Official WvW Patch Notes [4/30]
World vs. World
•Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
What’s the longest time to run from keep/tower to supply and back without speed buffs?
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
http://www.votf.net
Wow, great, okay, so WvW might aswell be dead right now…
Seriously? A buff to Arrowcarts?! These things needed a kitten nerf, not a buff! And bam, 80% dmg + Arrowcart mastery!
Why dont you try and play in tier1 EU devs… just, bloody try it. Arrowcarts everywhere. And you just DOUBLED their damage. I didnt see this in the patch notes, but it is implied, so i assume Flame Rams have been removed from the game due to being redundant.
Also, thanks for removing even more warning systems. Afterall, whats more fun then sitting in a keep or tower DOING ABSOLUTELY NOTHING? Yah, im glad you’re forcing this more and more.
And the desperately needed fix to the rating system is absent.
I thought it would be great if devs spend more time on WvW, boy was i wrong. Please just dont do anything WvW anymore. Everytime you just make it worst… I’ll gladly take the blueprints not being Acount-bound in stride.
The only thing I fail to see:
Players now receive World XP for repairing gates and walls in WvW.
Lol Anet just encourage player to wasting supply more on walls/gates.
What next, WXP from building siege ?
EXP and WXP should be removed from all act which use supply.
Indeed, this is the most DISASTROUS mistake they have made!
First we had PvE players taking up space to complete jumping puzzles to gain Badges of Honour without contributing to WvW, now we say goodbye to all our supplies at pugs and PvE players drain them for their own selfish needs to increase their WXP.
Well done on making the game worse yet again!
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.
Pass.
See you next month.
QUIT- RETIRED
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
http://www.votf.net
arrow cart will be redesigned to better reflect this patch changes
[img]http://upload.wikimedia.org/wikipedia/commons/1/18/M61_Vulcan_on_pedestal.gif[/img]
Updates for the AC and whatnot
Commander Guardian of Rall :: Norn Guardian
Commander Getting Hammered :: Charr Warrior
To be fair regarding arrow carts, there are times I’m standing in arrow cart fire and splash healing from allies is more than enough to counter the damage. The buff realistically was needed.
Increased arrow-cart damage:
Increased Fire damage by 80%.
Increased Fire Crippling Arrows damage by 17%.
Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.What the kitten is this???? Are you kittening kidding us??? Oh I really hope this is some kind of a misspell cuz this is some serious billkitten right there….
ok ok ok… it was obvious that those guys at ANet have no idea wtf is goin on in this game, but simply imagine this: 5 superior ACs, maned by 5 guys with maxed Siege Might and AC Mastery rank traits behind a door. The question is: HTF do you get near the door without being instantly killed????
You don’t.
You’re supposed to be afraid of arrow carts.
You’re not supposed to stand in a rain of arrows for 45 seconds while you peacefully ram the door down in complete safety.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
So then you can use a cata to take that door with out that much problem you can also take out all the carts on the wall with nearly any class. At the same time that oil is more of a means to stop ppl from building rams right at the door. Also a lot of the back carts can only hit right on the door so there is room for rams to the very left or very right.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
So then you can use a cata to take that door with out that much problem you can also take out all the carts on the wall with nearly any class. At the same time that oil is more of a means to stop ppl from building rams right at the door. Also a lot of the back carts can only hit right on the door so there is room for rams to the very left or very right.
Cata’s are better on walls but ok, use a cata, they built a counter cata, you build a counter treb, they build a counter treb. Siege wars is not my idea of fun! Its boring as hell!
http://www.votf.net
To be fair regarding arrow carts, there are times I’m standing in arrow cart fire and splash healing from allies is more than enough to counter the damage. The buff realistically was needed.
Guardians in Mercy gear can stand under 4 ACs right now and rez a fallen ally, help him up, brush off his clothes, and moonwalk away without ever getting below 50% HP.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
I think I see the logic here. Dolyaks are it now guys because WPs are now invaluable. The only way to get WPs is dolyaks so you’ll need a team on each dolyak (both offensive and defensive). But, how do we stop people from saying “Eff dolyaks, I’m just going to take their keep before they get the WP up” or “Man these WPs are not worth it because my keep is just as easy to take as before, especially during off hours”; the answer is arrow carts. Arrow carts now make it much easier to defend against large zergs due to their high AOE limit and damage boost.
The death of the zerg. A good server is going to require a body manning an AC in each and every tower/keep/camp in addition to 3-4 3 man dolyak teams. Those are numbers coming off the zerg. These dolyak teams will be busy so you may also need a few people tracking their zergs movements by eye. Besides the fact that you won’t have the numbers to man a 70 person zerg without losing extremely important towers, the zerg itself is going to get owned by ACs. New “push squads” will emerge and they will be 10-15 in number. They will use trebs and catas and coordinate simultaneous attacks on towers in order to make the enemy choose.
This patch will up the ante. If you get something, hold it.
Asura Thief/Ele
HoD
1 or 2 ACs before did nothing to a 25+ zerg unless you were dense enough to stand there under them, not heal, not switch to catas instead, or rotate people on rams. Now people in smaller teams have a fighting chance to defend a tower. 30s delay put scouts out there, integral to W3 success. WXP for repairs stops the zerg from saving a keep and then leaving without repairing it because they don’t care about defense. Now you have to walk a yak in (and get WXP for it now) to have supplies for your things so they can be repaired, the horror! I don’t understand the QQ. You want zergs busted, defense instead of karma training promoted, they give you options for it, you whine anyway.
a guardian from k[Ai]neng
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
So then you can use a cata to take that door with out that much problem you can also take out all the carts on the wall with nearly any class. At the same time that oil is more of a means to stop ppl from building rams right at the door. Also a lot of the back carts can only hit right on the door so there is room for rams to the very left or very right.
Cata’s are better on walls but ok, use a cata, they built a counter cata, you build a counter treb, they build a counter treb. Siege wars is not my idea of fun! Its boring as hell!
Running around re-flipping towers and camps ad nauseam is more tedious.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
So then you can use a cata to take that door with out that much problem you can also take out all the carts on the wall with nearly any class. At the same time that oil is more of a means to stop ppl from building rams right at the door. Also a lot of the back carts can only hit right on the door so there is room for rams to the very left or very right.
Cata’s are better on walls but ok, use a cata, they built a counter cata, you build a counter treb, they build a counter treb. Siege wars is not my idea of fun! Its boring as hell!
Um… then get out of WvW because it IS about siege.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
So then you can use a cata to take that door with out that much problem you can also take out all the carts on the wall with nearly any class. At the same time that oil is more of a means to stop ppl from building rams right at the door. Also a lot of the back carts can only hit right on the door so there is room for rams to the very left or very right.
Cata’s are better on walls but ok, use a cata, they built a counter cata, you build a counter treb, they build a counter treb. Siege wars is not my idea of fun! Its boring as hell!
Um… then get out of WvW because it IS about siege.
World vs. World (WvW) is PvP combat that involves hundred of players. Three huge teams —each representing a server, or world—battle for control over objectives on four massive maps in week-long matches.
Each map – one for each server and a huge “neutral” center map – is loaded with objectives that are worth points for the team that claims them. Players can band together to lay siege to castles, raid enemy supply caravans, clash with other players in truly massive battles, wreak havoc behind enemy lines, or build mighty weapons of war like trebuchets and siege golems.
While players are in WvW, they gain experience and loot just as they normally do while exploring Tyria. Plus, when their home world is doing well or wins a match in WvW, all players on that world receive special bonuses and perks.
World vs. World—it’s PvP combat on an epic scale!
Read that, that is what WvW is meant to be, not about siege but about players fighting!
http://www.votf.net
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
So then you can use a cata to take that door with out that much problem you can also take out all the carts on the wall with nearly any class. At the same time that oil is more of a means to stop ppl from building rams right at the door. Also a lot of the back carts can only hit right on the door so there is room for rams to the very left or very right.
Cata’s are better on walls but ok, use a cata, they built a counter cata, you build a counter treb, they build a counter treb. Siege wars is not my idea of fun! Its boring as hell!
Um… then get out of WvW because it IS about siege.
World vs. World (WvW) is PvP combat that involves hundred of players. Three huge teams —each representing a server, or world—battle for control over objectives on four massive maps in week-long matches.
Each map – one for each server and a huge “neutral” center map – is loaded with objectives that are worth points for the team that claims them. Players can band together to lay siege to castles, raid enemy supply caravans, clash with other players in truly massive battles, wreak havoc behind enemy lines, or build mighty weapons of war like trebuchets and siege golems.
While players are in WvW, they gain experience and loot just as they normally do while exploring Tyria. Plus, when their home world is doing well or wins a match in WvW, all players on that world receive special bonuses and perks.
World vs. World—it’s PvP combat on an epic scale!
Read that, that is what WvW is meant to be, not about siege but about players fighting!
And players made and are using that siege.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Seriously Anet needs to do a hot fix on arrowcarts and nerfing them before everyone quits the game.
I can’t believe ArenaNet nerfed confusion and retaliation but buffed arrow carts. Maybe they are doing this so more people will buy arrow carts (buy more gems, etc.).
Arrow carts are going to be especially deadly now and the players using the zoom hack will have an even bigger advantage.
The 30 second notification change is interesting but is a rather long window of time. Defenders may get a little boost from having waypoints available but I think this helps fast offensive strikes more.
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
I know its hard to understand but I put them there to show how many you can actually get and the wall that is to the left is also easy to defend with Acarts since its outside of the 1000 range. Even unbuilt arrowcarts count towards the siege limit so them not being built really doesnt matter.
Before you try and reply again, try to understand the game.
Ok for arrow carts there is an odd line of sight effect that comes into play you must be able to see where your going to shot. If you cant even if its in ranges of an arrow cart you cant hit it. Now there are programs that lets you zoom out and they brake the system so i suggested report the players who are using this in WvW because they are getting a great deal of an unfair adages in WvW.
All of those arrowcarts can hit the door, there is a small lip that you can see over on the ones on the outer wall to the most left and right, they can all hit.
So then you can use a cata to take that door with out that much problem you can also take out all the carts on the wall with nearly any class. At the same time that oil is more of a means to stop ppl from building rams right at the door. Also a lot of the back carts can only hit right on the door so there is room for rams to the very left or very right.
Cata’s are better on walls but ok, use a cata, they built a counter cata, you build a counter treb, they build a counter treb. Siege wars is not my idea of fun! Its boring as hell!
Um… then get out of WvW because it IS about siege.
World vs. World (WvW) is PvP combat that involves hundred of players. Three huge teams —each representing a server, or world—battle for control over objectives on four massive maps in week-long matches.
Each map – one for each server and a huge “neutral” center map – is loaded with objectives that are worth points for the team that claims them. Players can band together to lay siege to castles, raid enemy supply caravans, clash with other players in truly massive battles, wreak havoc behind enemy lines, or build mighty weapons of war like trebuchets and siege golems.
While players are in WvW, they gain experience and loot just as they normally do while exploring Tyria. Plus, when their home world is doing well or wins a match in WvW, all players on that world receive special bonuses and perks.
World vs. World—it’s PvP combat on an epic scale!
Read that, that is what WvW is meant to be, not about siege but about players fighting!
“Players can band together to lay siege to castles”
“build mighty weapons of war like trebuchets and siege golems.”
“raid enemy supply caravans”
If you want to have gank wars play sPVP. WvW is about strategy and, yes, part of that (imo the most fun) is the massive battles but there wouldn’t be massive battles if it weren’t for a need to overcome sieged points.
Asura Thief/Ele
HoD
So what if people use supplies to repair? People have been whining for a while about how it isn’t awarding enough to repair towers/keeps. Now finally there is something for those people who spend time repairing rather than running with the zerg. Stop looking at every bad point and realize that there are good points as well.
About the arrow cart buff: This is something to finally help the smaller man teams stop a zerg. People whine about this forever, but when a nice fix is proposed, you just find more whining. I am glad for both of these updates.
Mithril Footman
Ultimate Dominator
(edited by Vash.9183)
I don’t understand the QQ. You want zergs busted, defense instead of karma training promoted, they give you options for it, you whine anyway.
It’s simple; people don’t really want those things.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
1 or 2 ACs before did nothing to a 25+ zerg unless you were dense enough to stand there under them, not heal, not switch to catas instead, or rotate people on rams. Now people in smaller teams have a fighting chance to defend a tower. 30s delay put scouts out there, integral to W3 success. WXP for repairs stops the zerg from saving a keep and then leaving without repairing it because they don’t care about defense. Now you have to walk a yak in (and get WXP for it now) to have supplies for your things so they can be repaired, the horror! I don’t understand the QQ. You want zergs busted, defense instead of karma training promoted, they give you options for it, you whine anyway.
If they are leaving without repairing, most of the time it is intended. (tell me when does zerg leaving a keep which is they want without repair it ? Usually it is enemy keep which located offside (far from your respawn point) or just to “reset” the keep or call majority enemy zerg to come to their home map.
WXP (and EXP) just promote pugs to use more supply, despite most of WvW players forbid it. (Some of siege troll: I build rams due to need EXP).
For AC whiners:
Buff in AC is absolutely a great idea (buff) in wvw patch. With “leg specialist” has gone for good (for AC), I think there is no problem after all.
I think we are missing the point here guys, according to what someone posted on page 1, we can now purchase skins for our weapons that have been available on the TP since day 1 for silvers! VICTORY!
RIP my fair Engi and Ranger, you will be missed.
You want zergs busted, defense instead of karma training promoted, they give you options for it, you whine anyway.
So what about everyone that wants to fight with their weapons and skills and not use siege? What about changes to the walls so that defending a wall is possible without being slaughtered by AoE’s all while every time you shoot you get ‘obstructed’ message?
Guaranteed this change means larger zergs at objectives, not smaller ones, because the solution to everything in this game is to just throw more people at it, or take it so fast that there is no chance of it to be defended.
The basic issue is that ac’s were already extremely strong. Yes you could tank 1 or 2 – it would weaken the attacking team enough to make them relatively easy to wipe if you left the keep (which is fine and good).
The problem is that currently servers are using 4 or 5 superior ac’s on every defence point so you cant get within 30 yards of a keep without dieing. You could golem rush it with 5+ golems and you might get one gate down before the golems died but thats not going to happen anymore.
It’ll be treb wars from now on. They build a treb you build a counter treb and wearing walls down for two hours having to rebuild the treb every 5 mins while they burn all their supply repairing walls. Then you take out the wall and repeat the same crap on inner for 2 hours. Then you take out inner and they wp away to avoid paying the 2s repair cost.
One of the better counters to blobs recently has been the difficulty of getting accross the map to wipe smaller groups attacking multiple points – not anymore 2 or 3 scouts and they can wp around wiping them with 5x numbers.
These changes promote blobbing and bunkering in keeps with a crapload of siege. Things the overwhelming majority have been complaining about recently.
Theres a reason T2 servers are desperately trying to avoid going up a tier, theres reasons T1 servers routinely fall apart and the current T1 servers are desperately trying to get the hell out of T1. These 2 changes have buffed vizunahs play style.
They’re idiotic changes.
People defending ac change have blatantly never fought vizunah or riverside. Its already too easy to get around the map fast, wp’s being free more often and longer isn’t helpful.
(edited by Caid.4932)
So what about everyone that wants to fight with their weapons and skills and not use siege?
go play spvp.
wvwvw is no place for them.
(edited by Moloch.8013)
So what about everyone that wants to fight with their weapons and skills and not use siege? What about changes to the walls so that defending a wall is possible without being slaughtered by AoE’s all while every time you shoot you get ‘obstructed’ message?
Guaranteed this change means larger zergs at objectives, not smaller ones, because the solution to everything in this game is to just throw more people at it, or take it so fast that there is no chance of it to be defended.
Don’t get me wrong, it’s not perfect or complete and I don’t disagree with what you said necessarily. But the chicken littles calling the end of W3 because they have to think for 5 seconds before they try and PvD a tower aren’t making sense. It makes it sound like they don’t really want to play defensively or with coordination like they claim to want, they just want to win all the time with no consequence or need to evolve tactics. I’m glad to try out and adjust my game for these new options, bring on the bigger zergs.
a guardian from k[Ai]neng
Also, the AC change is nice for those who like to defend. On the flipside, it just encourages more zerging now to attack a tower.
lol what? The AC, which can hit up to 50 targets, is going to encourage more zerging? I guess if you want your (mindless) zerg absolutely slaughtered…
Considering zergs of > 50 aren’t exactly uncommon in higher tiers … nah even they’ll be torn to ribbons by them.
I guess we’ll see, on paper i dont see these changes ending well
Guys chill the f… down its the pref of peoples own style….some like openfields and wanna cap stuff as extra and some wanna def their whole freaking life….. getting a tower with a zerg is now counterable with a smaller group…period ….. FG always like to fight in the openfields and cap stuff….but lately at the late hours 10FG def against 50BB is crazy…so yes i like this in the eyes of the defenders……as a attacker well work around it….and yes Aneu is a freaking genius incombat so even he will get around.
PS: Miss the crazy VoTF at my side
/Salute
Guild: ForsakenGamers (FG)
(edited by Dalure.4691)
OK so now we are going to have mass people repairing walls that we don’t want them repairing so they get their WXP. This is a horrible idea and I gaurentee it will be nerfed very soon due to all the trolls.
Guys chill the f… down its the pref of peoples own style….some like openfields and wanna cap stuff as extra and some wanna def their whole freaking life….. getting a tower with a zerg is now counterable with a smaller group…period ….. FG always like to fight in the openfields and cap stuff….but lately at the late hours 10FG def against 50BB is crazy…so yes i like this in the eyes of the defenders……as a attacker well work around it….and yes Aneu is a freaking genius incombat so even he will get around.
PS: Miss the crazy VoTF at my side
/Salute
We are going to play Neverwinter!
http://www.votf.net
@SmokeyNYY….yes this is the one that worries me, i understand Arenanet why they did it…but people can abuse this really easy….hope the communication on your server is good like on mine…we just ask people dont and 99% they listen
/Salute
Guild: ForsakenGamers (FG)
Nice. I’ll start reparing everything even if it is trebbed. This will give me easy WXP without griefing since it is allowed and intended to repair in order to buy time.
Lol ya, I cant imagine how they did not see this coming. Keeps will never have any supply now.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
My poor mesmer! Respec incoming then. Am I being really ignorant, or should not every ability be the same in wvw as in spvp, not just certain abilities for certain classes?
Honestly, this s about a 25% damage nerf to every Mesmer spec, even power-based ones. Expect mesmers to no longer be useful in zerg fights whatsoever, except for portal bombing.
Or, you know, ninjaing keeps… or veils, or clones for hitting the 5-target AoE limit, or time warp, or feedback… oh wait… maybe Mesmers WILL be useful in WvW after all.
Seriously.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
•Arrow Cart Mastery
•Increase range on all arrow-cart skills.
•Increase damage on all arrow-cart skills.
•Increase effectiveness of applied conditions.
•Increase radius on all arrow-cart skills
•New skill (slot 4): Toxic Unveiling Shot. Removes stealth and applies poison to targets.
really anet? it a took a special minded person to come up with this AC buff
I can’t believe ArenaNet nerfed confusion and retaliation but buffed arrow carts. Maybe they are doing this so more people will buy arrow carts (buy more gems, etc.).
Yes they nerf genuine zerg busting abilities but buff arrow carts ensuring bigger zergs.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
The skill balancing in GW2 reminds me of the skill balancing in GW1. I wonder if the same person(s) that did skill balancing in GW1 are doing the balancing here in GW2…
Garreth (Ra), Elizabeth (El), Fiona (Me), Morrigan (N)
Ceana (G), Briana (Th), Snowbourn (Eng), Onchu (W)
“Lol ya, I cant imagine how they did not see this coming. Keeps will never have any supply now.”
It was hard enough before to get them to leave it alone.
Except they did see it coming, because they were told it was coming, and acknowledged that they were told.
Please have the foresight NOT to reward for taking supplies from Keep or Tower… just saying
I’ll do no such thing!
I don’t want to discourage Devon from being so open with the community, and maybe it won’t be such a big issue as we make it out to be, but it is worrying to see it implemented like this.
A big thank you for all the good things that were implemented, especially the account-bound siege, despawn timers, and new reset times.
Edit: Quotes don’t seem the work, but the second one is from Devon.
Asura on patrol in defense of Gandara and Bessie!
Administrator of http://thisisgandara.com
These changes promote blobbing and bunkering in keeps with a crapload of siege. Things the overwhelming majority have been complaining about recently.
Theres a reason T2 servers are desperately trying to avoid going up a tier, theres reasons T1 servers routinely fall apart and the current T1 servers are desperately trying to get the hell out of T1.
The “winner” will be disappointed, Jade Sea has the exact same playstyle, the night express is just slightly smaller than Vizunah’s. ( In theory Kodash and Elona Reach could conspire to let Jade Sea advance into T1, but they’re at each other’s throat way too much for that to happen. )
These 2 changes have buffed vizunahs play style.
They’re idiotic changes.
Yup.
Proof that the devs don’t play their own game.
Don’t support the Gem Shop, it’s that easy.
“•Siege weapons provide World XP when destroyed.
•Siege weapons placed by Commander Siegerazer and Commander Siegecrusher now provide XP and World XP when destroyed.
•Players now receive World XP for repairing gates and walls in WvW.
•Players now receive World XP for defending supply dolyaks from ambushes in WvW.”
Does not work.
We don’t get any wxp from the things mentioned above
you get wxp for repair gates/walls, it worked for me at least, i havent tried the other yet.
Quite a few fixes there:
No more spawn cliff siege defending sunnyhill, no more lifesteal food killing supervisors, no more blocking trebs, and 80% more arrow cart dmg defending gates.
Sounds like defenders will now get 30 seconds to waypoint their entire zerg to a keep after the gate is already attacked, provided a scout is there to call it.
Actually no, defenders won’t even know they’re under attack for 30 seconds unless they have people camping each and every possible point of entry. By the time you know, they could already be on inner.
Well, I assume this is only for the white swords and that the yellow swords will work as they have thus far.
Scouts will play an even greater importance because of this change.
Supply camps, if not defended more actively will fall quite often to a few enemies with little chance for the ally force to get there to save it(if we’re not in the immediate vicinity). Which in turn will make upgrading keeps even harder.
Considering the general playstyle of ppl in WvW, due to this change I have less incentive to upgrade a camp with my coin. Sure extra guards are fine, but still won’t stop a force of 10-20 from take the camp quickly before white swords pop up.
So I wonder how the populace in WvW will take this change on the whole.
Will they adjust to have floating ‘zone’ coverage and break up their fighting forces?
-or-
Will they care even less about supply camps and their own towers for defense and use this 30secs as an advantage to hit and flip more targets?
interesting…