ll start

Less of:
Zerging-Get rid of the 5 person limit. This is a big reason why zerging exists, and it’s also a big reason why smaller groups have trouble taking out bigger groups, especially when defending.
PvDooring- It’s very boring but it’s encouraged in WvW. Fighting other people should be encouraged.
Less Siege-Siege is terribly unfun. IMO shouldn’t be used vs other players. Players class skills should be used vs other players.
Running away- WvW encourages avoiding fights. Waypoints, stacks, and how the game mechanics work all promote running away when feeling threatened.

More of:
Fighting eachother. WvW should encourage fighting one another. Removal of waypoints, change the mechanics so teamwork can overcome greater odds, and add an incentive for killing other players.

you literally just described tpvp. click on the crossed swords at the top of your screen and then on “go to the heart of the mists” and everything you just listed will be there.

Except it isnt.
-I want to build a character and fight with them.
-There is siege in tpvp
-Its about capturing and defending points.
-Not large scale enough

GW2: A-E-I-O-U and sometimes Yzoug.
DaoC: R11 Skald

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Posted by: KarlusDavius.1024

KarlusDavius.1024

Big emphasis on counter play in previous stream. So I’ll try and focus on that as a core.

1. Conditions being far too potent. Main problem being immobilise.
2. No counter play for trebuchets in keeps.
3. Trebuchet is a counter to every single attack strategy in large keeps, with no draw back to the defensive team. A treb should not be able to hit a gate and do no damage except to something on the other side.
4. Poison cows are too strong for the same reasons as above. Drain supply is too cheap or just too strong in general. Poison is strong enough. Make it so the main treb hit drains a certain amount of supply if hit. Poison drains supply if hitting keep supply.
5. Arrow carts are too strong. We can’t go away from the range because the treb cow will hit and drain supply, yet when we hug, 3 sup arrow carts kill people in seconds.
6. Waypoints need to be looked at. Only allowing certain amount of players in when contested.
7. Limiting golems per map. Only if treb and arrow cart changes go ahead.
8. Immobilise
9. General pass at play/counter-play. I’m big on the ability to creatively counter play scenarios. But some of the above is, and I will go as far to say this, impossible without a massive large scale golem assault. Which some servers just can’t afford.
10. Dead respawn timer set to maybe 5 minutes.
11. Immobilise.
12. Stop superior siege being sellable. Only allow normal siege. Superior is far too common, which doesn’t seem right.

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: Dawdler.8521

Dawdler.8521

I havent heard a dev say it isnt going to happen, why isnt it, and where was that stated if you dont mind me asking?

Well we are talking about the AoE limit, right? Not the 5 man party limit, which is ridiculous to begin with (the GW2 engine can obviously handle more, since we got 8 man parties in PvP – WvW should have 10 man parties at the very least).

What we are dealing with if the AoE limit is increased, the calculations of conditions/damage/everything are increased expontentially. We’re not talking twice the load if you increase the limit to 10 man (ie double it). We’re talking many, many times the load. Limiting this is a way to keep the game playable. Could they remove it? Sure. But I’m guessing that they already tried that and the result was rather ugly.

It would be rather boring to see 50v50 engage each other, the fps go down to 1-2 and then suddenly its 50v0 because 3 elementalists in the rear dropped meteor storm at the same time and killed everyone between frame 1 and frame 2.

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Posted by: Ozoug.4158

Ozoug.4158

I havent heard a dev say it isnt going to happen, why isnt it, and where was that stated if you dont mind me asking?

Well we are talking about the AoE limit, right? Not the 5 man party limit, which is ridiculous to begin with (the GW2 engine can obviously handle more, since we got 8 man parties in PvP – WvW should have 10 man parties at the very least).

What we are dealing with if the AoE limit is increased, the calculations of conditions/damage/everything are increased expontentially. We’re not talking twice the load if you increase the limit to 10 man (ie double it). We’re talking many, many times the load. Limiting this is a way to keep the game playable. Could they remove it? Sure. But I’m guessing that they already tried that and the result was rather ugly.

It would be rather boring to see 50v50 engage each other, the fps go down to 1-2 and then suddenly its 50v0 because 3 elementalists in the rear dropped meteor storm at the same time and killed everyone between frame 1 and frame 2.

I dont understand this. Are you saying that its a 5 person cap because of performance issues? Why would my fps go down to 1-2 because my AEs hit more people? I dont buy that its a performance issue. DaoC RvR(where the idea of WvW came from) has zerg fights, and there is no limit there? Why can a game that is 10+ years old do it, but not one that is new?

GW2: A-E-I-O-U and sometimes Yzoug.
DaoC: R11 Skald

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Posted by: albotelho.2931

albotelho.2931

Ok…

The 3 less

Skill lag on big fights
Enemies rallying because they killed a mob, specially those useless deers
Less PvE… please dont put living story stuff on wvw…

The 3 more stuff

Improve guilds stuff for WvW, let us claim more than one location, give us more tools to play as a guild, let us see where our guildmates are on the map for example… the name of this game is Guild Wars and not Server Wars!

Improve commanders tools too, we need squad to be more than one chat channel, let commander set captains to lead parties and be able to see where they are.

I like the ruins idea, at first I thought it would be a roamers paradise… but it is not… I dont see many action there… I have no idea how to improve it but I think it deserves some attention.

Turig Wolfsbane Norn Guardian
Rangrorn Charr Necromancer
Ultimate Legion [UL]

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Posted by: slingblade.1437

slingblade.1437

2. No counter play for trebuchets in keeps.
3. Trebuchet is a counter to every single attack strategy in large keeps, with no draw back to the defensive team. A treb should not be able to hit a gate and do no damage except to something on the other side.

A well executed omega rush can counter optimally-placed trebs. Trebs are very good, but smart play using omegas+mesmers has the advantage.

(edited by slingblade.1437)

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Posted by: basepi.9768

basepi.9768

I love WvW!

Things I love:

1) Random encounters with players of all skill levels and groups of all sizes. Never gets old

2) Variety of objectives — small groups can pull large zergs by taking camps and sentries and often even towers

3) Always something to do

4) I can make a difference — one or two people can defend a tower from a zerg with a couple of superior arrow carts (barring zoom hacking, but we’ll get to that)

I have a really hard time voicing exactly what’s so exciting about WvW, but I love it so much!

Things I would love to see in WvW:

1) Hacker reporting. Hackers have become much more prevalent recently and there’s no official way to report them. Along this same vein, some sort of aspect ratio limit would be awesome as well, so that zoom hacking could be taken care of. It’s a real bummer to siege up a tower only to have one zoom-hacking arrow cart take out everything inside.

2) Larger parties (squads don’t work very well). If you wanted to improve the squad UI that would be fine as well. I would love to have commander-targeting, but that might be overpowered so it’s optional. Commander tags visible only to guild would be amazing (and I think is in the works, from previous dev responses)

3) Tweak loot so that smaller groups or roaming is encouraged over zerging. Zerging is fine, and I don’t have a problem with it, but I would really like to be able to run around with a smaller group and still get a decent amount of world experience and loot. Perhaps make it so that loot scales such that if more people are involved, there’s less loot per bag, and in a 5-on-5 or 1-on-1 situation you get more loot/WXP? Maybe if a 5-man group takes a tower, you get double WXP and Karma? I know none of these are perfect solutions, but it would be nice to make it so zergs were not the fastest way to rank and get karma/loot.

4) WvW rewards to match PvE rewards. Currently, WvW rewards are pretty slim. We get bags, we get karma, we get badges. But all are in small amounts. Takes forever to get ascended mats playing WvW, especially dragonite. The gold rewards in WvW are very slim, and if you’re sieging or buying upgrades, you often will spend more than you make out there. Better rewards in WvW in general, and fewer rewards for zergs (3) would be awesome.

Thanks for such an awesome game mode! Keep up the great work!

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Posted by: Atherakhia.4086

Atherakhia.4086

PPT needs to be changed in some fashion to allow for differences in coverage and population. How? I haven’t a clue as all the suggestions I’ve put forth are shot down. All I know is that on my server, the population and coverage disparity is the primary thing holding us back from experiencing new, fresh opponents.

Class balance is HORRIBLE! We have Rangers that have no functional reason to exist. We then have Thieves, Mesmers, and Engineers that offer so very little one or two per zerg is all you need. You then have Eles, Necros, Warriors, and Guardians which bring everything a group could want or need.

Minions/Pets have never worked in WvW. While this isn’t such a big deal for Necros or Guardians because their mininions make up a very small part of their class, the fact that Ranger pets and Mesmer Clones/Phantasms can’t get to where they need to go in a group makes these classes borderline worthless.

The game is stale. Nothing has changed since launch but a minor area of the map that no one uses anymore (or did before hand) and WXP which only makes balance worse and hasn’t helped at all. There has to be some point to WvW other than the fun of it. The rewards are awful (and leagues were an insult). The buffs are meaningless. Aside from the fun of it (which has long since died away if you play anything but a Warrior, Guardian, or Necro) what’s the point of WvW?

These are my top issues with WvW.

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Posted by: mcarswell.3768

mcarswell.3768

3 likes
1) freedom to play how i want: solo, small group/havoc, or zerg
2) ability to run the same character (build/gear) in pve/wvw
3) server/guild rivalries

3 hates
1) zones are too small, objectives too close together
2) lack of individual/guild leaderboards for kills/wxp/objectives taken/claimed, etc.
3) map queues

Berner | Nitzerebb | Suna | Shivayanama
[TSFR] – Jade Quarry

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Posted by: RyuDragnier.9476

RyuDragnier.9476

3 less:
1. Less putting servers up against each other with a huge difference in coverage. Such as an entire oceanic server (Dragonbrand for example) versus a NA server, neither has fun because there’s nobody to fight during their primetimes.

2. Less living story objects. Anybody can tell you, when the toxic spores were up and running, nobody ran through mercenary camps or near them because all they did was annoy people. We’re in WvW for the large scale PvP, not for PvE events.

3. Less zerging. We all know that this is a problem, what with some servers just gathering into a single 40+ person ball to take something. It’s not fun for the people defending at all. Give them a debuff for that large scale thing, such as a lower endurance recharge, higher armor damage for dying, and no revival allowed. If they have that large group, they should have some sort of massive offset to it.

3 More:
1. More masteries, I can’t tell you how much I love these things. Give us defense mastery for defending camps, towers, and keeps, and possibly a golem mastery, with rank 1 (requiring 10 world ranks) being required to even enter one.

2. More traps. Give us large scale spike traps we can use to completely immobilize a large enemy force, dirt traps to blind them all and block projectiles, etc. Make these actually worth using on defense.

3. More rewards for defense and dolyak escorting. Right now we get barely anything for doing this, and there needs to be a way to reward this sort of thing more. And I mean actual defense and escorting, not afk doing nothing.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Jocksy.3415

Jocksy.3415

I havent heard a dev say it isnt going to happen, why isnt it, and where was that stated if you dont mind me asking?

Well we are talking about the AoE limit, right? Not the 5 man party limit, which is ridiculous to begin with (the GW2 engine can obviously handle more, since we got 8 man parties in PvP – WvW should have 10 man parties at the very least).

What we are dealing with if the AoE limit is increased, the calculations of conditions/damage/everything are increased expontentially. We’re not talking twice the load if you increase the limit to 10 man (ie double it). We’re talking many, many times the load. Limiting this is a way to keep the game playable. Could they remove it? Sure. But I’m guessing that they already tried that and the result was rather ugly.

It would be rather boring to see 50v50 engage each other, the fps go down to 1-2 and then suddenly its 50v0 because 3 elementalists in the rear dropped meteor storm at the same time and killed everyone between frame 1 and frame 2.

I dont understand this. Are you saying that its a 5 person cap because of performance issues? Why would my fps go down to 1-2 because my AEs hit more people? I dont buy that its a performance issue. DaoC RvR(where the idea of WvW came from) has zerg fights, and there is no limit there? Why can a game that is 10+ years old do it, but not one that is new?

It’s not FPS performance issues, it’s server’s communications issues…
Right now, conditions are calculated on a tick basis, every tick, there are communications between server and client to know damage of the condition for the tick.
All the communications needed at every damage tick are already part of what cause lagg (skill lagg) in large scale battles… add more targets to an AoE, there would be even more client/server communications, so more lagg…

This all is because, right now, condis are not fire and forget, they change depending on the buff the person who putted them has, and the protections the person who has them has… thus the constant communications…

Most games that allow 10 targets are fire and forget – so any buff/protection that was gotten after the condition was put are not effecting it…

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Posted by: Peetee.9406

Peetee.9406

like:
1) Open Field Fighting
2) Competition/Rivalries
3) GvG

dislike:
1) Scouting
2) Arrow Carts
3) Karma Train

Kayku
[CDS] Caedas
Sanctum of Rall

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Posted by: fufu.8345

fufu.8345

Likes:

1) Having Edge of the mist not match locked

Dislikes:

1) Hard Res (being able to fully resurrect someone by comrades who are in combat)

2) Rangers underwater pet healing while downed (Needs reworking)

3) Thieves being able to stealth off walls (player are not able to get any damage indicator from hitting walls, why should thieves be able to stealth off them)

Siafu [Fu]
Sylvari Mesmer
Blackgate Henge of Denravi Borlis Pass Crystal Desert Fort Aspenwood

(edited by fufu.8345)

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Posted by: Box Broccoli.1409

Box Broccoli.1409

Likes:
1.) Plenty of space
2.) I can feel important as 1 man havocing or map-queue karma training
3.) Ranks for years

Dislikes:
1.) Blinds affecting AOE skills (wtf? like, seriously wtf?)
2.) Too many stealth options for a thief when in combat
3.) PvE crap

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Posted by: Johje Holan.4607

Johje Holan.4607

Do more of this:
1. Fix things. You’ve fixed culling and skill lag is much better. Fix the other things that people have wanted since launch (party system, commander system, glitching into certain towers/citadels, building trebs in places you are not supposed to be able to build them in, etc.).
2. Map changes/new maps. You’ve changed the center of the BL and EOTM is coming out. But it takes too long. Do something about the worthless space at the NE and NW of the BL. Or even better new maps.
3. Experiment with different matchmaking systems. You’ve had different systems but all have had their problems. Change it up more often. Manually make the matchups.

Things to do less of:
1. Less Power creep. Superior siege, masteries of siege, Guard Leach/Applied Fortitude, Bloodlust, Ascended gear. Power creep is bad.
2. Less PvE. (Both spending your time on it and putting it into WvW.)
3. Less imbalance. Yes we know WvW is never going to be balanced like sPvP but that doesn’t mean you shouldn’t strive to make it as balanced as possible. And don’t add stuff to WvW that makes it even more imbalanced than it naturally is already. Balance is good.

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Posted by: Elmo Benchwarmer.3025

Elmo Benchwarmer.3025

Do more of this:
1. Fix things. You’ve fixed culling and skill lag is much better. Fix the other things that people have wanted since launch (party system, commander system, glitching into certain towers/citadels, building trebs in places you are not supposed to be able to build them in, etc.).
2. Map changes/new maps. You’ve changed the center of the BL and EOTM is coming out. But it takes too long. Do something about the worthless space at the NE and NW of the BL. Or even better new maps.
3. Experiment with different matchmaking systems. You’ve had different systems but all have had their problems. Change it up more often. Manually make the matchups.

Things to do less of:
1. Less Power creep. Superior siege, masteries of siege, Guard Leach/Applied Fortitude, Bloodlust, Ascended gear. Power creep is bad.
2. Less PvE. (Both spending your time on it and putting it into WvW.)
3. Less imbalance. Yes we know WvW is never going to be balanced like sPvP but that doesn’t mean you shouldn’t strive to make it as balanced as possible. And don’t add stuff to WvW that makes it even more imbalanced than it naturally is already. Balance is good.

+1 to this. Couldn’t put it better.

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Posted by: Covis.6037

Covis.6037

Likes
1) GvG (both open field and organised)
2) Open field fights
3) Roaming (>5 players)/ dueling

Dislikes
1) Siege too overpowered (Ac’s too strong when stacked with many, trebs on rams.)
2)PvE content at open fields (for example. Scarlet stuff to north from NW tower.)
3)PvE nerfs / buffs that effect WvW balance dramatically.

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Posted by: Natronix.9827

Natronix.9827

Likes:
- Large scale organised combat
- Map designs for creative open field combat, using terrain on your advantage
- Somewhat equal match ups throughtout time zones

Dislikes:
- Lack of new content
- Not many maps
- Anything not well balanced

Commander Nachonix

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Posted by: DivineBeing.2086

DivineBeing.2086

Likes:
-Taking structures and objectives
-Large scale fights
-PPT system

Dislikes:
-GvG (seriously, get this crap out of WvW)
-Play for fights mentality (make it so this type of play is scorned due to it extremely hurting the server)
-Extremely stale match ups (mix it up, but NOT so extreme where it creates a roflstomp week).

Blackgate
Lightdivinity – Level 80 Bunker Elementalist
Reshaos – Level 80 Power Necromancer

(edited by DivineBeing.2086)

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Posted by: KarlusDavius.1024

KarlusDavius.1024

2. No counter play for trebuchets in keeps.
3. Trebuchet is a counter to every single attack strategy in large keeps, with no draw back to the defensive team. A treb should not be able to hit a gate and do no damage except to something on the other side.

A well executed omega rush can counter optimally-placed trebs. Trebs are very good, but smart play using omegas+mesmers has the advantage.

By all means send me some of those over because I can’t afford golems for every single tower/keep on all maps. That’s the issue. Golems shouldn’t be the only answer to it. Tbey are expensive which means not every server can afford them.

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: kaltastic.3146

kaltastic.3146

Likes:
-The dynamic nature and having to adjust to new tactics that people dream up.
-Playing with people from all over the world
-Being able to log in and participate when I want to, not when I have to.

Dislikes
-How the rally mechanic makes fight a force that is ‘x’ times bigger than yours fruitless
-Being a defender on top of a wall puts you at a disadvantage versus the people below casting.
-Dealing with the hate when I feel like I want to bring my Ranger instead one of the WvW versions of the holy trinity.

We share apocalyptic views, how comforting that we see it too.

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Posted by: hihey.1075

hihey.1075

Like:
-The “never know what’s going to happen” feeling whenever I jump into WvW
-Open field fights (when raiding with my guild)
-Small fights without blobs adding up (when roaming)

Dislike
-WvW ranks not yet Account Bound.
-Commander system needs an overhaul. At the moment is just plain lackluster
-Queues

Pillow Cake
Worst Thief EU
One Handed One vs One Videos

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Posted by: Josh Davis.6015

Josh Davis.6015

Next

Merged similar threads!

Try not to argue against each other’s points – just respond with your own list!

Thanks.

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Posted by: Samhayn.2385

Samhayn.2385

Likes

Open field combat
smaller group objectives
the way the map around the runes is set up

dislikes

zerg to win, all benefit no drawback!
PPT in its current form, off hours way more important then even fights.
lack of a vision for what anet wants wvw to be.


It was 2 vs 20 but its ok we got’em both!

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Posted by: Jinx.7258

Jinx.7258

Hopefully Josh will actually read this thread. Copy-pasting myself from one of the threads in the sPvP forum:
- More visibility in the big fights.
- GvG ladder (official one)
- Commander UI – its simply enough to add the option to see all your members lol or proper “Follow Me” icon.
- Shoutcast/support for GvGs
- General game stability and skill delay issues
- Proper map – hearing some disturbing opinions about the new “GvG map”
- Better loot – compared to PvE and now sPvP the ratio kills/money is terrible.
- Give us the option to get the best current gear possible (for the moment ascended) ONLY trough WvW – badges sounds good. Or completely remove it. Every gear patch will create disbalance in the PvP aspect because it adds generally more stats or mixes them… which for some classes is aweful. Simply compare thieves dmg in sPvP and WvW, due to ascended gear fights last less and spikes are higher = disbalance. This is really major issue for those roaming and in general too (goes for the other classes too).
- Banner ressing Keep Lord – one of the major issues, especially in a Garrison where players can storm the node from everywhere… One-hour fights where players find it as “normal” to rotate on ressing the lord when there’s no actual back-up or reinforcements to wait for… its seriously redicolous.

With all my respect to you, Josh, I hardly believe you are going to make the change for us. The main team behind WvW development has stated trough its actions quite often that WvW is not PvP friendly environment and is all about doors, keeps etc. Looking back at the WvW streams where players are being fooled around that is great fun to run in a clueless ball of players aka zerg and that this is the main goal of WvW…. Looking back at the arrowcarts 80% dmg increase which you denied to reduce for long time… Looking back at your colleague that interfered GvG match and insulted the community…

My hopes are down.

#VoTF4Life

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Posted by: Viking Jorun.5413

Viking Jorun.5413

Likes

  • Ease of access
  • Big open field fights
  • Small scale havoc/roaming

Dislikes

  • Lack of unique rewards (skins)
  • Rewards favor zerging
  • Lack of unique roles within World XP (choosing everything rather than refining your role; scout, commander, infantry, siege master, etc)

#FormattingForJosh

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Posted by: Dwaynas Avatar.1562

Dwaynas Avatar.1562

Top 3 I like:
1) Big Fights…
2) Currently better reward System than pvp…
3) Good coordinated Groups can kill bigger Groups…

But with each of those there comes a negative point

Top 3 I don’t Like:
1) … but mostly the numbers decide and not the skill of the players.
2) … the reward is bad compared to PvE (exception: karma)
3) … ralley System – everyone gets a ralley because of the upleveld players – wvw should
be more like pvp in this regard – everyone should have at least max stats (in my
opinion).

all is vain – #BelieveInKarl – #EvanForPresident

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Posted by: Brando.1374

Brando.1374

Likes
1. GvG (15v15)
2. Zerg busting (zerglings = lootbags)
3. ability to run whatever kind of build you want without any amulet restrictions

Dislikes
1. coverage = win
2. Siege = skill
3. No Official support for Community Driven GvG (plenty of official support for Spvp events)

Xxkakarot [GF] Good Fights
Dark Wizard Incar [GF] Good Fights
http://www.twitch.tv/xxkakarot

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Posted by: Deniara Devious.3948

Deniara Devious.3948

TOP 3 LIKES:
1) open field fights (just fights, no need for other objectives)
2) large scale battle
3) unpredictable stuff sometimes happens

Roaming used to be on this favorite list, but after September 17th roaming just hasn’t been so fun anymore. So my TOP3 DISLIKES:
1) stat buffs (power of mists, BL bloodlust, guard leech etc. = massive power creep, all of them are unneeded and should be removed)
2) it is all about numbers and coverage
3) borderland changes (deletion of the lake + underwater combat and placing spvp-lookalike map instead, very few people are there, just revert the ill-designed changes back to where it was)

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

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Posted by: Sarrs.4831

Sarrs.4831

Like:
1. Buildin’ thangs. Holding a couple camps and sending supply to a building and making it bigger and better
2. Smashing open camps like pinatas
3. Good roaming fights

Haet:
1. Warriors with 98% condition duration reduction
2. The siege economy is way out of whack
3. Lake got removed.

Nalhadia – Kaineng

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Posted by: Dirac.1307

Dirac.1307

Likes:
1) Good, relatively evenly matched battles alongside guild-mates, where tactics, player skill and organization, not numbers, win the day
2) Roaming and encountering a smalled group or skilled player and duking it out
3) Repelling a zerg from a properly defended keep and seiged keep

Dislikes:
1) Devs ignoring and/or delaying fixes for the most glaring, obvious and easily fixable WvW problems (Treb from Citadel (seriously, wtk), complete and utter WvW loot imbalance, character bound WXP)
2) Horrible matchups. I do not want to a) completely obliterate another server or b) be completely obliterated. Match us up against other servers with comparable WvW populations and coverage. I don’t even care about the point tick, I just get sick of there being nothing to do in the first instance, and not being able to even take a tower or roam because of the 2 zergs roaming the map in the second.
3) Having to play extensive PvE content to get an edge in WvW, i.e. get money for siege and materials for ascended equipment

HoD|The Dark Physics|The Dark Alchemy|King Moustache|[RAWR]

(edited by Dirac.1307)

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Posted by: deracs.1762

deracs.1762

3 likes
Variety from zerg to small group, to solo roaming option
Variety from defending to open field, to tower/keep taking
Realm ranks without the Power creep that ruins every other pvp style game

3 Dislikes
Truth be told, most aspects of the things I dislike about WvW could be solved (for me) by making the maps 5 times bigger
Stealth, not just thieves but any class, stealth has always been a broken mechanic to me
PvE mobs. I understand why they are there, but would love to have them removed

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Posted by: VolumePlus.8059

VolumePlus.8059

Likes-

  • 5 v 5
  • 5 v zerg
  • Keep defense

Dislikes-

  • 5 player aoe cap- Zergballs are only effective because of the 5 player cap. By increasing the cap, it would make it so small groups could be viable against organized groups. But at the same time organized zergs could still run their tank trains. It would force zergs to get better, spread out, and there would be more epic fights. (Proof: DAOC)
  • No incentive to run small groups- This is a must change. 2v1, and the 2 win, they should receive less WvW XP because they are at an unfair advantage. Or, if you dont want to “punish” the 2, you could “reward” the 1 with more WvW XP for fighting and winning when the odds were not ever in their favor.
  • No diminishing return on CC- There needs to be some, once the CC effect has worn off.
[TB] Volume (Necro)
Dragonbrand since launch

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Posted by: Chris.3290

Chris.3290

Likes:
1. Open fighting
2. Difficult, yet not impossible sieges
3. Gear for badges (still one of the best places to get specific exotic gear)

Dislikes:
1. Loot scaling compared to PvE (PvE probably should have more, but the proportions are not at all on the same level (get more in 30 min of PvE than 3 hr of WvW).
2. Lack of mechanics to cause penalty for zerging (broader range supply traps, debuff, etc)
3. The delay in white swords displaying (made sense at the time, now with ram mastery and anti-npc buffs; it’s simply a 3 second warning that something is about to flip.

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Posted by: Belenwyn.8674

Belenwyn.8674

Three likes
1) great variety of roles available to play
2) great potential for strategic play
3) masteries for specialisation

Three hates
1) reward system attracts mainly one type of player: zerglings
2) progress within masteries is not connected to your way to play. A certain play stayle should open more ranks of a mastery
3) upgrades are too passive. More involvement of players i would very appreciate

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Posted by: Solstice.1097

Solstice.1097

likes

-open world pvp in general
-creates communities and guild interactions
-ability to contribute solo as well as in large groups (different playstyle options)

dislikes

-treated like PvE instead of PvP (gear, scaling, achievements, etc)
-kills aren’t a big enough part of score (more weight on kills reduces coverage impact)
-competitive matches are too few and far between

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Posted by: selan.8354

selan.8354

my 3 likes:

1.massive battles, sometimes with 3 severs fighting each other. its a lot of fun when those epic battles happen.
2. i love running with my guilds. we are around 15-20 that will go and chase those massive blobs and destroy them. its a lot of fun. i like the gvg’s with them too and working together as a coordinated team.
3.destroying golems.

dislikes:
1. classbalance: sry but balance in wvw is a disaster. the only ones having fun are the GWEN train. they are the ones that fight those massive battles.
my mesmer after all the nerfs has become a veilbot. all we can contribut atm is veil. and that because of overnerfing certain things and then overbuffing war.
rangers arent even allowed in coordinated guilds.
engi has some good aoe, but the gwen train makes them simply not shine at all. thieves have a similar issue like mesmers as they are gankers only and dont have the chance to spec for aoe and zergsfights.

2defending keeps. ometimes the moment u see a keep contested and have to search wher the attack is coming from, very often the enemy is almost through the outer gat already. the upgrades mean nothing vs ram mastery. eles can destroy everything on top of walls. u cant even defend if u are out numbered. keeps are too easy to walk through.once outer is down, they are right on the inner gate. if u dont have a ton of siege ready there is nothing u can do.

3. maps. they are too small, they have too much useless space and are boring. i personally dislike the bloodlust circles, but i like the terrain it has. i wish the carver point would be an actual tower. we had those maps for a very very long time now, its time to let go of them. we need new improved keeps,maps and towers.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: Wayne.9714

Wayne.9714

Likes:
1.) Verity of combat.
2.) I like the maps (more or less) just need more.
3.) Battles for real estate/ especially Keep holds.

Dislikes:
1.) Rewards- First one I think of is: Take a keep get 3 dragonite ore? (Tower maybe but a keep??) Achievement points not so easy to come by in WvW either. Many more but…
2.) Coverage Wars. No clue how this can be fixed or if it should but I am not a fan!
3.) WXP not account bound.

Oxtie Mes,Hi Oxtane Engi,
Oxnar War, Oxnar Blades Thf, Oxnar Ripclaw Rng,
Ox Nar Ele, Oxett Necro, Oxann Grd.

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Posted by: eleshazar.6902

eleshazar.6902

Likes:

1) Season 1 (The feeling that whether you won or lost each week actually mattered)

2) Defensive Preparations (Like traps! More of these, and possible not quite as expensive, or more powerful [maybe a magical shield]).

3) Suggestion: Let players move supply. Now hear me out on this. I’m thinking a system where your movement is decreased by 50% and all of your utilities are disabled as you “carry” supply. This would prevent zergs from just instantly filling up a keep (because a zerg that can’t fight would suck), but would allow small groups to really make a difference. Maybe make it so that you can’t drop the bundle unless you are at a supply depo (i.e. you make it all the way or you die trying) or make it so that if you drop the supply it is destroyed.

Dislikes

1) Zerging. Self explanatory. These big massive mindless zerg fights have been encouraged in this game for too long. Look at the positive feedback that you got on the marionette fight because you didn’t go with the zerg button mashing mentality in creating that fight. People like to feel like what they do matters.

2) Participation Imbalance. Notice I didn’t say population, but participation. I play on Gate of Madness and we are technically a “high pop” server. But we are vastly undermanned in WvW. I think server transfer costs should be free for people moving to a lower ranked server than their own. And the fees for transferring up the ladder to a top tier server should be hefty. Case in point: Look at how many devs play on JQ/SoR/BG for WvW. Come see how unfun a matchup between HoD and GoM is because we get rolled and those that like WvW don’t stand a chance. Make the out manned buff actually affect our ability to compete, not just make us not cry over our astronomical repair costs.

3)Oceanic Guilds Night-capping. Basically a server that can recruit an Oceanic WvW guild will always beat one that has none. People have to sleep/go to work. A server can’t compete with a server that has 24/7 coverage. There has to be a way to limit the amount of impact you can have on off peak hours. Maybe a reduced PPT? Or again, make the outmanned buff matter so that the 1-10 people playing on a map at 3AM can face the 30 people that show up from Asia in the middle of the night.

All professions level 80| Champion Paragon, Phantom, Genius
Phoenix Ascendant [ASH] | Rank 80

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Posted by: goldenwing.8473

goldenwing.8473

Likes:

1) the fact that a small group of 4 players can make a strategic difference. Don’t ever lose that.
2) PPT – see also this thread: https://forum-en.gw2archive.eu/forum/wuv/wuv/If-you-could-change-the-scoring-mechanic/first#post3545678
3) siege equipment
4) freedom to play as desired (zerg, roam, havoc, etc)
5) 3-way rivalry – ONLY way to do this correctly
6) Darkness Falls dungeon —- oops, that’s me dreaming. Seriously, the community-building that WvW creates.

Dislikes:

1) maps too small
2) not enough maps
3) need more reasons to strategically defend. GW2 WvW has a distinct lack of ownership because maps are not really realm based. There is no “home” to defend, there are just constant “turnover” objects and a strong motivation to let them go to be able to get points when taking them back.

.
.

I’m sure I could come up with more if I actually thought about it. These are top of the head. And you notice “likes” are double “dislikes”. Not bad ANet, not bad.

PS: most wanted update: account bound wxp. Would love to get some of my alts back to WvW. Heck, might even motivate me to make another whole set or two of ascended gear.

BG: 52 alts, 29 lvl 80’s. They all look good, so I am done with the game: Oct 2014

(edited by goldenwing.8473)

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Posted by: AgentChaos.4932

AgentChaos.4932

enable town clothes in wvw please

Roleplayer.

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Posted by: BlazeQ.1095

BlazeQ.1095

Likes:
1:) Big open field fights.
2:) Small group combats
3:) Community

Dislikes:
1:) Time vs. Reward compared to PVE
2:) Lack of developer participation in discussion
3:) Lack of updates / developer dedication to WvW (or the illusion of a lacking dedication)

Cold Beerdrinker
PB Officer
NSP

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Posted by: McWolfy.5924

McWolfy.5924

what i like:
1: 5 men aoe
2: lag and others nearly wanished (realy gj)
3: more and more wvw skills

dislikes:
1: 9 sup ac, 2 treb, 3 ballista, 2 catapults defend a single tower
2: class balance (i want to play zerg fights with my ranger)
3: no shiny for wvw players. fractal players fight in the myst and they gain cool stuffs for a lvl 20-30 easy run. we fight real battles for the nothing.

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

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Posted by: Phlogus.2371

Phlogus.2371

BLUF
Epic large scale coordinated battle / team and community development through shared victory and hardship / reduced lag that allows for the large scale fights
Hackers & cheaters / Population imbalance / unresponsive- delayed development solutions

3 favorites
Epic battles when we have 140 people coordinated through teamspeak rolling under 6 commanders across all four maps in coordination and jumping map to map objective to objective at a moments notice so that we can spread or concentrate forces based on objectives, resistance or our opponents movements. This allows groups as large as 80 or as small as 2 to accomplish server prioritized goals.
The mutual trust and shared understanding of objectives and fight based goals that are used to develop teamwork and community. The dynamic of server vs server vs server that lets us develop friendships and rivalries on a much greater scale than a simple GvG because you never know what force will come on the field and you must be ready to apply your servers skill and knowledge against all who choose to fight.
Improvements to lag that allow for very large fights. We have had 50 opponents at south bay on the high ground, skirmished them with another 30 opponents pouring in north bay outer and held them off with three coordinated groups and covering fire from inner. It had to be over 200 people in the fight total and that is what makes WvW battles awesome.
3 least favorite
Hackers- I have lost more committed players to hackers than any other factor. Poor player ethical choices are part of any population but having a responsive host that will monitor, and address justified discipline issues would make a substantial impact on the quality of life of those who spend a tremendous amount of time and effort keeping WvW a functional and lively game experience.
Population imbalance- I have had close to three times my current guild size quit the game based on what seems like futility due to population and coverage imbalances. I get a new player in and teach them the ropes in WvW. They play for a short time maybe a month or two and they drop off the face of the earth after the lack of coverage allows our opponent to flip a keep with four players. Our server has been on both ends of it. We have dominated or been curb stomped based on coverage. There was such a focus on looking for group on dungeon runs, how about looking for a regiment. We could use an influx of 300 – 500 people to spread the load of the fight and allow for rest and refit, training, morale activities and rehearsals that would make large scale activities more effective.
Lack of response to requested improvements- Commanders functionality ref https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/page/14#post3343318
Improved maps – You took away the lake and gave us the ruins. They are a nice change on a small scale but lets look at something much larger. If you really want epic battles set the forces as factions red v blue v green on all tiers combined across the whole of tyria. Make every existing structure in PVE a conquerable objective and set the match to a two week cycle. You will have campaigns to drive the enemy out of regions and long range recon patrols and infiltrators. The havoc squads and duelers will be able to set ambushes all over the place.

Phlogustus Male Char DD Ele
Molen Labe Female Human Necro
Devonas Rest – Black Rose Legion -CF4L

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Posted by: McWolfy.5924

McWolfy.5924

+1 what i want: body block from gw1! pls!

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+