WvW - Three Likes & Three Hates

WvW - Three Likes & Three Hates

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Posted by: Barondil.1459

Barondil.1459

Likes:

1. Roaming and Smallscale Battle
2. Sometimes Siege Fights (only when there are defenders; hate PvDoor)
3. Sometimes Zerg Fights

Hates (with suggestions):

1. Layout of Maps
– Maps are too small
– Mescenary camps (skritts, centaurs etc.) are useless
– More destroyable structures, to give a little bit more dynamic on the map (for example Bridges)

2. Defending structures
– Defending and Upgrading should be more rewarded
– Upgraded Structures give more points to the score
– Rewards for defending upgraded structures are much higher
– Structures can only be damaged by siege weapons
– Cannon, Mortars and Oil can only be damaged by siege weapons
– Fix line of sight problems for defenders on the wall

3. Too much PvE-Stuff
– Remove Mobs, Point of Interest, Vistas and Skill Challenges from maps

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Posted by: Omaris Mortuus Est.2738

Omaris Mortuus Est.2738

As promised, dislikes/areas of improvement! Same disclaimer as the previous post – word clouds remove context. I upped the max words in this image so the most oft repeated pop out a bit more.

Edit: Removed some frivolous words.

I dont like how we have a few things in there more than once.

Arrow
arrow (yes one with a capital A one with a small a)
Cart
ac
Carts
carts

all those should count as one.

Also I dont like the PvE mobs in WvW, but I do want the loot, like the wintersday gifts etc.

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: Taldren.7523

Taldren.7523

3 Likes:
1. Love small scale roaming combat.
2. Love 3 realm combat
3. Really like the limitation of waypoints / fast travel.

3 Hates:
1. The way the game rewards the zerg:

  • How the downed system gives advantages to numbers rather than skill.
  • How in something like a 100 v 1, the 100 get the same reward as if it has been a 1v1.

2. Small Maps that keep the zerg too close to the roamers.
3. The fact that all WvW rewards are passive. — I really, really wish you could just copy paste Dark Age of Camelot’s RvR into GW2. Bounty Point and Realm Point reward systems where perfected over a decade ago by that game.

80 Elementalist (RotV), 80 Mesmer (RotV)
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.

(edited by Taldren.7523)

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Posted by: Jandopo.2107

Jandopo.2107

Likes:

N°2 and n°3 of these come from what I heard about the new Edge of the Mists map.

  • More keep customisation (and more reasons to claim/defend a keep in general).
  • Stronger keep lords.
  • Permanent Server Alliance between servers of different leagues.

Dislikes:

  • Maps are too small.
  • Border Maps look identical.
  • StoneMist Castle is empty and boring, it looks more a giant arena rather than a castle (in my opinion of course). Could you make it more interesting?

Thank you for reading =)

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Posted by: Distaste.4801

Distaste.4801

Likes:
1. Small scale battles(roaming)
2. WvW daily
3. Open field zerg fights

Dislikes:
1. Too simple/too easy. Everything gets taken far too easily. Garrisons should take a lot hard work to take, keeps should take awhile as well, and camps certainly shouldn’t flip every 5 minutes. The Supply mechanic is too simple. Make players mine ore, chop trees, etc for supply. Make trebs/arrowcarts/etc use supply to fire. Allow them to hire NPC’s to do it as well. That gives the solo player an objective to kill enemy Players/NPC’s so they don’t get supply. Let players setup defenses that mean something and are class specific. Engineers could setup auto-turrets and landmines, rangers could setup traps and have roaming(Hard) animal guards. Necros could do condition marks and necro pet guards. Thieves could do traps and stealthed scouts, and you get the picture. Basically add variety and depth to the gameplay instead of simplicity.

2. Lack of Reward on the personal and meta level. There is very little to actually work towards as a goal in WvW. If you do win a match up you get nothing for it. The best you could possibly get for a reward is an extremely rare drop from a player/guard/keep. The marks of honor are absolutely worthless and always have been. I can earn gear/money in PvE far far FAR faster than WvW and I die a whole let less doing it. Let WvW be lucrative but plan accordingly to prevent farming/enemy collusion.

3. Scoring system. There is no weighting based on population and that leads to certain times of the day having points that are worth a lot more towards a win than others. This promotes off hour coverage as the easy way to win. Since there is a limited population of off hour players and they like playing with others that play in their time slot this often leads to domination of said slot and tons of points for relatively little effort.

Other things that need to be looked at:

Servers- just merge them already to concentrate the remaining populations. Just allow sign-ups for each of the colors(allow guilds/groups/etc to signup all together) while also controlling the populations between the colors to keep things fair.

Anti-stacking/zerg mechanics-
Crowded debuff- Make it so if too many people are around you it becomes harder to hit enemies
AOE limits- if AOE’kitten more then people would spread out but make damage reduced for targets over a certain number.
Buff duration splitting amongst all allies(20s for 1 person, 4s for 5, etc)

Map size- I know it’s a technical limitation, but figure out how to make them much bigger.

WvW pve events/mobs- make them more like Alterac Valley in Vanilla WoW. Players can farm mobs for drops to then craft or turn them into useful events that are tools for the players to use to gain an advantage. Farm leather for airships that will drop bombs on an enemy keep. Farm elementals for powder and have the asura turn it into a giant siege elemental. Plenty of possibilities here. All mobs in the zone should be useful towards WvW in someway.

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Posted by: Brafius.7432

Brafius.7432

Likes:
1. Fights – Duels
2. Fights – small scale
3. Fights – large scale

Hate:
1. Reviving. Removing this could give smaller servers a fighting chance. The distance to your nearest waypoint would become more important than your actual numbers.
2. PVE mobs. Why do we need deer, wolves etc. All mobs not part of WvW should be removed.
3. Skill Lag! By far the worst of all. Nothing ruins this experience for me as much as this. This is the biggest reason I will be quitting as soon as another decent MMO comes along. Saying this actually makes me sad, since WvW is the best game mode I have encountered in a MMO to date. But a prerequisite for enjoying a great game mode is the ability to play.

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Posted by: ionix.9054

ionix.9054

Likes:
1. Classes are well designed and small skirmishes are fun
2. Three realm combat

Dislikes:
1. 3x identical maps for each server
2. Reward system is terrible. Further, rewards only come from being with a massive zerg
3) Daily limit on Laurels, prevention of trading after equipping weapons, restrictions on trading after certain actions when crafting, limits on dungeon tokens, too many currencies, modifying skills for one area of the game but having differing balancing in another part of the game… Too much control, rule exception, standardization and game play partitioning in every single aspect of this game. At times I feel that I have the freedom of a console first person shooter. This game is a stone’s throw away from being a console game with a multiplayer mode.
————- Bonus —-——-
4. Failure to enhance WvWvW with any meaningful and that does not inherently require some type of PvE
5. Lack of money & crafting materials (sick of backpack filling up with junk armor and dragonite ore being hard to get as a 2-3 man roam group)
6. Lack of unique weapons and gear (or access to gear that pve has)

(edited by ionix.9054)

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Posted by: lunacrous.6751

lunacrous.6751

You know, I’m going to change my #3 Dislike to the Condi Bunker festival that roaming currently is, with 3 bullets under that for:

  1. Condi Warrior
  2. Condi Engi
  3. PU Mesmer

Tempted to include Necro on there, but I’ve at least had some luck against them. The three above tend to make solo roaming just a depressing slog whenever you run into them.

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Posted by: Libertine Lush.1320

Libertine Lush.1320

Likes:
1) Relative freedom. In a game without World PvP, this is the closest to freeform combat and shenanigans as we’ll get.
2) Roaming/small scale fights. Though it requires quite an investment in time and patience to find these fights, as WvW’s mechanics, intentionally or not, discourage it.
3) …

Dislikes
1) Zerging/Blobbing. The majority of the mechanics further promote this skill-less mode of play. One of the worst consequences of this is when—by yourself, with an army of zero—you cross paths with an enemy, but he’s disinterested in fighting; he runs away, fearful of a 1 vs. 1, because he’s so accustomed to the low skill-ceiling combat of zerging. Zerging’s engendered a large community of players afraid to PvP—even though it’s a PvP zone!
2) The art. All the PvP maps (WvW and sPVP) do not look like they’re created by the same team of artists that created the rest of the game. The racial capitals, some starting zones, even the much maligned Orr is vibrant in it’s colors, dense in it’s scenery and vistas, rich in it’s verticality and scope. The PvP maps have monochrome color schemes comparable to an FPS, no verticality, no sweeping vistas, no grandeur. Also, the buildings, especially the castles, do not look like something worth fighting for.
3) Imbalance. Why not carry over most, though not all, of sPVP’s balance rules into WvW? sPVP is still suffering from considerable balance problems, but WvW severely amplifies those issues with excessively powerful consumables, gearing options that allow glass cannons to take you down more swiftly than Jormag, all the power/condi damage boost you get from zerging (5 stacks of Applied Strength, 25 stacks from sigils, Borderlands Bloodlust).

(edited by Libertine Lush.1320)

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Posted by: nykcu.2936

nykcu.2936

I love WvW. I spend 99% of my GW2 time in WvW. The whole thing is great but with some tweaks and additions it can be perfect.

Likes:
- Small scale battles and roaming.
- Freedom to play any kind of build you want.
- Large scale fights (with equal numbers and when there is no lag)

Dislikes:
- PvE stuff in WvW. Why?
- Skill lag when 3 servers fight in SM that affects me even if i am on the other side of the map.
- The rewards are far less than in PvE. I have to do sometimes PvE so i can get gold to upgrade or change my specs for WvW.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

A lot of people are saying the maps are too small? Wtf? They seem to be on par with some of the biggest maps in pve.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Johnnyc.3809

Johnnyc.3809

Likes:

  • Guild fights with 10-30ppl
  • Trebs long range fight
  • Hard achievs (“ultimate *******”)
  • One smart man can change lots of things

Dislikes:

  • Blobs
  • No unique medium rewards (pet, tonic, skin)
  • No guild advantige or “guild achiev” when one guild take something (eg +10% global magic find for 6h every time we take keep)
  • 5 aoe limit
  • 2v1 servers (ticking +0 with full map)
  • No motivation to win (karma trains)
  • No Tequatl (Eg, we took SM, now we can try fight with Boss)

(edited by Johnnyc.3809)

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Posted by: Lobsters.3869

Lobsters.3869

1> Like roaming around map where all combat is possible. Some of us just like player vs player combat.

2> Like getting chest of ascended loot from random keep lord.

3> Like … mmm… something else I’m sure…

And three dislikes:

1> Dislike 10 to 5 Aoe Nerf. Makes confronting a larger army impossible now.

2> Dislike fighting doors for loot. Sometimes though its better than PvE.

3> Dislike how you took my broom away. I mean, whats up with that.

And 1 thing Anet dislikes:

1> Players having fun.

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Posted by: Phantom.8130

Phantom.8130

A lot of people are saying the maps are too small? Wtf? They seem to be on par with some of the biggest maps in pve.

the overall area may be the same size, but the layout is the problem. everything is laid out pretty close to the center, and that leaves a lot of wasted space, such as the skritt and centaur on the borderlands. a better layout would really get them the most out of the space that’s available to them. that layout would need to place the keeps as far away from each other as possible, instead of as close to each other as possible. it’s possible to play without ever leaving the triangle the three keeps make.

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Posted by: Kagu.2015

Kagu.2015

Likes:
Group fights
WvW ranks and abilities
Team work

Dislikes:
PPT
Lack of updates
Lack of rewards

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Posted by: Khayoss.2019

Khayoss.2019

Likes:
1) Small to epic scale fights! Variety is the spice of life and I love that you can find it all.
2) WvW ranks and masteries. More please! Camp mastery, dolyak escort mastery, whatever!
3) The huge range of viable and competing builds available to some classes. Lets not nerf the GWEN, but rather re-examine why the others aren’t up to snuff in this game mode and do something about it, k?

Dislikes:
1) Coverage wars and server versus server. Let’s get some population balance so that more than 1 matchup out of 8 is actually competitive.
2) PVD / Karma training. Less reward for the easy fights and more for the hard so that we get some real strategy into the general gameplay.
3) Defense/upgrading is not properly rewarded and upgrades themselves need to be more powerful. Lets reward the ones that make the effort, make the merchants automatic and replace the personnel upgrades with stuff that really helps the defenders.
4) (sorry went over) Rewards in WvW in general – especially as it relates to Ascended stuff. With guesting and 4 characters you can make upwards of 600 dragonite a day in PvE. In epic battles in WvW you’d be lucky to make 30. Lets seriously buff the rewards we get based on how hard and how many hours/people some of this stuff is to take.

Also, thanks for actually coming in and communicating with us. Please keep this up.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

(edited by Khayoss.2019)

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

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

Dislikes:
1)Stunstacking
2) Meleetrains
3) No solo roaming vs being ganked by 4 because “kitten”
4)PvD
5) Blob to win.
6)Removal of the Orb and the bad mechanics to go with carrying
7) Exploits
8) Unimaginative map design resulting in a really dull gameplay.
9)No profession roles except in combination with meleetrain.
10)No rewards for solo roamers except the occational lootbag.
11) loot system why aoe loot when loot spawns miles away and seconds after a fight. why not autoloot? (people are running 3rd party programs stuff just for this feature) < the main reason people find out about these things.
12)hacks
13)contesting keeps by bots.
14)no mechanic involving waypoints that contrubutes to strategy. (when the waypoint opens all dps on the waypoint to melt everyone.. isn’t tactics) i would rather have another conquest circle to hold tobe able to open a waypoint.
15)no ingame messages concerning wvw..
16)ingame messages concerning pve in wvw.
17)aoecap [when outnumbered-idea]
18)balance.
19)ascended powercreep
20)objectives to spread out. 50% or wvw is running.
21) unequal speed amongst classes.
22)perma builds
23)upleveled
24)no build encyclopedy (gw1)
25)tagging for loot. so basicly you must play instand damage professions to get your “Tag’s” in. tagging mechanic is terrible.
26)Lag/skilllag/fps drops
27)boring maps and gameplay
28)boring maps and gameplay
29) boring maps and gameplay
30)boring maps and gameplay.

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

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Posted by: johnnymiller.5968

johnnymiller.5968

Likes
1. Good battles
2. Lag gone
3. uhmmm

dislikes

1. PvD
2. Ineffective siege
3. Mismatches
4. Spawn campers
5. Indecisive commanders

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Posted by: Ben K.6238

Ben K.6238

Hmm.

I like:
1. Roaming / small group play is (generally) working well.
2. Good venue for GvG and medium-sized group combat.
3. Risk/reward system on the strategy level – balancing defense with offense (in theory)

I don’t:
1. Limited incentive or capacity to hold assets long-term
2. Too few maps – too many servers and a small world leave the WvW environment feeling more like a battle than a campaign
3. Only one WvW setting since launch – it’s weird that Southsun Cove is the only permanent zone added yet, considering the number of maps built over the period leading up to launch.

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Posted by: Culwenimos.1594

Culwenimos.1594

Like:
1. Large scale battles (seeing clashes of people and retreating people/dead people)
2. The gameplay that imitates what any war should consist of. In terms of tactics, positioning, scouting and preparing.
3. Sense of community – good or bad, shows there people are in the map and you’re not by yourself like you do in some Open World maps.

Dislikes:
1. The lack of ability to do more than just stacking and following. (E.g needs more commander options sub-ranks)
2. The lack of ability to see Masteries on fellow players. (E.g small icons by the name to see if a player has Ram Mastery, arrow cart mastery etc)
3. Diverse incentives for people not to just follow the commander. (E.g a commander can “tribute” some reputation or gold to small tactical groups that he/she commands as incentive)

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Posted by: KyreneZA.8617

KyreneZA.8617

Likes:

  • 3-way-battles (of any scale or objective).
  • Impromptu 2-vs-1 (kinda hard when you allies are still red).
  • Solo camp capping during prime time.

Hates (yeah, “dislikes” is too mild a word):

  • 3-way-battle LAAAAAaaaaaaaaa……………g.
  • My favourite class being semi-useless despite my skill.
  • Godkitten useless kittenen zerging every-kittenen-where.
Recently returned to…
Aurora Glade some random MegaServer™, always being asked to volunteer for that buff…
Ranger | Necromancer | Warrior | Engineer | Thief

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Posted by: Brando.1374

Brando.1374

Hey all,

I took the positive (like) responses and made a word cloud. It’s not exactly perfect, and don’t worry, it won’t make its way into a powerpoint. I just thought it was kind of interesting.

I’ll make the dislike/negatives word cloud in a bit.

Hope you’re all having a good weekend!

GvG should be bigger in that word cloud.

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

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Posted by: skullmount.1758

skullmount.1758

Likes:

  1. Equal zergs (no op groups, ie kitten hammer trains) battles
  2. Sieging stuff (attacking/using siege, not necessarily the fortifying of a keep.) (need more siege types)
  3. Loot/karma/wxp trains I guess

Hates:

  1. Stealth Stomping
  2. Useless in one on one (staff ele)
  3. OP zerg group compositions/types (ie. hammer/stun trains)
  4. Stealth Stomping
Darkhaven server
Please give us a keyring…

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Posted by: bllius.9027

bllius.9027

Likes:
1. Large scale open field combat, large scale combat in defended structures, where a variety of tactics can be utilized and where split second decisions can win or lose a fight.
2. Multi scale fights, from ZvZ to small roaming groups to 1v1, all CAN contribute to the win.
3. Best representation of what being in an RTS should feel like.

Hates:
1. Severe population or coverage imbalances.
2. The same maps day after day after day.
3. Lack of rewards for certain aspects, supply management and logistics, defense, siege refresh, etc.

(edited by bllius.9027)

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Posted by: gartz.7013

gartz.7013

get rid of mobs

solo cheese engi/ex teef

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Posted by: Berk.8561

Berk.8561

Likes:

1) Defensive play. I enjoy the mechanics and pace of supply management, running dolyaks, doing upgrades, and sieging up a site to ready it for an attack.

2) Variety of play style options. One can camp, build, roam, disrupt, duel, or zerg as desired. I’ll often drift between styles depending on my mood.

3) The unpredictability of fighting other players rather than carefully balanced NPCs in set encounters. This has really taught me to play my character better than PvE ever did.

Dislikes:

1) Defensive play is thinly rewarded and impeded by defensive structures and other mechanics. Figure out how to reward dolyak escorting, building useful siege weapons, upgrades (some karma or WXP in exchange for the gold for completed upgrades?), and other defensive activity. Shouldn’t be as rewarding as taking objectives but shouldn’t offer no reward. Figure out how to make defensive structures that are not more of an impediment to defenders than attackers. Shouldn’t be as hard to place siege that can’t be hit by regular attacks and shouldn’t need to risk being pulled off a wall to attack from the wall. Only an idiot would design a fortification like that. Your towers, keeps, and castles have crenellations and murder slits but they are defensively useless and only block outgoing siege. Would also be nice if siege weapons inside of friendly structures expired more slowly (probably more important in the lower tiers).

2) Staking downed players from stealth, which makes it a free kill that’s impossible to interrupt. Of all the thief stealth abilities that are annoying, I’d be happiest if ANet got rid of this. I’m fine with a thief being a pest and escaping. Not so fine with them being an unstoppable killing machine.

3) Overpowered warriors. They can outrun anyone or out flee anyone, take more damage than anyone, deal more damage than anyone, immobilize their targets so they can’t move. In WvW I’m not seeing much of a downside or vulnerability. But the biggest problem is that they are simply not fun to fight. They all seem to be played the same way. Needs a rework. Plenty of detailed complaints in the forums if you need ideas.

Kerzic [CoI] – Ranger – Eredon Terrace

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Posted by: Josh Davis.6015

Previous

Josh Davis.6015

Next

Just wanted to stop by and thank everyone once again for participating and staying civil.

This has been helpful for me personally, and it’s been very helpful for the team as well.

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Posted by: Feyd Rautha.7298

Feyd Rautha.7298

Likes:
* Winning and just outright participating in epic battles. i.e. Big back and forth battles for garrison/stonemist/etc.
* Rank pace feels about right.
* Community on my home server.

Dislikes:
* Zerg vs. fortified structure, zerg wins without siege.
* Recent ability of ele’s to down any siege on top of walls, irregardless of placement or being able to see on top of structure.
* Friendly fire transference through structures (doors, etc).
* Lack of effective traps and lack of reward for mundane support roles (also mentioned in this thread many times.)

Minor Dislikes and bugs:
* No timeout on structure ownership, so you can’t upgrade towers/etc, you should have to have an active guild member on the map to maintain a claim.
* Commanders can’t map chat or they get excessive messaging.
* Desperately needed mapchat macros other commander UI and/or large party like UI improvements
* Minimap is limited to a max size although it’s the prime strat UI interface in WvW. I should be able to everything comfortably without hitting ‘M’.

!(wired)?(coffee++):(wired);

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Posted by: Zagerus.8675

Zagerus.8675

Likes:

1) – Small scale combat and events, rogue groups, and roaming. Objectives that require communication with others in the map are great.
2) – Jump in/Set down play style. I like that I can jump in for a little bit, capture some camps or a tower, and then hop out and do something else while still contributing some. It would be awesome to see more objectives/events that provide this.
3) – PvE content seeping into WvW. At first I didn’t care for this, but it’s really awesome. I think if you guys expanded on this, like the idea that has been tossed out of world bosses attacking objectives in WvW at random, it would be incredible and add luck and even more dynamics to the matches.

Dislikes:
1) – Not the first to say this but steam rolling things with a zerg/getting steamrolled by zergs. I think the sweet spot for large scale battles would be 20-30. If you guys can ever devise a way to spread the zergs out without making fellow world allies clash, that would be super awesome.
2) – While it’s not THAT big of an issue, and it affects newer players more than anyone else, I think it’s hard to figure out what any of our allies are doing on the map especially if there aren’t any commanders present. I have to guess if that’s enemy forces or my allies hitting that tower if I’m not nearby. Also, I spend a good amount of time pulling up the map to see what objectives belong to who. Not something I really dislike, just a minor quality of life quirk. Also also, it would be awesome to see the health status of gates and walls via the map. What I’m saying is the Asura should totally develop a highly sophisticated reversion of the current WvW map, and make it so that it can be transparently visible while running so that we don’t accidentally run off of cliffs anymore while examining objectives on the current map, AND have it display Gate/wall health along with Hot spots that indicate ally forces. It’s only a matter of time.. right?
3) – Perplexity Engineers! That confusion ugh it’s strong. Oh well that’s pretty much it for my dislikes.

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Posted by: Coarr.3286

Coarr.3286

pro:
i like the overall package. matchups, scoring, place for all kind of gaming philosophies, 3 factions, build and support diversity, ruin buff, keep attacks / defenses

with a few little tweaks the overall gaming experiance could improve a lot. the current main issue is the so called “karma train”, the main reason for this is that it is to easy to capture a keep. the is no challenge behind this.

con:
- most reward for least effort. 70man smashing on a keepdoor and open it in less then 30 sec, without the need of a ram. everybody gets full reward ( should scale down with more ppl involved in the siege). also something like the upgraded doors should be imune to non siege weapon dmg ( implement a portcullis ) to slow down the attacker and give the defenders time to reinforce.
- the way wxp is gained. a player should be worth a fixed amount of points. when the player loses a one on one the guy who won should gain full reward. if 5 people zerg down one, the reward should be split down in 1/5th / attacker involved in the kill. same for camps, keeps ect.
- the way cc is implemented makes it difficult to fight a larger group. you bring 1 or 2 stun breaker and the enemy group 3-4 skills that apply these effects. the result is you ending in a stunn/cc chain without a chance to do anything. an imunity timer after you have became cc’ed 2 or 3 times should apply and make you less affected by cc effects.

[care] Coarr Ix – Ranger
Kodash
Stomp some Piken!

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Posted by: Bubi.7942

Bubi.7942

Love:

1. Organized groups
2. Epic saves
3. Using siege

Hate:

1. Coverage wins, not skill or effort
2. Playing defense is unrewarding
3. Warriors

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Posted by: Burnfall.9573

Burnfall.9573

Hate;

Favoritism,
Favoritism,
more Favoritism

Like;

End Favoritism,

than I’ll have something to Like

Advocate of Justice, Liberty and Truth

(edited by Burnfall.9573)

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Posted by: Bubi.7942

Bubi.7942

Just wanted to stop by and thank everyone once again for participating and staying civil.

This has been helpful for me personally, and it’s been very helpful for the team as well.

And thank you for actually posting, these posts (at least to me) show that you guys care.

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Posted by: Reverence.6915

Reverence.6915

Keeping it simple

3 Likes:
1. Large scale server vs server competition
2. Awesome battles
3. The community it creates

3 Dislikes:
1. 80 man blobbing. I don’t like it when we do it, I don’t like it when other servers do it.
2. Rubberbanding and latency issues (doesn’t really affect PvE in anyway, but in WvW…)
3. Lack of incentive to actually fight and PvP rather than hide behind structures.

I have more dislikes, but generally speaking, they’re more to do with players than game mechanics. What I like about the game mode outweighs most of my dislikes.

Expac sucks for WvW players. Asura master race
Beastgate | Faerie Law
Currently residing on SBI

(edited by Reverence.6915)

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Posted by: Aeonblade.8709

Aeonblade.8709

Three Likes:

Large group siege warfare
Competitive and strategic PvP environment (not instanced arena garb)
The opportunity to grow as a player and have server pride

Three dislikes:

People who try to force duels and small group PvP on others who prefer WvW for what it was meant to be.
Lackluster reward structure. Really terrible.
5 Target AoE cap ( this is crippling the ability for superior players to beat superior numbers)

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

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Posted by: VampyreJack.9183

VampyreJack.9183

i’ve already done 3 likes and 3 dislikes, but i wanted to append a recent frustration. I have 10 characters, all of them wvw oriented. and i must say, that rangers definitely need more love. Longbow and/or greatsword rangers are completely worthless in group/zerg skirmishes and can’t even survive 1 on 1 easily. Last night we were in a huge fight at a camp of all places that lasted for over 20 minutes, and as i tabbed through enemies, they’re all mesmers, thieves, warriors. Bear in consideration that i also play a wvw mesmer and thief (i just don’t play the annoying constant-stealth version of those 2 – no invisibility here by choice and i still do fine).

I hate how a thief can just invis right when you start your #2 longbow skill and the rest of your arrows won’t hit anything at all, but worse still is that Sick Em’, the one skill you gave us to help counter is laughably bad. first, you have to even be able to target them to use it on them (good luck since they’re almost always invis until they backstab you for near 10k damage, burst you and then invis again all in 1-2 seconds). but even the 4 seconds that sic ‘em last is just about worthless since thieves are so acrobatic and evasive. If you’re not going to beef up rangers more, at least make sick ‘em last 8 seconds instead of 4. That MIGHT help, but even then i’m not sure. Just saying, my favorite wvw toon used to be ranger (before short bow range nerf on my first ranger), but now, try as i might with various builds, i can’t make them able to compete whatsoever. Also, spirits and pets die so quickly in group or zerg skirmishes. Guards get to cast group buffs that help everyone, warriors get banners that cannot be killed, rangers get weak pathetic pets to buff others that melt easily. broken in wvw. Until they are fixed you’ll no longer see me running a wvw ranger (they’re already scarce and for good reason – the are the laughing stock literally of wvw). I’ll stick with my 4 current fav wvw toons: d/p p/p thief, guard, necro, and mesmer

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Posted by: Ansau.7326

Ansau.7326

Likes:
1- Variety of game modes and freedom in the same map. There’s a lot of things to do. Guild zergs can be a blast in a map. Karma trains are a good way to take whole maps. And even there’s space for roamers.
2- Competition and coordination in servers. I didn’t think it was able for 300-400 people to coordinate strategy, map organization, even there’re server events, like minions day or golem rushes. There’s a whole tactic and organization world in every server.
3- The feeling you’re a part of a big war when facing blobs or defending a full upgraded keep. It’s completely different from a team vs team.

Dislikes:
1- There’s only space for GWEN in zergs. Rangers, thiefs, mesmers and engis have minimal space as they’re only designed for small scale fights. Also, there’re huge differences in roaming., some builds and mechanics have to be toned down.
2- No rewards for defending keeps. It way better to let others take your keeps and towers and then retake them. That’s how Karma trains started.
3- No rewards or distinction for dedicated guilds.
4- Sometimes is quite frustrating with some Siege. You only need 5 Superior Arrowcart and a Trebu to stop any blob that wants to take you keep. Or a Golem Rush is unstoppable.

Ansau – Sylvari Mesmer – Exiled Warriors [wE] – Gandara

i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz

(edited by Ansau.7326)

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Posted by: Jamais vu.5284

Jamais vu.5284

Likes
-The tactics that come with mid-sized (up to ~30 people) group combat. It is something unique in the action-RPG space and it it is by far the best representation the GW2 mechanics have in the game, far better than both in sPvP and PvE.
-The fact that it brings together people and requires community organization via voice-comm and map chat.

Dislikes
-The complete and utter disregard for a dedicated WvW class balance. Some classes (and weaponsets) rule absolutely supreme, others are completely redundant.
-Design that encourages zerging between (most of the time undefended) objectives. Way too little reward for dukeing it out in the field, there is no incentive to search out the enemy and kill them … which should be the center piece of PvP. The terrain is also very poorly designed and not conductive to that at all, with huge tracts of unused or minimally used real estate.
-The meta-game, i.e. server (and non-existent individual) ranking, is very weak. There, again, is no incentive to push for your server’s victory except for bragging rights, even within Seasons (unless you tell me APs and a chest full of greens is a rewarding prize). Also most matchups are decided by Saturday evening. The initial momentum is way too strong.
-No significant addition or change of the same 2 maps since almost 1.5 years and no update with competitive WvWers in mind in sight.

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Posted by: juicifruitz.6251

juicifruitz.6251

Likes:

- Being sneaky with attacks
- large scale fights
- taking out bigger grps of players

Dislike:

- PvE having anything to do with WvW
- Reward for effort, both offensively and defensively, when compared to PvE
- The 1st full new WvW map being released with yet more PvE Crap being included on it!

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Posted by: Yougottawanna.7420

Yougottawanna.7420

Likes:

1: Big fights
2: Playing havoc
3: Playing the PPT game vs. superior numbers (I know this makes me kind of weird)

Dislikes:

1: The lag
2: The lag
3: The lag

Seriously, fix the lag. You fixed culling and that was great, now fix this.

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Posted by: Qawsada.4251

Qawsada.4251

For me, its the following:

Likes:
1. Large, war-like battles
2. Or just roaming with your buddies
3. It reminds me of Alliance Battle, Fort Aspenwood, and Jade Quarry combined.

The Hates include
1. Scarlet in WvW
2. Living Story Crap
3. Living Story Crap
4. Living Story Crap
5. Living Story Crap

There are MANY inconvenient, like skill lags, removal of the WvW Matchup forum section, and bugs that was in WvW since launch, but my god I hate the Living Story and all the crap that invaded into the WvW mode.

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Posted by: Banzie.5248

Banzie.5248

Likes

  • Large Combat PvP.
  • Synergy and Working as a server. (I.e. Coordination)
  • Skill groups of any size.

Dislikes

  • PPT System.

The PPT system is the biggest flaw in my opinion, Not the Coverage. I came to thinking the other day, If you remove PPT, Instead of removing or making structures useless, use the “On Structure Capture Points Award” System provided a while back, Along with making ANY kills count, however with tiers of kills.

Example:
Cleave (Downed and DPS’d to Dead State): 3 Point
Stomp 1st (First time downed within XX timeframe): 10 Points
Stomp 2nd (If the play has rallied within xx seconds): 5 points.
Stomp 3rd (If the player has rallied a second time within xx seconds): 3 points.

Just a rough thought, I personally would like it.

Isle Of Janthir

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Posted by: Oslaf Beinir.5842

Oslaf Beinir.5842

Likes:
I like many things in wvw but will sitck to 3 on this

1. Roaming and small-scale

2. Reasonably large scale battles with good usage of siege for on wall defenses

3. The community which this game mode creates which is what keeps people like me playing wvw and feel invested and inclined and dedicated to help in any way to win the fights in favor ofour community. This is something that made me like WvW much more than PvP and eventually quit Spvp altogether to make more time for WvW play time.

Dislikes:
there are many but…guess i could go a bit more with small suggestions/ideas

1. Outnumbered buff is utterly utterly utterly useless. it NEEDS to improve. at its current form its presence serves no purpose to help the outnumbered team in a any way.

2. Golem Rush. if a structure’s defenses would scale according to the number of invader, golems and siege weaponry assaulting it then these golem rushes could become a bit more tolerable. a next step is limiting the number of omega golems that are OPERATIONAL to 5 max but building more is not a problem as long as they cannot be taken to battle and are stored. Alphas are not a big issue like Omegas.

3. Structure upgrades. There are no personal rewards for this server wide benefit to the few generous souls who continue to passionately upgrade and siege up a whole map all night long only for a rush to render it worthless. implement a reward in the form of wxp or whatever to help motivate people to upgrade structures. This is an issue for a lower population/coverage servers where all the hard work would be undone in the early morning-noon hours by golem rushes which cost 10% of the gold spent to upgrade a whole map. The nature of the game mode currently also promotes full offensive action instead of any form of defense because of how rewards work and that capturing is more personally rewarding than defending.

4. Siege decay. This can be maintained reliably by the strong server with higher population and coverage while the lesser ones suffer greatly from it. it needs to be tweaked.

5. Golem storage. many golems would be built only for spies/nabs/spiteful jerks to destroy them and waste the gold and supplies spent. Implement something that should allow storage of golems like a sort of a guild outpost at the spawn to store their golems given that they have to deal with refreshing on their own. Also they may given permission to certain guilds to access their own outpost to lend a hand. this is but an idea that would help many avoid the danger of spies who spoil the fun and efforts of others.

Get In The Van Yo[PR] -Play on Far Shiverpeaks/Gunner’s Hold/Vabbi

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Oslaf Beinir.5842)

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Posted by: Omaris Mortuus Est.2738

Omaris Mortuus Est.2738

Oh a few more hates:

You are repairing wall/gate then an enemy attacks you, you’re stuck repairing for around 3 seconds whilst the enemy can dps you to low health in that time. Cancelling doesnt work 99% of the time by moving, you cant dodge either; you basically have to hope it’s that 1% chance you stop building.

You’re fighting an enemy zerg on a repairable wall of your keep, they outnumber you but you have managed to kill a lot of them; time to aoe loot your bags before you die; NO I said aoe loot not repair! This is followed by above point and then death.

Indestructible little bunny wabbit. Yup there so many nice littl ebunnies to kill in WvW and PvE, and yet every now and again on my necro with a scepter every single skill 1 attack is obstructed, why is that?
Not WvW related but hey them bunnies are tough! Though technically if so many skill 1 attacks are obstructed when you are standing right next to the thing you are trying to hit, how many enemies have gotten away with obstructed attacks which should not have been obstructed?

Afriad I still have not come up with my 3rd Like, who knows maybe the EOTM if we’re lucky???

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: alamore.1974

alamore.1974

Likes
large scale warfare
small roaming groups
Zerg(to large armys going at it

Dislikes
Zergs…
Lack of strategy
Lack of Wvw alliances (could be a way to have realms allied to each other, lowest realm paired with the larger ones giving servers with to many people 2 fronts to fight on and people at lower pop servers able to experience larger fights.

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Posted by: Cygnus.6903

Cygnus.6903

Likes:

1. Roaming and small scale battles
2. Diversity of battle grounds
3. Small-scale tactical possibilities (like hiding inside a tower/keep with a small force or solo)

Dislikes:

1. Blobs. I understand the urge for people to assemble, but blobbing is too rewarding right now. Unsure of how to fix.
2. Sense of accomplishment as a solo or small group roamer comes solely from having a good fight. Borderlands bloodlust is a step in the right direction, but we need more of this, IMO.
3. The bad ratio of farming Empyreal Fragments vs Dust/Dragonite Ore. I have stacks of fragments, half that in dust and I am absolutely forced to do PvE stuff I don’t like to get Ore if I ever want ascended gear.

All in all, I love WvW and think Anet did a great job on it.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: Skroo.1560

Skroo.1560

Likes:

1) The maps are huge. Yes. I think the maps are huge and the objectives are reasonably placed. The maps only feel small because of the way the WPs are designed. When a BL doesn’t have WPs in garri, bay, and hills, it is BIG. WPs should be maybe … I dunno. I like them but maybe harder to build. Like the LAST thing in a fully upgraded keep. Maybe the WP it’s own “line” in the upgrade path that only unlocks when everything is finished. At least to slow down the WP build rush.

2) Combat in the open field that isn’t blob vs blob. When you’ve got a bunch of people who are a single guild in comms fighting in OF, it’s fun as hell. People spread out a bit, flank and move around more. There’s a push/counter push that feels natural.

3) Siege. Yes. It’s fun. AC’s might be a little overboard on their power but the variety and situational uses people have come up with is cool. Sure a cata hitting a door from the inside of a keep is asinine but it’s pretty creative. It would also be less used if not for 1 below.

Dislikes:

1) Defending is dumb. Dumb in that it makes no sense. Attackers can devastate the wall with AoE but defenders can’t resonably return fire from the wall. I fail to see how a small lip of mortar and stone prevents some classes from raining return death down upon the masses below. This is why you need to build a cata on the other side of a door to slow down rams.

2) LOS targeting. People like to call this “zoom hacking” but it’s really just a problem with the way ACs are targeted. If they were treated as the indirect fire weapons they are in targeting, they wouldn’t even need a nerf. Someone would need to spot for them just like you need spotters for trebs. Which brings me to …

3) No forced respawn timer. “I am a mez who will just stay dead here until the thief who is perma-stealthed inside the keep can rez me then the two of us will capture this fully upgraded tower.” Or the, “I’m going to lay here dead so I can spot for that artilery.” 5 minutes seems fair. If you can’t rez yourself or get a friend, you get rezed at default spawn.

Skroo [POV][ROLL] – Yak’s Bend

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Posted by: Jinx.7258

Jinx.7258

You can now summarize our likes and dislikes and see what the community desires about WvW… but the biggest question still remains unanswered.

How many of our dislikes are stuff you are currently working on?

Simple question to see if your future plans match the community’s such. Most of the dislikes are issues that have been here since launch and for one or another reason havent been addressed yet, even if they had been voiced numerous times by the community/ player base.

#VoTF4Life

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Posted by: Weaselfierce.5241

Weaselfierce.5241

3 Likes
1) Downed/ Revive mechanics.
2) Stomping downed players
3) Flexibility to play solo, in small or large groups

3 Hates
1) Playing against the same servers over and over again; it gets old after a while.
2) Map Queues
3) Only 1 color for Commander tag. It would be nice to be able to choose the color of your Commanders pin when you tag up, maybe between 2 or 3 color choices.

Jade Quarry – Shadow Gypsies [SG]
- Thus passed the greatest warrior of our generation -
Deathwing

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Posted by: ZhouFusion.1826

ZhouFusion.1826

Likes:
1. Being a helpfull player to your server.
– I don’t mind tagging gates, killing sentries, escorting dolly’s, scouting a tower, upgrading locations, and placeing siege if it helps my server getting more fun out of a match up.

2. The tactics needed to use the landscape to its full potential.
– finding key places to use siege.
– finding good spots to engage a enemy or to retrieve to a better spot all part of the right landscape and useing it to its potential.

3. medium sized fight. 15-25 vs 15-25 is a nice number.

Dislikes/hates:
1. Map size:
I would love to see a giant map where u can enter with 1000 people from each server. instead of 4 small maps. Perhaps even more then 3 servers in 1 match up.

2. The AOE limit of 5.
Just increase it to 25 or unlimited.

3. UPGRADING:
Takes forever and isn’t worth the effort.
I have tons of idea’s but i just wished anet would look into makeing this more worth your time/money/effort.

I know its 3 hates / 3 likes.
4. CLAIMING a location for your tribe whats the point in it we only really use it for +5 to Supply.