Showing Posts For Battletorn.4102:
[ONE] is on Sea of Sorrows now. Thanks for making the thread.
Anyone know if steady weapons will still be available after the patch that removes the weapon/armor vendors?
Wipe blobs, gvg, have fun. Join.
I would still like feedback on the promise made in June about changes pertaining to zergs.
“An important distinction should be made between large, organized groups of players making strategic strikes and mindless groups of players running around in a mob.”
Spring is coming and these changes cannot come soon enough!
I was wondering if there is anything in the works to combat the ‘stuck bug’. The symptom is when a character is suddenly unable to cast most spells or move, and I think it is sometimes caused by crowd control spells cast while one character is in the air. The treatment right now is to type /sit or /dance or /sleep to break out of it. It is very frustrating and affects combat in every scenario.
Would love to see it fixed! Thanks!
In all honesty, sm already has tight corridors and is hard enough to take. Buffing it just seems like an arbitrary change that doesn’t make the gameplay less zergy. I like EOTM because there is no center of attention on the map and thus every zerg doesn’t gravitate towards the center on eotm. Garrison and Stonemist gather too many zergs and make it very laggy for everyone. I would rather have the center clear for travel to make it easier to get across the map and have stonemist on a separate map.
I couldn’t really do it all in one post with the proposed format, so I made my own spreadsheet to go through some of the top features with comments on each.
See here: https://docs.google.com/spreadsheet/pub?key=0AimpKIvH_06ldHBob3FTTWZDdXZuOFE0Y3dja0VqWnc&output=html
Also I gave a pros and cons list of eotm here: https://forum-en.gw2archive.eu/forum/wuv/wuv/Edge-of-the-Mists-A-Friendly-Critique/first#post3643804
If you hold right click while casting (which points your body in a direction), then you will not auto-turn to your target and it will fail. However, in the case of the video it looks like a minute interruption or the spell was cancelled while casting. Is it possible that a dodge attempt while immobilized caused it to cancel the spell? It is unclear. I am not sure what happened.
Hey, this is my short critique of the EOTM map. I really like it, but at the same time I think it needs some balance work and an easier to read map.
Pros:
- Geography is graphically pleasing and the variety of the desert, ice, and jungle territories make each territory distinct for both new and veteran players.
- The land allows for play on multiple levels which makes the map seem bigger and allows for more variety of fights.
- Veteran and Champion NPCs are unique from territory to territory and have unique abilities.
- No dolyaks. Generators allow players to not have to escort yaks for supply.
- Less goldsinks than borderlands or EB – no upgrading towers or keeps with gold.
Shorter matches means that bad matches are not as big of a deal.
More rewards throughout the match to reward players. (Additional chest for taking camps/towers). - Dynamic events that impact the map make the match more varied- the wurm tunnel, mechanical scorpians, and observatory are all huge elements not seen in wvw before. It would be nice if we didn’t have collection quests however, as they are not as fun as other pve dynamic events.
Cons
- Siegerazer costs gold. I don’t know why.
- Rewards for defeating NPCs is high, so there is sometimes too much incentive to PvE instead of PvP and entire zergs of players can do a champion farm loop.
- No reward for winning the match besides supply (500?) being dropped into your home borderland.
- Unclear map. It’s very hard to tell the geography of the 2D map because there are many levels to the map, thus leading people to get lost.
- Unbalanced territories. Because of the unique properties of each territory, it is not balanced 100%. Some places are more useful than others; for example the Shrine is useless and Altar is useful.
- Boring buffs and debuffs. Overgrowth and Frostreach territories have a buff/debuff which are not fun to play with or against. Playing with -30% movement speed is not fun and playing with ‘free’ regeneration (100hp/s) doesn’t feel fun either. The turrets however, are hilarious.
- Overflow hopping is tedious. The map feels like a wvw hotjoin, but it doesn’t have a hotjoin UI to swap maps or even queue for. I would like to queue for a full map my friends are in.
- Spawn layout is not straightforward. The bridges are both very easy to camp, and also unusually confusing and far away from the action. I especially dislike running to the overgrowth keep from spawn. The issue of how contested keeps and waypoints operate is still an issue in wvw, so this seems to exacerbate that issue.
- No dynamic event circles on the map and no one seems to care about doing the events after one week.
- Easy to get stuck in a generator while it is being built/repaired/spawned.
- Aetherblades and other NPCs are not fun to fight against when they have high amounts of CC.
- Siegerazer is sometimes invulnerable forever.
- Champions are extremely powerful and highlight the problem with banner rezzing.
(edited by Battletorn.4102)
Grats Cybroz. Ultimate Dominator!
[ONE] Is still looking for any GvGs tonight from guilds in JQ and TC. Come prove your skill!
Is there a way to apply as an individual? I run a small WvW fansite (wvwstrategy.net) and my guild has not been chosen, but I am highly interested in testing the map and sharing my findings.
(edited by Battletorn.4102)
Okay, well I didn’t see any announcement or news so I’m going to guess that it is not coming tomorrow.
If you don’t know how it will work, click the link in the first post.
“We’ve been taking feedback and testing the area and we are planning to release the new version of the map in November, barring any unforeseen difficulties. "
Is this on schedule for later this month or for tomorrow? Just wondering. Thanks.
Mark of Blood
The reason I always thought it was powerful was that it had to make up for the poor staff 1 attack. Other classes can spam their auto attacks for large amounts of aoe damage, but necrotic grasp is still kitten in comparison. If it applied bleed on auto attack, then it would make more sense to take off the bleed from mark of blood.
Necromancer
- 1 worthless trait is Spite 25 and needs looking at. Gain 1 stack of might when you go below 25% health.
However, the biggest change I want to see in a necromancer is Putrid Mark getting fixed. Since June, it has not transferred conditions from allies to enemies and it holds charges on blasts even when the field is gone and is triggered later.
Is there going to be a bug fix patch before December?
This is in all the borderlands as well, in the skritt and centaur areas.
I’m pretty confused as to what we are supposed to discuss. World population could mean WvW population since this is in the WvW forum, or it could mean server population. It could also refer to just imbalanced population in activity which we don’t know any solid numbers of. Should we post suggestions or complaints on these topics? A discussion would warrant better feedback if it had some survey questions or a synopsis of what the goal of the discussion is.
That being said, my problems with the unbalanced populations is that many realms have enough people to field huge WvW forces, but there is little communication or incentive to push players into WvW besides some achievements (which do not reward players for helping their server).
The WvW leaderboards are a good example of where communication goes wrong in that if you want to know how good your server is, you have to alt tab out of the game itself just to see- and even then, you cannot see what guilds are good or bad or what happened or why. There is little to no context for new players, so it’s easier to play in dungeons or living story elements that are more integrated and introduced through the world than WvW.
With the current system, new players are encouraged to tick off some achievements in WvW and then get hooked into the gameplay enough so that they stay. However, this system doesn’t encourage players to help their server in dire times when they are getting golem rushed on every keep or when they are getting pushed hard in a 2v1. The game is counting on players to help because helping others is fun, but when we get achievements that reward players for doing jumping puzzles- then it looks like the core concept is going against the game design. I think there needs to be a greater chain of communication between players, maps, and most importantly- a line of communication between players in WvW and players outside of WvW.
Why not just use lines of warding and spectral walls for blocking people? Core combat principles can’t be changed this late in development.
I agree that the rewards need to be tweaked. Dolyaks and sentries and camps need to be more valuable. If the rewards are fair, and have cooldowns to prevent farming, then I don’t see how we couldn’t get more people to complete those objectives. If we really aren’t getting any WvW changes in between league seasons, then I hope we get a large overhaul after this season.
My perspective is that when an attack fails, it is usually because the enemy has too many arrow carts and my force is too small to cope with the damage. This causes the zerg to grow, because we can’t attack it without more people and more supply. If defensive siege is buffed further, then there will be even less attacking and arrow carts will become more necessary for attacking as they were before and the zoomhacks will be even more prevalent.
If defensive siege is nerfed a bit, and there are more objectives- then you can feel more free to attack with your smaller outmanned force and force the enemy zerg to defend it’s towers and the attacker is benefited. Defending shouldn’t be discouraged, but attacking shouldn’t require a large zerg either.
It’s always going to come down to coverage however, so I’m not saying you won’t lose if you are outmanned and fighting a super blob. That being said; not being able to take anything is a real problem for small forces. Defending only becomes problematic when it’s an overwhelming force attacking and the gates go down too fast, but their weakness is that they are only attacking one structure at once and they should be punished for that.
In the current meta, a large zerg can defend and attack at the same time quite easily. A zerg will always be able to defend because they can port and run to any structure and save it within a minute, but if they had to choose between objectives more than they would have to split to defend or only save one. The current counter against a zerg is only another zerg with a large amount of siege or players. A smaller force cannot crack multiple superior arrow carts and defensive trebuchets and mortars and cannons as quickly as a zerg.
Turtling up is very boring gameplay in strategy games, and I think a more aggressive metagame would allow for more diverse strategies to emerge. Supply traps and other traps (golem trap please!) should be good for slowing down large zerg attacks, but they currently do very little. We need more anti zerg abilities for sure, but these are just the beginning.
I think the supply cows affect smaller groups more because large zergs can do more without supply than smaller groups. In it’s current state, it only takes one spell to deplete hundreds and hundreds of supply directly from players. A spell that good should have a better counter like not taking your supply on your first tick of the poison. At the moment, it is supremely better than supply trap. I’m not saying it should be nerfed into the ground, but it makes one person able to deplete unlimited supply from 50 people at a time in a choke.
I really think that smaller zergs would be more effective if some towers had less defensive utility. Towers like Cliffside should be takeable with smaller groups, but even in this current omega golem heavy meta, it is extremely difficult to do so. In order to split zergs, the split zergs need to be able to take objectives and some siege is just too difficult to overcome with small numbers.
On the flipside, stopping a large zerg is difficult. However, if there were more towers and objectives then the zerg should be broken up more because attacking one tower or keep should not be as effective ppt-wise as attacking multiple towers (which is what I want to push for). In the current meta, yes- nerfing defensive siege would make no sense, but I think it will be needed as zergs are split up more- or else they won’t ever split up and they will blob once again.
General Map Changes
- More towers and less keeps
- Lessen PPT from Keeps, add more towers and add ppt from open objectives for roamers
- More minor objectives like bloodlust capture points (see my previous post
here for ideas for buffs other than current bloodlust buff) - More siegeable walls (more secret catapault areas like the one on Briar)
Nerf Rally Mechanic
- Reduce amount of people that can be rallied from one person dying
- Disallow rallying off of non-player characters with exceptions to lords and supervisors
- Keep Lords can only be resurrected from a player spell once every 5 minutes
Fix Siegerazer
- Make him despawn when you get a tower/keep
- Make him put down a pile of 200 supply (that lasts a minute or so) instead of giving everyone full supply
- Disallow players from changing maps right after taking siegerazer supply or have them lose supply when they do so.
More Yak Killing – Possible Buffs
- More and better loot
- Give player limited time buff
- Give nearest 5 players long lasting speed boost upon kill
- Make the yaks explode when they die
- Your team has earned 3 points for killing a dolyak" – make dolyak killing more visibly noticable to you and your team.
More Yak Defending – Possible Buffs
- Loot chest after escort (cooldown of 30 minutes)
- Rewarded with supply after escort
- Rewarded with world experience thimble (cooldown of 30 minutes)
- Give temporary 30 minute finisher buff after escort
Sentries
- Allow them to talk in team chat and tell everyone when a zerg attacks them
- Upgrade sentries so they can place supply traps
- Give sentries a patrol path, similar to keep/tower NPC patrols
- Remove sentry capture points
- Make sentries always be on your side if they are in your territory (no more capturing them)
PPT Log
- Let players know when they helped give points to their server
- Log every point that you personally have earned
- Points from Dolyaks/Stomps/Sentries should all appear more visibly on the screen
- Trap activations should be logged
- Announce major upgrades to the map “A Waypoint is being constructed in Hills!”
These are just my humble ideas. I am not a designer, so please cut me some slack before you criticize. I want to create more ideas and more suggestions, so I just put down ideas as they came to me. Many will not work, cannot work, and require too much front end and back end work- however, I think they can help get some people thinking about what can be done about the anti-zerg solutions that we have yet to hear about.
In short, I think the best way to dissipate a zerg is to:
1. Have multiple vulnerable, but valuable objectives
2. Less keeps, or make the keeps worth less points and have more towers instead.
3. Knowledge of where zergs are (either through sentry mechanic or traps or whatever)
4. Commander system that has hard caps on players to strengthen smaller groups.
5. Promote lesser objectives like yaks, sentries, and camps.
ps. Sorry for the clickbait title.
“An important distinction should be made between large, organized groups of players making strategic strikes and mindless groups of players running around in a mob.”
“Our goal is to continue to encourage organized large groups while giving small, tactical groups the necessary tools to put a dent into larger mobs of less-skilled players. We think that it can be fun to run around in a zerg — but we also think that the game should be about tactical acumen and skill more than sheer numbers.”
-Devon Carver. June 5
https://www.guildwars2.com/en/news/devon-carver-on-the-future-of-world-vs-world/
Well, it’s almost November and we haven’t seen any news on anti-zerging tools yet. I’m willing to bet that Arenanet is cautious as to how they implement anything that changes the metagame permanently, but I think there are several changes that can be made that can discourage zerging or encourage people to group in smaller sized groups.
So, here are some changes that I would like to suggest in order to spread out zergs a little. The general direction of this post is to encourage the minor objectives more and to penalize zergs by having them more affected by supply traps and allow sentries to place supply traps.
However, what it comes down to is PPT and keeps are what zergs are formed for taking- thus, I humbly suggest that more objectives to reward PPT, such as towers, be implemented to split zergs between areas. But, towers cannot be too strong in that small zergs or groups of players cannot take them, so I advocate changing defensive siege in that they are less powerful so that a few people on superior arrow carts cannot hold back a small zerg easily. In order to facilitate this change in the game, I highly suggest making upgrades cheaper or free and automated so that objectives can upgrade themselves without players. Furthermore, I think every tower should have a sentry to alert players in team chat of a zerg in their location (with appropriate cooldown on that message of course). Sentries need an overhaul for their function, and I have more suggestions below.
Encourage Commander Squad System and Cap Squad at Appropriate Size
- Commanders can type alerts to squad that appear in center of screen (dredgehaunt cliffs is now under attack by scarlet!)
- Commanders can place special markers and long lasting drawings on map
- Raid UI enabled like in mini-games so at least commanders can see everyone’s hp
- Commanders can see dots on map for everyone in their squad
- Commanders can see traits of players in their squad like in spvp spectator mode
- Commanders can invite players to join their squad via mapchat linking
- Commanders can make their command symbol private to be exclusively seen by only those in their squad.
Nerf Superior Defensive Siege
- Less siege can be placed in one place (however, this makes it easier to troll)
- Make superior arrow carts more expensive and rare
- Disallow arrow carts from being placed in certain places
- Lock camera FOV while using AC to disable zoomhacks/multi-monitor unfairness
- Reduce Superior Arrow Cart damage done to players
- Nerf Trebuchets so they can’t hit rams through gates
- Longer cooldown on mortar build sites appearing
- Nerf Trebuchet mastery to limit how much supply is destroyed from cows on players
- See my reasoning for this in my post below.
Traps Need Tweaking
- Lower Price. Maybe allow to put on TP? Or allow it to give you karma/badges back when you trap enough people.
- Buff: Trap Effect scale up to greater effect as more people run through the trap and very little effect on smaller groups of players.
- Trap UI needs overhaul. Tell the player when his or her trap has any effect.
- Traps to detect zergs or add zerg radar
- Traps should have cooldowns and not last as long as an hour
- Placing traps should destealth you
- Remove stealth trap
- Add ‘tells’ so you can tell there is a trap somewhere, like a suspicious rabbit or odd looking bush etc.
(edited by Battletorn.4102)
1. Anti zerg changes
2. Skewed matchups
3. Class balance for wvw
I would say skill lag, but we just got some good insight in the other subforum on that. I am very interested in commander changes.
Yeah, I really like the idea of giving buffs that help lower populated servers to get them on their feet. That’s why I suggested making upgrades faster for them by taking keeps and keeping the upgrades or siege, since it would only help the attacker force (usually the people with less towers/keeps). The buff right now only serves to affect open fights which is a small role in the ppt game.
I think a damage increase to attacker siege is not a bad suggestion, and I nearly put it in as my suggestion list. The only thing about that is right now offensive siege is getting powerful enough at it is and I’m worried about it affecting the gameplay too much with ram mastery already making rams extremely dangerous. I was thinking that maybe it could do something more defensive for attackers similar to breakout events or the Iron Hide buff, but it all seems overpowered in my head and sounds tricky to balance. Perhaps if you could weaken enemy gates temporarily, instead of buff your own siege? Lock enemy supply in a keep for a short period of time maybe? Not sure.
Below is a portion of an article that I wrote for my site, found here: http://wvwstrategy.net/bloodlustbrainstorm/
Possible Changes – A Brainstorm
Decreasing the Power of the Buff
In order to decrease the magnitude of power that the current bloodlust buff has, it could be simply nerfed so that it has less effect for pvp interactions. Note: I am not talking about removing or changing the stomping part of the buff here.
Possible non-stat increase buffs for players and/or NPCs that can be combined or mismatched in conjunction with each other:
- Increases speed of friendly Dolyaks.
- Increases speed of workers.
- Increases world experience gain.
- Increases damage to supervisors, tower lords, and keep lords.
- Bloodlust buff only for friendly NPCs.
- Bloodlust Buff gives 150 stats to those around sentry points.
Making the Buff an Unlock
Instead of having Bloodlust give a buff, we make it unlock certain abilities for the server. Here are some suggestions:
- Allows for Veteran Supervisor’s Righteous Indignation timers to be seen on the map for your team.
- Increases the rate of capture on capture points in towers and keeps for your team.
- Reduces the size of capture points in towers and keeps for your team.
- Hostile creatures become neutral or friendly for your server. (okay, this one is kinda lame and is PvE kitten)
- Allows for all enemy siege in a keep to turn friendly when keep is captured.
- Keeps and towers captured while under Bloodlust retain their reinforced doors and walls.
- Temporarily unlocks all siege WXP upgrades to everyone on your team, regardless of their level.
- Enemy groups of 25 and over can now be seen on the map with new markers that move as they move.
- Various traps unlocked and only useable for your team. (needs the most work for implementation and design, fairly gimmicky, but sounds fun).
Stomping RNG In Addition to Server Points
Upon finishing a player, you have a chance to:
- Gain supply.
- Gain karma.
- Gain wxp.
- Gain bonus xp.
- Gain 5 extra points to the server.
- Receive supply trap. (because, it’s underused in current meta)
- Gain short term booster buff (magic find, wxp, karma, exp).
- Receive bonus champion bag. (common, rare, exotic with appropriate chances).
* Receive wxp vial, karma jug, or bag of coins.
edit: I did not mean to make this a Q&A post and it isn’t saving my edit for when I change it to normal post. Sorry!
If your server has the a bloodlust buff active, then you get it in the EB JP too. Why? I don’t know.
The lag happens whenever I have Bloodlust buff.
Still recruiting. We are sharpening our swords before the new patch. We want FIGHTS! Join us!
Aco rocks!~ Really fun to follow with them and they bust zergs like pros.
3.4
dagger 5
scepter 2
lich form small rewrites
plague form small rewrites
https://www.dropbox.com/s/vcg0dzxkw2mo41q/Battletorn%27s%20NecroSpell%20WvW%20Guide%203.4.pdf
3.3
moved things around a bit. updated some spells that had wrong info. (plague signet, bone minions)
Updated to version 3.0. Updated for patches and testing. https://www.dropbox.com/s/kqb8ozy1wapubfv/Battletorn%27s%20NecroSpell%20WvW%20Guide%203.0.pdf
We are still actively recruiting. Please feel free to contact us in game if you have any questions. Thanks for reading.
We are still actively recruiting. Please feel free to contact us in game if you have any questions. Thanks for reading.
If you are out of combat by the end, then your pet doesn’t die when you port. It helps to get rid of conditions right when you win. Also, sometimes the quaggan will disappear in the beginning. Having a target on main ooze helps a lot. Ultimate doesn’t matter, as long as you get 1-2 epi off then you are gold.
It would also be nice to link your build to chat or link traits at least. Yum.
Thanks for implementing the hidden outmanned buff. Perma finishers next?
I had it before they reset points and it wasn’t worth it, even with full condition build. The reason is that it is on a 60 second cooldown and the poison only lasts 2-3 seconds. REALLY bad for how much it costs. If it was burning then yeah, it would be worth it (but overpowered).
Are any new varieties of amulets in the works? New stats would be fun to work with. Any progress on free camera spectating?
Any chance for a change of maps every few months? No jumping puzzles or grubs please!
I tested it briefly and found that if you are blinded when your trap activates (either trap) then you will miss everyone and the trap will have no effect. Without blind, I haven’t had a problem but then again I never use stealth traps besides testing it out.
Which set of charts is accurate?
I have been having problems with this since the patch that affected marks.