Your top 5 priorities for WvW-Overhaul
@STIHL Lets see, what folks do we have in wvw? There’s roamers who repair, flip camps and kill single enemies, scouts who repair, escort dollies, small scale, small scale havoc groups who flip camps and towers (or even whole borderlands), zergs who fight and flip camps, towers, keeps, blobs who do the same.
How about making this like dailies, so per week you have “cap 20 camps”, “kill 100 players”, “use 500 supply on repairs”, “escort 40 yaks” and so on. You can probably do that rather smart so that everybody will be rewarded, although it will likely be pretty hard to reward roamers and scouts – but maybe someone can come up with a good idea.
I think with this you can set the bar for the rewards higher and it might actually bring new people to try wvw. And actually: Bronze should be fairly high while gold should be rather low, so that people have to do quite a bit to get a reward but if they already showed their dedication they will be rewarded more (I hope that made sense).
1. Remove desert borderland maps from the game, bring back Alpine or add eternal borderlands X3 on Bl maps
2. Balance class and Revert the stack changes for stability
3.Population Balance
4.change the Scoring system to something new.
5.Improve rewards
6.Try to promote the new wvw to bring back player who left the game
@STIHL Lets see, what folks do we have in wvw? There’s roamers who repair, flip camps and kill single enemies, scouts who repair, escort dollies, small scale, small scale havoc groups who flip camps and towers (or even whole borderlands), zergs who fight and flip camps, towers, keeps, blobs who do the same.
How about making this like dailies, so per week you have “cap 20 camps”, “kill 100 players”, “use 500 supply on repairs”, “escort 40 yaks” and so on. You can probably do that rather smart so that everybody will be rewarded, although it will likely be pretty hard to reward roamers and scouts – but maybe someone can come up with a good idea.
I think with this you can set the bar for the rewards higher and it might actually bring new people to try wvw. And actually: Bronze should be fairly high while gold should be rather low, so that people have to do quite a bit to get a reward but if they already showed their dedication they will be rewarded more (I hope that made sense).
I thought about some kind of system to base the rewards upon, and after some false starts, I finally settled on using the existing dailies as a metric for the very reason you listed, other kinds of things might make it harder for various people to get their rewards, and dailies seemed to be accessible across the spectrum of players. The last thing I would ever want to do with a reward plan, would be to make it harder for the existing players to enjoy it.
The idea is always to be inclusive, if I set the bar too high, people who have minimal play time but enjoy WvW, will suddenly feel left out and become even less inclined to log in and contribute, and is that really what you want? To drive away some of the people already out there?
@STIHL Lets see, what folks do we have in wvw? There’s roamers who repair, flip camps and kill single enemies, scouts who repair, escort dollies, small scale, small scale havoc groups who flip camps and towers (or even whole borderlands), zergs who fight and flip camps, towers, keeps, blobs who do the same.
How about making this like dailies, so per week you have “cap 20 camps”, “kill 100 players”, “use 500 supply on repairs”, “escort 40 yaks” and so on. You can probably do that rather smart so that everybody will be rewarded, although it will likely be pretty hard to reward roamers and scouts – but maybe someone can come up with a good idea.
I think with this you can set the bar for the rewards higher and it might actually bring new people to try wvw. And actually: Bronze should be fairly high while gold should be rather low, so that people have to do quite a bit to get a reward but if they already showed their dedication they will be rewarded more (I hope that made sense).
I really like the idea of making the dailies weekly—despite the contradiction
I don’t think it’s productive to have people trying to do one thing or another based on dailies instead of what actually needs to be done. For example, while I’ll harass a keep into submission pretty regularly, I rarely actually go in to take it and thus don’t get credit. Same for towers—I’ll knock down walls and let people know in map chat then move on to w/e else needs doing.
That said, I originally entered WvW because I needed to get one more daily done…so there’s that…
I thought about some kind of system to base the rewards upon, and after some false starts, I finally settled on using the existing dailies as a metric for the very reason you listed, other kinds of things might make it harder for various people to get their rewards, and dailies seemed to be accessible across the spectrum of players. The last thing I would ever want to do with a reward plan, would be to make it harder for the existing players to enjoy it.
The idea is always to be inclusive, if I set the bar too high, people who have minimal play time but enjoy WvW, will suddenly feel left out and become even less inclined to log in and contribute, and is that really what you want? To drive away some of the people already out there?
It’s a reward track for a week, and I guess most dedicated wvw players do more than what would be a few dailies a week (well and if I can’t the one or other week I wouldn’t feel left out) – the idea is to reward people for whatever they’re doing in wvw but not to set the bar that low that pve players only need to kill a few sentries to get the same reward. And I guess that is what is going to come anyway, I think the fractal weekly rewards are similar (didn’t really look at them). So if you set the bronze relatively high, PvE players would have to become wvw players and wvw players likely wouldn’t have bigger problems to get it, but those who stick to their contribution would easily get gold = means “bigger is better” doesn’t apply here – otherwise people might transfer up again to get the rewards (happend multiple times before).
it is important to me, to write at least once here:
Thanks to the developers! You have made a great beautiful work in the desert borderlands – it is optically beautiful, the plants and so on…!!! You tried to put in new stuff and challenges for the players :-)
but, I think, STIHL said it very well (on page 14):
Allow me to explain this. I know that the developers and designers are very used to being the sole providers of challenge to their players, by their efforts are the means by which the game engages the players, but WvW is special in that it is the players that provide the challenge, we bring the game, the Developers just need to set the stage and allow us to play it out.
hmm, if the the alpine and desert borderlands were symmetric/fair to all 3 parties, you could bring in the old AND the new borderlands every week….
It’s a reward track for a week, and I guess most dedicated wvw players do more than what would be a few dailies a week (well and if I can’t the one or other week I wouldn’t feel left out) – the idea is to reward people for whatever they’re doing in wvw but not to set the bar that low that pve players only need to kill a few sentries to get the same reward.
Umm I feel that there was a misunderstanding with what my hope was with the weekly box. My intention was not for it to be a Reward Track, it was just meant to be a Weekly Participation Trophy
To this effect, Sviel.7493 made a solid point, and that really is exactly what I am trying to do here. They got started into WvW just to get a Daily, and that’s the idea, the goal is to get people to show up Today and Tomorrow
If I put in something like “Weekly Goal: Flip 20 Camps” people could get that done on reset night and we would never see them again for the rest of the week, and that is exactly what I am trying to prevent here. I want people to log into WvW daily.
Now, if you have an idea how to achieve that, without working on the Daily System, I am open to alternate suggestions, but the idea needs to be enticing to the PvE player to want to get involved in WvW, It needs to be Rewarding to the Existing WvW player, and it needs to entice them both to want to log in and play WvW daily.
(edited by STIHL.2489)
Getting enough people to form a zerg
I used to enjoy roaming around in WvW during downtime, doing some gathering and grabbing small objectives. I could also fight 1v1 and feel I had a reasonable chance. It killed a bit of time while waiting for the zerg to start. And, because lots of people did it, it meant that when a commander tagged up, there were lots of people dotted around who would join him.But in the HOT power creep, if you’re specced for it, its very easy to stunlock and nuke someone to death in about 2 seconds. So its super boring to leave your keep, because if you encounter someone there’s no feeling that you have any chance of winning in 1v1, because you either have an overpowered gank spec or you don’t. Also there’s less need to leave your keep, because the gatherables are inside.
So now you just go from keep to tower grabbing all the gatherables, trying hard to avoid the enemy like a coward, then you get bored and leave. Then a commander tags up and can’t find a group, because there’s noone around.
So the commander tags down. Then a new person joins the map, doesn’t see a commander to join, doesn’t have any reason to roam because there’s no gatherables, doesn’t want to roam because of power creep, so there’s nothing to do so he leaves. And that is why its hard to get anything started in WvW now – at least for me and my friends. There’s no reason or desire to stick around anymore.
thats a direct explanation to one of the major WvW problems
Gate of Madness
Boring mechanics and Stability
There are too many skills in the game which are frankly zero fun to be on the wrong end of. Knockdowns, knockbacks, stuns, etc. And there’s only two remedies, stunbreakers and stability: the former is usually a one-off with a long cd and the latter is not easily available to everyone.So you see the problem: lots of boring effects and no good way of stopping them.
Then HOT came along and added a ton more of these boring effects. And also stability got nerfed.
You see how the problem got worse.
If you’re going to have so many boring control effects, stability needs to be widely available. On loads of abilities, on runes, in new WvW skills, everywhere.
This is a very solid point.
I presented an idea like this, with special WvW Vendors.
3: Even More Reward.
Lets be real, nothing says “validation” more than having your own little items reserved for you. In this front I believe that Badges of Honor and Proof of Heroics should be the currency for “Invader” gear. However, I believe like Tiered Cultural Armor, what should be Offered is Tiered Invader Items.
What this means is that each Tier of Invader has their own Merchant with their Own Prices, that provides Exclusive Gear just for them. However, you can always access lower tier merchants, IE: A Silver Tiered player can still buy from the Bronze Tier Merchant.
What should be Offered:
Armor – and as opposed to it being solid in various sets, just set the armor to pick you own stats.
Weapons – Same Deal as Armor
Commander Tags
Food – Effects that are WvW Centric, IE: +5% Damage with Siege, +5 Supply Capacity
Oils – Effects that are WvW Centric. (See above)
Back Skins – Flags, Banner Poles, Etc.
Shoulder Skins- Flags, Banners, Etc.
Bracer Skins – Flags, Banners, Etc.
Siege – IE: Silver and Above Could buy Superior at Discounted Prices, Platinum and Above could buy Legendary Siege.While anyone could buy the Standard Invader Armor currently available, with Each Tier starting with Bronze, would have their own Unique Skin Set for Armor. While the Weapons would be the same Skin, I propose that each tier has their own noticeable color theme.
I am sure this might take time, and my suggestion should be put in, Top Down, IE: Put in the Stuff for Diamond Tier First, and Then work down to Bronze Tier. That way, people can have something to work for, while no one is left with the “Well when do us Diamond Players get stuff?” I mean all know that if you play WvW long enough you will get Diamond Tier eventually. So put that in First, and let them know, more is coming.
This also stops people from just going into WvW to farm for Badges and Proofs, thinking they are just gonna buy something.. Nope.. gotta earn that new shiny!
If they added in a series of Runes and Infusions that lets say, offered resistances, counters, and in some cases Immunity to Control Effects in WvW, for higher tier raiders, this would counter this very problem.
IE:
Rune of the Borderland Scout
Power +25
Run Speed +10%
Power +50
Run Speed +20%
Power +100
Gain 3 stacks of Stability when Stunned, Immobilized, or Slowed
Infusion of the Golden Commander
-8% Duration of all immobilizing effects.
I mean these are rough ideas, and would need to be adjusted to make them more inline to match the game mechanics, and not be too powerful or make people to immune to builds, but given since you can have a totally different build set up in WvW then PvE or PvP, it might really balance out the WvW playing field, like anything, it would need to be tested, and checked on how well it worked, so that it did not totally kitten the balance in some other direction, like making any control effect worthless.
(edited by STIHL.2489)
Boring mechanics and Stability
There are too many skills in the game which are frankly zero fun to be on the wrong end of. Knockdowns, knockbacks, stuns, etc. And there’s only two remedies, stunbreakers and stability: the former is usually a one-off with a long cd and the latter is not easily available to everyone.So you see the problem: lots of boring effects and no good way of stopping them.
Then HOT came along and added a ton more of these boring effects. And also stability got nerfed.
You see how the problem got worse.
If you’re going to have so many boring control effects, stability needs to be widely available. On loads of abilities, on runes, in new WvW skills, everywhere.
This is a very solid point.
I presented an idea like this, with special WvW Vendors.
3: Even More Reward.
Lets be real, nothing says “validation” more than having your own little items reserved for you. In this front I believe that Badges of Honor and Proof of Heroics should be the currency for “Invader” gear. However, I believe like Tiered Cultural Armor, what should be Offered is Tiered Invader Items.
What this means is that each Tier of Invader has their own Merchant with their Own Prices, that provides Exclusive Gear just for them. However, you can always access lower tier merchants, IE: A Silver Tiered player can still buy from the Bronze Tier Merchant.
What should be Offered:
Armor – and as opposed to it being solid in various sets, just set the armor to pick you own stats.
Weapons – Same Deal as Armor
Commander Tags
Food – Effects that are WvW Centric, IE: +5% Damage with Siege, +5 Supply Capacity
Oils – Effects that are WvW Centric. (See above)
Back Skins – Flags, Banner Poles, Etc.
Shoulder Skins- Flags, Banners, Etc.
Bracer Skins – Flags, Banners, Etc.
Siege – IE: Silver and Above Could buy Superior at Discounted Prices, Platinum and Above could buy Legendary Siege.While anyone could buy the Standard Invader Armor currently available, with Each Tier starting with Bronze, would have their own Unique Skin Set for Armor. While the Weapons would be the same Skin, I propose that each tier has their own noticeable color theme.
I am sure this might take time, and my suggestion should be put in, Top Down, IE: Put in the Stuff for Diamond Tier First, and Then work down to Bronze Tier. That way, people can have something to work for, while no one is left with the “Well when do us Diamond Players get stuff?” I mean all know that if you play WvW long enough you will get Diamond Tier eventually. So put that in First, and let them know, more is coming.
This also stops people from just going into WvW to farm for Badges and Proofs, thinking they are just gonna buy something.. Nope.. gotta earn that new shiny!
If they added in a series of Runes and Infusions that lets say, offered resistances, counters, and in some cases Immunity to Control Effects in WvW, for higher tier raiders, this would counter this very problem.
IE:
Rune of the Borderland Scout
Power +25
Run Speed +10%
Power +50
Run Speed +20%
Power +100
Gain 3 stacks of Stability when Stunned, Immobilized, or SlowedInfusion of the Golden Commander
-8% Duration of all immobilizing effects.I mean these are rough ideas, and would need to be adjusted to make them more inline to match the game mechanics, and not be too powerful or make people to immune to builds, but given since you can have a totally different build set up in WvW then PvE or PvP, it might really balance out the WvW playing field, like anything, it would need to be tested, and checked on how well it worked, so that it did not totally kitten the balance in some other direction, like making any control effect worthless.
InB4 they add this rune as something you have to grind for in silverwastes or a HoT map.
Umm I feel that there was a misunderstanding with what my hope was with the weekly box. My intention was not for it to be a Reward Track, it was just meant to be a Weekly Participation Trophy
To this effect, Sviel.7493 made a solid point, and that really is exactly what I am trying to do here. They got started into WvW just to get a Daily, and that’s the idea, the goal is to get people to show up Today and Tomorrow
If I put in something like “Weekly Goal: Flip 20 Camps” people could get that done on reset night and we would never see them again for the rest of the week, and that is exactly what I am trying to prevent here. I want people to log into WvW daily.
Now, if you have an idea how to achieve that, without working on the Daily System, I am open to alternate suggestions, but the idea needs to be enticing to the PvE player to want to get involved in WvW, It needs to be Rewarding to the Existing WvW player, and it needs to entice them both to want to log in and play WvW daily.
People new to wvw can’t flip 20 camps on reset night – and I think I’ve never flipped that many camps in a zerg in one night – alone I did.
We’ve had quite a nasty AP – list during one spring tourament – that was a bit too much because half of our population was PvE players who had no idea what to do.
But I don’t really get the trophy thing now – why would I want to have a trophy? Ah alright, you want this to be like the pvp tracks? I haven’t been in pvp for a year now and even before that I just had some random reward track I wasn’t really interested in – it gave me no motivation to play pvp.
InB4 they add this rune as something you have to grind for in silverwastes or a HoT map.
LOL ikr!
@STIHL Lets see, what folks do we have in wvw? There’s roamers who repair, flip camps and kill single enemies, scouts who repair, escort dollies, small scale, small scale havoc groups who flip camps and towers (or even whole borderlands), zergs who fight and flip camps, towers, keeps, blobs who do the same.
How about making this like dailies, so per week you have “cap 20 camps”, “kill 100 players”, “use 500 supply on repairs”, “escort 40 yaks” and so on. You can probably do that rather smart so that everybody will be rewarded, although it will likely be pretty hard to reward roamers and scouts – but maybe someone can come up with a good idea.
I think with this you can set the bar for the rewards higher and it might actually bring new people to try wvw. And actually: Bronze should be fairly high while gold should be rather low, so that people have to do quite a bit to get a reward but if they already showed their dedication they will be rewarded more (I hope that made sense).I really like the idea of making the dailies weekly—despite the contradiction
I don’t think it’s productive to have people trying to do one thing or another based on dailies instead of what actually needs to be done. For example, while I’ll harass a keep into submission pretty regularly, I rarely actually go in to take it and thus don’t get credit. Same for towers—I’ll knock down walls and let people know in map chat then move on to w/e else needs doing.
That said, I originally entered WvW because I needed to get one more daily done…so there’s that…
I totally know what you mean, and I really struggled with this as well, as I could not think of a mechanical way to really reward those “unseen” yet very needed contributions to the battles, like tapping to lock up a way point.
I think a good step would be to remove the WvW Exp from EotM and make that just a World Exp/Karma Train, and really not have anything to do with WvW, because it allows people to get to Gold Invader, and not help their own Borderlands one iota, while other people like you, out there working, get no reward.
Any chance to see both borderlands as part of the big picture? Maybe 3 desert and 3 alpine surounding eb? Could be cool especially with whatever population soluton you come up with.
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I hope whatever they push out for WvW makes everyone happy….
Started on Jade Quarry since Launch now on Maguuma.
I hope whatever they push out for WvW makes everyone happy….
They just need to remember why people go to WvW. Get back to the basics.
1. Allow for large group fights. This is the unique part of WvW.
2. Give roamers something to do. Whether it be escorts, camp flipping, small fights, etc
3. Remove EotM. This is a population killer.
Above all, get rid of the PvE junk. There is a whole different part of the game for that.
WvW needs legendary armor track reward = 1st step to fix WvW
Would be nice to have but definitely not vital for WvW to be “better”
I hope whatever they push out for WvW makes everyone happy….
They just need to remember why people go to WvW. Get back to the basics.
1. Allow for large group fights. This is the unique part of WvW.
2. Give roamers something to do. Whether it be escorts, camp flipping, small fights, etc
3. Remove EotM. This is a population killer.Above all, get rid of the PvE junk. There is a whole different part of the game for that.
I disagree on the population killer part. but the rest yes I agree
Its been over 4 years and this game was never meant to be PVE only. There are tons of those on the market and some of them are far better at it.
Produce and stand out by offering a WvW system that currently is what the market lacks.
Us roamers that do not like camping bases or zerging keeps have zero interest or even benefit to do any kind of PVP.
1. Rework on borderlands and make them much smaller, less obstructive from pretty particles, simpler to navigate and to find action.
2. Work on a reward system be it gear or ability that will distringuish someone that plays 4 years this game and someone that just rolled in the game. You have that in PVE why not in PVP? it happens everywhere and its excellent to be rewarded for your time & effort
3. Reduce number of keeps / towers —> increase distance between them.
4. Introduce a dishonor buff / system for people standing outside a keep dueling all they like and when they are about to die run inside to safety. This is WvW. If youre afraid to die go play farmville.
5. Introduce a pvp dungeon and put there some craft merchants. That alone will increase wvw interest tenfold.
There are TONS of ideas and games out there. Use your team and go play some games and get on the drawing board. We got enough raids, legendary weapons, pretty skins, pretty locations, world bosses, celestial dyes and rabbit ears.
We WANT to get fun too.
Population balance should be nº 1.
The community has been giving you this feedback in thousands upon thousands of posts for years. Only now that things have reached a true crisis point on A-Net’s end is there any real action… or is it still just talk about possible future action? If WvW is not fixed next month so that it’s fun again, I’ll be leaving the game permanently. I’m tired of playing this useless waiting mini-game… or is it a jumping puzzle… or maybe a legendary collection of ignored forum posts?
1 Get rid of PVE content and oasis and the event
2 Make towers have tactical advantage like they were in frozen BL and worth of defending
3 No gliding
4 Make it small group friendly and less map blob better choke points
5 Bring back old keep and tower upgrade system where a player has to pop upgrade
Apart from everything, the one most crucial update this game as a whole needs is to finally have DX11 support!
DX11 should have been implemented within a year of launch but still apart from at launch when the devs said it will be coming soon™, we’ve not heard anything about it at all!
Apart from everything, the one most crucial update this game as a whole needs is to finally have DX11 support!
How will DX11 fix any WvW problems?
1. More rewards distintive to wvw
2. Wp belong to who holds the keep
3. More stability
4. Tournaments
5. Maps the size between old alpine maps and newer deserts maps minus all the pve with both hills and valley’s and a few choke points along with a few (very few) cliff areas.
Map
- the northern towers should cover the keeps left and right g8/walls
- keeps need an overview where the opponents are attacking or broke in ( in bay and hills you had a clear sight) eg. a vista or so will give you a look around the possible outer g8s walls…
- keep the new map just change a bit
- sentry shouldn’t only slow dolyaks they should be the alert for camps that you have a chance to defend them. a camp is taken in less then 30s so you have no chance to get there and defend it
General
- camp gards need a buff
- reward track
- oil/canon need to provide more cover for the defender
- sub tags and guild tags
- personal and guild ranking
guild and personal ranking should separate pp Kill/Cap & Defend/Environment
1. the pyratekitten stuff needs to go. Maybe revert the stability patch. Maybe just nerf the cc. Idk if there will actually be a sweet spot where you could actually nerf CC to a place where it will not become useless… Probably the solution would be to revert the stability to duration, not stacking.
2. Current maps are too big. Towers are to big. If I roam and get killed on the other side of the map, I am seriously considering between logging off and trying again…. Probably the old maps would work a lot better with the new skills.
3. Definitely NO GLIDING
4. Some form of rewards for scouting/defending/roaming/etc. There is absolutely no incentive to do any WWW activity. Give WvW specific skins, or provide a way for WvW players to craft ascended/legendary stuff also. ATM there is no competition (with regards to riches) between a PVE player and a WWW player… . In short, I guess: better WWW loot!
(edited by iggy.3910)
Increased rewards in WvW generally to reflect roughly 75% of the rewards possible per hour for completing HoT content/Silverwastes.
A list of suggestions (mutually exclusive):
“Lead limiter” — limit the total lead allowable between competing opponents. Leader can have at most a 5000 point lead over the next lowest. Ex. — 1st: 25,000 point; 2nd 20,000 points; 3rd 15,000 points. This makes “comebacks” possible and does not allow any server to relax and rest on its 50,000 point lead.
“Population multiplier” — Having less than half as many people as another server for a sustained period reduces all PPT gain by 50% (applies to total population in all borderlands and EB). This means that where there are large population imbalances that one team cannot as quickly build up a lead.
“WvW Leaderboard” — Leaderboard should be visible in game.
“Weekly tournaments” — Each day of the week the matchups change based on the total score gained by each server. Rewards issue on a daily basis to the winning servers according to their rank in that daily matchup. This keeps matches dynamic and attempts to balance higher population servers against lower populations while taking into account their skill level (low population with a high per person impact will rise until it hits a population issue.
“Active Player Impact” — Each server has an overall statistic based on PPT divided by number of active players in a given time period. The more skillful the players the higher the number (more PPT for fewer people). This number would be published to help indicate where servers are performing due to player talent and increase their appeal to players looking to transfer.
“Outnumbered” — Outnumbered buff changes from map wide to server-wide based on overall population on all WvW maps. Outnumbered grants +5 supply capacity, enemy player kills are +5 PPT, and 5% reduction in damage from NPCs.
“Eyes on the Leader” — The current PPT leader’s objectives will provide an automatic objective aura granting enemies improved magic find. This can, in conjunction with rewards balancing, give a greater incentive to take down the leader.
“Fortified bonus” — Upgraded towers and objectives grant bonus to PPT gain.
“Population scaling” — Total PPT gain is scaled based on overall population in WvW at the time. Tier III PPT (> 50% average WvW population): 100% PPT. Tier II PPT (25–50% average WvW population): 75% PPT. Tier I PPT (<25% average WvW population): 50% PPT scaling.
“Dolyak’s Revenge” — All cripple durations applied to dolyak’s are multiplied like sentry’s cripples. Friendly sentries remove crippled from allied Dolyak’s. Dolyak’s gain 90% damage reduction while allied players are within 1000 radius. This lets players defend dolyak’s and apply cripple to slow them down while fighting defenders. It also makes cripple less valuable if the allied sentry is not taken down, and thereby allowing the Dolyak to become quickly uncrippled.
“Tactic: Repair” — Adds a new tactic that spawns workers that gather supply from the objective and repair the objective’s walls and gate(s). Each worker carries five supply at a time. All NPC’s go outside the walls and gate to repair — requiring players to defend them. Tactic consumes up to half of the remaining supply at the objective until the walls and gates are restored.
“Tactic: Scout Banner” — Grants five abilities to the bearer: (1) Enemy Spotted, (2) Scout’s Mobility, (3) Scout’s Shroud, (4) Scout’s Beacon, (5) Scout’s Reward. These abilities provide the scout with the number of enemy troops within visual range, swiftness and stability (not a breakbar), long duration but immobile stealth, a deployable turret that mark’s enemy players within range like a sentry, and a buff that can be applied only to fellow squad members that gives banner holder “tag credit” for targets that those squad member themselves tag.
Stability: Option 1 — Revert the stability change back to duration, capped at 10 seconds. Option 2 — Increase the number of stacks of stability able to be gained. Option 3 — Cap the amount of stability that can be removed from any target to 10 stacks per second. Option 4 — Change stability to provide immunity to disabling conditions on a per second basis per stack. Stability can only be removed using boon steal or negation but not for doing its function of preventing disabling conditions.
Something else I would like to see.
You all know how you have Amulets and Stuff in SPvP, so that your PvP Build can be, nothing like your PvE build, but when you go between WvW and PvE, you are stuck with the same armor and runes.
I would like to see it where you have a set or armor for WvW, that is uniquely different then what you have for PvE. Not sure how they would do this, maybe everyone has “Invader Armor” and they get to pick the first stat (like the generic drop down menu), but later you can change it the same way you can change Ascended, Mix the Armor with a Insigna, and Poof you have new stats. If you mix it with an Ascended Insigna, you can get Ascended Invader Armor.
Just wanted to put this idea out there, since I was just fumbling around with runes today, and it was like “This would be great for PvE and that would be Great for WvW.. and I am sooo not making 2 sets of armor”
Something else I would like to see.
I would like to see it where you have a set or armor for WvW, that is uniquely different then what you have for PvE. Not sure how they would do this, maybe everyone has “Invader Armor” and they get to pick the first stat (like the generic drop down menu), but later you can change it the same way you can change Ascended, Mix the Armor with a Insigna, and Poof you have new stats. If you mix it with an Ascended Insigna, you can get Ascended Invader Armor.
The only way I can get behind this is if, unlike PvP, they make all stat types available. The only reason I would support it is so that when I have new members join, instead of waiting a month for them to obtain the guild-build’s gear for WvW, they can just select what I need them to run and we go.
The main reason I would not support it is because I always liked that putting time in to obtain ascended gear gave you a competitive edge against newcomers. Also, you would then have have some% of zergs swapping builds on the fly at higher tiers constantly trying to counter each-other.
Perhaps there is a way around those issues, perhaps not. I do see some value in a setup similar to PvP in that it makes it much easier for new players to join in pre-80, but it does cost the hard earned gear treadmill that core WvW players worked on limiting the gap between a good and well-geared player from a decent, but inexperienced, and now equally geared newcomer.
They cant even make weapon skins right now. what are you thinking. lets make it simple for them because they obv dont get it.
I realize that I am a late poster on this, but I’ll try my hand here.
The Top 5 things I want from a WvW Change/Revamp.
1: First and Foremost. Make it Fun!
Allow me to explain this. I know that the developers and designers are very used to being the sole providers of challenge to their players, by their efforts are the means by which the game engages the players, but WvW is special in that it is the players that provide the challenge, we bring the game, the Developers just need to set the stage and allow us to play it out.
In this venture, and if a Developer is reading this, please don’t take this wrong way, and while I can see the care, the consideration, and sheer volume of work put into the Deseret Borderlands, they are, for lack of a better way to put this.. Too much. The emphases needs to be on the Players vs Players, not them struggling to deal with the Environment along with each other. When it comes to WvW, that is more the time to step back a bit. Don’t try to pit your skill against us, in fact, your job should be to allow us to engage each other in a fun environment. if I have to focus on the PvE in a WvW map, that pulls from the enjoyment of WvW. I enjoy working on capturing or defending objectives, not struggle to get around a canyon.
So, Keeping it Simple, Makes it fun.
2: Reward for Everyone!
Players won’t do something for nothing. Sure, we might do some things just to see what happens, but let’s be honest, often times, that is exactly what the developers don’t want us doing (evil laugh)
My Suggestion is that WvW needs its own style of Reward System.
PvE has, well a million ways to reward players. PvP has their Reward Tracks.
WvW needs to have their own niche in this reward realm as well.
First off, Lets be honest here, loot from WvW is lacking, from badges to gold, loot in WvW seems very bare bones to say the least.
_2-A: Fixed Rewards. _Right now we have this variable loot drop based on contribution, that’s fine, but there needs to be a Fixed Reward for every Player, Camp , Tower, Keep Lord killed, that everyone that so much as hit them once, gets, no matter how much or little they did. This no one ends up feeling slighted during a WvW capture or conflict. Everyone should get something just for being a part of it. yes those that did more still get their extra loot for their extra effort, but everyone gets at bare minimum of loot.
Nothing Discourages players more than getting stiffed from a kill.
That brings us to.
2-B: WvW Contribution Rewards.
There is should a reward for how well you placed at the end of any given week.
1st Place – Reward Box (Bronze/Silver/Gold)
2nd Place – Reward Box (Bronze/Silver/Gold)
3rd Place – Reward Box (Bronze/Silver/Gold)But this needs to be reserved for people that Contribute, not just log in one day at reset and never again for the rest of the week. The Way this would work, Bronze/Silver/Gold would be contingent upon how many WvW Dailies you did in a given week. A player would need to do at least 7 WvW dailies just to be eligible to receive the weekly award box at all.
So the Breakdown would be like this:
7 -13 WvW Dailies Done – gets you a Bronze.
14- 20 WvW Dailies Done gets you a Silver,
21 + WvW Dailies Done gets you a Gold ParticipationThis way, even if they could do all 4 per day, they would still need to be out there for at least 2 days doing stuff just to get a Bronze Box of however well their server placed. If they placed 2nd, they would get a 2nd Place Bronze Box.
For the Active WvW player, getting in 21 of a possible 28, would not be hard at all. So getting a gold would not be that difficult, and you would not ever need to do a day where you had to do all 4 dailies. 3 a day over 7 days would be enough for a gold. Equally so, even if you did all 4 per day, it would take you 6 days to get the gold.
What these Boxes contain, would need to be worked out.
I would wager they Should be something along the lines of:
5 to 10 Gold
Black Lion Key
Transmutation Charge
100 Badges.
a few Champion Bags.3: Even More Reward.
Lets be real, nothing says “validation” more than having your own little items reserved for you. In this front I believe that Badges of Honor and Proof of Heroics should be the currency for “Invader” gear. However, I believe like Tiered Cultural Armor, what should be Offered is Tiered Invader Items.
What this means is that each Tier of Invader has their own Merchant with their Own Prices, that provides Exclusive Gear just for them. However, you can always access lower tier merchants, IE: A Silver Tiered player can still buy from the Bronze Tier Merchant.
What should be Offered:
Armor – and as opposed to it being solid in various sets, just set the armor to pick you own stats.
Weapons – Same Deal as Armor
Commander Tags
Food – Effects that are WvW Centric, IE: +5% Damage with Siege, +5 Supply Capacity
Oils – Effects that are WvW Centric. (See above)
Back Skins – Flags, Banner Poles, Etc.
Shoulder Skins- Flags, Banners, Etc.
Bracer Skins – Flags, Banners, Etc.
Siege – IE: Silver and Above Could buy Superior at Discounted Prices, Platinum and Above could buy Legendary Siege.While anyone could buy the Standard Invader Armor currently available, with Each Tier starting with Bronze, would have their own Unique Skin Set for Armor. While the Weapons would be the same Skin, I propose that each tier has their own noticeable color theme.
I am sure this might take time, and my suggestion should be put in, Top Down, IE: Put in the Stuff for Diamond Tier First, and Then work down to Bronze Tier. That way, people can have something to work for, while no one is left with the “Well when do us Diamond Players get stuff?” I mean all know that if you play WvW long enough you will get Diamond Tier eventually. So put that in First, and let them know, more is coming.
This also stops people from just going into WvW to farm for Badges and Proofs, thinking they are just gonna buy something.. Nope.. gotta earn that new shiny!
Something else I would like to see.
I would like to see it where you have a set or armor for WvW, that is uniquely different then what you have for PvE. Not sure how they would do this, maybe everyone has “Invader Armor” and they get to pick the first stat (like the generic drop down menu), but later you can change it the same way you can change Ascended, Mix the Armor with a Insigna, and Poof you have new stats. If you mix it with an Ascended Insigna, you can get Ascended Invader Armor.The only way I can get behind this is if, unlike PvP, they make all stat types available. The only reason I would support it is so that when I have new members join, instead of waiting a month for them to obtain the guild-build’s gear for WvW, they can just select what I need them to run and we go.
The main reason I would not support it is because I always liked that putting time in to obtain ascended gear gave you a competitive edge against newcomers. Also, you would then have have some% of zergs swapping builds on the fly at higher tiers constantly trying to counter each-other.
Perhaps there is a way around those issues, perhaps not. I do see some value in a setup similar to PvP in that it makes it much easier for new players to join in pre-80, but it does cost the hard earned gear treadmill that core WvW players worked on limiting the gap between a good and well-geared player from a decent, but inexperienced, and now equally geared newcomer.
I’ll be honest, it was a thought that came up as I thought about how I was stuck with the same gear for WvW as PvE. Can’t say I really gave it much thought beyond that.
How would you go about addressing all the issues you brought up?
They cant even make weapon skins right now. what are you thinking. lets make it simple for them because they obv dont get it.
I get what you are trying to say, but let’s all take a breath and realize that they are just currently and temporary Diverting Resources towards the Xpac, they have not lost the ability to do this.
How would you go about addressing all the issues you brought up?
To be honest I don’t think there is a perfect answer there. It’s an interesting idea. If you leave it as is, the more time you put into making your gear equivalates to a greater stat advantage rewarding you for that effort, even if it is minor. There are some people, a lot of new people to WvW, that don’t even run full exotics.
Should all players be equalized stat-wise in a game mode where number of players is not? The likely answer is no; that is one factor in how smaller groups with better gear can defeat larger ones. Equal stats = If you have more players you “should” always win (Disregarding Siege and Location)
Now if we put some thought into it, how can we help the new players participate and thereby likely boost participation numbers in WvW following a similar design? That’s the real question buried here.
To keep the solution as simple as possible let’s base it on a single factor: your character pve-level.
If you are below lv.80 you have access to an all Rare-statset(lv.80 items) to equip
If you are lv.80 you have access to an all Exotic-statset(lv.80 items) to equip
If you are lv.80 you can check an option to use PvE gear allowing for ascended stats
Assume the “build setup” is similar to that PvP-build window, but instead of Mist Champions you can select your current PvE gear to run isntead. This would allow new players to use gear veterans need/want/encourage them to use easily, provide a lv.2 (or similar in concept like lv.20) character access to WvW, and also maintain a similar level of gear progression.
Not bad ideas , however there was one major hang up.
If you are lv.80 you can check an option to use PvE gear allowing for ascended stats
This brings me right back to my original problem, I end up being stuck using the same gear Set up for PvE and WvW.
Getting enough people to form a zerg
I used to enjoy roaming around in WvW during downtime, doing some gathering and grabbing small objectives. I could also fight 1v1 and feel I had a reasonable chance. It killed a bit of time while waiting for the zerg to start. And, because lots of people did it, it meant that when a commander tagged up, there were lots of people dotted around who would join him.But in the HOT power creep, if you’re specced for it, its very easy to stunlock and nuke someone to death in about 2 seconds. So its super boring to leave your keep, because if you encounter someone there’s no feeling that you have any chance of winning in 1v1, because you either have an overpowered gank spec or you don’t. Also there’s less need to leave your keep, because the gatherables are inside.
So now you just go from keep to tower grabbing all the gatherables, trying hard to avoid the enemy like a coward, then you get bored and leave. Then a commander tags up and can’t find a group, because there’s noone around.
So the commander tags down. Then a new person joins the map, doesn’t see a commander to join, doesn’t have any reason to roam because there’s no gatherables, doesn’t want to roam because of power creep, so there’s nothing to do so he leaves. And that is why its hard to get anything started in WvW now – at least for me and my friends. There’s no reason or desire to stick around anymore.
thats a direct explanation to one of the major WvW problems
I really don´t think that the missing random gatherspots are the reason that roamers dont like to WvW actually the way it is now with the gatherstations at fixed positions is much better as your scouts get something that way and what is much more important you dont loose pugs to farm nodes on your way to the next target anymore
(edited by Eiffel.8937)
I have lost all hope and don’t believe for an instant that anything is going to get released for WvW before the next xpac.
I hope whatever they push out for WvW makes everyone happy….
They just need to remember why people go to WvW. Get back to the basics.
1. Allow for large group fights. This is the unique part of WvW.
2. Give roamers something to do. Whether it be escorts, camp flipping, small fights, etc
3. Remove EotM. This is a population killer.Above all, get rid of the PvE junk. There is a whole different part of the game for that.
This is basically a good fix
Piken Square EU, maybe soon on your server.
So many people that want the Desert BL to be removed… At least keep it for the server ranked last during the matchup, they will have a chance that people don’t attack their BL while the 2 other maps will have alpine BL.
Yes! Please bring back the old Alpine WVW Map !!!
I never enjoyed playing on desert BL after the patch and i am pretty sure majority of people will agree that alpine > desert anyday.
(edited by MidoriMarch.8067)
Alpine or Bust. I just viewed a big name YouTuber explaining how a few of the promises that sold HoT will no longer be released. As an avid WvW player since the beginning, I could care less about new legendaries or what not; but, as a customer of Anet, this is some detrimental news. The WvW community is dying off every day, and now the PvE community will be suffering the same fate. I’m no fan of making hasty decisions. I feel everything should be given thought and taken with a grain of salt; BUT, reverting back to Alpine could potentially funnel some more numbers back in for an attempt at keeping GW2 afloat until some major decisions are made for both the WvW and PvE community (Yes, We are two separate entities) . I truly hope this April update is what we have all been waiting for. If it isn’t; then it’s been real, it’s been fun, but recently it hasn’t been real fun.
-Doc
Don’t be silly, many PvE people left after HoT too because the HoT PvE maps are unplayable solo, mobs are stupidly strong and all the map metas require playing several hours at certain timeframe. The stupid whining youtubers are the reason Anet decided to add PvE raids that nobody plays and mess up new PvE maps with extra “difficulty” so most players avoid those.
1- balance ppt/ppk: ppk should count and ppt count only for tier3 hold.
2- change the BL: rotation of the maps or something like a 3 maps WvW with one EBG, one Desert and one Alpine on the same base as EBG works.
3- remove pvE related stuff.
4- less servers or common ones between NA and EU.
5- communication, feedback, etc.
(edited by Nayanea.2708)
Don’t be silly, many PvE people left after HoT too because the HoT PvE maps are unplayable solo, mobs are stupidly strong and all the map metas require playing several hours at certain timeframe. The stupid whining youtubers are the reason Anet decided to add PvE raids that nobody plays and mess up new PvE maps with extra “difficulty” so most players avoid those.
I gotta say I am not a fan of the HoT Maps myself, but. truth be told, the way we’ll know if HoT was a bomb, is if the Next Expansion is nothing like it.
To be honest i see alot of whining. But i can understand most ppl’s points of view and i understand where they are coming from.
So this is what i would do:
Evry game needs a couple of conditions to be successfull:
1) GW2 needs to be rewarding to play:
The more rewarding WvW is the more ppl will love to play it, more rewards and higher ascendet chests, WvW armor, bonusses maybe connected to the amount of tick a server has. Atm. it costs too much to play WvW and the return from it is rotten, near zero return. Ppl like receiving items if they put an effort into a certain part of the game like WvW, maybe rewardtracks like in PvP?
2) GW2 needs to be innovative:
It is an on-going process to keep GW2 up to date and interesting.
We need competitions, bonuses, specific content which is followed up and which offers valuable items in return.
3) Never change the concept:
WvW is not a “Zerg-fest loot-bag fest or kill count game”. It needs to be “both a strategic game and a battlefield game”.
Some players have never understood the combination i think.
I’ve read some of the reactions ppl posted, if we were to go down the “kill count” way and go back to the “basic mechanics”, nothing would be easier than “reducing” WvW only to the Eternal battlegrounds and limit the interractions to knocking down a single wall and to lootbag killfarm. If that is the sence of the reactions of the ppl that prefer point per kill then i’ll loose my interest in WvW, i don’t like the concept of a brainless zerg-fest.
WvW is a reflection of all existing battle-tactics, fighting in big groups, medium groups, small parties, stealth, ambushing, defending, conquering, scouting, building camps, towers and keeps up, escorting convoys etc…
Some of these mechanics are boring for one person and enjoyable for others, you don’t have to like all a game has to offer to play it.
Do not change the mechanics when you change them, adapt them and correct them if they are wrong. Make sure Evryone understands the mechanics, make sure wiki is up to date. Make the tactics affordable for ppl to make them.
If you want to reintroduce the old mechanics system, then i would like a money-back guarantee from Arenanet for all the ingame currency my guild has bought and has invested in the guildhall upgrade system for WvW, which other guilds did not want to pay.
Bringing stability back, stability was awesome for guardians, warriors, elementalists in Blob and zerg-fights, i don’t really have a prob with it, but it cannot be the sole reason to change mechanics. Has it got real purpose besides helping players in zerg-fights or is it an means to run an overpowered character?
1) Maprotation and circulation:
I read a lot of ppl want to go back to the Alpine map, the same ppl that told with the lauch of Hot that the Alpine maps were boring, that they didn’t like WvW anymore because they were doing alway the same old crap.
Reintroducing Alpine maps will lead after a month or 2 to even more ppl just not playing anymore, its a hoax that will work for a month or two and then the number of players will dwindle again.
Instead of decreasing the maps make more maps with different conditions, the challenging content will differ from one map to the next, its not said that you will like certain maps, that being said all of you have parts of the game you dislike, same goes for one map vs another map like Alpine vs Desert etc…
But you can’t get evrything out of one game there will always be things you dislike. So maps in all sizes and shapes with all kinds of conditions and a change of map evry week. But rewarding the ppl for what they do. Increase the n,umber of players per map.
Do not get rid of the so called PVE stuff because some ppl only like lootbag farming in Stonemist.
Server stuff:
Change the server system so all the servers have plenty of players, introduce more competitions, make European servers fight American servers, maybe add Asian league.
But stop making the same servers play against each-other each week.
This would be a start to make things bether
(edited by Angel Heart.6739)
1. Do something to bring back some sense of world identity outside of WvW. Megaserver killed all that.
2. Actual rewards that are comparable to other game modes. Playing WvW is a net loss to your income. You don’t generate enough rewards to replenish consumables or work on ascended gear (which has the value in WvW due to the downleveling issues with it in the PvE world)
3. Some way to actually progress the guild upgrades in WvW and not PvE.
4. Reduced map size of borderlands which killed a lot of it for me.
5. Some actual support for GvG in WvW, so it’s not isolated and private to the arenas in guild halls. The introduction of the arenas and the enjoyment loss from the new maps turned my old WvW guild into a GvG guild. I didn’t have any interest in just fighting over guilds in a private arena for no rewards, so I left.
1. Do something to bring back some sense of world identity outside of WvW. Megaserver killed all that.
2. Actual rewards that are comparable to other game modes. Playing WvW is a net loss to your income. You don’t generate enough rewards to replenish consumables or work on ascended gear (which has the value in WvW due to the downleveling issues with it in the PvE world)
3. Some way to actually progress the guild upgrades in WvW and not PvE.
4. Reduced map size of borderlands which killed a lot of it for me.
5. Some actual support for GvG in WvW, so it’s not isolated and private to the arenas in guild halls. The introduction of the arenas and the enjoyment loss from the new maps turned my old WvW guild into a GvG guild. I didn’t have any interest in just fighting over guilds in a private arena for no rewards, so I left.
Please dont mixture blob spam waterfields, and GvG…. gvg’s was a good pvp game mode from GW1.
./fixforumbug
Maybe there should be different map-instances for GVG apart WVW (from the ppl that like playing all aspects of the WvW game)? That way they do not interfere with eachother and do not diss on eachother. Is that an option?