I’ve said this many times before, you take 2 people of the same class, put one in zerker gear, and the other in say soldier’s gear. The player wearing soldier gear will do more damage to the player wearing zerkers than vice versa. It certainly shouldn’t be this way.
In saying that, that is why there are conditions, to chew through the players who wear Vit/Tough and it works quite nicely. So well in fact many people who stack Vit/Tough whine about conditions being to strong. I have news for you, your Vit/Tough gear does too much damage to zerk, so that’s the trade off. Consider it like rock, paper, scissors.
Another way they can address this is by changing the scoring and participation mechanics as to create a heavy incentive for players to manually even themselves out.
Simply put, only add scoring the following ways:
- Killing other players (except if siege touches them, the player is worth no points)
- Taking over a structure
- Multiply score based on standings (1st,2nd,3rd during the match). 1st is baseline, 2nd multiplied by 2, and 3rd multiplied by 3.
That’s it. No longer add scoring to ticks, but instead add some copper per tick with up to silver (if fully upgraded) for each structure you own on the map you are on.
Then participation:
3rd place – No participation decay and earns participation as we see it now
2nd place – Minor participation decay and earns participation the same way minus say siege damage
1st place – same participation decay as we see now, but only earns it through taking structures and killing other players.
The idea is, that said stacked server(s) continually blob and roll over people, have nothing to take = no score. If enemies decide they’ve had enough of their blobbing and deny them fights = no score. No score, nothing to do, no participation, WvW = dead zone for them, they must transfer.
We all know when the numbers are even, structures flip continuously and players are killed on both sides of the fight. There is no issue, score adds up and participation gained. The problem arises when one server drastically outnumbers the other server leaving them with nothing to do; that’s when they suffer.
The ideal situation is having relatively even numbers at any given time per day, otherwise the score and participation gain for the population heavy server will be non-existent.
Right now there is a means with proper organization to be immune to conditions an entire fight. This needs to be removed; immunity to conditions needs to be removed completely. There is plenty of condition removable available.
When was the last time OP you saw a means for someone to mitigate all incoming physical damage an entire fight? Where is the balance? If complete condition immunity exists, then therefore condition heavy classes should have access to completely physical damage immunity.. no?
Proper organization can grant 100% immunity to conditions, that is your mitigation. There is no means to my knowledge in this game at all to grant 100% immunity physical damage for the duration of a fight.
Keep in mind, you make toughness reduce damage from conditions you’ve effectively destroyed 2 classes. The reason condition damage became prevalent is because players insisted on tanking themselves up. Condition damage is your bunker buster, live with it. Although I certainly don’t agree for 1 second that 100% up time to condition immunity is fair by any means.
For Punahou, there are cooldowns on condition classes and skills. Very few classes apply conditions effectively with auto-attack. Once the conditions applied and the enemy has cleansed them, the condition caster is left with their pants down, especially when the more damaging ones are on much longer cool down. The re-apply argument doesn’t work. It’s players who refuse to add condition cleans to their skills that are the problem. Most of the time when I apply conditions, they are cleansed within 1-2 seconds, then I’m left with nothing for a period of time. Occasionally I see players let conditions tick on them until their are near death or dead, but it is very very very very rare.
(edited by DeadlySynz.3471)
It’s not a player created problem, it’s an Anet created problem, and it’s a problem centered almost exclusively around BG, and to a lesser extent JQ. Anet never should have opened these servers up. I’ve seen a good chunk of others servers field similar active numbers whereas the fights are relatively even. The problem arises when other servers end up in T1 showing the true issue of the population disparity. No server can field the same numbers as JQ, and JQ themselves can’t field the numbers against BG.
Honestly, the best possible case scenario at this point is to drastically lower the population on each map.. like literally cut them by 50%. It won’t affect any other server that much, but it will hit the top 2 quite hard. Send their map ques through the roof so they sit for 2-4 hours in a que. At some point if they hope to play regularly, they’ll need to move. It might even help diminishing the ongoing lag issue as well.
Nothing will change. Tagging mechanics won’t change (not at this stage in the game), nor will any amends be made to impose people into squads when others don’t want someone there. Perhaps squads will get removed, but that certainly won’t solve the OP’s issue. Guilds/Groups will still just organize parties on TS/Discord and exclude people anyway.
My guess is the people wanting this type of change are either running Ranger/Druids, Thieves, or Engi’s. All are fairly ineffective when it comes large scale play, simple as that. Whatever any class/build does at peak efficiency, another class can do better with half the work while providing more support.
Case and point, the argument of “well the squad is not full” doesn’t matter when they can simply switch to another class that provides more use. Nobody has the right to tell you what class to play, but they certainly have the right to exclude people playing on classes/builds that provide no support.
Commanders that choose to run on TS, need their group in TS. They can’t have a group of 50 when 25 run one way during a fight while the other 25 run the other way. You can think your one of the best WvW’ers or PvP’ers around and not be in TS; but when the commander makes a bait and switch call and you go charging in, your a liability; squad or no squad.
If condition is a problem, then the player is the problem. This coming from a player who runs 1, yes only 1 condition cleanse and im slow as molasses to react to cleanse.
People need to keep in mind a few things:
- You attack conditions, you destroy a couple of classes completely.
- I’d say 99% of the “condition” problem threads that crop up are coming from a position of roaming, 1v1 up to small group fights. This is a WvW forum, WvW is large scale. It’s not small scale focused. If you run around in WvW and get lit up by a necro hitting you with 40 bleed stacks.. a necro that is built that way is completely useless in a large scale fight.
- Conditions aren’t the problem, toughness stacking, and resistance spamming is a problem. Under no circumstance should players be able to negate conditions 100% of a time during a fight. If that’s the case, then condition classes should have the option to negate 100% of physical damage during a fight. It’s all about balance right?
If Anet ever decides to add such a stat, then it has to be kept off any gear with toughness and vitality. If a player wants to have condition damage reduction, then it should open them right up for damage, just as a zerker class is.
Around 2 months ye. Around 4 hours per week in a semi decent group.
And that’s why Raid armor is easy mode legendary……….
No kidding, and when I look at this thread in conjunction with the PiP thread, I see hoards of complaints on the time it takes to acquire tickets. Apparently when raids came out, some people had the legendary in the first day!
No PvE person should be complaining about this at all, if anything, it’s weighted towards raids being the easy mode towards the path of a legendary. The time to acquire this armor in WvW is insane, and that’s even for vets; imagine a newbie joining WvW how long it’d take them.
It’s easy to compare, take a group noobs to raids and figure how long it’d take them to acquire the legendary. As I said, some people had it in the first day. Once they’ve figured out the boss fights, it should be relatively easy for them take down the bosses 90% of the time on each encounter.
Take that same group of noobs now and stick them in WvW. There are far more factors at play dictating their path towards a legendary:
- How long will it take them to figure out the best builds and composition
- Are they naturally good in a PvP style environment or is there a big learning curve
- Are they facing another group with better composition and are simply just better
- Is the other group simply bigger, takes all their stuff, then prevents them from retaking (no participation)
- Does the other group spawn camp them because they are simply bored and find them as easy targets
- Are you getting double teamed
- Time requirements, especially for someone new to WvW (hence the other PiP thread and all the complaints)
What PvE’ers have to realize it’s simply not a case of following a zerg and pressing 1 (well maybe if they are on BG), but the rest of the servers, forget it. A smaller coordinated group who knows what they’re doing will annihilate a bigger zerg group pressing 1 whom doesn’t know what they are doing.
There are far too many factors at play affecting progress, and it wouldn’t matter how skilled they are.
I’m not sure why anyone who does majority of PvE complains about this. Do any of you realize how long this will take just to get the armor itself? This is not even counting how long it will take to get the upgrades.
It’s even worse for new WvW’ers coming to the scene, because if you’re facing a stronger server or simply a much larger group during your actual time; you’ll constantly be beat down to the minimum number of pips. You likely won’t even get a chance to earn participation if they corner you on your third of the map. Forget about leveling up as your options are literally “run in and die”. The crappy thing is, it won’t matter how much coordination you claim to have (comparing to coordinating to kill raid bosses), if that enemy group is bigger, you’re doomed, simple as that.
This is not easier by any stretch, not unless they open up EoTM to PiP’s. If you take a new person to this game and have them enter both game modes to acquire both sets of legendary armor, it will take them exponentially longer to achieve that armor in WvW, as there are too many factors at play.
That lag happens to me as well, except it happens against both BG and Mag, never any other server, and it’s always in combat. It doesn’t have to be a large group fight either; i’ve just noticed that when facing either of these servers, more of than not the combat results in that type of lag.
People again seem to forget what forum their in. Yes you can roam in WvW, yes you can small group fight, but lets be honest here, WvW is larger group fighting. The amount of “immune” to conditions floating around in larger group fights is far over the top. What purpose do 20 necros serve in a zerg if every single condition they try to dump on the enemy turns out “immune”
If Anet decides to make the bleed stacks 1 instead of 3, then they need to either remove immunity from conditions, or only allow it to tick for a very short duration without it being re-applied.
I read this from a WvW standpoint (because this is in the WvW forum) so I see this as a decent sized group fight. Not small group or 1v1. In 1v1 or small group I can see how conditions could be a problem unless you the player or the group you’re in are specifically tuned to deal and counter with them.
Big group fights however are a different story; the amount of resistant up time against conditions is way over the top. Like way way over the top. All I see is “immune” “immune” “immune”, more “immune” and then more “immune” on top of that. Throughout the fights, all immune, to the point it’s best to switch over to a power based weapon just to do some damage.
So the question is, if immunity to physical damage cannot be granted to this extent, why exactly can condition damage be rendered useless an entire fight if built around properly?
Things have to be put into context here, remember the forum we’re in. Though we can run around and 1v1 and small group fight in WvW it’s not what it’s built for. I can also run around and node farm in WvW, that doesn’t mean it was made for that. Think larger scale battles, and in larger scale battles, condition damage can be rendered completely useless throughout entire fights, that should never happen.
I like it. I’d also like them to add a reward track that adds tickets. It doesn’t have to be a large amount, like maybe 10 tickets by the end of the track. Still takes longer for casual players to obtain. Those who play WvW all the kitten time acquire tickets quicker but still takes time. Anybody who still wants the armor/weapons will still need to complete the reward tracks and choose the respective item they want.
I really don’t think an extra 10-20 tickets a week is game breaking by any stretch.
This can already be done informally.. and to me makes total sense. Why the 2 lower servers don’t team up against the bigger server is beyond me: More WxP, more Pips, more loot, more even fights.
In the case of the OP’s example of Mag, FA, and CD, why CD and FA don’t team up against Mag is beyond me. They are only shooting themselves in the foot if they don’t.
Note this is coming from someone who joined the game exclusively for WvW and has only done PvE for rewards to use in WvW and don’t actually thinks rewards should be easy
Current system has a few problems
Unreasonably high time investment for low ranks 40+ hours/week is a completely insane time requirement for max progress. Solution: Double pip acquisition across the board.
Pips/rank, ranks to be honest are a joke, they almost exclusively reward zerglings and punish roamers, I have actively played WvW for close to a year, my rank is somewhere between 900-1000, I get +2 pips/tick, someone who might have zerged for 3-4 months just spamming 1 with their lootstick could be getting +6 by now, I have never in my life zerged and the very thought of zerging disgusts me. I can see getting more rewards for up to 482 rank points as that is the point where one has all the useful “Rank Abilities”, maybe make it 500 to make it an even number. Solution: Remove rank pips, maybe give 1 or 2 pips for reaching the rank where rank points stop being useful, perhaps even up to 1k but that would be stretching it.
WvW is by it’s very nature, at least to non-zerglings a gamemode played more heavily during some periods and less heavily during others. Some weeks I’ve clocked 70+ hours easily, others 10 or less, simply due to a matchup being more or less fun (some servers basically only have omniblobs, and no groups smaller than 20 except for the few solo thieves that run away, while other servers got plenty of 5-15 sized groups that are actually fightable). Solution: Unfinished chests should carry over from week to week, so for example if one doesn’t play for a week, then plays twice as much next week the rewards are the same, but with a limit of maybe 3-4 weeks.
Now to adress this thread
When one decides what to do in a game it should be apparent what gives what rewards, from the sounds of it, everyone who played WvW before knew it gave kitten all and played it anyway, hence they made a decision about it, they hardly made the decision with a motivation “if I zerg a ton now maybe I will get rewarded sometime in 2017”. Retroactive rewards by their very nature are dumb since they reward players for a non-decision. Legendary Insights being farmable before legendary armor was okay-ish due to the fact that how one earned them, what they gave and in what quantities they were needed were all common knowledge.
Comparisons to new players getting ascended armor/agony resistance are completely baseless. These are items any player can get with just a gold cost and they actively impact their performance regardless of their skill level, a good player with ascended will be stronger than the same player in exotic, no matter how you slice it. The difference between a rank 1032 and a rank 9791 player is not comparable, the only difference is that they have played differently/for different amounts of time. When I was rank 45 that never stopped me from completely obliterating many rank 5k+ zerglings when they were caught alone, rank in WvW means absolutely nothing.
This is coming from someone who only plays WvW, is hardcore about it, wants the backpack, but won’t quit over not getting it soon, nor will I stop playing once I got it.
And to people saying that high ranked players are the ones keeping the gamemode alive, that is completely insane, most of the high ranked players have gotten it through omniblobbing. Omniblobbing is killing the gamemode and is what makes many players steer clear of WvW. Omniblobbing is the reason there is lag in WvW among being among the reason actual fights are hard to find.
While I agree largely with what you say, we have to be real here about what WvW is designed for: World vs Wold. Not Roamer vs Roamer, not 5v5, 2v8, or 7v17. It’s designed for large scale battles hence blobs, there is no ifs, ands or buts about it.
I’d guess if they shrunk the map size down to say 20 players per side, WvW would be dead in less than 2 days. For people that want smaller battles, go PvP; WvW is and always will be meant for blobbing. It just sucks when one is on the receiving end of it with a much smaller group.
I’d be more in favor of PiP acquisition given participation level, as to thwart those hanging around at spawn picking their noses.
Your point OP partly address this. As long as players are out in WvW doing what it was designed to do, their participation will remain maxed and so will their PiP acquirement.
Those who choose to sit in spawn taking up space providing no help will get nothing. At least this is how I think it should work. Last night we lost a keep due to about 25 people sitting around in spawn doing nothing just leeching.
When there is literally no activity going on in WvW, then the following has happend:
- A server blobbed everything down, owns everything and now has squat to do, keeping their participation at 0 keeping their PiPs at 0. The players on the opposing server don’t want to deal with their blob so they vanish leaving nobody to fight. Then rightfully so, the blobbing server gets nothing.
It’s the perfect plan, tie the PiP acquirement strictly to the participation level. That way it will keep the spawn leechers away.
Edit – for those that say “what about scouts”? Answer – shared participation, problem solved. The real goal here is to keep the leechers off the map. I think some people seem to also be getting confused with “not being able to do anything” based on getting smashed by the other 2 servers. You still gain participation even if you actively try to fight and take stuff and continually get rolled over.
(edited by DeadlySynz.3471)
The reason being, WvW spent many years having no such rewards that both PvE and PvP had. What you see is a reward for players who actually spent the time in WvW (screaming for better rewards for years), that others won’t get unless they put in the time.
I’d say there is less than a 5% chance that Anet will lower the requirements. They might release additional tears, but certainly what you see at 2K range will not change.
The way I see it though, given the influx of PvE’ers on the map at the moment, lack of experience, lack of knowledge of builds, new commanders who havn’t quite grasped that WvW isn’t a simple EoTM K-train, getting things done to earn those rewards is dreadfully slow. Because of this, even if they lowered the rank to like 500 or even 200, it will take the newbies forever to reach it.
I watched for about 4hrs today, our group lose their towers in their 3rd of the map, regain them after a few tries, attempt to take a tower in another third of that map, get run over, then consequently lose all their towers again, rinse and repeat. The problem, our group outnumbered the others about 1.5 to 1, yet couldn’t win a single fight. I watched a tower lord go down in 5-6 seconds, then it hit me, the zerg is full of peeps wearing zerker gear, that’s why we can’t win.
I’m sure those who choose to stick around will get things eventually, but the new people in WvW need to understand, nothing is a cakewalk; there is no K-train, and the organized guild groups who run, won’t simply let you take your stuff back. Your progress is going to be beyond dreadfully slow, even if the rank requirement dropped to 200.
I’ve heard many people say necros are often the last class left standing. Well that’s because they’re always the last class to get to the fight. If you don’t leech swiftness off another class, by the time you get to the fight it’s already half over.
I’d just be simply happy with fear by default doing damage without having to trait for it, and also given some sort of teleport to either keep up with your group or get away.
People have to think long and hard about what they’re asking for. If you remove the effectiveness of conditions of certain classes, what are they left with? When they simply don’t have the skills or the means to survive effectively up close, you’ve effectively destroyed the class.
So now it’s a case of Anet having to completely re-work a class (which you know they aren’t going to do based on WvW), to make the class viable again.
You also cannot place any kind of condition mitigation stat on gear that’s built around survival. Think of a tanky front line running either: Power/Toughness/Vitality/<condition mitigation> or
Toughness/Vitality/Healing/<condition mitigation>
Then factor in resistance and any frontline spec’d healing ele’s. Sorry but no.
As for the Dire/Trailblazer gear; think about the classes that benefit from it mainly Now give some serious though about how might those classes look if it was taken away.. Yes these classes do occasionally use other gear but think about “why” they only “occasionally” use the gear. Some classes simply aren’t built for survivability or escaping.
Go to EoTM, fights are more even and more numerous. Leave the stacked servers with nothing to do, they’ll disperse.
One of the reasons why I took an extended break awhile ago was because TC was essentially a T1.5 server. Too strong for T2, but not populated enough for T1. End result, in T2, there was nothing to do, so I got bored and left, and I know I wasn’t the only one.
So leave the stacked servers to bore themselves to death until they leave or switch.
I’ve never seen anyone have difficulty clearing conditions, even myself whose slow to react at cleansing. Even after applying a barrage of conditions to a target, I’ve never seen them tick longer than a second or 2.
People also need to understand that if they get their wish what this does to certain classes. Re-balance? Um yea.. not going to happen, you now Anet’s track record on that so eliminate any thought of re-balancing around a condition mitigating stat.
Also understand what this does to a balled up melee train. Understand it takes little to no effort for players to gear themselves up in survival gear and stay close to a tag; they don’t even need to be in TS. It takes no effort (maybe a bit of convincing), to have 1 or 2 dedicated water eles following this melee train around making them nearly invincible. Throw a rev or 2 in there for resistances and that’s all you need. Now some players want the ability for this same set up to mitigate condition length and damage? I often wonder if people even bother listening to themselves.. It makes me wonder if these same players want WvW destroyed, because such an implementation would weed down players to a few niche builds while destroying a couple of classes completely. You think WvW is hurting now? Just watch if some of you get your wish.
The reason we don’t see a trait to mitigate condition duration or damage is because it’s not needed. It’s not an issue; it never was an issue, and it never will be an issue. There are far too many condition cleanses at players disposals, and realistically, some of those should even be scaled back. If you as a player find you keep dying to conditions yet still refuse to put a condition cleanse on your skill bar, that is your problem. I only carry 1 on me, and that is all that is needed.
If they do add such a stat, it shouldn’t be added to any gear with toughness, vitality, or healing on it. Ball melee trains with endless resistance, aegis, blocks, and immunities floating around should not be allowed resistance against conditions as well, give me a break.
If they add such a stat, put it on dps style gear only, so that way if players really feel that conditions are an issue, sacrifice your defensive stats for it.
Better yet, leave it off gear and trinkets entirely and make it part of food and oils but put a counter on the food as well as to not allow players to stack this on top of toughness/vitality builds. Something like 20% condition damage mitigation & -20% to toughness & vitality.
I’m trying to wrap my head around this one. I mained an ele for the longest time, both zerker and support. I now play a necro for the reasons, I’m bored with being a support player, and ele’s simply do not crank out enough damage, simply because I found toughness for damage mitigation is too over the top.
So now I play necro, specifically a ascended dire based (yes one of them). I’m probably average; good at surviving, but slow to react on the fly. So suppose I somehow pull this off and mount 33 stacks of bleed on someone. First off, this usually doesn’t happen because I tend to see a lot of “immune” messages.
If I somehow drop 33 stacks of bleed on you, why not just cleanse it? Seriously… or are the people complaining about this of the variety that hits the condition cleanse skill the second they see a single stack of a condition ticking? Even myself who is slow as molasses to react does not clear conditions when the stacks are low, there is no point. We also have to factor in if all of them hit, which they never seem to do. There seems to be (from my view) about a 75% miss rate of shouts despite standing right next to the targets. Then chilled to the bone has something like an 81 second cool down. Then the other chilling shout, something like a 20-30 second cooldown? I can’t remember exactly. Then staff 3.. is what a 20 second cool down? Staff 5 is 30?
So in order for me to hit someone with max stacks, I have to yolo in, drop all marks on you, then face roll my shouts then pray they actually hit. You basically have to be just standing there for this to happen, then with a condition cleanse to counter this I’m finished; everything is on cool down.
I really don’t see how this needs to be changed, even coming from me who has kitten poor reaction time when it comes to cleanses.
Watching this video reminds me an awful lot of that youtube video where the kitten is attacking a ceramic statue.. lol.
It’s not fine.
Im on Tarnished Coast (5th) currently full while the 1th and 2nd servers are with transfers open while our wvw population is small compared to them.
It got to a point where we’re playing in peak hours, we had a 20 man squad against a truckload of people on maguuma and blackgate on the Eternal Battlegrounds, each time we got wiped, people left the squad until our commander said kitten it and we all went to EoTM instead.
In peak hours we
TC is intentionally tanking this week to avoid getting locked in tier 1. This has been a wasted week of nonstop ktrains. I always enjoy fighting TC and I hate how this is playing out but I also understand why people don’t want to be in this tier. As for me, my interest in wvw couldn’t be lower when its just ktraining. Ironically there’s more fights in EoTM sometimes.
If TC is intentionally tanking this week, then let me know how people on TC communicated this to their players. I’m on TC and haven’t seen or heard of anyone telling people not to play. The forums are barely even used anymore. The only thing I see when I log in to WvW is Zog running in EB wiping repeatedly. No commanders on any other maps and this is in NA timezone. There aren’t many commanders left to follow anymore, most of the good commanders have left the server.
I couldn’t believe we were put in T1 this week. Doing so shows a total lack of attention and caring from Anet. We didn’t even win the week in T2 and they put us in T1? TC is a ghost town lately.
This is exactly it. Zog is literally the only commander running on TC regularly during NA peak hours. I’ve seen about 3 other guilds with commanders that seem to run only 1-2x per week. I’ve noticed numbers have severely dropped this week as compared to T2 so there certainly is a lot less interest.
I also noticed quite a few times in map chat people mentioning they were booking off to EoTM. If this is the case, then why doesn’t Anet just go all in and just remove the server separation completely and turn it into Blue vs Red vs Green much like EotM is. If people are continually leaving to go to EoTM because the fights are better due to even numbers, then that is a possible sign that maybe WvW in general is better off matched up the same way. This would completely eliminate the mismatches. Then just create overflow maps when maps become full that also count towards score.
Keep in mind, some people called for some sort of server linking, some people screamed no way, never will happen, but it did. People also screamed to add some sort of reward system for the longest time in WvW. Again many people stepped forward and said “oh we do this for the fights” “don’t do this, it’ll draw casuals in” “it’ll never happen” but again, it did.
At some point in time the population is going to drop off to the point it only makes sense to do it. I know some people will come forward and say “it’ll never happen” “don’t do it” etc.. etc.., but at this point, this might be the only solution, especially if there is some issue with their population calculation. As it seems now to me, we are at that point.
Ya that seems unbelievable, seeing as I think I’ve counted all of about 4 guilds running on TC WvW, and 3 of those guilds run only 1-2x per week.
I know just from running around in each map at different times of day, that even Mag and BG don’t seem to have any regular groups running on each map, but one massive group map hopping.
Solution, put a timer on map hopping on the 1st and 2nd place servers. Not a big one, but long enough that they simply can’t hop from one map to another defend an objective at will. For example, hopping from EB to your borderland to defend bay, lock the player out of EB for 15-30 min. Force the mega blobs to split up if they want to defend, otherwise lose objectives if the 3rd place server hops back to the original map, simple. The funny thing is, it’s about the simplest solution Anet can implement without literally doing anything to upset the balance on any server.
Ya this would have been one of those things that would have been nice as a back item and glider combo (like the bat wings were at halloween).
Personally for me, I can’t justify buying a glider only skin. Now a glider/back combo, I wouldn’t think twice before buying it.
the problem with this adventure is the margin of error is too small. All it takes is 1 simple hiccup of any sort and it’s game over. Could be a glider issue, a rockvine not opening upon kicking, bouncing mushroom not activating. All it takes is just 1 thing to happen and it’s basically over.
They need to raise the time by 10 seconds or reduce the gold amount by 5.
The other problem with this item is it gives bots yet another reason to exist again. I don’t know how bad or prevalent they were in the JP; I don’t even think I could identify one if I saw it.
The fact that the actual skin itself would require someone to do the activity thousands upon thousands of times reaks more of a bot’s behavior than an actual person. The flip side is buy the drinks, well what better way for someone to make money than to bot the JP and sell the gifts/drinks.
If Anet actually tied this achievement to tasks and took the focus completely away from gold, the bots would practically be non-existent.
My favorite was the 60,000+ bids on silver ore, that one perplexes me.. unless I’m missing something here. Buying for 15 copper and selling for 21??
The easiest way to solve this is just whatever you buy off the TP make it account bound,
Done, no more exploiting or playing the TP to drive up prices. For those who want to buy stuff to salvage for MF, this should work out for you, it keeps the prices down. As for the TP flippers, too bad so sad.
I will probably be upset if they nerf this since I have farm the jp so much times for the skin. Sorry but 10k is fine if you work for it.
All the complain are people that want a shiny legendary effect asap.
You know it’s like legendary weapon, if you want it fast you have to grind stuff and things, or use credit card.
If you want it but don’t have the time to do it fast, then work for it through the year and stop complaining? My sister is a pure casual player and want it too, but she know that she can’t have it now but probably next year. I don’t understand all these nonsense and complain about shiny things too “hard” to get because you are too lazy for it.
I can understand people that don’t like the jp required for achievement, BUT I can’t understand people that don’t want to grind for the 10k drinks achievement.Moreover, the skin is nice but we can’t use it with clothes and this is sad.
That in essence is the problem (no pun intended); you farm the jumping puzzle, I also farm the jumping puzzle, most people cannot. Anet should not be building the experience for you and me, but the majority of everyone else.
10K drinks is fine, but a wider avenue needs to be opened to obtaining them because right now, there is only 2 effective ways to do it, the JP and bell choir. We’ve got 5 wintery areas that can be used for present drops. Why don’t wintersaday presents regularly drop there? Why not drop them with events? Why can’t we craft them? Why don’t they drop in WvW?
If were going to grind for this after the event is over, where will they come from? The 1 wintersday gift we get each day in our home instance? lol. Seriously, that is just asinine. Wait till the following Christmas event? At some point we’ll need new content, and again, we’ll run into the same problem that most people can’t farm the JP to get gifts.
While the 10K drinks is fine, far more avenues need to be opened up to obtaining them + crafting them. Yes that will devalue them in the TP, but that’s just the nature of the beast.
I’ll +1 this as well. Also add a reward track for legendaries.
How exactly are they drawing money out of the economy?
It’s a transfer of gold, with a big ole 15% tax on every drink consumed via TP transaction. For every 800 gold worth of drinks, you are looking at 120 gold removed from the economy, as well as wealth being transferred generally from the wealthy to the less so in game.
The drink is drunk, the gold is gone, your question’s bunk, I could go on.
I suppose you missed the point about the primary gold driver in this is SW farming, aka “injecting” more gold into the economy. So in point, your point is bunk More gold is being injected into the economy, the problem isn’t solved.
Also, the fact that it’s probably just as fast to farm Silverwastes and buy the drinks from the trading post should be viewed as a major design flaw. You created something meant to attract people to the Wintersday activities that is actually just pushing people away from them.
Also also, the fact that you guys ignore anything controversial these days is very concerning. Every time you let something like this go you are sending the message that nothing is wrong. That you think 10,000 drinks is reasonable. That you expected this type of reaction. That you just don’t care enough to actually address these concerns. And more than anything it shows you are completely out of touch with your players.
They do think that 10,000 drinks is reasonable, and that the fact that you need to farm for it is a feature to them, not a flaw. They didn’t create this content to draw people into Wintersday; they created it to draw money & karma out of the economy. They understand that few will be able to farm all their own drinks, and that most will need to buy them through the TP where they take their 15% cut.
How exactly are they drawing money out of the economy? Either:
A) Gold is being transferred from one person to another
B) More gold is injected if someone actually buys gems and converts to gold.
C) Silverwastes is be farmed in overdrive
One is maintaining the current status quo while the other 2 are injecting additional gold into the economy. Judging by how many “SW chest farm” are popping up in the LFG function, it’s clear the route people are taking
Then for Karma, I’m sure most have figured out by now that buying gifts with Karma is a waste. You still get more gold buying gloves, forging them, then salvaging them into scraps.
Their design has really nothing to do with eliminating gold or Karma from the economy..
It is an expensive item but it’s expected. Where it fails though is the constant “world is full” messages you get with the 2 main farming spots: bell choir and JP. Yes the bell choir can get that message all the time (at least I do).
I’ve heard these shoulders are a gold sink, but they really aren’t. Were just moving gold from one player to another. If this is to truly be a gold sink, the drinks should be account bound, while we have the option to just buy the shoulders outright for say 800g.
I am one of those 10% that can farm the JP, but I know doing that till the end of the event isn’t feasible. I am sitting on 10.5 million karma as well and I don’t see buying the gifts as a viable way to spend it. There must be a better way to convert it to gold.
I havn’t been able to get into the jumping puzzle for 2 days now, it’s always full.
Perhaps the better solution is to only allow a player to complete it once per hour. After finishing, boot them out and prevent them from going back for 60 min.
The sole reason why the jumping puzzle requirements should be removed from achievements is due to the world being full.
If someone comes on say 2hrs a day to play but can’t get in to even do the jumping puzzle, why have it as an achievement. Same applies for the bell choir, there seems to be long stretches where one can’t enter that as well.
I suggested this last year, having a particle effect skin, complete separate from the current 6 armor skins. Further it would be cool if we could actually have a separate profession that could create particle effects with whatever materials.
Going off tangent but yes I agree, the actual effect itself can be solved by creating a separate “skin” for it. I’m all over that idea.
I couldn’t agree more with the OP.
The moment threads like this stop popping up, is the moment Anet starts regarding it’s main player base and disregarding a small portion. Anet needs to realize, those people who play 2-3hrs per night, maybe 4-5 days a week are their main player base. This is where most everyone is sitting. Keeping that in mind, all items they release need to be centered around that populace.
This needs to happen this way because it is of no concern for one player to have any distaste or anger over how another player both: Plays the game & Acquires items. If a player feels that his/her effort is cheapened because another player got an item easier, that is their own problem. You worry about your own game.
The way Anet could fix this “right now” is remove the 10K drinks and either drop them to 1000 or 2500 (too bad for those may have blown the gold, that is your choice, you worry about you, and only you). Spread additional achievements across all 5 of the winter themed maps. Something diverse that players can do that is actually themed to the event. Not going directly to silverwastes to chest train for gold if you want the item.
(edited by DeadlySynz.3471)
The achievement itself could have been scaled down to 2500 drinks, then have additional achievements spread out across the other winter-themed maps. We have 5 winter-themed maps, and only 1 we need to venture on to wipe out a world boss 3 times.
IMO anyway, it makes more sense to have achievements linked to these maps, rather than going back to Silverwastes to chest farm for gold for all the drinks.
Now that I’ve finished all the achievements aside from the actual drink achievement itself, I see the amount of gifts roughly coming in. It would take no less than about 8hrs a day of pure gift farming these events to get the amount of drinks. It’s just quicker to go to Silverwastes.
Can you not just go into EoTM with the Alt and just k-train there to get the proofs? I’d think that’d be considerably faster than going back into HoT maps. Considering now it seems a tad difficult to find a populated map to get all the HP’s.
It’s just easier to go into an EoTM map because you know it’ll be populated and the levels will come quickly, especially if you pop a booster
Any which way to acquire both legendary weapons and armor. Can implemented with a new currency native to WvW, along with a set of tasks along a complete reward track.
I just had someone build one for me with gw2 in mind as that is really the only thing I play. I ended up getting the i7 6700K skylake with a nvidia GeForce 970. Waited a bit then picked up the 28" samsung 4K monitor. Had to wait a bit longer as I didn’t have the property displayport adapter for the monitor but finally got that too.
Set-up runs beautifully but cost about $2700 in total (That is in Canadian mind you)
The only thing having servers does is implement server loyalty and nothing more.
What megaservers do is open up a vastly larger amounts of players and guilds to fight. Ends the empty dead maps. Removes the ques. Ultimately will make for much larger communities.
Everything you see right now with a server can be done with a megaserver EXCEPT being handcuffed to one server in the name of loyalty.
what I don’t understand is why they lock items behind specific content? There are plenty of people who primarily only PvP or WvW. Why is there not track to acquire said items in those game modes?
Also, why do people care whether someone wants an easier time to get an item? Their game play (much like yours), should not be of a concern to anybody but you. Someone mentioned that raiders might be upset if Anet released other means to get raid gear. Why would they? If they have the time to fret and be angry over such a thing, funnel your energy into something more positive like world hunger. Don’t complain about things that are of absolutely no concern to you.
Play how you want to play was it? No grind was it? Fine, then let all items in the game be acquired by non-grindy ways. Those who like to and want to grind, fine, let those people have an option doing the same thing over and over again months to get the item. For others whom don’t want or don’t have time, give them an option to do so. Grinders don’t complain about the rest, and the rest don’t complain about the grinders. Don’t step on my toes, I won’t step on your toes.
Simple.
What’s wrong with it, do you need those stats set for anywhere other than raid? I don’t think those stats set has too much use outside of raid since all other content are faceroll easy.
I don’t know, maybe those trinkets provide a significant advantage in say WvW. Those who don’t have the means to engage in the raid content to acquire these items would be a disadvantage in the other game mode.. no?
I actually have no idea on the trinkets effectiveness but they do like promising. If suppose it does give players a significant advantage in WvW, would it not make sense then to have those trinkets available across all game modes and not just locked behind 1 set of content?
Kind of the same thing many people have said before.. don’t lock items behind one particular set of content in the game.
Condition duration reduction food, and too many condition clears. I can’t see Viper being more effective than Sinister for those reasons. I would think higher condition damage in the short term will beat out longer condition duration in the long term.
I am thinking from at PvP/WvW point of view though.
I am with you OP. I do like grouping up with others, but it’s only in a PvP/WvW style environment.
For PvE, I’d much rather run solo. I like to go at my own pace, take breaks, plus I prefer the challenge. I don’t want to have to rely on others, nor do I want them relying on me.
Why would ascended gear be required? The stat difference between ascended and exotic is minor at best. Even deeper in the dungeons, I don’t see how 20 more power on something is going to make or break the fight, rather than standing in a red circle picking your nose.
If Anet decides to implement a dps race on a timed event (which won’t be very popular), everyone and their dog will be running around with zerk gear anyway so at that point a gear check mechanism is pointless.
I still think they should bring back the Alpine map and make it one of the borderlands. Then make the desert map another borderland, then create a new map and make that the 3rd borderland (maybe something more HoT related, one where we can use gliders). Easier said then done I know, but I don’t see why they can’t use an existing PvE map in the game already, scale it down somewhat to make it more travel friendly.