Showing Posts For Arctisavange.7260:
I requested a simple e-mail change ticket with everything needed.
Feels like its taking forever for anet to anwser and make the simple change. Does anyone know how many days the anwsering part can stretch to?
Pre HoT time during alpine, bay fight:
It has everything- campers sitting at inner with 12-14 ACs, most in lord room and camping choke point. Commander configuring treb shots via mic to the trebers to kill annoying siege. Hero enemies trying to kill our siege.
Lots of effort trying to flip when blob is camping with siege. End result was worth it though.
As a former fighting pug commander for 2 years, ive been through it all- the old stability, the pre HoT full scale pirateship meta all the way to nowadays part pirate, part not meta.
The old stability offered melee lots of diversity and dynamic gameplay, making the role of playing as melee very enjoyabe, smooth and most of all – fun!
The ranged in that old meta were also an important role, eventhough many players didnt realise it and thought that a big melee train is all they needed.
Mostly the rangeds job was to avoid the melee train no matter the cost, apply some well deployed CCs and especialy ranged bombs on called locations given by commanders.
If you were careless when you went full “i dont care about our ranged” with your melee train, then smart commanders simply used this opportunity to wipe out your ranged players and simply order their ranged to kite and flank your melee, which was very viable due to them wiping out your squishies who were the ones who kept enemy ranged away.
Now before the stability nerf announcement, i had some interesting topics regarding what will happen and each and every person i talked with whose experienced in WvW predicted a full scale pirateship.
Everyone knows that CCs in general have been and still are strong cause they practicaly dont go balanced in massive PvP such as WvW. Cant recall the last time anyone in balance patch nerfed a single CC skill, which makes sense since in sPvP it is balanced but not in WvW.
An very easy fix to this and which many players have yelled for is to seperate WvW completely from WvW, as in WvW should have different skill cooldowns and effects compared to PvP.
Anyway once the stability change came out, then pushing anywhere as melee was simply impossible cause your stability didnt even last 2 seconds in large scale fights. You literaly were frozen still by enemy ranged and bombed to oblivion by their aoe bombs.
This made playing as melee completely frustrating and made warrior class completely useless as melee.
As a popular fighting commander i was forced to go pirateship often and often not cause my workaround method was to simply run into an enemy 40-60 man blob with guardians shelter or renewed focus (cause its the only way to counter hard CC and bombs), simply bait out all of the damage and CCs from enemy blobs while doing no melee damage whatsoever and then running back with leap or if i had available- a 2nd invurnibility skill (shelter or renewed focus). After that my squishies were free to push and we rolled through everything.
The only reason it worked was cause so many players saw the effectiveness of the pirateship meta, beliving anyobody dumb enough to push will instantly die if all ranged bombs are called on them. Which was true ofcourse but with some workaround methods which one of them i mentioned earlier countered it.
It still made me feel sad playing melee as a puppet whose only job was to bait out damage, CC, be as an enforcer class when it came to pressuring enemies to my desired terrain locations favourable to me and simply encouraging our ranged to push after the baiting was done.
Now moving onto HoT in WvW- the thing i like about the HoT is that it made playing as melee a lot more favourable again but it still has its downside.
The downside im talking about atm are the increase of CC skills that the new class specializations provide – traps on guardian, chronomancers wells for example.
More downsides are banners (turtlebanner for example) that are heavily abused in blob fights and few of those banners can make a massive difference.
The constant massive boon duration and increase provided by revenants – lets be fair, having constant 25 might stacks on lots of ranged players will hurt anyone a lot.
You may say that the counter arguement will be to use revenants elite skill under dwarf stance for example but that 4 seconds of 50% reduced damage is nothing compared to having permanent 20-25 might stacks.
The plus side i see on melees nowadays is that engaging has been made more balanced due to new skills and traits but as much as i still hate to say it – what i mentioned earlier before this sentence still takes WvW gameplay more towards pirateship which many players despise and find it simply put boring.
Im not saying that playing as an effective melee train with smooth engaging is impossible but it certainly does require far more skills and co operation compared to simply playing as a pirate on your ship.
To sum up HoT WvW:
Melee vs ranged gameplay = ranged has it a lot more easy, forcing more pirateship meta due to this.
Melee needs more experience and skills compared to ranged in blob fights.
Melees need co operation and a experienced commander if wanting to play as an melee will be fun and effective.
Classes fairly a lot out of balanced. Once this gets fixed, maybe hopefuly things will looks brighter for melee.
Banners are overpowered and need a desperate nerf!!!
Take a look at turtle banner, that says more then enough regarding what you find it off.
I swear if i could be a lead dev in WvW id bring it back to life, bring back the blooming and golden age of WvW and its popularity. I would even bring anet lots of money cause of this because lets be fair- devs dont know what they have done and what they are doing regarding WvW. Because of this WvW is in a very grim status. Even me a true WvW lover aint doing WvW even 15% time of i used to play.
Keep in mind that WvW is the last string of keeping guild wars players from leaving the game.
Players who are tired and bored from PvE and/or PvP come to WvW for some excitement and seeing how things are, they wont find any of it here.
Ah well, this post will be lost, nobody will even read it and chance of even a dev reading my post are as close to as a chance of winning a lottery.
For starters I heavily dislike the nerf on -40% condition duration on food.
As a commander whose playing melee, im having major issues with conditions atm. Even yesterday i saw around 30+ squishies shredding my small 15 man melee train to pieces not by raw damage but by only conditions.
Im more and more wandering if theres any point for me to even play as a melee anymore due to the impossibleness of even engaging without loosing 80% of my hp in 3 seconds (even if earlier before going full melee inside i have baited out half of the enemy blobs damage).
If i dont have shelter and renewed focus available when starting to engage, then im dead meat. Even with those available, i can still easily be stoped with the help from new meta- applying immobilizing traps on the advancing melee train and simply kiting them to death.
I swear the new WvW has shifted a lot more towards pirateship meta and things such as reflection walls, projectile blocking skills or even the extra leaps simply do not cut it anymore due to heavy CCs (immobilize, cripples, chill and now even traps). Even the removal of guard stacks has made a big impact for the tankiness on melees.
Atm i see melees on a very bad status and im feeling like becoming a dragonhunter with a bow and shifting towards full pirateship meta seems to be the main way to handle blob fights nowadays.
There is just too much CC in the way and even if you make it through the CC then more then likely the conditions have done half of the job when you have allready made melee contact.
Its just not enjoyable plain as a melee anymore when you get blob fights with players around 40-60, it realy isnt.
(edited by Arctisavange.7260)
@Catalin
Fire keep itself in the cave is the size of alpine borderlands bay+ vale camp + arah camp.
Seriously, do you even have eyes to judge map size?
Still ignorant? Okay, then go to EB, run around with world map open while checking EB map with fully zoomed out. While doing that, look at how fast your character icon is moving on the map. The character icon movement speed in EB was the same that it was in alpine borderlands.
Now go to the new borderlands, do the excact same thing you did in EB (with same zoomed out distance) and youl see your character icon moving 2-3x slower compared to EB/alpine borderlands.
If they would be 2.5x smaller in their size…
**
Describe a typical hour for you in the Alpine Borderlands in the past. For example, What size of group were you running in? What kind of tasks did you run? What activities did you do?
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Ive never been fan of the borderlands but i regulary went there if there wasnt enough fights to get in EB. Often i had up to 40-55+ players following me and we went for T3 bays or hills, sometimes even garrison cause we knew that that would bring a quick and big fights to us, even from servers who are more PPT orientated and try to avoid fights no matter the cost.
So to sum it up- fast and large scale fights (thanks to the terrain) and with a goal to downgrade the objective.
**
Compare your experience described above with a typical hour spent in Eternal Battlegrounds, if you went there at all. Does your style of play change between the 2 maps?
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Usualy in EB i go for the fights, im even known for stalking up to 45+ man groups on maps and pulling any possible fight on them.
The map itself is very short, easy to understand and offers fast, large scale fights, which majority of the WvW players love a lot.
The only style from the BL and EB that changed for me was the fact that i had to be careful.
Due to hills and bay offering a great source of siege placement and its terrain in it, you realy had to make sure to get the outer gate/wall open before the enemy blob came in. If you were gona stall too long, then you were in for one hell of a siege wars provided from the enemies which many of us have never liked.
**
Compare your experiences described above with an hour spent in the new borderlands.
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The new borderlands are literaly dead. All of the guild raid leaders ive been in contact with it hate them and i cant realy blame them.
When i went to the new borderlands with my 40 man blob today, everyone were too dismotivated about that call. But sadly we do need PPT (i miss the old PPK though).
I was lucky that the regulars who follow me were good enough to keep the atmosphere in teamspeak very enoyable, so the 38 players in the channel wouldnt die to boredom while we were busy reflipping our objectives back and getting 0 fights out of it.
The annoying part is that we wasted majority of our time simply running from 1 place to another and the map itself is too complex (many people were confused). It wasnt only the running that many didnt like but there was also the slowness taking down of T2/T3 gates, due to upgrades taking place realy realy fast.
The supply camps themselves are also quite far from objectives so going back and forth to speed things up was not gona be worth it.
**
Describe the nature of combat in the borderlands in the past. How have the new borderlands impacted this paradigm for you? What style or build changes might it cause? For example, knocking people off cliffs or into lava might play a more important role.
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As an commander, i have allways loved using terrain to my advantage- slopes, hills, abnormal walls, corners, tight spaces and even rocks. I know a lot how the enemy responds on certain part of terrain and taking a good advantage of it has won me many fights, especialy when the enemies have had more numbers or have been stronger then the blob following me.
Since i am an EB commander mostly then the terrain advantage has come mostly handy on that map but the knowledge i know from EB terrain is something ive also used in borderlands, due to similaritys.
The thing with the new borderlands is that odds of you managing to test the terrain itself in 45 vs 45 fights is not gona work out mainly cause the map is way toooo massive and chance of you meeting the enemies with big or even small numbers is very unlikely.
Lets say if a scout actualy does say something like : “45 enemy blob at outer fire keep gate” then by the time you get that message and start responding, then more then likely the first place for you to make enemy pvp contact will be in the lord room, due to the defenders having have to run a long long time.
**
In your experience, compare the time it takes take a structure or objective here, then it did in the past.
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I did even check the time of how long it took for me to flip our entire corner back from NE tower, through air keep, with southern towers all the way to fire keep and it cost us up to 30-35 minutes.
Now in the old borderlands a similar cycle like that went 10-15 minutes.
**
How is the loot and wxp for you compared to in the past? Will it be able to sustain whatever you are doing? Did it take a hit, or was it improved? If you are planning to unlock an elite specialization, do you think you were helped or hurt in these regards? Do you think you could pursue any other in-game goals just by playing WvW?
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If to be fair then nobody has never had any interest in the wxp but only in the loot.
Flipping objectives has never been rewarding and it still isnt. Not to mention many players realy are not interested in flipping objectives.
Ive never been popular as an commander because of flipping towers/keeps cause everyone can do it and it often realy isnt fun for the commander nor for the followers.
My popularity has come straight from the blob fights (40 vs 40, 50 vs 50, even organised 90 vs 90 in the old days in OS) and because of those fights, everyone loves following me cause they know i bring them the fun and messy action that they desire amongst with lots of lootbags.
I for example got up to 325 heavy lootbags not too long ago from 9 hours of tagging. In the PVE world getting that amount of loot in 9 hours is too little but in WvW world that is a lot!
In the new WvW i find myself often spending more and more money on siege then ever before due to automatic upgrades giving too much bonuses. For example yesterday i was forced to downgrade T3 EB keep with a waypoint with T3 towers in our own entire corner and after that a T3 stonemist simply because our server amongst with many dont have a nightcrew.
Today with the 5 hours of tagging i did, i lost up to 20 gold worth of siege due to automatic upgrades when before the new WvW, it was around 10-12 gold regulary.
If i wouldnt get any donations from my followers, i couldnt afford to even command at all.
In my entire 600 days of being a commander, i have never goten any profits from WvW award system when at the end of the day i refill my siege and the food i drop for the people. It has all been donations that has supported me to by something shiny or two once every 2-3 months.
Believe me, people dont come to WvW for loot, thats whats PVE is for. They come to WvW for some crazy nonesense, fastscale big fights action.
**
How will the map change impact the long sessions (multiple hours) you spend in WvW?
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Ive never been a fan of borderlands but i did visit alpine borderlands and at times ive enjoyed it.
Regarding the new borderlands, i will never visit it unless i need to work myself to fix the PPT and even then its questionable if i wana go there.
It is way too hard to motivate people to go on a map that they dislike when youre commanding.
**
In 100 words or less, describe how the new BLs could be improved.
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The map itself would be quite fun if it could be 2.5 times smaller cause compared to the alpine borderlands, the new ones are 2.5 times bigger.
Also the hills (terrain) should be lower. At the moment everything seems too high.
If youre a fighting commander then youd prefer having a terrain that isnt too up from the sealevel.
Furthermore making more open fields and wider roads that dont go zig zag will help a lot to the confusion that the new borderlands are giving.
**
In 100 words or less, describe how the borderlands work to a new WvW player.
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Im an old timer but im guessing that a new player will come in, see the borderland being dead and he would want to figure out why.
He will go exploring only to discover himself being lost, confused and thinking how long does he have to run to reach an random objective.
**
In 100 words or less, describe how the borderlands work to a veteran WvW player that is new to the maps.
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Most veterans, including me hate the map for being too big and confusing. Majority of us didnt also like the big presence of PVE, especialy the one in oasis but its survivable. We are even calling the new borderlands Edge of the mists 2.0 (not joking).
**
Which map am I most likely to find you currently, if you’re on Gw2?
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Eternal battlegrounds without a doubt. Its a small map, easy to understand and offers the action packed large scale fast fights that WvW was and still should be meant for.
On a side note- the CEO who said “If you love WvW then you propobly love PVE too”. You wouldnt believe how many people dislike you for saying something like that.
What i wrote is a perfect example of how out of touch anet is with the WvW community.
(edited by Arctisavange.7260)
I can start off with the automatic upgrade:
Its not a bad feature, i like it but its extremely overpowered if tbh. The thing that annoys me a lot is that you can get T2 walls and gates in Stonemist in less then an hour, even quicker if you escort dollies and get them inside. That is a feature i heavily dislike. You can even get T3 Stonemist with a wp in 2-4 hours (given how much you work with dolly escorts) and that is not acceptable by one bit. Thats way too much for the servers to handle who dont have a late night or early morning crew.
The SM was only an example i brought out of the many other super fast automatic upgrade feature.
One of the most awful thing i dislike about the T3 is that it also comes with a new T3 gate. The gate itself takes a very long time to open which is also gona be an bigger annoyance towards servers with no night/morning crew.
I heavily dislike the fact that on days i play WvW, im forced to go up against T3 towers/keeps in my own borderland/eb with even stronger gates when i come home from work simply because my servers doesnt have a morning/night crew.
On side note:
The other thing i dont like is how buffed up the lords are. All of the keep lords are way too strong and it feels like they give atleast the power equal to 10 players. Given an defending blob also into it and youl be in big disadvantage.
The new borderlands are also quite unenjoyable. The running there takes way too long, due to zigzag like terrain and due to confusion. I also noticed a huge amount of PVE presence there which isnt something a regular WvW player likes.
WvW is a massive PvP, it shouldnt contain too much PVE in it! Would be kinda obvious that players who play WvW wana escape from PVE.
I dont like the fact of anet nerfing WvW food that players use regulary – leek etc. You guys removed up to 50% of condition duration decrease on that food. Why?
Its bad enough that the guard stacks are gone but youre also touching the food?
(edited by Arctisavange.7260)
Some say its 10:00 UK time saturday, some say 19:00 UK time..which one is it?
@Tongku
I am from one of those servers that is facing the karma train blob problems. People in my server usualy work/go to school when the german ktrain or who ever is running at that time morning captures and upgrades everything to T3.
We simply have no people during their early morning ktrain and once we actualy come home from work, we are forced to go up against T3 garbage.
Ofcourse during that time the enemies who onw T3 allways have a blob being present also.
(edited by Arctisavange.7260)
I really like the idea of heavy defense. It should be like that. If you want to take the one any only big enemy keep you are supposed to take more than 2 minutes.
Attack with trebs from far enough – no mokittenamage. Take omegas if you wanna go full force – they can destroy canons and attack from range.You will have to think differently than just rushing through gates without a defenders chance to even arrive at the keep. Take your time, drain their supplies until their keeps look like Swiss cheese and they are forced to fight until the last man to hold their keep. . That is what wvw should be like.
It’s called siege weapon not rush weapon.
What I am worried about is that atm it takes almost 2 hours to take something fully upgraded keep vs a defensive server and vs defensive servers its very hard to get fights at all without breaking into there keep. If you have a 40 man zerg there to stop them of just pushing on you and driving you out then about 30 of the 40 people will have NOTHING to do during most of the siege(witch will most likely last 3+ hours in the new maps). I feel like people need to take into account the fun factor and sitting around for 2 hours to break into inner is not fun for most people unless you are actively doing something and at most you will be blasting waters, spamming emotes at the defenders and auto running to camps to resup. Personally I wish the defenders would have to fight at some point instead of sitting on walls spamming one on a ac or something until you get to lord.
+1
And dont forget the unpassable 40+ man enemy blob sitting on 1 very tight chokehold ready to 1 shot everyone who dears try to pass them, amongst with siege in the back.
I really like the idea of heavy defense. It should be like that. If you want to take the one any only big enemy keep you are supposed to take more than 2 minutes.
Attack with trebs from far enough – no mokittenamage. Take omegas if you wanna go full force – they can destroy canons and attack from range.You will have to think differently than just rushing through gates without a defenders chance to even arrive at the keep. Take your time, drain their supplies until their keeps look like Swiss cheese and they are forced to fight until the last man to hold their keep. . That is what wvw should be like.
It’s called siege weapon not rush weapon.
Ofcoure you have a valid point that flipping T3 keeps should take longer then 2 minutes but keeping an balance between agressors and defenders must also take place. Sadly HoT will give defenders even bigger advantages making thus making attacking even more frustrating then it is.
Omegas cost money and lots of supply. As an commander you often need the correct timing. Ive even managed to downgrade many T3 simply cause i was able to see enemy map blob movements ahead and use that to my advantage.
The main problem isnt opening walls or gates, the biggest and main problem even in that video was passing through a chokehold where a 45+ man blob was camping amongst with massive amount of ACs in it.
I even recall solely co ordinating my treber regarding how many ticks he had to change and what power was needed to kill each and every AC while at the same time ordering to kill heroes who went for our treb, ordering to kill new ac build sites, looking at the blob positioning inside, trying to influence their movement towards favourable position for me, slowly and painfuly tring to open the chokehold and so on.
Id say we even killed up to 30+ ACs + 5+ counter trebs + loards of new mortars in that video. I even recall the lord room having 8+ ACs in it before our treber managed to clean half of them.
For a regular joe it all seems “oh just treb them, oh just golem rush them” but for experienced commanders theres far more gameplay and tacticaly thinking then “treb, omega, and rush in”.
With HoT coming, i cant stand the fact that attackers are left out in the cold and the defenders are getting an big boost, knowing that allready they are in a good position.
it sounds like op wants to be able to brute force his way into objectives without regard to the existence of defenders, simply because he assumes his group will outnumber them.
Does this look like fun and brute force?
Tell me step by step what was i forced to do to finaly flip it and if you anwser correctly, you can allready see the pain im talking about.
since its a 50 min video, you shouldve gone elsewhere if flipping things was your objective. if a fight was your objective, perhaps you should have presented a bigger threat with (for example) safe trebs or omegas so that the defenders would be forced to call for help from the kind of group you wanted to fight.
dont link me a 50 min video and tell me to watch it and report back your failures. i dont have that kind of time, i have experienced it before, and it makes you sound meh (and those defenders sound like people to idolize).
The goal was to get a big kitten fight and 2nd goal was to flip the keep. We allready downgraded garrison and hills was a no go so the only thing left was bay.
How do trebs make a 50+ man blob a bigger threat?
If youd even bother to watch the video then you clearly saw that the group i wanted to fight was inside there but they wouldnt leave their walls
Dont you allready know that lots of fighting servers are in a position that if you want to fight enemies, then majority of the weaker fighting servers will hug walls and they will never leave it if possible. So the only solution is to attack them.
The linking of video was to bring out the facts (towards deniers) that defenders are not in disadvantage but rather are in an advantage, which is related to thread, except with an addition of HoT giving them more advantages.
The reason for why i asked you to type out the steps from the video was for you to type out that big massive list of what was needed for me to do in order to downgrade that T3. The list itself is proof enough regarding the last statement i made.
Do you even know how to command? Im seeing that you have zero clue regarding anything related to commanding.
I can tell you many stories of how 5 defenders have disabled all of my siege for up to ~10 minutes in a row, long enough for the enemy blob to come in and finish the job.
it sounds like op wants to be able to brute force his way into objectives without regard to the existence of defenders, simply because he assumes his group will outnumber them.
Does this look like fun and brute force?
Tell me step by step what was i forced to do to finaly flip it and if you anwser correctly, you can allready see the pain im talking about.
Seeing a cannon being able to hit 50 players at the same time and knowing what a huge chunk of HP 1 cannon shot takes away, myeah, not gona work out as you think.
Can you imageon how painful it will be to push at south bay for example when you have 2 enemy cannons shooting and a 40+ man blob defending?
Now work yourself all the way to inner bay- once youve managed to drop those cannons there via huge effort (freecasters + acs + maned cannons + mortars shooting at you), youre still gona have problems with cleaning inner mortars. You cant do it with ACs nearby lower inner walls due to loads of enemies freecasting + ACs up on walls so the only new meta for killing annoying siege is going full treb mode with the risk of your treb being killed by 2 mortars and counter trebs before you can even do something
(edited by Arctisavange.7260)
Regarding disabling mortars/cannons:
More then likely you are gona need to disable 2 cannons and possibly a mortar or two if you go ramming on gate. That will cost you up to 20-40 supplies, which is a lot.
Now if you consider that the disabling time and how long will it actualy take to open a gate/wall, the disabling mortars/cannons is not gona be worth it. It will be even considered as a big waste.
Even in nowadays WvW its still a lot easier to defend rather then attack. We all know its true.
Ive had the siege planted disabled every time the disabling timer expired and in came the blob to kill the flipping attempt. 1 example of how easy it is to defend.
Defending allready is way too easy compared to attacking!!
Now if you will throw in HoT then a T3 tower will have- mortars, cannons and oil that can be only killed by siege, lots of arrowcarts on walls (which will be even harder to kill), trebuchet behind the gate, disablers and more then likely up to 300+ supplies minimum. If you consider all of that then isnt that more then enough of an advantage to give to a small group of defenders?
How about throwing in an enemy blob also? What will you make out of it then?
I also brought out that not every server goes for the objectives to karma train. There are many many servers that are forced to downgrade T3 due to enemy servers having morning/night crew. So you can leave your “i want easy ktrain” theory out.
If you still dont believe that even now its still hard to defend then you can gladly look at the footages and spot all of the troubles ive had in flipping T3 from here:
Old clips from hills:
And put your biggest focus on this one to spot all of the benefits of defenders (up to 51 min flipping attempt):
Keep in mind that those are succesfuly recorded attempts, you wouldnt believe how many failed attempts ive had due to how easy it is to defend nowadays.
(edited by Arctisavange.7260)
As an offensive commander whose getting in touch what will HoT bring, ive noticed the massive disadvantage status the attackers who will go for towers/keep will be at:
The upgrades you can put on objectives are welcomed in my eyes but they tend to give a tremendous advantages to defenders if you combine what WvW has right now and what HoT will add.
Let me start off with the upgrade of choosing to make “gates will only take siege damage” or “cannons and mortars will only take siege damage” option- Both are considered strong choices but we all know that the best choice would be to choose “mortars and cannons will take siege damage only” instead of gates taking siege damage.
Why? Because you can spam siege disablers on the rams at gate and all you need is 1-2 players who can make up to 5 cannon shots on the rams and youre attacking attempt has been allready foiled.
Now you may arque that you can build a ballista very fast to take down those cannons before building rams but i will say that if there is 1 or even 2 defenders present, they can kill your ballista with ACs very fast and nothing will work out. They can even throw a disabler on that ballista before going on ACs and will have a guaranteed kill on that ballista of yours.
Also its not the cannons that are gona be the issue, the mortars can also kill everything you drop nearby the gate.
In fact, the mortars can even kill your catapults way too easily if you decide to attack walls instead. The only solution you have is to AC down the mortars with the risk of enemy defenders throwing disablers, ACing back, going suicide mode on your AC.
Now ofcourse at the moment im talking in a prospective where there are up to 5 defenders being present. Can you imageon how more impossible things will be if a 45+ man blob will appear?
Im not gona lie but there are many players in WvW who play it mostly for fights and they realy arent that much interested in flipping objectives. But in the current WvW you are often faced to downgrade towers/keeps if you want to pull out more fights where enemies dont hide behind walls. That being said and what i also said earlier, it will be a big discomfort for a large amount of players.
Also take into account the factors that not many WvW servers have their population and coverage balanced. This means that servers that dont have players playing late night or early morning up to afternoon, they will be forced to deal with more upgraded objectives once they come back to home from work.
As far as i see then once HoT hits, there will be a massive lack of balance between objective attackers and objective defenders. As in while the defenders have massive amount of possibilities to defend their objectives which come with huge advantages, the attackers will be left with close to nothing.
I see this as an massive issue that needs to be resolved as soon as possible. For now the only balance i can think of anet doing something with those siege disablers. Id be happy even if they would completely remove it but nobody cares about what a random joe like me thinks about it.
Often i feel like majority of the decisions made by anet are reckless, careless and not thought through.
As a regular commander who has been taging for over an year now, i can see how the removal of these traits will impact from fights all the way to fliping objectives:
Fighting wise the stability nerf was horrible setpack for the melees such as guardians and warriors but ive learned to deal with it and handled quite well so far. Overall its actualy very depressing that in 40+ vs 40+ fights, melees can only fight for 5 seconds max before being forced to turn back and heal up, thanks to no stability. 5 seconds is enough time to quickly burst in, drop a aoe melee bomb and hurry back. That often sums up the overall role of melees in this new meta.
Even often its very risky and very painful to push/initiate fights as melees cause as soon as you jump in, you are dead. This is where the pirateship meta comes in- on each sides everyone is waiting for melees to make the first move and simply kill who ever makes the first move.
Now to the overall point- what do you think guardians and warriors role will be after the removal of applied fortitude? That trait is THE most vital skill needed to make sure melees wont become utterly useless. It is hard enough as it is right now but this ridicilous change- shame on you anet. You should fire who ever comes up with ideas like these cause those people are ruining the game with their careless none thought actions.
The applied fortitude isnt only needed to make sure that melees wont become useless, its also needed for capturing objectives. Do you think that pushing through gate/wall entrances while enemies are on the other side simply waiting for you to push is gona end good for the side that is pushing? Throw in some very strong siege such as arrowcarts and you can see the result. Im quite certain any WvW player knows the anwser to the question i asked before the last sentence.
It feels as anet is simply forcing more and more of this boring and not enjoyable pirateship meta on us fighting and objective fliping wise. Try to understand that this new meta is not enjoyable and its simply making this games playerbase frustrated, angry and dissapointed.
If any of you anet employees want to actualy change anything to make the game better since youre allways “attacking” the wrong game mechanics then you can start by changing the damage output on sieges such as arrowcarts and by tuning down overlypowered crowdcontrols (immobilize, chills, cripples, etc). Im quite certain many of the regular players such as myself see problems in these and there shouldnt be a single player here who hasnt experienced a 7 second immobilize in WvW fights.
Stop discussing your ideas and stop making decisions on your papers. Make them based on playing the game yourself and youl be more in touch with reality.
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I swear if they remove em then they will take a huge kitten on WvW players. Hope the german one is the correct.
Im from gunnars and i realy dont give a kitten if you got chased where ever the kitten. This may come as a surprise to you but many people dont like roamers. Many dont like some kittenbags coming and killing dollies and fliping camps on objectives youre trying to upgrade. So yeah, i wouldnt care if its 10 vs 1 aslong as you kitten off and dont interrupt the upgrades.
Originaly it was stated that the new map will be in rotation with old bl maps. Latest news says it will entirely replace bl maps. Why is that????
Anet youre realy starting to kitten people off.
Can you atleast bother to test how the major skill change in WvW will affect the gameplay? Have some testing weeks the same way you tested with no white swords and PPK being completely active?
It realy feels like most of the people in anet who make these change dont know nothing about WvW.
Now i command regulary in WvW and allready i can see what scenarios this will bring in:
Pushing through a chokehold (tunnel, narrow path etc) will result in the attacking group being punished hard by the people who are choking the chokehold. For example in Stonemist it will give a massive bonus to the people who are defending the lord room from a blob that wants to push in. Now give some upper hand numbers to the defending group, throw some extra arrowcarts into it and you will be guaranteed that who ever wants to push in, massive amount of players will get killed on the attacking side if they make a push.
Its allready hard enough to push through chokeholds with the current stability skill mechanic when it comes to having equal or lower numbers then the enemy blob.
Also this change in the mechanic will support the “the bigger the blob, the more it will destroy” meta even more. Meaning many raids with lower numbers will be punished simply cause they do not have the numbers. This will not affect gold tier servers too much but silver and lower tiers will feel the upcoming pain.
I can understand that this change in sPvP or in PVE makes sense but when it comes to WvW, it will be utterly ridicilous.
Current ways to counter stability- chill, immobilize and if youre fast then throw in the early confusion before enemy player activates stability.
I realy realy hope that somebody from Anet reads this next part- If you want this change not to make WvW people angry then figure out a way to solve the “pushing through chokehold without getting shred to pieces in the first 5 seconds cause of the stability change” problem.
I would be realy dissapointed if this change would be implanted blindly before testing anything out. Afterall stability is THE skill in WvW.
Edit: Im kinda feeling that the importance of guardians will rise in WvW due to Judges Intervention (http://wiki.guildwars2.com/wiki/Judge%27s_Intervention) if this change takes place. Afterall this is the only heavy class with teleport and since stability will be made useless in chokeholds, then it feels like the only way to push anywhere is via teleportation or by portaling (good luck finding active mesmers in silver tier blobs).
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What if id told you that each and every golem here was wiped by good siege placement and with help of some disablers.
Like many have stated- wiping omegas is strictly server population problem.
Spending skillpoints on superior siege always was a waste. Better to build other stuff with the SP and buy the blueprints.
To get superior siege blueprints you need to spend SP, kitten kitten .
I don’t think the sup. siege is a problem… The more than 1000 skill points I have free to spend IS a problem… And everybody else has the same amount…
And everybody and their sister buys sup siege now.
Anyway thanks for your comment, that’s another way we must approach this change…
Talk again about getting superior siege if youre a very active WvW commander. If nobody supports you money wise then you wont gain a single profit from your commanding simply cause most of your money is sucked in by superior siege and food youre droping.
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Is there any way to hide online status to friend and follower list?
Where you get 1 point for killing an enemy and 2 points for finishing an enemy. The old PPK helped my server a lot in staying competive against those nightcaping PPT kitten servers.
Its just full of crap seeing that some broken PPT has more importance then PPK.
Ever since it came active, we have been rising in ranks quite firmly. According to gwscore 52% of our points have came from PPK which is no surprise because we have allways been known as a fighting server. That is a massive amount of points and the best thing we could ask for. So anet, do WvW a favour and keep PPK, its far more balanced then PPT.
You Can report them….Report for Verbal abuse…and be done with it.They will read the chatlogs and he will get a bann for being this stupid.
These 2 have been reported countless of times through the verbal abuse option. If they do not this, they will build pointless siege to waste supplies/ getting to siegecap.
I know it can be a hassle,but make a proper report and email anet with screenshots showing what he says,or make a vid on how he’s wasting supply aswell ( They will bann him for that,it’s griefing ) if you really want this guy to be dealt with.
If im correct then all of that has been done before, atleast thats what i recall when both of those guys were draining our keep supplies from 1700 all the way to 0 with their “ram trains”. Not to mention theyre big attention kitten seeing that every time they come online, they tag up, just to get some attention on the map.
Since these guys have been in our server for a very long time then its obvious we have have done everything about it. I even have to gamble at times with will one of those take my golems and troll with them or not, if im planning a golem rush.
The entire WvW server would be glad if those 2 guys would never set foot in our server again. But seeing that they are still around then i have zero faith that anet will do anything about them.
I think most people are positive on PPK or at least neutral. On the other hand, most people hate removal of white swords. That said, I predict PPK will end up being only temporary and removal of white swords will become permanent.
Knowing anets style, i wouldnt be surprised.
Personaly i love PPK. My server has been known for being a fighting server and less of a PPT server. Strictly cause of that, we are even slowly going up in score.
PPT is broken, PPK is more balanced in my opinion.
Check out in this thread: Ingame GM’s, do they exist? for Michael Henninger’s information about how to report hackers and how they deal with it.
Nice joke bro. Theres 1 troll in our server who has goten id say up to 500+ reports in WvW for simply trolling the living crap out of our server and saying very ridiclously offensive things that should be banable in every MMORPG. But yeah, anet doesnt care.
People are just amazed how he is still not banned for what he talks about and how he trolls us.
I even recall someone video taping him and anet just didnt do nothing about the recording. Its just sad.
Did you even read the thread? If you are sending material and info to “exploits@arenanet.com”, you are doing it wrong. That’s the team that analyses the exploits and try to fix them, no actions are made besides that.
Use the report tool under botting or send a whisper to GM ProHeals with the necessary info. You may think it is a joke, but not just me but others can very well assure you that hackers are being dealt with, specially after the creation of cited thread.
I believe it is a joke. Lost my faith in anet long time ago.
Check out in this thread: Ingame GM’s, do they exist? for Michael Henninger’s information about how to report hackers and how they deal with it.
Nice joke bro. Theres 1 troll in our server who has goten id say up to 500+ reports in WvW for simply trolling the living crap out of our server and saying very ridiclously offensive things that should be banable in every MMORPG. But yeah, anet doesnt care.
People are just amazed how he is still not banned for what he talks about and how he trolls us.
I even recall someone video taping him and anet just didnt do nothing about the recording. Its just sad.
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We need an extra command where we can see what classes are stacking with us. There have been cases where i havent lead to my potential or i have lead completely wrong simply because i have assumed i have more heavies/squishies. Usualy i have corrected my mistaket by saying “type + into chat if youre class x”
Some additional command like “/classcheck” or something similar will help us greatly.
If you give every person who sends a pathping.txt 5 giant wintersday presents, imagine the huge number of files you will get!
Who cares about some presents. Just as long as this issue gets fixed fast, people will co operate gladly. The lagg problem has been for a very long time and its getting quite disturbing. Though interestingly enough i seemed to be experiencing less and less lagg lately.
Any wise players here who can offer solution?
in Account & Technical Support
Posted by: Arctisavange.7260
Thank you for the informative reply.
Yes there are people who dont lagg when i have lagg and there are people who also have it at the same time with me.
Usualy the people who dont lagg at the same time i am lagging they get laggs on the next day and on that day im lagg free.
Any wise players here who can offer solution?
in Account & Technical Support
Posted by: Arctisavange.7260
Since anet is clearly helpless and totaly hopeless on fixing this utterly annoying lagg problem, perhaps there are smart players here who know how to do anets job for them or a workaround?
Im a WvW commander and it is a massive blow in the nuts every time i tag and it start to lagg. Its just utterly ridiclous and stupid.
Any theory, anything you have going that can solve this lagg issue, share it please. So far router reset doesnt work and the solution some 1 from anet offered completely fails.
Its anet taking a dump on you. They are scamming new players and so the old players by not fixing the lagg issue that has been ongoing for over 2months by now. Its disgraceful hot anet treats their customers over a problem that should have been solved ages ago.
The solution offered by Billfresit does not work. For 10 seconds i had no lagg when i managed to get ingame and then it came…
Anet is the problem.
Can someone from Anet explain whats taking this ridiclously long on fixing the lagg?
WvW commander here. So 40+ people following me after reset are commanderless beacuse i have some kittenty lagg. Thanks anet.
People are complaining a lot about the massive lagg that makes the game completely unplayable. Now i understand that there have allways been lagg problems around but dont you think something has to be done ever since you noticed that huge increase of complaints about lagg?
I myself am a wvw commander and not am i only annoyed about this lagg issue i get but so are many people who follow me.
Please stop telling us that the problem is on our side, its clearly not when the problem affect people worldwide. Give us some feedback atleast on if youre doing something about it, what do you think might be the core problem behind this and so on. Give us some feedback allready.
And yes i do support this good game by buying gems quite often.
Others? You mean the people on other continents that arent living in Europe? Well yes, it is fair, why play in an european server if youre living in america?? Visa versa if youre playing in american server.
And what happen with the people that play from oceanic and south east asia? There is no servers for these people…
They will suffer. Cant blame me for being selfish for puting the majority over minority.
Others? You mean the people on other continents that arent living in Europe? Well yes, it is fair, why play in an european server if youre living in america?? Visa versa if youre playing in american server.
Was kinda thinking that what are the cons of reducing PPT during night time, when most of the europeans are sleeping.
Id say atleast a minimum of 6 hours lowered PPT tick from 1:00 to 7:00 PM would help a lot against night capers. Especialy against Vizunah square, where the server simply wins against everyone else only due to their canadian night capers.
You do know that the matchup is totaly random, whether you get good servers to face off against or bad ones, its all a gamble!?
In addition to that, why combine PVE pugs with the core WvW pugs? You kitten know quite well its kittened for numerous logical reasons (hopefuly youl figure them out).
Terribad advice.
Hello. I command regulary and its very hard to notice how overly strong those disablers are. Now im not in a server that has superblobs or something like that and in most of the cases we are up against enemies that have more numbers then we do. This in general means that if i want to go for a fast ninja flip for something big, then 1 siege disabler will ruin everything if someone from enemy side spots my blob.
45 seconds is way way waaay too long of a time. Its pretty much the time needed for a enemy blob to wp back, rush to you and do a wipe, especialy if the enemy has bigger numbers. Not to mention the AC shower that will hit us hard above on the towers/keeps wall.
Now you people may arque that “why not throw a disabler of your own onto the AC” or whatever annoying siege. To them i will say that how on earth is anyone capable of throwing a disabler to an AC thats flowing in mid air??? You know, since AC placement is messed up badly.
The sad thing is that not only few people are using this disabler but craploads of em. This addition has made everything very utterly difficult for the attackers. We have ACs allready that can wipe blobs and stop attackers from advancing forward to the tower/keep. We have trebs that will fly to the gate from inside and kill rams. Why on earth is this extra addition needed?
For golems? If so then let the disabler only work on golems, normal siege musnt suffer cause of this. Heck im even considering of not deploying anymore rams, since it seems that catapults seem to be the best option, when it comes to deploying siege further from eachother to avoid those disablers even more.
Either remove this painful addition or lower the cooldown on it a lot, especialy on normal siege. Id say 20 seconds is a normal cooldown. 1 other option is to reduce the radius of what the disabler can hit.