WvW-My biggest gripes

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Posted by: Deified.7520

Deified.7520

Hello,

So I’ve played WvW since released and here are a few reasons why I…just dont really care for it.

I enjoy playing it, its fun. However, from a PvP perspective I just don’t care to take it seriously or any fights seriously. I don’t measure my skill or others in it. Here are a few reasons.

1. Ability to siege structures from other structures- Having these areas where trebuchets can be built and take out a enemy wall and can’t be destroyed unless you siege the place is a large hassle and really takes a ton out of the fun. To siege a place you need a large gorp, supply, and siege all for the sake of taking out one trebuchet. It takes a ton of depth out of the game and a lot of the fun.

2. Class balance. It seems that this game isn’t balanced with foodbuffs in mind. The extra stat percentage gives a large crutch to a lot of players. I’ve seen “good” players in WvW get wrecked in sPvP because they dont have the foodbuffs to give them a crutch. Also some classes are better at WvW significantly. For me, a WvW spec needs to have these things. Mobility, large single or AoE damage, and escapes. This means those classes that have a lot of these things are seen more often (eles, thieves, mesmers) while others aren’t (engineers, necromancers, warriors(I know warriors are great in zergs, no need to lecture me on that)).

3. Boring Gameplay to be effective. The most effect players and T1 players use skills that are so boring to the individual player. Stacking ontop of each other into just a glob of red names and player models, using combofields to stack stats, and then running through enemies spamming auto attacks while staying stacked up. The metas for the builds can be awfully boring too. Most responses to this problem are “roaming”, however I don’t think that is a suitable responses/defense.

4. Maps. Everytime the home server on each borderlands usually holds a majority of it while on every other borderland they are losing really bad or it is dead. EB is almost always in a que or the most populated (I find it the most fun, as with many players). The BL maps just seem to suck most of the time. I find their overall design very poor.

5. Nightcaps. This has been brought up since release and I still see no improvement. I can spend hours taking structures and wake up the next morning and learn we were nightcapped. I’ve seen many servers have amazing “day teams” and they will take the entire map, but come morning they don’t own anything. It is very disheartening to bother to do anything knowing your enemies have a larger “night team” than you.

6. No sense of accomplishment. When I take a tower or structure, I don’t think anything special about it, I dont worry about defending it or fortifying it. People 1/2 the time don’t seem to do that either. They just que up the upgrades, then ride with a large zerg to the next tower and repeat

7. Huge reliant on player numbers. If a server doesn’t have the sufficient amount of people in the field at all times compared to the other servers, they will get wrecked. This just causes more players to not want to do it, further reducing the numbers and the overall server effectiveness. Even in battles, if you find yourself in a battle where you’re all the same level and you’re out numbered 2 to 1, 80% of the time you will loose. I rarely see people come out of out numbered situations.

8. Snowball effect of morale. Once you start loosing, people start not going into WvW because you’re loosing. This means that those who are still trying start getting out numbered. This means it is harder to comeback because the other team has more people than you on top of you already loosing. Pretty soon nobody bothers coming in and trying. I see this happen all the time in Borderland maps.

Those are just my biggest gripes. Why I can’t take WvW seriously and don’t view it as a proper competitive PvP area. Just a fun, button smashing, zerg fest (or roamfest). Its fun, but I wish I could take away more from it or get another PvP mode that is kind of in the middle of the spectrum of WvW and sPvP and actually ends.

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Here Here.
Dungeons have more versitile gameplay and mechanics then WvW has now…. :S

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

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Posted by: Master of Timespace.2548

Master of Timespace.2548

Class balance. It seems that this game isn’t balanced with foodbuffs in mind. The extra stat percentage gives a large crutch to a lot of players. I’ve seen “good” players in WvW get wrecked in sPvP because they dont have the foodbuffs to give them a crutch.

Spvp has differend rules than WvW, and food buff isn’t at all the most important of these. Spvp is generally “softer” as the smaller damage allows room for more mistakes. It also makes regen and healing based builds more viable. A build that wins in wvw doesn’t necessarily win in spvp, and vice versa.
It’s differend game and differend rules. Deal with it. (Or don’t and keep crying in the forums)

I just don’t care to take it seriously or any fights seriously.

If you want nerdy kitten flexing serious pvp, then this game is not for you. Sorry.

? <(^-^><)>^-^)> <(^-^)> ?

(edited by Master of Timespace.2548)

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Posted by: osif.8673

osif.8673

If you want nerdy kitten flexing serious pvp, then this game is not for you. Sorry.

That’s where you should be wrong. Anet wanted GW2 to be a platform for e-sport. They’re still working on it.

Miller Time – 80 Sylvari Mesmer
Not Just A Goodtime – 80 Asura Warrior
[PAXA]

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Posted by: Hickeroar.9734

Hickeroar.9734

1. I actually very much agree with this point. The structures should be placed so that no siege in that structure can hit any other structure. This goes for SM as well. I think they basically need to stretch all the WvW maps out by a factor of 1.5x-2×. Yes, it would change a LOT in how the game is played, but that would be good/refreshing at this point.

2. Classes shouldn’t be balanced. Different classes are meant to fill different roles. Anyone can buy food.

3. Sieging structures, unless you’re fast-ninjaing stuff, is just inherently boring to me. I can’t stand it. I love open field ZvZ fighting.

4. I would agree with this. Map design needs a major overhaul. They’re not balanced properly at all, and everything is far too close together.

5. This is just coverage. Nothing wrong with this.

6. I like running in smaller teams for this reason. I like to feel like we actually just pulled off something hard, not won by sheer force of numbers.

7. Strength in numbers is just a fact of warfare. Those with more numbers have a greater chance of winning. This isn’t always the case, though, as huge mindless zergs can often be wiped by skilled/trained guild zergs half their size. Zergs should not be mindless or easy. If they are, you’re doing it wrong, and are at great risk of being destroyed by a smaller, far more skilled force.

8. Just a fact of warfare. Morale and morale-management is a huge part of the war effort. Even when things are bleak, those “commanding” need to be careful to keep everyone energized and optimistic.

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Posted by: Feed Me Change.6528

Feed Me Change.6528

4. I would agree with this. Map design needs a major overhaul. They’re not balanced properly at all, and everything is far too close together.

I’ve noticed this a lot more lately. Take EB for example: you have 2 paths to take to push into another color’s territory. Two.. Two.. Two… Next to Stonemist or thru the NPCs (dredge/orges/hyleks)..

Where is my vase array of tunnels and mountain passes?! Blow up a zerg by adding MORE ways to travel around the map, more ways to move around = more places you need scouts.

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.

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Posted by: Hickeroar.9734

Hickeroar.9734

4. I would agree with this. Map design needs a major overhaul. They’re not balanced properly at all, and everything is far too close together.

I’ve noticed this a lot more lately. Take EB for example: you have 2 paths to take to push into another color’s territory. Two.. Two.. Two… Next to Stonemist or thru the NPCs (dredge/orges/hyleks)..

Where is my vase array of tunnels and mountain passes?! Blow up a zerg by adding MORE ways to travel around the map, more ways to move around = more places you need scouts.

I’m even OK with that….but consider Mends/Anz/Speld. Just look at the map and see how unfairly these locations are stacked against red. The Yak trek from Speld to those towers is incredibly long and filled with tons of enemy NPC interaction.

And Hills vs Bay? Bay is a cinch. Hills is pretty much impossible to take when occupied.

Supply in your third needs to be centrally located and distributed outwardly to your towers, not inwardly from satellite camps. This is exactly backwards from how it works in “real” warfare. Camps should be worth 10 points, and be as defensible as a tower.

(edited by Hickeroar.9734)

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Posted by: Ahmrill.7512

Ahmrill.7512

My biggest gripes… ones that can be fixed with minimal dev resources.

Give us the same right-click options in WvW that we have in ANY PvE area.

- Allow us to invite players to party from chat window instead of manually trying to type a bizarre multi-character ASCII name. Always fun trying to type while in combat!

- Allow us to remove offline party members in WvW. Nothing more fun then having to reform a group 5-10 times a night because people forget to leave group before logging off.

Basically everything we can do in a PvE area…

Ahmrill
Proud member of [NORD] Nordvegr Guild
Jade Quarry

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Posted by: Handin.4032

Handin.4032

But placing open field trebs would be almost useless for getting down (for instance) a T3 wall, since it can just be zerged and taken down really quickly. Even if you have a full zerg for yourself, they can continuously target only the treb and keep knocking it down. Allowing to treb from inside another fortified position isn’t then out of the question.

As for the food issue, nothing stops a player from buying food. If one player has it and another doesn’t, it’s more unfair than if one player has an exotic and the other a rare for some piece of armor. WvW isn’t meant to be fully balanced, and I think it would be really boring if it was all balanced out. The fact that it isn’t balanced, in my mind, makes how you build your character more important, and more interesting to play against since you have to put builds into account for strategy.

Maps do need to be fixed though..they don’t make sense, and the different “colors” have different play (especially on EB), but in the BL’s too. I remember playing in lotro the Pvp map there was pretty great in the sense that everything was spread out pretty far (in terms of keeps distances).

TC Golden Dolyak – [DOLY]
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Posted by: Feed Me Change.6528

Feed Me Change.6528

4. I would agree with this. Map design needs a major overhaul. They’re not balanced properly at all, and everything is far too close together.

I’ve noticed this a lot more lately. Take EB for example: you have 2 paths to take to push into another color’s territory. Two.. Two.. Two… Next to Stonemist or thru the NPCs (dredge/orges/hyleks)..

Where is my vase array of tunnels and mountain passes?! Blow up a zerg by adding MORE ways to travel around the map, more ways to move around = more places you need scouts.

I’m even OK with that….but consider Mends/Anz/Speld. Just look at the map and see how unfairly these locations are stacked against red. The Yak trek from Speld to those towers is incredibly long and filled with tons of enemy NPC interaction.

And Hills vs Bay? Bay is a cinch. Hills is pretty much impossible to take when occupied.

Supply in your third needs to be centrally located and distributed outwardly to your towers, not inwardly from satellite camps. This is exactly backwards from how it works in “real” warfare. Camps should be worth 10 points, and be as defensible as a tower.

My God I hate being Red.. SoS is red this week after ET was red for what seemed like ever… I can not STAND that layout. Mendons/Anz/Speld needs half that kitten lake cut off and Spel moved in. At least make the closer camps to towers give less supply, further more.

FoE does “Supply Camp Alamo” at random times, basically 3-4 AC/2-3 Ballista and see how many people we take on before over-run… and it’s tons more fun than laying siege to a tower. I’d LOVE to see more defensible camps, making supply actually worth it. Capping a camp shouldn’t just be “ok zerg we need supply lets steamroll 3 camps real quick”.

Idk just rambling on… I like your train of thought tho.

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.

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Posted by: Hickeroar.9734

Hickeroar.9734

4. I would agree with this. Map design needs a major overhaul. They’re not balanced properly at all, and everything is far too close together.

I’ve noticed this a lot more lately. Take EB for example: you have 2 paths to take to push into another color’s territory. Two.. Two.. Two… Next to Stonemist or thru the NPCs (dredge/orges/hyleks)..

Where is my vase array of tunnels and mountain passes?! Blow up a zerg by adding MORE ways to travel around the map, more ways to move around = more places you need scouts.

I’m even OK with that….but consider Mends/Anz/Speld. Just look at the map and see how unfairly these locations are stacked against red. The Yak trek from Speld to those towers is incredibly long and filled with tons of enemy NPC interaction.

And Hills vs Bay? Bay is a cinch. Hills is pretty much impossible to take when occupied.

Supply in your third needs to be centrally located and distributed outwardly to your towers, not inwardly from satellite camps. This is exactly backwards from how it works in “real” warfare. Camps should be worth 10 points, and be as defensible as a tower.

My God I hate being Red.. SoS is red this week after ET was red for what seemed like ever… I can not STAND that layout. Mendons/Anz/Speld needs half that kitten lake cut off and Spel moved in. At least make the closer camps to towers give less supply, further more.

FoE does “Supply Camp Alamo” at random times, basically 3-4 AC/2-3 Ballista and see how many people we take on before over-run… and it’s tons more fun than laying siege to a tower. I’d LOVE to see more defensible camps, making supply actually worth it. Capping a camp shouldn’t just be “ok zerg we need supply lets steamroll 3 camps real quick”.

Idk just rambling on… I like your train of thought tho.

EP sort-of does the same thing as FoE… We run to North-Camp on an enemy BL as a group of around 20-25, kill the Super to pop the ring, and DON’T take the camp, then we see how long we can survive. Last one standing wins. We call it “Zombies.” It’s super fun, and it’s also training/drilling on our zerg tactics.

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Posted by: Feed Me Change.6528

Feed Me Change.6528

4. I would agree with this. Map design needs a major overhaul. They’re not balanced properly at all, and everything is far too close together.

I’ve noticed this a lot more lately. Take EB for example: you have 2 paths to take to push into another color’s territory. Two.. Two.. Two… Next to Stonemist or thru the NPCs (dredge/orges/hyleks)..

Where is my vase array of tunnels and mountain passes?! Blow up a zerg by adding MORE ways to travel around the map, more ways to move around = more places you need scouts.

I’m even OK with that….but consider Mends/Anz/Speld. Just look at the map and see how unfairly these locations are stacked against red. The Yak trek from Speld to those towers is incredibly long and filled with tons of enemy NPC interaction.

And Hills vs Bay? Bay is a cinch. Hills is pretty much impossible to take when occupied.

Supply in your third needs to be centrally located and distributed outwardly to your towers, not inwardly from satellite camps. This is exactly backwards from how it works in “real” warfare. Camps should be worth 10 points, and be as defensible as a tower.

My God I hate being Red.. SoS is red this week after ET was red for what seemed like ever… I can not STAND that layout. Mendons/Anz/Speld needs half that kitten lake cut off and Spel moved in. At least make the closer camps to towers give less supply, further more.

FoE does “Supply Camp Alamo” at random times, basically 3-4 AC/2-3 Ballista and see how many people we take on before over-run… and it’s tons more fun than laying siege to a tower. I’d LOVE to see more defensible camps, making supply actually worth it. Capping a camp shouldn’t just be “ok zerg we need supply lets steamroll 3 camps real quick”.

Idk just rambling on… I like your train of thought tho.

EP sort-of does the same thing as FoE… We run to North-Camp on an enemy BL as a group of around 20-25, kill the Super to pop the ring, and DON’T take the camp, then we see how long we can survive. Last one standing wins. We call it “Zombies.” It’s super fun, and it’s also training/drilling on our zerg tactics.

I think we need a date night on FA Bl tonight…

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.

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Posted by: Hickeroar.9734

Hickeroar.9734

4. I would agree with this. Map design needs a major overhaul. They’re not balanced properly at all, and everything is far too close together.

I’ve noticed this a lot more lately. Take EB for example: you have 2 paths to take to push into another color’s territory. Two.. Two.. Two… Next to Stonemist or thru the NPCs (dredge/orges/hyleks)..

Where is my vase array of tunnels and mountain passes?! Blow up a zerg by adding MORE ways to travel around the map, more ways to move around = more places you need scouts.

I’m even OK with that….but consider Mends/Anz/Speld. Just look at the map and see how unfairly these locations are stacked against red. The Yak trek from Speld to those towers is incredibly long and filled with tons of enemy NPC interaction.

And Hills vs Bay? Bay is a cinch. Hills is pretty much impossible to take when occupied.

Supply in your third needs to be centrally located and distributed outwardly to your towers, not inwardly from satellite camps. This is exactly backwards from how it works in “real” warfare. Camps should be worth 10 points, and be as defensible as a tower.

My God I hate being Red.. SoS is red this week after ET was red for what seemed like ever… I can not STAND that layout. Mendons/Anz/Speld needs half that kitten lake cut off and Spel moved in. At least make the closer camps to towers give less supply, further more.

FoE does “Supply Camp Alamo” at random times, basically 3-4 AC/2-3 Ballista and see how many people we take on before over-run… and it’s tons more fun than laying siege to a tower. I’d LOVE to see more defensible camps, making supply actually worth it. Capping a camp shouldn’t just be “ok zerg we need supply lets steamroll 3 camps real quick”.

Idk just rambling on… I like your train of thought tho.

EP sort-of does the same thing as FoE… We run to North-Camp on an enemy BL as a group of around 20-25, kill the Super to pop the ring, and DON’T take the camp, then we see how long we can survive. Last one standing wins. We call it “Zombies.” It’s super fun, and it’s also training/drilling on our zerg tactics.

I think we need a date night on FA Bl tonight…

xD You can also play it at enemy spawns in EB, though the games tend to be quite a bit shorter. We’ve had north camp games last upwards of 30 minutes.