Showing Posts For Danny.6417:
You have to make sure you have the two halfs from the same map, otherwise it won’t work. If you have a upper-half from the red BL and a bottom-half from the Blue BL you can’t open it.
Some of your proposed ideas will only make the zerg bigger I’m afraid, to even out the effect (Look at AC buff).
A solution, which also gives WvW a bit more ‘defensive’ flavor, is to have objectives (especially camps) lose their supplies when captured.
This will lead to zergs resupplying and thus steam-rolling a lot less.
I think I’ve sent about 10 reports about this, since I can glitch inside ANY tower/keeps/castle with my mesmer (with all the consequences that brings). So far the reports of other people abusing have been limited, but there were some incidents. Still not fixed.
Been like that’s since long time. The sad truth is that (the majority of) people leave the map when:
-There is no commander
-We are outmanned
-We have no objectives to hold in WvW
Personally, I see it as a challenge to capture some things on enemy Borderlands, but only few people feel the same way.
The breakout event is a pretty useless, since it’s the first place where they’ll be waiting for you. Rest of the structures are Tier3 and will take ages to get with a small group.
Golems 12 silver is just a joke. Seen guilds already buying 5 OMEGA’s, just to stroll around, not giving a kitten about defending.
Yes, a few seconds after capture the option is available for everyone, but not everyone can claim right then. It’s just a visual bug.
If your guild has the most people in the circle when you captured the objective (let’s say camp), your guild can claim it first. Others guilds have to wait 3 (NOT 5) minutes before they can claim, so when the Supervisor’s buff reaches 2 min., you can claim it.
Well, this was a great week of double teaming, especially right now with the golems in RoS BL.
As I mentioned in another post before, make dolyak immune to damage untill the guards are killed. This prevents thiefs from killing the dolyaks that easily.
Same problem for me, they appear as blue again if you zoom out pretty far.
3: It’s ridiculous to have ac’s countering the ac’s countering the cata’s countering the ac’s countering the trebs attacking Bay in Garrison. It’s extremely frustrating aswell to finaly have Lake with a Breakout Event, just to have non-hittable trebs in Hills (when correctly placed) treb the walls back down once you took it. Same story for other ‘famous’ treb spots.
4: That’s not the case right now, you use supplies gathered across the entire map, then port them to one location to start the golemraid. The downside of golems (which is their speed) is totally neglected this way.
7: Like said, having 10-15 ppl guard it doesnt help against just 1-2 thiefs, immunity untill guards are dead solves this problem and makes defending them a lot easier.
Found a few WvW things that need fixing:
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1.Delete the Altars of Power, they are useless now and still visible on the (mini)-map. (Would love to see a new system that benefits the lowest servers.)
2.You get left with 1 supply if you repair a gate/wall with an odd number of supplies, make this same as with siege.
3.You can only use 10 supplies at once to repair/build siege. (Animation is always ’10 supplies long’). If you repair something with >10 supplies, you have to press F twice.
4.If you speed up dolyaks, they sometimes bug out. The actual dolyak is further on the path than the animation is displaying. It happens more often when there’s skillagg on the server.
5.If you’re in Golem Suit, get out, pop swiftness then enter the suit again the golem runs with swiftness.
6.The north-west tower on Borderlands is bugged. If you attack (leap) the gate from a close distance, you sometimes get bugged behind the gate.
7.Can’t sometimes pick up bags/chests hanging in the air.
8.If you have >10 supplies and get supplies from a dolyak (dropped randomly from wooden chest), you drop back to 10.
9.Water camp sentry has no capture ring.
10.Arah camp sometimes showing capturing progress in upper right corner. (no event displaying).
Made a list of WvW ideas and bugs. Lost it because of a crash, but managed to restore most of it. Let me know what you think. Use the number in front to leave a response.
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1.Endweek events: To encourage ppl to play WvW even at the end of the week, you can make an endweek event (which takes place on every borderlands) and awards a substantial amount of points (10-20k etc.). Events could escort a high-value target across the map, secure area etc.
2.Endweek extra points: Another way is to give points at the end of the week for each keeps/tower/castle (not camps) held at that moment. For example: if you have 11 towers, 3 keeps, 0 castles you earn 11*x + 3*y + 0*z points. (x 500,y 1000, z 5000 etc).
3.Disable trebbing structures from within walls of towers/keeps. Everyone knows the trebbing spot in Garrison (to Bay), the trebbing spot in Hills (to Lake), the trebbing spots in SM (to every tower around) etc. These trebs are, when places correctely, extremely hard to counter. Destroying other siege from within the walls should still be possible.
4.Make Siege-Golems unable to use Waypoints/Portals. The downside of golems should be that they are very slow moving siege weaponry, but with portals and waypoints they can move around the map fast and completely neglect that downside. (and thus be used to golemrush multiple maps).
5.Reward non-zerging. I know ANET is trying to scale the amount and size of zergs down (AC buff/ traps etc.), but the thing is that in WvW you dont make much money. The most rewarding play-mechanic is playing in a zerg, where you get more kills, more WXP, more badges and more lootbags. If you reward roaming / playing small tactical teams etc. more, people would zerg less.
6.Another way to reduce zerging is to make defending more enjoyable. Right now, defending is either waiting on your Arrowcart for a zerg to show up or move with your zerg to the spot where you are being attacked to wipe them. When you upgrade a structure, it’s always walls/doors/waypoints first, the other upgrades are just meh. (You only order them for the increased depotsize). If you make defending and upgrading an effort, its more enjoyable. Example is sparring with guards to make them stronger (let it scale, so doing it with zerg doesn’t make it faster) etc.
7.Dolyaks are too easily killed. Even if you guard a dolyak with 5-10 ppl, 1-2 thiefs can still easily kill the dolyak and get away with it. The guards upgrade is very weak. Make dolyaks immune to damage until guards are killed, double the guards for dolyak with the increased guards upgrade in camp.
8.Camps are too easily taken, and therefore not upgraded. Camps are meant to be captured easily, but right now a upgraded camp is a rare sight, and camps are just 30 sec. stops for zergs to resupply and move on. If the upgrades were actually useful (except the double deliveries) and the Mercenaries could do some damage, you can actually defend a camp. You can also make it take longer to cap with each upgrade ordered etc.
10.Make it somehow possible to unclaim objectives claimed by another guild. Sometimes guilds claim objectives without upgrading / defending it or enabling any guild buffs while other guilds want to. If a person of the guild that claimed it does not claim a new structure, It’ll be claimed until it is taken by the enemy.
11.Make upgrades buyable with either karma, badges or influence. As stated before, you don’t earn a lot of money in WvW, unless you’re zerging. The upgrades right now are too expensive, which makes people either not ordering them or ordering the wrong ones (because they are cheaper).
12.Multiplier for WvW. Nightcapping is a big issue in WvW, guilds from other timezones raid during the server’s night hours, capping and resetting captured structures. An effective way to making this have less of an impact is to have a multiplier, based on the amount of enemies on the map. So when there are no enemies around, the multiplier is 0.5. When the map is almost full, the multiplier is 1.0. This will also encourage players to play on enemy borderlands, since there are more points to be earned there.
13.Separate the buttons for picking up loot and finishing off enemies. If you’re in a big fight and want to pick up bags with downed people around you, you keep finishing downed people.
14.Make( Commander icon and) Outmanned buff not visible for enemies. It only benefits them, because they’ll know they hardly have resistance. (They can also purposely target the commander to get him downed first.)
15.Give commander special color in team/map-chat. If a commander is not using teamspeak, it’s hard to command using the team/map-chat, since these are often crowded. If the commander has a special color, his text will stand out more.
There’s a huge amount of crashes in WvW atm (on Ruins of Surmia server atleast). Can’t port to maps/waypoints every now and then, game crashes. Others servers having same problem?
Time to remove confusion from the game. Doenst work in pve (see above) and people dont know how to deal with it. Even ‘experienced’ players kill themselves with auto attacks.
Confusion was a very bad condition to begin with. Guild Wars 2 is action based, allowing people to dodge attacks. Because of this, mobs attacks are made slow and hard, so they are dodgeable. This however makes confusion a pointless condition since it relies on an enemy attack. This way confusion mesmers were forced out pve ompletely. Now, after this nerf, mesmers will hardly do any dmg in WvW, especially vs NPCs in there. I already did very low dmg vs mobs in WvW, but after this nerf I have serioius trouble even killing a sentry guard. They shouldve nerfed it as in spvp, by decreasing dmg by -20%
I just checked and since improved cond. damage and duration work on arrowcart, I can 3.5k with the number 3 skill PER TICK on superior arrowcart. They should’ve decreased damage on arrowcart, instead of decreasing it since it was already the most used siege.