Please don't make WvW abilities too strong

Please don't make WvW abilities too strong

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Posted by: Combatter.5123

Combatter.5123

Dear ArenaNet,

Please don’t make WvW abilities too strong. It would be sad if, in a year or so, it becomes really hard for skilful but newbie WvW players as other veteran WvW players are all a lot stronger with their unlocked abilities.

Thanks.

Maetheryl Thorswood (Ranger), Bennish (Guardian), Lex Sabre (Elementalist)
Tyria, Underworld

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Posted by: Combatter.5123

Combatter.5123

Maybe some of the abilities could be purely cosmetic?

Maetheryl Thorswood (Ranger), Bennish (Guardian), Lex Sabre (Elementalist)
Tyria, Underworld

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Posted by: playandchill.3908

playandchill.3908

Maybe some of the abilities could be purely cosmetic?

Pve’rs would QQ

[LANI] Multi glad pewpew

QUIT- RETIRED

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Posted by: Hickeroar.9734

Hickeroar.9734

Due to the nature of zerging and group play, I don’t think any newbies will feel inadequate, or be unable to get the boosts.

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Posted by: Combatter.5123

Combatter.5123

Maybe some of the abilities could be purely cosmetic?

Pve’rs would QQ

Cosmetic effects that only apply when in WvW, maybe?

Maetheryl Thorswood (Ranger), Bennish (Guardian), Lex Sabre (Elementalist)
Tyria, Underworld

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Posted by: Liquid.9672

Liquid.9672

http://www.guildwars2hub.com/features/editorials/wvw-interview-habib-loew-mike-ferguson-matt-witter

GW2Hub: Do you think the addition of ranks and abilities or WvW specific character improvements will lead to segregation? Such as a scenario “X Guild seeking players with Y rank for WvW”

Mike Ferguson: That was actually a really big concern when we first started talking about this. We really didn’t want it to be like that, which is why we made the abilities a little more generic across WvW and not specific on player versus player activities. You don’t ever get a feeling of being super, super powerful because you have ranks versus a person who doesn’t have anything you’re just better at the things you’re already doing like killing guards, manning siege or carrying supply. Hopefully we won’t encounter your scenario, but once it gets out in the wild there’s no predicting what players will do. I’m sure at some point some players will do that but we designed this system to not encourage that.

Zend(ario/imas/iana/ango) – Engi/Ele/Necro/Guardian
[KnT] – Blackgate

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Posted by: chrisk.4320

chrisk.4320

I don’t see the problem.

If my hypothetical super high ranked uber leet guild only wants other hypothetical super high ranked uber leet players, then why not? ArenaNet can’t force socialism on us.

Notice how in sPvP teams often are like: “Must have at least rank 30?” I don’t see anything in sPvP being done to condone that.

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Posted by: Xirin.8593

Xirin.8593

Maybe some of the abilities could be purely cosmetic?

Pve’rs would QQ

Would give them something else to QQ about other than getting ganked in the JP.

[AoN] All or Nothing

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Posted by: Graybes.8251

Graybes.8251

Has there been any details on what these WvW abilities will actually be? I mean I am just a bit confused. Are these going to be abilities that a player can put on their utility ability bar?

Also I don’t see segregation really happening in any big WvW guild. No one is going to turn away a potential new member when WvW is a lot about the number of players you have fighting with you. Yes yes I know skilled play can overcome numbers…but a huge zerg of players with varying skill levels is always going to be a powerful force. Those unskillful players are really not going to bring down your huge zerg. They are just going to add more numbers/power.

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Posted by: playandchill.3908

playandchill.3908

Maybe some of the abilities could be purely cosmetic?

Pve’rs would QQ

Would give them something else to QQ about other than getting ganked in the JP.

L O L

[LANI] Multi glad pewpew

QUIT- RETIRED

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Posted by: BrimstoneAshe.5043

BrimstoneAshe.5043

OP, I think you’re going to be ultimately underwhelmed by the WvW abilities. It’s not going to give you any advantage from a player vs player perspective. It’s going to be more of a player vs siege or player vs NPC.

I do have concerns with even those though. They’ve hinted at abilities making someone more effective with siege. Sounds good from a defensive standpoint, but I’m wondering if they’ll have abilities that make someone using a ram more effective. Could we run into the issue of a high ranked ram operator making upgraded doors look like paper? I hope not.

Asuran Engineer – Norn Ranger
[KAOS] of Anvil Rock

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Posted by: Liquid.9672

Liquid.9672

Has there been any details on what these WvW abilities will actually be? I mean I am just a bit confused. Are these going to be abilities that a player can put on their utility ability bar?

https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/03/c8d06WvW-Progression-English.jpg

This image was taken from the recent blog on the upcoming WvW update. They’re passive WvW only abilities that a player can purchase with “rank points”.

Zend(ario/imas/iana/ango) – Engi/Ele/Necro/Guardian
[KnT] – Blackgate

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Posted by: Graybes.8251

Graybes.8251

Has there been any details on what these WvW abilities will actually be? I mean I am just a bit confused. Are these going to be abilities that a player can put on their utility ability bar?

https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/03/c8d06WvW-Progression-English.jpg

This image was taken from the recent blog on the upcoming WvW update. They’re passive WvW only abilities that a player can purchase with “rank points”.

Oh nice. They don’t seem to be that overly powerful at all. The supply one will probably be the most popular right off the bat

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Posted by: Niim.9260

Niim.9260

Dear ArenaNet,

Please don’t make WvW abilities too strong. It would be sad if, in a year or so, it becomes really hard for skilful but newbie WvW players as other veteran WvW players are all a lot stronger with their unlocked abilities.

Thanks.

They are not. They are also not interesting, not creative and not based off of a meaningful point metric.

~ AoN ~

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Posted by: Hickeroar.9734

Hickeroar.9734

I would like to know how much of a boost a lot of those things give. The ability to stick upgraded people on siege could be significant if the boost is any more than 1-2%

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Posted by: Aoreias.6384

Aoreias.6384

Dear ArenaNet,

Please don’t make WvW abilities too strong. It would be sad if, in a year or so, it becomes really hard for skilful but newbie WvW players as other veteran WvW players are all a lot stronger with their unlocked abilities.

Thanks.

They are not. They are also not interesting, not creative and not based off of a meaningful point metric.

What would be a more ‘meaningful’ point metric? It seems to me that ANet balanced the cost of these upgrades quite well. Extra supply seems to cost as much as every other upgrade combined, and the other upgrades pretty well balanced accordingly.

Commander Acraina – 80 Elementalist
Borlis Savers [BS]
For the Pass!

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Posted by: Voilodion.3791

Voilodion.3791

This is a fair request, but they also need to be strong enough to make players care about gaining them, and notice a difference in combat as a result of having them. One way to do this would be to make each level of an ability good enough to make a small but noticeable difference, but have each succeeding level cost more.

DAoC’s realm abilities worked this way. You could, for example, buy passive increases to Strength (or whatever stat), which gave +5 Strength (I don’t remember if the # was actually 5) at each level. At the maximum 5 levels, the +25 you then had was very significant, but the tradeoff was that the 5 levels cost you 1 point, then 3, then 7, then 10, then 14. So newer players could very quickly pick up the first 2 or 3 levels and narrow the gap, while players putting in many months of play were still getting rewarded for it (albeit much more slowly by that point).

My main worry is really the opposite of the OPs: that the WvW abilities will be either so weak or so quickly maxed out by everyone playing that you won’t even notice their benefits.

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Posted by: Sureshot.6725

Sureshot.6725

This is a fair request, but they also need to be strong enough to make players care about gaining them, and notice a difference in combat as a result of having them. One way to do this would be to make each level of an ability good enough to make a small but noticeable difference, but have each succeeding level cost more.

DAoC’s realm abilities worked this way. You could, for example, buy passive increases to Strength (or whatever stat), which gave +5 Strength (I don’t remember if the # was actually 5) at each level. At the maximum 5 levels, the +25 you then had was very significant, but the tradeoff was that the 5 levels cost you 1 point, then 3, then 7, then 10, then 14. So newer players could very quickly pick up the first 2 or 3 levels and narrow the gap, while players putting in many months of play were still getting rewarded for it (albeit much more slowly by that point).

My main worry is really the opposite of the OPs: that the WvW abilities will be either so weak or so quickly maxed out by everyone playing that you won’t even notice their benefits.

I left DAoC because of the RR grind and how overpowered it became in terms of its impact on player vs player.

I’m with OP on this one. It is preferable that we all compete with the skills we currently have without adding any additional stat advantages that effect player vs player.

From what I have seen ANet seems to be on the right track with the WvW abilities as they make the player more effective in certain roles for WvW without impacting player vs player combat.

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Posted by: Voilodion.3791

Voilodion.3791

I left DAoC because of the RR grind and how overpowered it became in terms of its impact on player vs player.

I’m with OP on this one. It is preferable that we all compete with the skills we currently have without adding any additional stat advantages that effect player vs player.

From what I have seen ANet seems to be on the right track with the WvW abilities as they make the player more effective in certain roles for WvW without impacting player vs player combat.

I understand what you mean. I wasn’t necessarily suggesting that we have to have the same suite of raw stat boosts (e.g., WvW abilities that boost Precision, Condition damage, etc.) that DAoC provided, but just that the abilities they do give us need to be potent enough to actually notice, and hopefully lead players to factor their WvW bonuses into battlefield decisions. For example, if the maximum extra siege damage you can get after buying all possible levels in it is +5%, I would consider that a waste of our WXP points (and by extension, a waste of ANet’s development resources). That would save you maybe one ram swing over the entire time of ramming a keep door down from 100%, and thus wouldn’t lead you change your gameplay any to make strategic use of the points you’ve spent.

I guess I’m just hoping that ANet is equally conscious of finding that sweet spot where WvW abilities will actually affect your gameplay in certain situations but not make you overpowered compared to someone just getting started with them.

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Posted by: Jscull.2514

Jscull.2514

Stop with carebear abilities…Give us class specific abilities and let people figure out (or not) how best to use them with the people they run with. Stop promoting easy game modes.

PAXA -GM

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Posted by: Devo.7329

Devo.7329

I agree stop with the kitten footing around and give us something to work towards, aka daoc style.

Why would I take plus DMG vs guards over more supply or less DMG vs siege etc.

Its already obvious choices, at least in daoc u could customise your char. Ppl will get bored with nothing to play for

Typing on phone so ye…..

Octobeast [TNTD] – Piken Sqr
UO/DAOC/L2/Aion/WAR/TERA

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Posted by: Niim.9260

Niim.9260

Dear ArenaNet,

Please don’t make WvW abilities too strong. It would be sad if, in a year or so, it becomes really hard for skilful but newbie WvW players as other veteran WvW players are all a lot stronger with their unlocked abilities.

Thanks.

They are not. They are also not interesting, not creative and not based off of a meaningful point metric.

What would be a more ‘meaningful’ point metric? It seems to me that ANet balanced the cost of these upgrades quite well. Extra supply seems to cost as much as every other upgrade combined, and the other upgrades pretty well balanced accordingly.

Point metric was in reference to how you get ranks, ie this poorly planned system is using kill tags, which has no correlation to level of effort or participation.

~ AoN ~

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Posted by: Azure Prower.8701

Azure Prower.8701

I hope these abilities are over powered and the game turns into siege warfare rather than zerg vs zerg.

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Posted by: kuora.5402

kuora.5402

I agree stop with the kitten footing around and give us something to work towards, aka daoc style.

Why would I take plus DMG vs guards over more supply or less DMG vs siege etc.

Its already obvious choices, at least in daoc u could customise your char. Ppl will get bored with nothing to play for

Typing on phone so ye…..

Camp taking groups do exist

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[Aia] Amoria- The guild of pleasant love
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