WvW do you like it want it to change ?

WvW do you like it want it to change ?

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Posted by: lorndarken.3702

lorndarken.3702

For me WvW has some things going for it that i like , 3 sides fighting for control on the map , no true disadvantage on their being a class the other side does not have access to , or race for that matter . when you die out in wvw the fee to repair armor is almost nothing , and if you have the outmanned buff it is nothing . these things are great , the idea that realm ranks were brought in is great . crowed control is not insane to the point that it would make someone rage quit , and the siege is awesome that anyone can get blueprints , lay them down , build the siege and there you go .

however when i think of the negatives , they out number the positives in my opinion quite a bit here is a list of them

- the maps for wvw are way to small . seriously if i was in hills or at bay and saw a tower getting attacked i could get to it before it flipped , there are way few towers and keeps to begin with and they are so close to one another .

- this 25 Stack on everything / 5 people can only be effected is ruining the fun of this game when zergs can just easily storm through and kill just about anything without getting their numbers mowed down also .

-no incentive for guilds to claim when they really dont gain anything of real value for doing wvw , so what you get a tiny little buff that gave you 10 % more karma , woopity doo ,

-no incentive to care if you win or lose in wvw , bragging rights do not and ill repeat do not mean CRAP , people want to feel rewarded for their hard work they put into this game , we see it in pve and dungeons and even spvp , but why is it that in wvw it continues to go ignored ?

-siege itself is sort of a joke , the damage they do is so low to players that no one is scared of a normal arrow cart , no you need at least 3 or 4 of superior arrow carts for people to not bother with a place

-the Guards alone are weak sauce , on my necromancer i can take a supply camp by myself , the guards need to be buffed !!

-the maps themselves are boring in design , why is it we get 3 maps of the same design and one map different ? why not make the other 3 maps different like for example
1 being a desert area with pyramids , 1 being a jungle area with huge trees , and 1 being a snowy land area with these ice castles ,

i have lots of ideas on what i like about wvw and what i dont like , what are some of yours pros and cons ?

(edited by lorndarken.3702)

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Posted by: Ayrilana.1396

Ayrilana.1396

I only do borderlands since I hate the way people do EB.

There needs to be some benefit to defending a keep/camp/etc.

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Posted by: penatbater.4710

penatbater.4710

the reward is the satisfaction of killing pixels

Don’t disturb me, I have a cat in me at the moment.

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Posted by: TooBz.3065

TooBz.3065

I would like it if there were something to balance out the tendency to Zerg.

Fighting the same world over and over again makes the actual results not matter much.

Anything I post is just the opinion of a very vocal minority of 1.

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Posted by: clay.7849

clay.7849

More maps and more ways to get points/badges that help decrease the need to zerg.

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Posted by: RebelYell.7132

RebelYell.7132

I want more roles than just zerger and roamer. In Planetside 1, you could play logistical roles like AMS and ANT driver. And in DotA, you have the jungler, the guy securing resources for the team by himself, but not making himself vulnerable to ambush.

User was infracted for being awesome.

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Posted by: The Rooster.2615

The Rooster.2615

They need to find a way to get rid of the zerging. The best way to do this is to design a bigger map that takes a longer time to travel across. Make it so there’s a real consequence to having all of your players in one area, like leaving the majority of your territory unreachable and undefended.

But, sadly, I’m sure that would require far more time investment than anet is willing to put in.

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Posted by: Jski.6180

Jski.6180

I think its good as is it would be nice if they added more to it as in more WvW weapons that are more anti personal beyond the arrow cart. Or even add in more trick with catas or trebs that are aimed at doing dmg to living targets Oil shots that slow and burn caltrap shots that drops caltrap in a given sport.

They need to find a way to get rid of the zerging. The best way to do this is to design a bigger map that takes a longer time to travel across. Make it so there’s a real consequence to having all of your players in one area, like leaving the majority of your territory unreachable and undefended.

But, sadly, I’m sure that would require far more time investment than anet is willing to put in.

Zerging as you put it IS a very viable tactic using but humans and ants in war. It should never be comply removed unless you mean to make only a few ways to play in WvW.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Heinel.6548

Heinel.6548

They just need to give it a purpose for the server as a collective whole. So far their updates have been failing at this point. The progression system rewards only the individual and does not give the person status among allies. The leaderboard provides no useful information for server-wide recognition.

It appears they’ll continue to move three steps forward and two steps back.

“… but I hate the idea ‘It may not make sense at first’.
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis

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Posted by: Voidrunner.5093

Voidrunner.5093

Needs ship battles and Zeppelin battles. If a zepplin explodes you take fall damage mwahahaha

Quaggan wants to sit in chair
Quaggan has been trying and trying, but Quaggan cannot sit on chair.
Quaggan does not think sitting exists. . .Quaggan sad.

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Posted by: Catisa.6507

Catisa.6507

Limit rewards to groups 50 or smaller, 50 man zerg is not unreasonable, but these 80-100 man zergs are just kitten stupid, laggy and boring.

Make holding structures and camps reward more points the longer they are held. This would go some way to making defending worth it.

Make defense rewards larger and scaleable. 20 people defending again 80 should get a much larger reward then 80 defenders pushing off 20 attackers.

Get rid of player damaging gates to contest waypoints. Close the defense event loophole allowing an entire defense force to port in.

AR

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Posted by: Otokomae.9356

Otokomae.9356

A lot of people seem to agree that there’s one thing Anet could do in 10 minutes or less, with NO programming required, that would make a big improvement to WvW: just tell us what the rules are. That’s it, just reveal all the rules and mechanics involved in WvW, and tell us where all the non-PPT points are coming from and how many are actually available. It’s very simple, and one of the most basic things that EVERY competitive game that is played for points does; tell us where those points come from, how many we can get, and how they are calculated.

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Clarification-needed-please-Dolyak-points/first

Bakuon/Bakuon Thief [MAS]/ ex-[ATac]

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Posted by: silverfire.2547

silverfire.2547

32-man FFA random spawn deathmatch using the BL Garrison as the map (can’t jump outside the outer walls) and no downed state instadie, forced 4 second respawn time with the first to 100 tagged “kills” earning 5 badges of honor as something to pass the queue time with.

Mira Alluvion (Me) | Hanna Bulwark (W) | Sophie Dusthaven (Th)
[CoSA]/[WWGD] // Sorrow’s Furnace (since August 2012) US West Evening Shift