WvW changes on the feature patch... enough?
WXP is more than enough for me. But that is just me…
WXP becoming accountbound doesn’t count as a feature.
It should have been accountbound to begin with. When it was introduced, the game’s soulbound features were being shifted to being accountbound. Only Anet’s stubbornness and refusal to admit wrong kept it soulbound for so long.
WXP becoming accountbound doesn’t count as a feature.
It should have been accountbound to begin with. When it was introduced, the game’s soulbound features were being shifted to being accountbound. Only Anet’s stubbornness and refusal to admit wrong kept it soulbound for so long.
It’s a feature, and this is a feature change and addition patch, so it counts.
Please don’t be so worried that one’s pet idea or gripe didn’t make the cut this time around. This patch was a ton of work.
RvR isn’t “endgame”, it’s the only game. Cu in CU.
After almost 2 years, nothing is enough until almost all of these are fixed
https://forum-en.gw2archive.eu/forum/wuv/wuv/A-Complete-List-of-WvW-Bugs-FOR-ANET
r4420k+ blazetrain
I agree. It appears that Anet is neglecting WvW yet again. Of course the WXP Account Bound change is epic I was expecting more.
How about giving us a Rewards Track like you added to sPVP, but in WvW?
Formerly: Phoenix Ascendant [ASH] – Gate of Madness
After almost 2 years, nothing is enough until almost all of these are fixed
https://forum-en.gw2archive.eu/forum/wuv/wuv/A-Complete-List-of-WvW-Bugs-FOR-ANET
Over 90% of the “bugs” listed are intended and not bugs.
The biggest issues I have is the “getting stuck on siege” and “getting stuck in wall/gate” bugs, as well as the occasional bug where you slip underneath the world when building siege on an angle
Beastgate | Faerie Law
Currently residing on SBI
Only Anet’s stubbornness and refusal to admit wrong kept it soulbound for so long.
See also trait reset costs. They tried the same thing in Guild Wars 1 (it was called ‘attribute refund points’ then) and it was so universally unpopular that they withdrew it within six months of the game’s release. Why on earth anyone thought that the same system would be any less of a failure in Guild Wars 2 is beyond me.
There weren’t really any WvW features in this release. The wxp change just fixes an earlier design mistake.
That said, just be happy they didn’t pull any of the trash from EotM into WvW.
Don’t worry guys in 6 months they will rename applied fortitude.
Every new passive and new effect given to each class is part of wvw changes you realty should count them in too. Some of them are major game changers mainly 2 sigl for 2hr weapons is kind of big.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
not enough, it’s basically bug fixes.
Good stuff:
Account bound wxp, the new wardrobe system, re-vamped sigil mechanics, re-traiting on the fly. Bonus points for streamlining the build editing process in sPvP. I wouldn’t mind seeing something similar implemented for WvW if done right.
Bad stuff:
Lack of much-needed bug fixes since launch, specifically WvW-related bugs. Sure, they squashed a few glitches pertaining to how certain skills interact with each other and updated a few tooltips, but it’s a pretty lackluster effort after having several open discussions with the player base about what needed fixing. Also, the ferocity change did very little other than make tanky condi-builds even more powerful in smaller-scale play. (The problem is that you shouldn’t ever be able to deal high amounts of damage, regardless if power or condition, while still building tanky. High damage output should rightfully carry a high-risk style of gameplay. In my opinion, it’s certain gear stat combinations that needed tweaking instead of a blanket nerf to critical damage, but that’s a discussion for another time).
On the fence:
The new runes. I like the idea of streamlining rune sets and giving each set more of a distinct flavor, but I also liked seeing some of the clever mixing and matching that people used to come up with for the old runes. Some got nerfed, some got buffed… things’ll settle out soon so not really a big deal. As for the new grandmaster traits, I was pretty worried about a few of them (namely, Triumphant Distortion for potentially being broken as all kitten in a zerg fight), but fortunately ANet seems like they paid careful attention to the forums and made a few last-minute changes (Triumphant Distortion now has an unlisted internal cooldown, Revealed Training had its wording changed so that it couldn’t be abused in conjunction with a stealth disruptor trap, etc). I still think there’s some broken stuff in there, but we’ll just let that play out and see what happens.
The Huh?
One change that snuck its way into the patch was changing to the commander buff to only be visible to friendlies. Maybe I’m alone on this, but I really HATE that change. I think that picking off an enemy commander can be tide-changing in fights of any size. Sure, sometimes it’s difficult to even find that enemy commander in a sea of red names, but every extra bit of focus and pressure you put on that commander means he’ll be more distracted with his own survival and more likely to make bad decisions. Plus, you’ve never truly won the battle until you tonic into a quaggan while spiking the commander and then play taps for him on your trumpet.
One change that snuck its way into the patch was changing to the commander buff to only be visible to friendlies. Maybe I’m alone on this, but I really HATE that change. I think that picking off an enemy commander can be tide-changing in fights of any size. Sure, sometimes it’s difficult to even find that enemy commander in a sea of red names, but every extra bit of focus and pressure you put on that commander means he’ll be more distracted with his own survival and more likely to make bad decisions. Plus, you’ve never truly won the battle until you tonic into a quaggan while spiking the commander and then play taps for him on your trumpet.
A good, well respected and followed commander can easily be picked from the crowd by observing enemy movements. I do this every day, to friends and foes alike. I can pick out the driver without being told by the guild.
If that isn’t the case, then the commander’s death will be inconsequential.
RvR isn’t “endgame”, it’s the only game. Cu in CU.
Don’t worry guys in 6 months they will rename applied fortitude.
That would that be considered a Major WvW patch?
Don’t worry guys in 6 months they will rename applied fortitude.
That would that be considered a Major WvW patch?
No, that’s pretty minor. A Major WvW patch would be something like adding a new PvE map.
I miss things mentioned in Commander CDI. Its 4 months ago when players said that they want at least some easy fix fast. Like color changes.
Now we got wardrobe,which is difficult change, but new colors of badge are probably more difficult than wardrobe.
Easy doesn’t equal worth doing. I don’t want different colored badges. I think it’s insignificant, and unjustifiable for the amount of work it would require.
Protip: It’s trivial to do in an image editor, but that isn’t all the work required to get it in-game and purchasable in some meaningful way and working mechanically somehow which makes sense in context.
RvR isn’t “endgame”, it’s the only game. Cu in CU.
Invincible Warriors with Unlimited mobility and Op bursts with Op hammer, Invincible Elementalists with Op defense and offense + Op healing; who needs a Guardian anyway?
Not too long ago, i was hit with thief 13k backstab, 7k heartseeker, 10k cloak and dagger.. how is this feature patch not enough?
With no counter to stealth, zero interest in balancing OP class, guild wars 2 will not stand a chance against mmo’s who refuse these OP mechanics in their game.
History tells us, having No counter to stealth and having God Mode philiosphy defining balance, will only result in FAILURE.
(imagine having WoW with guild wars 2 balance philosophy, would it prosper the way it is?)
of course not!
I will leave with this…
Warriors, Thieves and Elementaists remain Op, even after the feature patch.
As a person once told me, “as long our leaders continue protecting and providing weapons to the bad guys, there will never be peace”
There’s goes “balance”
pss..
((the feature patch only made them more OIP))
(edited by Burnfall.9573)
no counter to stealth, zero interest in balancing OP class bursts, obviously, not enough.
Not too long ago, i was hit with 13k backstab, 7k heartseeker, 10k cloak and dagger.. how is the balance patch not enough?
Run toughness if you can’t dodge. I mean really I’ve never gotten hit for all that, and I run full zerker on every character.
Unstable Shield, Unstable Light
Invincible Warriors with Unlimited mobility and Op bursts with Op hammer, Invincible Elementalists with Op defense and offense + Op healing; who needs a Guardian anyway?
Not too long ago, i was hit with thief 13k backstab, 7k heartseeker, 10k cloak and dagger.. how is this feature patch not enough?
With no counter to stealth, zero interest in balancing OP class, guild wars 2 will not stand a chance against mmo’s who refuse these OP mechanics in their game.
History tells us, having No counter to stealth and having God Mode philiosphy defining balance, will only result in FAILURE.
(imagine having WoW with guild wars 2 balance philosophy, would it prosper the way it is?)
of course not!
I will leave with this…
Warriors, Thieves and Elementaists remain Op, even after the feature patch.
As a person once told me, “as long our leaders continue protecting and providing weapons to the bad guys, there will never be peace”
There’s goes “balance”
((the feature patch made them more OIP))
Op elementalist just LOL…….. The one that can heal all day but not hurt a butterfly or the one that does damage but is one shotted ?
WXP being account bound and stacking sigils now giving FIVE stacks per player kill are more than enough for me. I am happy.
[Rawr] – HoD
Invincible Warriors with Unlimited mobility and Op bursts with Op hammer, Invincible Elementalists with Op defense and offense + Op healing; who needs a Guardian anyway?
Not too long ago, i was hit with thief 13k backstab, 7k heartseeker, 10k cloak and dagger.. how is this feature patch not enough?
With no counter to stealth, zero interest in balancing OP class, guild wars 2 will not stand a chance against mmo’s who refuse these OP mechanics in their game.
History tells us, having No counter to stealth and having God Mode philiosphy defining balance, will only result in FAILURE.
(imagine having WoW with guild wars 2 balance philosophy, would it prosper the way it is?)
of course not!
I will leave with this…
Warriors, Thieves and Elementaists remain Op, even after the feature patch.
As a person once told me, “as long our leaders continue protecting and providing weapons to the bad guys, there will never be peace”
There’s goes “balance”
pss..
((the feature patch only made them more OIP))
Sure, Warriors OP… But Thieves? LOL. I roflstomp >90% of the Thieves I come across. Eles OP? Double lawl. I don’t even know what to say. Maybe you should try playing one. It ain’t easy.
[Rawr] – HoD