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Moment of Clarity not working

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Posted by: Calanthe.3857

Calanthe.3857

The Ranger trait Moment of Clarity is not always triggering properly. For instance, I notice it usually fails to get triggered when I interrupt an enemy using my longbow skill Point Blank Shot.

PvP loading

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Calanthe.3857

PvP loading screens in unranked are taking forever. Dont’ know about Ranked.

Why were pet stats nerfed?

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Posted by: Calanthe.3857

Calanthe.3857

I’m not good with numbers but I think the loss of pet condi damage really hurt my Rabid build in PvP.

Why were pet stats nerfed?

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Posted by: Calanthe.3857

Calanthe.3857

Traits that previously increased pet condition damage, toughness, and healing power were all changed to remove those increases. I don’t understand why…

What the hell just happened to signets?

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Posted by: Calanthe.3857

Calanthe.3857

Losing Stability for some brief limited immunity to damage is not a good tradeoff.

what do you think of the balance patch?

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Posted by: Calanthe.3857

Calanthe.3857

I hate the loss of our extra stability (old Signet of the Wild active) and two condition removal sources (old Signet of Renewal and old Empathic Bond). Those are major losses.

Official Episode 6 Feedback Thread: One Path Ends

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Posted by: Calanthe.3857

Calanthe.3857

Probably the weakest episode to date, in fact of all the Seasons. The first episode I can say I found more wrong than right and just didn’t find enjoyable and I include the map in that.
- The puzzle element didn’t really bother me, but will end up being too annoying for most. There really was no need for it other than to antagonise players - Why is my Norn a member of the Shining Blade? This whole sequence was heavily contrived just to satisfy our own curiosity about the Exemplar. There really didn’t need to exist an oath and weird instance for them to tell us what they were up to. Killing mursaat is hardly a shocking reveal after all. - The map is a bit more interesting than most Orr areas, but lacked any depth and consequently felt rushed and doesn’t encourage as much repeat play as the others. I could never visit here again and not feel I miss out. Balthazars area is particularly overtuned – all I saw was dead bodies everywhere. The map was a great excuse to really and thoroughly explore a great deal of lore on the Gods which it never took. We also seem to rather easily cleanse Risen corpses without fully explaining why (unless I missed something. It just felt too easy) - How did Braham just walk up to and surround Jormag with an army? The whole build up until now is that you can’t just walk up to a fully active Elder Dragon. That has literally been a major theme in the first 2-3 years of the game. Then he writes us a letter instead of killing him whilst having the chance. What? - Last instance. The mobs have too much HP although the mechanics are OK. The biggest issue in the last instance is that she dies to quickly from the sparks whilst charging up her magic to destroy the shield. I spent half an hour constantly rezzing her since the sparks wont aggro away. - Interesting cutscene to end on, but still feels like we are mid season Overall, I thought this episode was pretty terrible. NEver felt like a finale, the map was weak compared to the other 5 and the story brought in yet another mini story thread instead of keeping on point and rushing through 3 GW1 characters just to get them done and out of the way.

Season 2 as a story was much stronger – it kept to a solid narrative thread without diverting off unless it was relevant to do so. And it had a finale with a solid lead in to get excited about the expansion. The ending here was a bit flat

Apologies, id love to give more positive feedback, but unlike any of the others, there just wasnt anything fun here and im really disappointed this wasnt an avtual finale.

I’m stuck with the bug on the final fight, but otherwise I also found this episode weak. Nothing as spectacular as The Head of the Snake and the buildup to that.


- The new map doesn’t seem to have much thought put into the Renown Heart quests, although I did rather enjoy the event of gathering in the air. I actually think the old Orr maps are more complex overall in their events and exploration.

Official Episode 6 Feedback Thread: One Path Ends

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Posted by: Calanthe.3857

Calanthe.3857

I’m still exploring the new map but I think it needs more than one waypoint.

You can buy more Waypoints with map currency. I like that feature.

I’ve enjoyed the parts of the new map I’ve explored. I’ve only done the story up until entering the map, so far. The doppelganger had me stumped, but, of course, the forums came through. I’ve also enjoyed the story, so far.

Where/how do you buy the waypoints? I didn’t see that.

the last chance - bug

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Posted by: Calanthe.3857

Calanthe.3857

My group tried it twice and Lazarus doesn’t show up either for the final fight. There’s just endless storms of energy across the floor, but nobody dies.

Dungeon Party Instance disconnect

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Posted by: Calanthe.3857

Calanthe.3857

-Map/location: The Ruined City of Arah, Story instance

My party in the Arah Story lost one person who was unable to get back into our instance later. I don’t know how he was blocked from rejoining after getting disconnected. Later I relisted the group and one person joined the party but was entered into a different instance of the dungeon and never was able to join us. We completed the dungeon with only us 3. This just happened now.

Connection Issues: July 11 and 12

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Posted by: Calanthe.3857

Calanthe.3857

Yes, that was about the time we ran. Thank you for the updates.

There was a run of about 50 people last night doing an HP train in Auric Basin and Tangled Depths. Several of us got disconnected 2-3 times.

Very sorry to hear that. There was a DDOS incident that ran between approximately 6:45 PM and 7:20 PM PST. If you were making your run during that time, I would imagine that explains your team’s scattered disconnections.

Connection Issues: July 11 and 12

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Posted by: Calanthe.3857

Calanthe.3857

There was a run of about 50 people last night doing an HP train in Auric Basin and Tangled Depths. Several of us got disconnected 2-3 times.

Southsun Survival points/health bug

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Posted by: Calanthe.3857

Calanthe.3857

-Server: Sea of Sorrows
-Map/location: Southsun Survival
-Character info(level, race, profession): Level 80 Sylvari Ranger
-How to reproduce issue: Play Southsun Survival

Today in Southsun Survival I noticed that if you die early, then when you are resurrected, your health points total changes from a total of 1000 to a total of several thousand. Also, someone informed that if you are killed during the immobilization at the start of the game, then you can’t get achievement points for the activity achievements. These seem to be part of the same bug.

Candy Corn Gobbler

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Posted by: Calanthe.3857

Calanthe.3857

It still works, they just heavily nerfed the rate of the boosters.

ok, thanks

Candy Corn Gobbler

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Posted by: Calanthe.3857

Calanthe.3857

Does the Candy Corn Gobbler still work in WvW? I’ve tried it several times recently and all it does is transform, but I don’t get any boosts.

Ranger skill changes from October 18 Release

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Posted by: Calanthe.3857

Calanthe.3857

From October 18 Release Notes

“Strength of the Pack!”: The recharge time of this ability has been increased from 60 seconds to 75 seconds. The voiceover will now play when the ability completes instead of midcast.

This sounds excessive to me. Didn’t the old Ranger elite stability skill have an even shorter cooldown than a minute? And now it’s increased again. I don’t get it.

However, I like the following changes.

Quick Shot: Rangers will now gain swiftness regardless of whether they’ve hit their target. The recharge time of this skill has been reduced to 8 seconds.

Crippling Shot: In addition to its existing functionality, this skill will now immobilize your foe for 1.5 seconds if you are behind them.

Crossfire: This ability will now bleed foes for 1.5 seconds when they’re struck from the front. [Awesome!]

No longer invulnerable when downed

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Posted by: Calanthe.3857

Calanthe.3857

From 0/18/2016 – October 18 Release Notes

“General—PvP Only:
Downed state: Players will no longer become invulnerable when downed in PvP.”

I’m happy about this. What do others think?

WvW Poll 29 Sept.: Repair Hammers (Closed)

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Posted by: Calanthe.3857

Calanthe.3857

I voted YES to keep the Repair hammers as I think they’re a nifty mechanic. However, in my occasional ventures into WvW since this feature started, I haven’t even seen people using them. I don’t think they really change much in the game format. My personal experience with the hammers is that they just wasted my supply and our siege weapons died anyway.

WvW Poll 29 Sept.: Repair Hammers (Closed)

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Posted by: Calanthe.3857

Calanthe.3857

For some reason, the hyperlink doesn’t work in Mozilla Firefox but it does work in Microsoft Edge.

A message from the WvW Team,
The next WvW Poll is up!
http://www.guildwars2.com/feedback
Please share your thoughts and feedback on the poll in this thread!

[Suggestions] Gemstore Items

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Posted by: Calanthe.3857

Calanthe.3857

They could make some minions look like the Phyrexians in Magic: the Gathering. Originally, the Phyrexians were ugly, zombie-like creatures, but later art made them look majestic and powerful.

Jumping Spiders

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Posted by: Calanthe.3857

Calanthe.3857

That would be awesome. Jumping Spiders are cool. They’re smart, too.

Design Discussion: Khylo Trebuchet

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Posted by: Calanthe.3857

Calanthe.3857

“If you could add one ammo type to the treb (poison shot, healy shot, etc.) what would it be?”

Shot that gives allies boons or buffs. Possibly stability, to counteract knockback from enemy treb.

“How long (in seconds) do you think it should take the treb to turn from Home to Far?”

I think that is fine already as is.

“How long (in seconds) do you think a damage dealer (either physical or condi) should take to kill a treb?”

I think that is fine as is. No suggestion.

Hey Everyone,

Just wanted to jump in here and give a quick summary list of some of the feedback in this thread.

  • Have treb take damage from condi’s and crits
  • Rotation speed increase
  • Remove Treb completely
  • Faster fire rate
  • Different treb amno that supports allies on points
  • Teleport skill drop the siege bundle

Remember that this thread is a discussion between myself and you the community. I can’t promise any of the suggestions will be implemented or when. However, I am reading the thread and taking the feedback very seriously and passing it along to the PvP Team.

Now some additional questions:

  • If you could add one ammo type to the treb (poison shot, healy shot, etc.) what would it be?
  • How long (in seconds) do you think it should take the treb to turn from Home to Far?
  • How long (in seconds) do you think a damage dealer (either physical or condi) should take to kill a treb?

Thank you all for participating in the discussion and keeping is constructive.

Tone Down Revive

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Posted by: Calanthe.3857

Calanthe.3857

“Shorten revive/downed “invuln” buff.”

I agree with that also.

And here’s another idea: For the classes that don’t have auto-ally-revive skills, you could give them skills that temporarily block nearby enemies from reviving their allies.

This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).

Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.

  • Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
  • Cap the range at which someone can rally.
  • Bring back PvE-downstate policy
  • Shorten revive/downed “invuln” buff.
  • Reduce healing per tick when rezzing.
  • Further reduce downstate HP
  • Adjust outlier revive skills (Function Gyro)

Tone Down Revive

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Posted by: Calanthe.3857

Calanthe.3857

“Bring back PvE-downstate policy”

Good idea. But when did the policy get removed? I wasn’t even aware of that.

This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).

Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.

  • Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
  • Cap the range at which someone can rally.
  • Bring back PvE-downstate policy
  • Shorten revive/downed “invuln” buff.
  • Reduce healing per tick when rezzing.
  • Further reduce downstate HP
  • Adjust outlier revive skills (Function Gyro)

The mini jungle faren bothers me.

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Posted by: Calanthe.3857

Calanthe.3857

Because Faren is sexy and Hero-tron isn’t.

(tongue in cheek)

[Suggestion] Icons for ALL control effects

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Posted by: Calanthe.3857

Calanthe.3857

I would like to see control effects like Knockdown, Float, and Sink have icons over affected enemies, just like with Daze, Fear, Stun, and Taunt. The reason is that sometimes when you’re hitting an enemy from long range you can’t always tell which of these effects are being applied, and this has implications for skills/abilities that interact with them and with strategic timing of control effects. I even think having enemy icons for extremely fleeting control effects (including Knockback, Launch, and Pull) would be beneficial.

Siege Repair Hammer - Feedback

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Posted by: Calanthe.3857

Calanthe.3857

I just tried out repair hammers in the last few days. They are really no big deal. You end up using all your supply with them in less than a minute and if the siege weapon is under heavy fire, it still dies. So not only did your team lose the siege, but you wasted supply.

Is it worth restarting to change race?

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Posted by: Calanthe.3857

Calanthe.3857

I’ve always regretted deleting characters. I wouldn’t do it. Just start a new one.

Removing Amulets will NOT Solve the Problem [Merged]

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Posted by: Calanthe.3857

Calanthe.3857

I didn’t but HOT so I can’t use Druid, but as a long-time Ranger I still had an awesome healing tank build using the Cleric amulet. It wasn’t perfect, but it had great group support and good bunker in most solo fights. Now that is gone.

Feedback Thread: Summer Update (26 July 2016)

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Calanthe.3857

“PvP Amulet

Removed the Cleric’s Amulet.”

Why did you remove Cleric’s Amulet?! It was the best for healing.

How have i ever killed daredevil?

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Posted by: Calanthe.3857

Calanthe.3857

Apparently the key issue is that I don’t use Druid, because I don’t have HOT. I was just using signets, greatsword, horn and axe. Still can’t take on a condi Daredevil. Oh well. I’m not buying the expansion.

I think Daredevil is way OP. Why did thieves get so much evade when they already had an almost exclusive hold on Stealth? Evade was a Ranger mechanic. It is not right that there are players much running around PvP almost invincible except to AOE. Even CC isn’t very effective.

I say this as a 2-year ranger who has tried taunting, blocking, and kicking them. They just stealth and stun break, while throwing deadly conditions and evading at the same time. Played against 2 daredevils today in my super healing Cleric build (over 2K power and toughness and almost 1400 healing) and still died to these daredevils in about a minute each. This is nuts.

I have been playing Druid for 2 or 3 days now. I have run into many thieves and none could take me down unless I was pressed hard by 2 or 3 other people just before the daredevil engaged. As a cleric bunker druid, I honestly don’t think you should be dying to daredevil. I just don’t see this happening UNLESS you blew a ton of cooldowns and maybe had less than full hp from a previous fight. Just because of this now I am going to try to find a high level Daredevil to see if he can take me down that quickly or at all.
If anybody wants to experiment let me know It could of been that Ive only ran into mediocre DD but I will try to find someone and report back.

How have i ever killed daredevil?

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Posted by: Calanthe.3857

Calanthe.3857

I beat some of them, but there have been too many that I just cannot. I am an experienced PvP player, reached Dragon like a year ago as a Ranger. My tanky build uses automatic regen, signet of the wild for more automatic healing, sigils and runes of water and purity, Cleric amulet, axe/horn/greatsword. Even with the occassional evades and mega healing, and the sword’s block/push, they are creaming me. Using drakes with Taunt—my drake even did a 10K hit on someone today, but I still died to these 2 daredevils in 1v1 in 1-2 minutes. Not all but some don’t even seem that skilled—its their build and it feels very overpowered.

Then again I’ll admit I don’t have HOT, so maybe its because I’m not using Druid? This is the tankiest build I have though and it often is able to hold a point 1v2 for several minutes.

I can easily beat them on a druid build on my main as well as a pew pew build on my ftp account. They are good for back capping and +1 but unless you have a lot of skills on cool down you should not lose to them 1v1, assuming the relative skill level between the two players is somewhat close.

I think Daredevil is way OP. Why did thieves get so much evade when they already had an almost exclusive hold on Stealth? Evade was a Ranger mechanic. It is not right that there are players much running around PvP almost invincible except to AOE. Even CC isn’t very effective.

I say this as a 2-year ranger who has tried taunting, blocking, and kicking them. They just stealth and stun break, while throwing deadly conditions and evading at the same time. Played against 2 daredevils today in my super healing Cleric build and still died to these daredevils in about a minute each. This is nuts.

(edited by Calanthe.3857)

How have i ever killed daredevil?

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Posted by: Calanthe.3857

Calanthe.3857

I think Daredevil is way OP. Why did thieves get so much evade when they already had an almost exclusive hold on Stealth? Evade was a Ranger mechanic. It is not right that there are players much running around PvP almost invincible except to AOE. Even CC isn’t very effective.

I say this as a 2-year ranger who has tried taunting, blocking, and kicking them. They just stealth and stun break, while throwing deadly conditions and evading at the same time. Played against 2 daredevils today in my super healing Cleric build (over 2K power and toughness and almost 1400 healing) and still died to these daredevils in about a minute each. This is nuts.

(edited by Calanthe.3857)

Post your ideas for new skills/abilities

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Posted by: Calanthe.3857

Calanthe.3857

Profession: Ranger
New Trait: Beck and Call
Text: Your pet’s maximum range from you is increased by 20%. Your pet status bar gains two new Command abilities. First: Teleport pet to self. Second: Teleport pet to target. Command Range: 1200
Recharge: 60 seconds

Profession: Engineer
New Trait: Automatic Detection System
Text: Whenever a Stealthed enemy comes within range, they are automatically revealed for 10 seconds.
Range: 600
Recharge: 60 seconds

Remove Gyro Stomp or Add other OP stomps

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Posted by: Calanthe.3857

Calanthe.3857

can you imagine a pet Command skill that finishes off players? XD

Why Stealth cannot capture points??

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Calanthe.3857

SHORT ANSWER: Stealth is a boon, and Invulnerable is an effect done by boons. Block, evade, and reflect are not boons. They are short-lived combat states, they do not stack in duration like stealth does. Though they can be done in succession, there is no way to continuously reapply these in the gratuitous way that thieves do with stealth.

Block does not always work (several attacks are unblockable). Evade is even more short lived, so there’s really no good reason for changing its capture-point contribution. Reflect does not always work either (melee attacks or projectiles that can’t be reflected). While players can be Revealed to prevent them from Stealthing again temporarily, is there any way a player currently in stealth can be removed from it? I don’t think so.

Why Stealth cannot capture points??
,
,
Block
you CAN defend yourself against melee attacks while blocking
you CAN defend yourself against ranged attacks while blocking
you CAN defend yourself against AOE while blocking
you CAN interrupt being focused while blocking
you CAN capture points while blocking
5 CAN 0 CANNOT
,
,
Evade
you CAN defend yourself against melee attacks while evading
you CAN defend yourself against ranged attacks while evading
you CAN defend yourself against AOE while evading
you CAN interrupt being focused while evading
you CAN capture points while evading
5 CAN 0 CANNOT
,
,
Invulnerable
you CAN defend yourself against melee attacks while invuln
you CAN defend yourself against ranged attacks while invuln
you CAN defend yourself against AOE while invuln
you CAN interrupt being focused while invuln
you CANNOT capture points while invuln
4 CAN 1 CANNOT
,
,
Reflect
you CANNOT defend yourself against melee attacks while reflecting
you CAN defend yourself against ranged attacks while reflecting
you CANNOT defend yourself against AOE while reflecting
you CAN interrupt being focused while reflecting
you CAN capture points while reflecting
3 CAN 2 CANNOT
,
,
Stealth
you CANNOT defend yourself against melee attacks while in stealth
you CAN defend yourself against ranged attacks while in stealth
you CANNOT defend yourself against AOE while in stealth
you CAN interrupt being focused while in stealth
you CANNOT capture points while in stealth
2 CAN 3 CANNOT
,
,
This doesnt seem fair.
To make this fair, Stealth should be able to capture points.
,
,
It should be like this =
Stealth
you CANNOT defend yourself against melee attacks while in stealth
you CAN defend yourself against ranged attacks while in stealth
you CANNOT defend yourself against AOE while in stealth
you CAN interrupt being focused while in stealth
you CAN capture points while in stealth
,
,
Why Stealth cannot capture points??
Give me unbiased , mature , and logical explanation please.
,
,
Some of you may not agree with this but I really think all melee attacks should have 50% chance miss against stealth target.
,
,
It should be like this =
Stealth
you MAY (50% chance miss) defend yourself against melee attacks while in stealth
you CAN defend yourself against ranged attacks while in stealth
you MAY (50% chance miss) defend yourself against AOE while in stealth
you CAN interrupt being focused while in stealth
you CAN capture points while in stealth
,

(edited by Calanthe.3857)

How do I counter a perma-evade thief?

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Posted by: Calanthe.3857

Calanthe.3857

what really irks me is that Thieves got all these new evades, when this was a mostly Ranger skill

WvW Poll 31 May: Mixed Borderlands (CLOSED)

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Posted by: Calanthe.3857

Calanthe.3857

The poll has ended! After removing all votes for “Don’t Count My Vote” and combining the two “Yes” votes, the final results are:

69.7% – Yes (55% Double Alpine + 14.7% Double Desert)
30.3% – No

Since “Yes” to Mixed Borderlands did not received the required 75% of the vote, we’ll continue with the quarterly borderlands map rotation instead. Thank you to everyone who voted!

Okay, Roberta Lange.

Attachments:

Stealth gettting excessive in PvP?

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Posted by: Calanthe.3857

Calanthe.3857

Played a few games where no one on my team was tanky, so we couldn’t just meleee people and when we targeted at range, the opposing team just had their Scrapper stealth everyone whenever our target got low. It was worse than a mesmer’s short stealth or a thief’s shadow refuge that shows an area ring. Also, their Druid kept stealthing whenever he was about to be killed. So basically, we couldn’t focus damage on anyone.

Skyhammer Design Discussion

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Calanthe.3857

Battle of Kyhlo is my favorite map. The trebuchet can get annoying sometimes, but it’s different from the cannon in Skyhammer in some fundamental ways. There’s no door to get to it, so the trebber is exposed still. The trebber needs special knowledge of how much to press the buttons to reach each capture point (and each point has a different distance and angle), while the Skyhammer has a brainless area ring to show you where it will hit. When you get hit by the treb, it knocks you back, but unlike in Skyhammer, there’s no chance of falling off the map.

WvW without PPT? How would you do it?

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Calanthe.3857

Then let’s not do PP Capture, but increase PP uprade, and make it so upgraded structures have some buff or special points gain mechanic other than PPT (maybe an upgraded structure gives extra PPK nearby?)

Points per Capture + Points per Upgrade + Points per Kill would probably be a good system. The differences in capture rates are generally pretty small but having scaled rewards for reaching different tiers creates the need to attack and defend.

This would only encourage the EoTM mentality of doing the map in circles — blobbing and nothing but blobbing.

Please don't scrap DBL

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Calanthe.3857

I don’t understand why people keep saying the Desert BL is hard to run around. I played it a few times and don’t the shrines give you a speed buff that’s better than Swiftness? Also, I think people misperceive the map as being bigger than it is. I remember running from the west side to the south in only a few minutes.

Your top 5 priorities for WvW-Overhaul

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Calanthe.3857

Merging servers for WvW would fix the population imbalance, but, yeah, it would also take away server pride and identity. So I’m not definitely in favor of it.

WvW without PPT? How would you do it?

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Calanthe.3857

There are? I’ve been away from WvW a few months and the game about a month, but where was that announced?

I’m not saying removing PPT would totally fix the effects of population imbalance on scoring. I just think it would make WvW more fun and remove boring (and often unfair) passive gains.

Someone needs to update the wiki because I can’t find a page explaining exactly how war score is calculated.

RE: "There are already points per Dolyak delivery—they account for more points than PPT and PPK combined. Effectively, you can consider those points per upgrade.

“If we dropped PPT without changing anything else, the score would not shift dramatically. Servers that held structures would have plenty of Yak points coming in. PPK largely cancels out in even lopsided matches. It would somewhat increase the effect flipping camps had on the overall score but might be too big a shift to the power of roaming.”

(edited by Calanthe.3857)

Please don't scrap DBL

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Calanthe.3857

One of the drawbacks of the Alpine maps was that most structures had no reason for you to defend, aside from PPT. The reason to defend the garrison was not just symbolic, but for the valuable waypoint. In EOTM and Desert BL, structures that give you buffs give you a reason to defend aside from just passive points.

WvW without PPT? How would you do it?

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Calanthe.3857

I like this idea. The more events you were involved in in the map that day (and perhaps the importance of the events), the more value assigned to you as a kill.

Similar to the wxp mechanic for players, players who have accomplished more in wvw would be worth more on kill.

The idea needs tweaking, but I feel like it would be a good start. I dunno if the idea was stated prior, I got it from metal gear online.

WvW without PPT? How would you do it?

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Calanthe.3857

You could do away with PPT if you changed scoring to PPK and PP upgrades (while the structure is held continuously) and a smaller amount for capture. Upgrades should count most. Points for upgrades alone would give people a reason to defend. (: ] ) Also, points per dolyak delivery.

(edited by Calanthe.3857)

WvW without PPT? How would you do it?

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Calanthe.3857

The way Rift handles the potential problem of population imbalance is to group people temporarily into factions, instead of grouping them by server. When you enter the game mode, you’re put into the faction that needs another person until the numbers are filled. Kind of like EOTM already does.

[quote=6046472;TorquedSoul.8097:]

WvW without PPT? How would you do it?

in WvW

Posted by: Calanthe.3857

Calanthe.3857

Ok, I understand your points. Let me explain what happened in Rift Conquest: control points were flipped, then flipped back, and factions kept flipping points until they got enough to reach the threshold. Of course, each faction kept losing control of many points because it was very difficult defend them (and there were like 40), but that already happens in WvW….

On the same note, the need for people to engage in unhealthy “cancerous” behavior would increase not decrease because now a 24/7 vigil would be required to guard territory.

WvW without PPT? How would you do it?

in WvW

Posted by: Calanthe.3857

Calanthe.3857

I agree with your point about lack of score for upgraded structures. I have made that point before in long-dead forum discussions. Points for upgrades is a good idea.

One of the problems with the current scoring system is that it is imbalanced, why is a paper keep worth the same as a fully upgraded keep? I have proposed several times that this needs to be reworked by making scoring reflect the upgrade of the objective, the more upgraded it is the more points its worth.

For example
t1 keep-10 PPT
t2 keep- 15 PPT
t3 keep- 25 PPT