Showing Posts For Athin.7250:

Remove Buffs in WvW?

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Posted by: Athin.7250

Athin.7250

I seriously don’t get why people cry about this all of the time. You have the option to use these things just like every one else. It reminds me of the spoiled kid that sits at a table full of food saying that there is nothing to eat and cries, except in this case the spoiled kid doesn’t want any one else to eat either.

Everything isn’t easy to acquire like the bloodlust buff or the guard killer R10 ect. A lot of those things take time to get or a good server. When people have their first experience of just getting slaughtered by a stealth thief or a immune warrior fully buffed and decked out, they feel helpless and lose the will to play.

The diversity of builds available by using foodstuffs etc is one of the reasons I much prefer wvw to spvp. If they remove all the stuff mentioned above then it would just become a larger version of the spvp boredom.

I can see why people would argue for food buffs to stay in and it is a valid point but, the thing I don’t like about it is that majority of the people that play WvW never use it. I usually only see the skilled/elite players using them making them more overwhelming for the casual player. Nothing saps the fun out of the game then losing a fight and feeling like you barely got to do anything. The game is just way too punishing for the casual player which, I think, is just one of the reasons why zergs are a big thing. Its the only way they can play casual and still have fun without getting slaughtered. I understand that these buffs aren’t the make or break points in these fights but they certainly don’t help the situation at all.

Remove Buffs in WvW?

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Posted by: Athin.7250

Athin.7250

I personally think that taking all the buffs out (Bloodlust, Guardkiller, Food Buffs, ect.) would be for the better overall then what we have now. Just because someone played X amount of time shouldn’t mean he is better then me. Him out playing me should be the reason, not because his world owns 3 borderlands or has guard killer R10.

I would love to see a system where if players didn’t have Exotic gear or are uplevels, they would “Rent” the gear and ONLY use it in WvW. I hate the fact that an up level is practically a 1UP for the enemy when a battle starts. Giving everyone gear to actually be helpful rather then hurtful would be so much fun.

Just my 2 cents on this topic but it falls to deaf ears since this game mode haven’t ever change from launch. Shame since it could be a real money maker and a stand out from other games out there

[Suggestion] The Changes I'd Wish They Made For WvW

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Posted by: Athin.7250

Athin.7250

1) Defintely should’ve been delt with before. But probably the only thing they could do is to increase the HP of Canons, etc. like you said. The AoE on the wall would likely require coding changes ‘cause I’ve never seen Anet comment on it despite it being brought up many many times.

2) Not a bad idea. But it might hurt small group ninjas too so it will be nixed.

3) Sounds good.

4) I’d do away with the whole downed/rally syatem myself. But it’ll never change because then they’d have to change it for PvE and that’ll never happen.

5) Agree totally. Something needs to be done with the wasted space in the NW and NE of the BL.

6) Nice idea, not sure I’ve ever seen that mentioned before. But I’m sure someone will say what do you do about exploiters then?

1) I think only giving an HP boost and nothing else wouldn’t fix the issue since anyone that touches them would be fodder from the AoE spam. The AoE limit to only the top would take some coding but I wouldn’t imagine that would be difficult to implement. Maybe take a bit to test but shouldn’t be anywhere out of the limit of their capabilities.

2) This may hurt smaller groups slightly but again, should a group of 2-3 guys be able to take a keep if 1-2 are defending?

4) I don’t mind the downed state since people can spec for bring down guys up like a support class should do. The dead res mechanic is the killer and I personally think this is one of the main reasons why zerging is so huge. Also we can’t punish people too hard for dieing since people want to be in the action, not running back to the action hence the siege camps.

6) Its true a new system would need to be in place to deal with the AFK guys. A simple thing like renewing siege, killing an enemy, capturing a point would qualify the player for that rounds tick reward.

Keep the input coming guys. I’m curious to see what people think of the ideas or their own ideas/improvements!

[Suggestion] The Changes I'd Wish They Made For WvW

in WvW

Posted by: Athin.7250

Athin.7250

I’ve been playing this game since launch now and totally love the game. Lately though I find myself getting bored with it more and more. As of right now, WvW is more about tagging NPC for loot rather then actually fighting players. Commanders see orange swords on the map and avoid it like the plague. I’ve been thinking on ways to improve this and these are the things I think would be a blast if they were added in/changed up.


1) Keep/Tower Defenses:

Problem: Defending a tower or keep can be almost impossible if they can’t match the numbers the attacker has. Defenders have little advantage to help push the attackers back.

Solution: Attackers can’t cast AoE on the side of the walls (Still can cast on the walkway of the wall). This allows for players to place their siege weapons and not worrying about the AoE spam they will receive. Also Cannons, Oil and Mortars have a major HP boost to withstand attacks better as well as more spawn locations for towers. The ability to repair wall siege as well.

2) Capture Points:

Problem: As soon as that wall or gate goes down, the whole zerg rushes into one location, the lords room. This goes with the first problem of defenders having little advantage over the attackers if they can’t match the numbers.

Solution: Each tower/keep has multiple capture points that all MUST have at least 1 player to capture. Each point will decay if no enemy player is in them OR the area is contested. This will break up the zerg a bit and give the defenders a better chance to hold one point in a location over the attackers that are force to split up.

3) Keep/Tower Upgrades

Problem: Upgrading a location is expensive and mostly meaningless/unrewarding.

Solution: Players can upgrade a base with Badges/Karma/Gold and have reduced prices. There is no reason for upgrades to be costing over 1g when they are guarantee to disappear in a week. That highly discourages players from investing in upgrades. Also many upgrades need a rework to actually have meaning. For Ex. adding to the Hire Outfitter the ability to add traps within the keep itself when they break in or reinforce gates are now immune to player damage.

4) Death/Spawn Point

Problem: This is a two fold problem. First problem is that the winning side suffers ZERO casualties while the losing team has to run miles just to get back.

Solution: Players CAN NOT rez a dead player but CAN revive a down player. Any dead player is brought straight to the map menu and can not leave the menu until the player respawns or leaves WvW. Also Commanders gain an ability to set up a siege camp at any sentry position. Camps take a certain amount of supplies to build. Doing so will allow players to spawn at the siege camp when defeated. Destroying the siege camp will prevent players spawning there (Don’t need to cap the point just destroy the camp to stop spawns).

5) Map Layout

Problem: Maps are so clustered in spots and dead in other areas.

Solution: Eliminate some of the towers in EB while moving the towers away from each other. Eliminate the Merc areas (They are useless anyways) and open them up for other objectives. In the BL cut down on the mountains and cliffs and make more narrow paths for bottlenecks and ambushes. Actually use the North part of the map for more then a camp (I’d say about 25% of the map is rarely used in the borderlands because its just dead space )

6) Reward

Problem: Attacking and Zerging is giving all the rewards while defending and scouting gives nothing.

Solution: Every tick determines how much reward the player gets rather then capturing points. Since they already rank servers from best to worst, a handicap can be giving to the lower rank server (Ex they gain 1.5X more World EXP then normal). This allows everyone to be rewarded for their own style of play rather then forcing them to zerg to earn World EXP.
___________________________________________________________________

Sorry for the long post but I wanted to discuss my ideas with everyone and see what people think. I doubt any of these will go and I’m sure they have some flaws as well but I just wanted to share my ideas with all. Let me know what you guys think and if you like/dislike the ideas and why. Share your own if you have some as well.

Black Screen Issue (Nvidia) Unresolved

in Account & Technical Support

Posted by: Athin.7250

Athin.7250

We’ve been having this same problem. Its been happening to more and more people and it always seems to be the people that came back after not playing X amount of time. All the post I’ve read so far talk about it never happening before at launch but all of a sudden its happening now on their return. This is another thread I was also posting in about this issue that also has an ANET rep talking in it.

https://forum-en.gw2archive.eu/forum/support/tech/Random-Black-Screen-Very-Frustrating/first#post3492621

ANET seems to have no clue on this issue as they just give the generic “uninstall the game” answer that every single game support uses when they are stumped. This one issue has basically caused us to stop playing the game like we used since we can never play more then a few minutes before it crashes.

Random Black Screen, Very Frustrating! :(

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Posted by: Athin.7250

Athin.7250

UPDATE We tried to download all the things above that MFoy suggesting but had no luck. It seems that once it starts happens, they tend to get more frequent until we just give up playing. We thought it may be the video card overheating but the game crashed out at 60c after we had a temp gauge put in. I’ve never had this issue on my comp and I’ve peak at 80c for my core temp. I truly am lost at what to do other then stop playing

Random Black Screen, Very Frustrating! :(

in Account & Technical Support

Posted by: Athin.7250

Athin.7250

We’ve been having this issue too. Thing is we never experience this before when the game launched and now we are getting it quite frequently. We got a new graphics card thinking it was the card causing this issue but even with the new one, we are still seeing this issue. Our current card is GeForce GTX 660. We tried all the recommended things. Drivers are up to date. Changed to every configuration of the Antialiasing settings we could and still no results, tried playing in windowed and full screen with different resolutions. Nothing worked. There is little to no information in these forums or outside them on how to fix this or even if they are working on them. I’m just hearing more and more cases of these black screens appearing to others across a variety of video cards and starting to think that it may be time to switch games if they don’t think this is a big enough issue to fix. Too bad, was fun when it was working

thief nerf required in www

in WvW

Posted by: Athin.7250

Athin.7250

Here’s the thing with thieves in WvW. They flat out are no fun to fight against in open WvW due to their mobility. Since stealth doesn’t limit your run speed or ability to shadow step to other places, it gives too much of an advantage to the stealth ability. With these two abilities alone, the thief has full control of every fight he plays in while the defender can only wait for the thief to choose if he wishes to continue the fight or wants to reset it. Since there isn’t a hard counter to stealth (Not counting the AC) or any negative effect, most people just feel helpless. This is where people complain about the thief and I personally can understand it.

For those saying that the thief burst damage is too powerful is wrong. It just seems extremely powerful since they can reset the fight at will if they didn’t like how the turnout was on their initial attack. I feel like most people just don’t know how to use the dodge feature properly honestly for this part. These thieves that have huge burst damage are powerful yes but they go down easily when they get hit. An argument could be made for them to have a bit more damage but that’s debatable.

Bottom line is that thieves are just plainly no fun to fight against. Honestly I think the best effect they could do to fix this would be to reduce any stealth movement by 25-50% (testing needed) and shadow step can not be use while in stealth. Thieves should have to choose between either having mobility or stealth and not have both at all times.

Better map design and defenses for WvW

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Posted by: Athin.7250

Athin.7250

Make the ledges of tower walls sloped so that rangers can (for the love of Dwayna) shoot back down at rangers shooting up without tiptoeing to the very last rendered pixel…. and then get pulled off by a mesmer with a smirk on his face.

They really need to fix this lip problem with the walls as well. Batista are almost useless on walls unless you can build it on top of the lip but making it extremely vulnerable to attack or build it with some sort of high advantage but limits the minimum range it can shoot. LoS is too difficult for defenders to deal with attackers is another issue that defenders have to face along with countless other things. Really hoping the next patch whenever it is will have big changes to how defenses play but not getting my hopes up.

Better map design and defenses for WvW

in WvW

Posted by: Athin.7250

Athin.7250

Honestly there is a lot of wasted space in WvW. What I put in red could be changed to encourage people to use that space more, I mean all that area for a few skill points, come on. The orange has a little more usefulness but is rarely use tactically. Yellow can/is used but I feel a small change could make it even better. The green area is what I like. Terrain makes it fun to fight on and forces zergs to change tactics.

EDIT: The top orange arrow is more yellow than orange as it is utilized and is a safer route to the North. If there was something to do in the top left map I think it would be a great backdoor route.

As for defenses I am kind of on the fence about. Cannons are so powerful if you can have at least a small force defending the front, especially with the new buffs. I like the cannon placement on South Hills, it can still be hit but has some defense. Oil is mostly a buffer when there is one guy at a keep and a zerg shows up with Golems. It would be nice if it got a little more HP and maybe reduced the damage of the player who is on it by a certain %.

WvW is more then just pvp its partly a pve thing and your wasted space are part of that pve. Now if they add in a way to get the Centaurs and Skritt on your side would be fun. It would add in the 2 added help on the BL maps where EB has 3 type of help BUT it may be odd where they go to once you get them on your side. It could be just added mobs at your towers that appear one for the east side and one for the west side.

We can keep the PvE element in there just fine but the way they do it in WvW isn’t right. Plus almost all events for PvE have zero effect on the WvW for example the veteran wurm just north of the bay keep does nothing. If you kill it, your team gains nothing and if you leave it alone, it doesn’t bother you at all. It just feels like they slap in a few random events to fill in space. Plus you don’t need random events or roaming NPC mobs to say it has PvE elements in it. They just add more annoyance to WvW then fun I say. They need to add in more merc camps and ideas like that that will actually help your team (Not that mercs actually do help you). Those ideas should be added for PvE elements instead of the random pack of moa running around.

Better map design and defenses for WvW

in WvW

Posted by: Athin.7250

Athin.7250

I don’t know about the rest of you guys but I really dislike the layout of the BL and EB maps as well as the design of the defensive siege in tower/keeps. I personally love to defend keeps rather then to attack them but the way WvW is now heavily favors the attacker which makes defense just to hard to do. First I want to talk about the wall defenses.

Cannons, oil, and mortars are all powerful weapons to help defend the castle but the problem is, they are so vulnerable to enemy attack that its nearly impossible to use them to the effect they were meant for. First oil, I’ve been playing this game for a few months and I don’t believe I’ve ever used this to kill anyone. I’ve manage to get a few rams with it but only because the enemy slept and drop the ram before the oil was destroyed. The oil is so vulnerable too that anyone can attack it and make it utterly useless for the defenders other then a 15 second speed bump that the attackers have to destroy. Cannons are also very powerful weapon but these suffer the same fate as oil. Having the gunner and the cannon so expose to fire just makes these things sitting ducks when an attack comes. Mortars are just tough to use since its a long range weapon but you can never see if your hitting or missing due to render distance for infantry. It is quite useful for destroying their siege though so mortars are the only ones I think that isn’t in rough shape. Also they really need to add a repair feature for all wall siege too since a cannon with 1hp is worst then a fully destroyed one. The guards on the walls might as well be nonexistent since half of the time I rarely even see them shoot at the enemy let alone survive more then 5 seconds. Giving more simple cover for the oil/cannons and letting the guards hit the gym again would help tremendous to the defenses for the keeps

Now for the map layouts. I can understand why all 3 boarder lands are the same for balance and memory issues but that map should be extremely well designed if you are going to do this. These maps are just way to cluttered with towers and keeps only a few yards away from each other. This causes the effect of people besieging keeps/towers from other keeps/towers. Some may argue that this adds strategy to WvW but I say it just promotes mass attacking and no defending. A small team can’t defend towers and keeps if they are getting siege from a tower they can’t attack. Ex: If your defending Bay but are getting siege from the garrison, there isn’t anything you can do about it if you don’t have the man power to take that keep.

I’ve heard somewhere that the WvW maps can’t be any larger then what they are due to technical reasons (If this is true I’m not sure but I’ll assume it is) which really questions me why they lay out the map the way it is. The north half of the BL is just empty space with nothing in it other then 1 messily camp. This is roughly 25% of the map that is used for nothing but if you go south of the citadel, you can’t walk two feet without bumping into a tower/keep. This is even worst in EB where you can literally have catapults shooting at each other from tower to tower. Also the lake is the middle of BL is just overly massive for what it is. They really need to manage their space more and spread out these towers/keeps to prevent this tower to tower siege. The jumping puzzles to me just seem like wasted space as well I would rather see more land for actual WvW then have 3-5 jumping puzzles in a place they really shouldn’t be. We would have better luck having WvW dailies that reward blueprints/badges then have the puzzles.

Sorry for the long read. These are just my opinion and I’m just wondering if others are starting to feel the same way?

Guardian: Symbol of Swiftness bugged?

in Bugs: Game, Forum, Website

Posted by: Athin.7250

Athin.7250

Bug is still happening today. Symbol doesn’t stack if you already have the swiftness buff going.

Seperate skills for PvE, PvP, and WvW.

in WvW

Posted by: Athin.7250

Athin.7250

It seems like all games have a very hard time balancing abilities to be effective in PvP and in PvE. Its almost impossible to balance them by themselves let alone balancing two of them at once. I believe having your abilities different depending on what you are doing is the best way to go about this.

For example, say in PvE my Thief back stabs a NPC for 12k damage (Totally made up numbers). Well 12k damage may be a little too much in PVP, so the ability only does 6k in there. In WvW maybe the back stab can use a little boost and do 8K there. With these abilities scaling on each part of the game. it will be much simpler to balance out the game without interfering with the others.

Does the downed mechanic have a place in WvW?

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Posted by: Athin.7250

Athin.7250

I really dislike the down state myself in WvW. So many times I can knock someone down with a cannon or arrow cart only to have 4-5 of his allies run in and get him back up before I could even shoot again.

The way I look at it is that they need to reduce the speed of healing a down player by quite a bit and have rezing the dead completely out of WvW. It makes no sense to me that an army of 30 can bash against a tower and barely win but will suffer no casualties due to them just bringing everyone back up. That’s one of the biggest reasons why the zerg strategy is so popular as well.

IMO if you want to build (arguably, corner) your character into a res build, you should be able to do that. The skills are there, and it’s a viable position on the wvw roster.

I think your problem is that in certain cases the other team has better field awareness than the people manning your other cannons and arrow carts. A herd of people ressing someone in front of your keep should draw more siege fire than just YOUR cannon. It’s not your fault, and the other team doesn’t deserve hate because you didn’t score a kill from the relative safety of your wall. Just be glad you’ve thrown some chaos into the mix and distracted four or five of their members, stop typing in guild chat, and shoot someone else.

Recognizing a lost cause is one of the best traits a wvwer can have.

I’m not quite sure what you are trying to say but I’m not saying that once a player gets down, they can’t be brought back up. I’m saying that once they are dead, not down, they shouldn’t be able to rez that player. All if not most traits if I remember correctly come into effect when you help a down player so the traits still have meaning. I’m just saying that someone should be able to revive someone while they are getting pounded on by multiple things.

Does the downed mechanic have a place in WvW?

in WvW

Posted by: Athin.7250

Athin.7250

I really dislike the down state myself in WvW. So many times I can knock someone down with a cannon or arrow cart only to have 4-5 of his allies run in and get him back up before I could even shoot again.

The way I look at it is that they need to reduce the speed of healing a down player by quite a bit and have rezing the dead completely out of WvW. It makes no sense to me that an army of 30 can bash against a tower and barely win but will suffer no casualties due to them just bringing everyone back up. That’s one of the biggest reasons why the zerg strategy is so popular as well.