Showing Posts For Dodforer.2470:

Suggestion: Diversity with Commander Tags

in WvW

Posted by: Dodforer.2470

Dodforer.2470

Bump for support, allows for a much greater level of organization on the field of battle.

6/14 Ehmry Bay/Yak's Bend/Kaineng

in Match-ups

Posted by: Dodforer.2470

Dodforer.2470

I don’t often post in here because most of these threads are pointless kitten stroking but I want to put a shout out to FTF/FTFs.

Was just dealing with you guys on YBBL for the last couple of hours and I have to say, you are the single most tactically proficient guild I’ve seen in the last 5 months. You’ve got excellent tactics and execution and I think the only reason we held onto our wp’s is through sheer determination, fast adaptation and a good helping of luck thrown in.

I really look forward to seeing more of you and hope you keep coming to YBBL during the EST-PST prime time.

Fluffy McSnugglekin
Commander [WAR]

New Server Matchups Was Worst Idea Ever

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Posted by: Dodforer.2470

Dodforer.2470

It’s not that it’s the worst idea ever, just parts of it don’t make sense at all.

Looking at http://mos.millenium.org/na/ right now, Yaks is ahead by 10-12k, yet we’re losing 3 points in evolution, CD is almost 12K down and they’re UP 60 points in evolution….how the hell are we winning yet still losing, and how is CD losing and yet still gaining so much?

FA and TC have dropped 19-23 points, while SoS has gone up almost 48, and they’re getting hammered. DB is up almost 30, Mag is down almost 69, and SBI is up almost 47, and again SBI is getting hammered.

While we’re getting some great fights with Kain and CD, I’m concerned that this first iteration of the new system will start to trend in the wrong direction, not bringing servers that are similar into parity, but creating more situations where matchups like FA/TC/SoS and DB/Mag/SI are more frequent and potentially even worse skewed. Keep in mind that these are higher tiered servers being lowered, and lower tiered servers being raised in evolution, this will in effect increase the percentage chance this matchup will happen again.

Maybe math has changed in the last 3 decades since I was in school, but the numbers don’t make sense at all. It looks like teams that are getting beaten are actually moving up, teams that are winning are moving down and you’re going to end up with T1 servers fighting T5 servers because they’re being brought into parity range through this system. I’m not saying these servers are bad or other servers are better, sometimes it’s a matter of population and coverage, but if the intent is to make matches like this happen more frequently I don’t see how it will benefit WvW overall.

~Fluffy Mcsnugglekin

(edited by Dodforer.2470)

WvW scoring system needs change

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

Unfortunately this doesn’t address the server-wide ranking just your own Tier. How would they figure out who’s moving up or down with this system.

WvW Supply Caravan Suggestion

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

You mean like the people who stand at the crafting stations in citadel and do nothing all day? If having 5 bots walking a yak prevents a single or duo from attacking and killing it because they think they’ll get roflstomped the bots did their job, they protected the yak. I think your concern for bots is seriously over-rated though.

Proposed Mesmer Nerfs

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

I’m going to call bull kitten on that one. You can’t start your finisher animation away from the target and then portal in to complete it. You might be able to instant-portal once you finish them but not while finishing. If people are somehow doing this though then that is quite obviously a bug that should be fixed.

You want to call bullkitten? You’ve been served…

at 1.20 he drops the portal, they have 1 minute to activate the other end, 26 seconds later you see the result. does it multiple times, so take your bullkitten call somewhere else.

Guild tag change option.

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

I think they should allow full name and tag changes. There are tons of people out there who have personal bank guilds like me. My personal bank guilds just happens to have full WvW buffs because I’ve put points into bringing it up, but there came an opportunity to start a group of the regular players in WvW, regardless of their main guild, to form an alliance group sort of under 1 tag, one which would have started out fully capable with claim buffs etc….but the name didn’t fit the organization, so we ended up just starting a guild from scratch with nothing. Being able to change the name and tag would have been a great benefit. It doesn’t make sense that I can change all those things about my character now but can’t change the name of a guild.

Please fix targeting

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

The one I love is the target closed enemy and it targets the one 5 enemies back beyond the range of my attack and it wastes the attack….. speaking of which, along with targetting, give us an option of range shading on skills. Meaning if a target is out of range of an attack the skill will be shaded. Also if I’m fighting an enemy on say some stairs, and they’re below, targetted, can my attack actually be directed down instead of over their heads while they simply stand there and ankle attack me to death with blocking walls in place so I can’t get down to their level.

Proposed Mesmer Nerfs

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

Excuse me. Mesmers are OP how?

Illusions die super fast to just about anything.
Healing on a Mesmer is practically non-existant, unless your traited 20+ in inspiration.
When your target dies so do your illusions. What other class loses over half their damage upon killing a single member of a group? Not to mention your limited to 3 illusions total not 3 per target.

I’ve only seen a few valid points in this thread the most promanant being GS auto-attack.

It actually takes a bit of strategy and skill to effectively play a Mesmer. Regardless of if its PvP or PvE.

What other class can put it’s pets(clones) on another target while it attacks a different one on purpose(forget rangers because their pets just don’t listen), and be careful of saying thief because you already know people still think they’re OP, which would just put you right back into the OP category. I mean really, you can down a player, throw a clone or 2 on them, attack another player with a separate clone/phantasm, or optionally throw 3 clones/phantasm combination on the one still up while you take care of the downed, but wait, you can also drop a port entrance behind a building, down a guy, drop your port exit start your animation to finish them while you’re 600 away behind building and then port back on top of them just before the animation ends to……..

get real

Outmanned buff (wvwvw)

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

  • dont show outmanned/“zerg” icon on the interface

Amen, the enemy should never be able to simply target you and know you’re entire force on the map is outmanned.

Also, the outmanned buff should apply to either/or, not both. In other words, if 1 of the invading forces outmans you, you get the buff, because if 1 outmans you, the other simply adds to it. As it stands now, if you have 15 on the map, 1 invader has 50 and the other has 15, you get no outmanned buff…sounds like you’re pretty screwed though.

WvW Suggestion

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

The outmanned buff does nothing now. It only offers Experience, magic find bonus, World xp and you take no armor damage. Big deal, armor repairs are paltry as it is. I say on your own BL if you’re outmanned you should be getting stat or defensive bonuses, you’re defending your homeland after all. On other maps outmanned is your choice and bonuses should stay as they are.

I also don’t think there’s an issue with soft capping the servers. It doesn’t stop the 24/7 activity and as stated you can always have the encroaching forces able to man 2x the defenders which is plenty. If more defenders come on more invaders can come on, it doesn’t stop anything but makes it more playable round the clock. In our tier both servers have more than double our population, a guildmate found the servers stats, I’ll try and find where and post it. We have pretty much 0 SEA coverage yet somehow we’ve not only managed to stay in T3 but next reset, not today’s we’ll probably be moving into 2nd place in our tier. The problem is our people are getting burned out on constantly having to start from scratch every day simply because we have no coverage in 1 area. The more it goes like this in this zone every night even fewer people show up now. You seem to think putting a soft cap on population will hinder activity when in fact it may increase it because people will think they might actually have a chance of making a difference. The more start to show up and more get to participate, all the numbers go up.

WvW bust-the-blob. A.k.a how to solve zerging

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

@Redscope you really should read more carefully before you respond and look foolish, he said his 8 man will NEVER defeat a 50 man…..your mistake and bad response, not his.

Skilled small groups have a advantage on a zerg already.

If one player dies, you can rally your downed small roaming party member instantly. If you can’t stomp anyone, then you are terrible at busting zergs.

As for this, wth are you talking about? How the hell do you think you’re going to rally a fallen member if your group is half the size of the enemy and they’re in your midst killing you? Great, your group of 10 has 3 people who can stomp, their group of 20 probably has at least 6. Your comment makes no sense. Sure, as a Guardian I have a signet that can instantly rez 1 member, and I don’t ever get to decided which really, it just does the closest ally. Can I run over towards the guy I want rezzed? Sure, if he’s in my group and I know what blue dot is his, but if he’s not in my part, nope, gotta try and find him in the sea of red.

Yes, small groups can take on larger groups and win, but it’s the exception, not the rule. If it were the rule, we’d see more smaller groups and fewer large zergs. The evidence that the larger zergs have the advantage more often than not is the continued existence of the large zergs. In open field combat I agree that the larger force should generally have the advantage and only superior tactics and movement by smaller force should prove the counter to the large group. However, I feel that large zergs attacking a fortification should be at a disadvantage simply because they are attacking a defensive fortification. Instead it’s more often like a trip to the outdoor market. Even fully upgraded guards aren’t even a speed bump, same with reinforced doors.

The WvW ranking was one of the worst additions. It put in almost completely useless skills and an agenda to simply flip fortifications and not hold anything for personal ranking gains. And yes I said almost completely useless skills, normal ram does 8k damage, fully upgraded siege might(5% increase) 8400 at the cost of 70 points, Mercenary’s Bane(shivers) that’s a good one, 5% more damage to the quaggans…kill them now with no bonuses, Siege Bunker 5% damage decrease once maxed, Normal AC hits for about 1200 now when I fire it so…wow, I would only take 11kittenage from someone else firing it at me all for the price of 18 points and let’s not forget supply capacity, 5 more supply for the low cost of 300 points…….

WvW Supply Caravan Suggestion

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

Okay, so we all know that even the worst dps toon can kill a supply dolyak in less than 15 seconds, and this will net them 15 WvWXP or more depending on buffs. Now this is a 15 second action that nets this reward, yet players who escort a yak for 5-10 minutes get absolutely nothing. The solution to fix this is actually already in the game.

In the Norn starting area of Wayfarer Hills there is a quest to “Hunt with the Pack”. When you take this quest you then talk to a wolf and say you want to hunt with them, this starts the event. The lead wolf then gets a blue circle around him which remains throughout the event. As long as the player stays in this circle going around with the wolf, he gets an xp tick every couple of seconds. This same circle could be placed around a supply yak once he starts his path, but not if they’re just standing in the supply area. The circle should be doubled in size from the one in WH to allow for defensive movement on the players behalf and still allow them to stay in the circle. The longer the supply route, like from North Camp to Garrison, will obviously garner more WvWXP than a shorter run from one of the closer camps. Use the same tick timer with a single point given for each tick or even double the timer used in WH for a single point, it would still be very rewarding for players doing this important task. It makes no sense that while a single player spends 10 minutes guarding a yak he gets nothing while in those same 10 minutes other players can get 500+ points taking a Keep, Tower and 2 Supply camps, and yes, I’ve seen this done in 10 minutes by the same group, I’m sure many of us have.

The second change that needs to be made no matter what, the yak speed. Even with a 33% speed buff on it I can still walk backwards and stay ahead of it. Base yak speed needs to be doubled which will also increase the run speed.

~Fluffy Mcsnugglekin
80 Charr Guardian
Yaks Bend

(edited by Dodforer.2470)

Free Trial - Getting kicked

in WvW

Posted by: Dodforer.2470

Dodforer.2470

WTF, was taking Bay in WvW…

5/3 T3 Kaineng/Maguuma/Yak's Bend

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Posted by: Dodforer.2470

Dodforer.2470

As to be expected on opening night, there was a good deal of action in and near SM. I don’t think we had seen this many Yaks before.

So that’s where all our people were…..no wonder we were so light on YBBL.

Remove PvDoors

in WvW

Posted by: Dodforer.2470

Dodforer.2470

If this idea gets implemented you will lose all the top guilds. They will move to a game that has PvP, they wouldn’t care how crappy their graphics are, as long as it has decent PvP.

Looks like Anet decided that PvP doesn’t belong in WvW, character skill should be used on mobs not players. WvW should be siege only they say. This is plain boring and requires no skill. It will become like chess with good graphics. And I don’t like to play chess, I like something that requires fast thinking, reflexes and good hand-eye coordination.

Then go play a FPS….

Remove PvDoors

in WvW

Posted by: Dodforer.2470

Dodforer.2470

This post confuses me . You basicly want people to do zero damage at a gate with melee weaponary, and or spell casting weaponary. Lets review a possibilty for arguements sake. Say i wanted to take a few people with me (5 or 6) to go Ninja Cliffside in the northeast borderlands ( all pros know this spot ) and lets say we have enough supply to build a 1 ram or 1 cata to break said wall or gate . Then with the aid of 5 people an 1 person manning the ram or cata pounds on the door like normal. The whole ordeal pretty much drags on for a very long time . Ram does about 3000 to 4000 a swing (between 3 an 5 seconds)and each person does about 0 to 48 per button press ( taking for granted Skills 2 3 4 5 on the skill bar Just for the time being). the process is already a painfully slow one .. and God help u if its reinforced, as most of the time for us , it already is. To take a away a Person’s personal damage from a gate would really make zero sense.

Now i get kinda where you are going with this recomendation but the reasoning behind it is shoddy at best . I’d perfer to have invul defenders manning the gates an towers and unbreachable walls for zerg forces to crash against with little to no success only because being outmanned with little to no help to hold any of these places gets old real quick . I just had to simply accept the fact that its the nature of the beast. Nothing more nothing less.
Now for the Non condensending tone thats pouring out of my keyboard …. " i feel your frustrations , Most of the Servers who lack coverage an or masses of numbers to hold their own borderlands know this irritation all too well ." But having beef with a Zerg of 40 to 80 people that can pound on a gate for a few mins with zero seige ( its not seconds having been on both ends of this kind of fight) and break thur simply can because the resistance is so miniscule that it really wouldn’t matter if you stopped their personal damage or not . (40 supply) -4 people drop 1 ram , do that 3times an they get in faster . Its as simply as that.. I would perfer they used no seige at all.. atleast that would grant the Keep ,tower owners more time to get back an defend.
but maybe only the Hardcore of whats left still playing WvW know this is true.

however… if you have a video showing only the PVdooring taking place (no siege) and the gate melting in a crazy short time , i’d love to see it . No time elaspe videos though.
Until then ,leave well enough alone an concentrate on the real Crimes of Wvw.. Im sure you know already what they are .
With respect
Gwen

Since you mentioned being Pro, let’s look at your faulty numbers first. Rams do 8k damage on a 5s cd, not 3-4k on a 3-5s timer. That’s basic ram on a normal gate. Those same 5 people could build a cata which has a much faster fire rate, and for gods sake you’re talking about 5 people…5 PEOPLE trying to take a large fortification. Unless you’re Seals, SAS or Spetzkittent shouldn’t happen fast at all. How fast do you think 5 people would have taken a keep in the middle ages? We who agree with the OP understand the need for playability, but some common sense would also be welcome at the table.

Next, I’ve watched and zerg of about 70 hit a non-reinforced gate and cut through it with no siege in 37s, I clocked it. A zerg of 80 doing only 50/dps each will do 4k/dps, 20k damage in the time it takes a ram to do 16K, and that’s only using autoattack and no other skills. It takes approx 20 hits with a ram to knock in a normal gate, that’s roughly 300k damage. That same 80 person zerg can do 300k in 75s with autoattack. There are very few PRO’s out there who will tell you their autoattack on a door only does 50 or less per hit. As long as those 80 people have an avg of 94dps, they can easily beat a 45s breakthrough. It doesn’t take a video or screen to do the math, but I’ll do my best to make sure I get one to you.

Remove PvDoors

in WvW

Posted by: Dodforer.2470

Dodforer.2470

Arenanet,

Please don’t listen to these supposed, “concerns of the community”. I can honestly tell you that it is a VERY TINY MINORITY of the population who think in these terms.

You can honestly tell us, honestly? Wow, and how do you quantify this? How many do you represent? If anybody here is represented by Svarty please post that he speaks for you. Where’s your proof of statement, your data showing it’s a "VERY TINY’ ALL IN CAPS “MINORITY”. People like you who say they speak for others and self-righteously say they’re the majority and none should listen to anyone else amuse me…

If we take the ratio of those who agree vs disagree, so far the agree’s have it. I’m sure once the talk about AC’s has died down some even more will start voicing opinions.

Arrowcarts [merged]

in WvW

Posted by: Dodforer.2470

Dodforer.2470

The funny thing is NO ONE was complaining about AC pre-patch, I mean NO ONE.
So please, if it is working, DON’T try to “fix” it

No one was complaining about arrow carts specifically, very true. A metric crapload of people were complaining about how badly disadvantaged defenders were in a siege, however. So while no one may have asked for a specific buff to ACs, a lot of people sure wanted keep and tower defense to be about more than who fielded more people.

Amen. Just because nobody complained about an individual item doesn’t mean the developers won’t change it to help balance another area out.

Arrowcarts [merged]

in WvW

Posted by: Dodforer.2470

Dodforer.2470

The AC changes force you to adopt new strategies. You can’t just roll your zerg up to the front gates now, drop a few sup rams, and expect to take a keep/tower. Give it some time and people will come up with new ways to deal with AC’s and things will be fine (plus it sounds like Anet is already addressing the issue of AC damage against other siege, which is really the only thing broken about it right now).

Big +1

Arrowcarts [merged]

in WvW

Posted by: Dodforer.2470

Dodforer.2470

I agree there’s a problem; 3 or 4 times already in this thread I’ve stated that my vote goes to making siege weapons invulnerable to AC fire (no more killing rams, catas, or even Golems with ACs) and rolling back the damage from its current 80% to 50%.

So most of the complaining in this tread is centered around the AC dmg dealt to siege,

WHAT??? HAHAHAHAHAHAAAA!!!!

No it’s not. Most of the whining in this thread is about how ACs have ruined open field PvP and about how it’s now impossible to attack an objective without being slaughtered by overpowered arrow carts. I’ve seen some people kittening about how their rams and golems are being melted, but clearly not the majority.

The topic has shifted, but the two things that need to be addressed are 1) general (open field, etc) combat, and 2) the fact that putting up rams against a tower, or getting in a golem, are both nearly pointless now.

I really don’t even mind that ACs might kill players easier if they’re inside a tower shooting OUTward. But in the middle of a field? ACs have no place playing a big role in a field-fight. And having a ram wiped in seconds by ACs? That’s just stupid. At least if the ram was tough the players could rotate out….but as it stands there’s no point. You use a treb….and an arrow cart. Those are pretty much the only things that matter anymore.

I agree damage from AC’s to other siege should be dealt with, but the use and effectiveness in open field, not at all. History is filled with instances of mobile small “artillery”, even modern day there are pieces that can be towed by a relatively light vehicle, be in place and firing within minutes. AC’s are small and as Devon said, meant as Anti-Personnel siege. So their use in open field completely fits that description.

Arrowcarts [merged]

in WvW

Posted by: Dodforer.2470

Dodforer.2470

Thanks for finally replying. Even though your reply leaves me with more questions than answers its a good start.

Just a few points.

1) People were allready using ballistas and catas to destroy siege before the update. This is therefore not new tactic to people who play wvw for hours and hours everyday. A simple example would be the use of ac and ballistas to destroy the trebs in garrison (on the cliff) which treb the bay walls, or using ballistas on outer hills wall to clear the inner. There are many more examples of instances where siege is used to destroy other siege. Players didnt need this AC update to do that allready. Oh and moving out the way when siege is falling on our heads…did you really say that?

2) Having arrowcarts control an area through damage is fair enough. Having those arrowcarts dominate an area so much that nothing or no one can survive is not really what you are aiming for i believe. The balance should be players and siege holding a door/wall breach and not only a few players on siege.

3) Holism (Holistic) – the theory that certain wholes are to be regarded as greater than than the sum of their parts. While you are undergoing your review of siege please do not forget that the players of this game are an integral part of the whole. Without the players there is no game. Please consult more with us. There are many noteworthy guilds with extremely competant leaders who would be more than willing to help you test and finalise certain parts of updates.

While i personally am happy to see that you are going to undertake certain changes to the latest update quickly it still saddens me that you are develpoing the game to be more and more siege orientated. Keep a balance, let us fight.

Your statement is well thought out and written….it’s also a little short on common sense and is apparent you didn’t read much history. Fortifications were built and designed so that a few could defend against many, that was their main purpose. Making a WvW instance where the focus of tactics and siege being required to defend and take fortified structures makes complete sense.

AC’s shouldn’t dominate an area….you mean like zergs do? I mean really, you could swap the word zerg in for AC’s in the paragraph and would come out the same. They say magik is the counter to technology, quality is the counter to quantity and intelligence is the counter to stupidity. The game should ebb and flow just like any innovative arena. Warfare has changed countless times throughout history and yet so far not enough people have cried foul and just walked away from it to make the rest stop, they’ve just adapted new strategies.

Your statement about “many noteworthy guilds” would seem to indicate that only a few are worthy of being heard and the rest don’t matter, that we should all conform to their style of play since it would be their input only in the testing. Somehow I don’t think ANet will do something that foolish.

It would make far more sense for ANet to simply increase the numbers in SPvP like others have suggested so people who don’t want to “deal” with siege can go on to other PvP areas.

Remove PvDoors

in WvW

Posted by: Dodforer.2470

Dodforer.2470

Last week, while outmanned on EB, one of our towers was attacked by huge 70+ player Asian zerg guild (and militia).

Using out prepared catas and trebs at the keep, as well as it’s mortars, we eventually managed to bring down their array of rams and catapults.

With the door and 25%, their siege gone, and build sites taken out easily, we thought we had won.

Then they literally PvDoor’d the last 25% of the gates health, and took the tower.

So while things have changed since then with the arrow cart buff, I still think no player damage to doors is an important change that should happen to prevent circumstances where numbers result in victory, even when being tactically outplayed.

+1, well said and theoretically proven with experience

Remove PvDoors

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Posted by: Dodforer.2470

Dodforer.2470

100% DISAGREE with the OP. People come to WvW to play. They do not come to stand around and watch a few others fire a siege. They do not come to stand around and wait for a god mode buff to wear of an NPC.

There needs to be more action in the game.

It used to be, and in some cases still is, called cavalry…..you get a group of mobile folks who flank or charge into the opposing force while they’re occupied by your siege. Did you not take any history classes?

Instead of standing around complaining about a god mode buff why don’t you go to another objective while the timer goes?

But I guess if you wanted more action you could just remove all the structures, get rid of siege prints and supply, get rid of repair and come up with a different rank incentive system that doesn’t involve all that stuff…..oh wait, they have that already, it’s called SPvP(aka The Mists), another name might be World of Warcraft.

Remove PvDoors

in WvW

Posted by: Dodforer.2470

Dodforer.2470

Are you kidding?

Rams get ac’d down in seconds, Cata’s have no protection with loss of swirling winds as have trebs. And you want to remove the last avenue of breaking into a defended keep?

My answer is a bit tongue in cheek.

First it depends on how many AC’s are in place and manned. A single SAC still takes about a minute to take down a SRam, I know, I just did it last night and was watching the time it took.

I think ANet realized the purely offensive/zerg nature that WvW had taken and have tried to implement some defensive incentives. As one member of our server put it, the pendulum swung the other way, it will swing back I’m sure, just not at much. A defended Tower/Keep should be tough to get into, it shouldn’t take you less than 3m to get in and kill the Claimer.

Argue for your limitations and you get to keep them. If you think trebs and cats are worthless and zerging is the only means of taking a keep…well, stop playing WvW then, because plenty of people stopped playing WvW because they got tired of getting zerg-rolled constantly in fully upgraded keeps and garrisons in less time than it takes to use the bathroom. You want something more reasonable? Try this:

1 Player damage to gates removed or reduced to 1
2 AC extended range and damage reduced 25%
3 Only 1 Golem per Keep/Garrison owned on a map
4 Increase Superior Ram Life by 25% and give 33% damage reduction to person manning it(since it has a top cover and all)
5 remove all player bonuses on siege not produced by WvW rank skill system
6 Double Siege Might and Bunker values

But I completely agree with Reborn that player damage to gates needs to be removed or dropped to 1. An 80 person zerg hitting for only 50 each will do 4k/dps, 20k in the time it takes a Ram to do 16K, completely unreasonable since the real numbers on player damage to gates is usually much higher.

+1 to kitten from YB

in WvW

Posted by: Dodforer.2470

Dodforer.2470

Okay, really wierd. I put +1 to D*E*R*P from YB in the title line and it came out +1 to kitten…wtf?

I just wanted to say thanks for the great lessons in discipline and tactics you folks showed last night during reset. While YB does have a few larger guilds like War, CL, Me and a few others(sorry if I missed your name) who can field forces for multiple BL’s, the majority of the YB players come from smaller guilds, who can maybe field 10-20 total at any given time and a lot of PuG’s.

We’ve been trying for some time to get smaller guilds and pug’s into a more disciplined and “trained” group rather than folks who run at the first sight of an equal or larger sized one. We’ve started getting things together slowly and with time it will shape up I think but I wanted to compliment you on a few specific things.

1. Discipline – You folks stick together, stay close and move as unit very well, don’t scatter, cover your siege and don’t panic. Even when withdrawing you do it in an orderly fashion.

2. Tactics – Whether it’s Offensive Siege or open field battle, you chosen your targets or engagements and executed well.

3. Humility – All too often groups that work efficiently like you become really arrogant and obnoxious, catcalls, tea-bagging…etc. There was none of that last night that I saw. You were professional, had a job to do, and moved on.

I was on for the first 6 hours of reset and while all of it was fun, I have to say the last 2 hours of it with you folks on YB was the most fun and educational.

/salute to the commander who was leading you folks and look forward to fighting you some more, our pug’s have a lot to learn.

~Fluffy
The Orrian Ghosts[TOG]
Yak’s Bend

Changes I'd like to see....

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

a catapult that can fling people…

Or how bout one that stealthily throws rocks?

Stealth rocks….wrapped in bubble wrap? Think that would lower the damage though…

Change mesmer portal

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

Well I do play a mesmer and usually port a lot of people in EB…. I actually agree that somehow it breaks jp mechanics but if we actually compare it to other skills we are seeing a lot of game-breakers, if we are removing portals from jp we should remove any leap or stealth skill too, all of those give you a huge advantage in eb jp, the enemy could have 30+ camping the jp but I always manage to bypass that defense with my thief really easy so my point is that if we remove portal from jp’s we will be seeing posts against stealth, speed buffs and leap skills in jps.

The only solution to me… it would be to remove jps from WvW xD

Thank god somebody finally said it….Just get rid of JP’s in WvW and while you’re at it crafting stations. There are few things more annoying that having a queue on your server and seeing 5-7 people camped in the crafting area and another 5-10 running the JP.

I also play a Mes, portals should be LoS for one simple reason, every other form of teleport in this game for all other classes is LoS. I can’t even teleport to a level easily jumped to with my ele(I was testing it’s limitations). The other reason this should be reduced to LoS is because too often it’s not the Mes sweep that fails lately, it’s the wall or gate glitch to get in. There is no way anyone can justify glitching a wall or gate as perfectly legal and okay. To then use a portal after glitching makes it just as wrong. The simplest solution is to just make the portal LoS. This still allows helping golems move.

As for LoS affecting JP’s, only make it LoS in WvW, and before anybody says “that’s not possible”, it is. There are plenty of foods out there that work in PvE, but only part of their effects work in WvW, like the downed health ones. It’s an “If, Then statement”, not that hard for any competent coder. If player is in X environment, Then skill works normal, If player is in Y environment, Then LoS rule applies.

Until such time as the glitching is removed, the use of portaling needs to be limited.

Changes I'd like to see....

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

Q1: I like the idea of no player damage on the gates and have been thinking about this for a little while now. But if player damage is taken out, I would suspect that groups would just turn to ranged seige to remain out of range of defenders. One suggestion might be to have multi-person rams. Allow up to five player to use the ram with increased damage for each player on the ram (maybe 1K additional damage per player on ram with base damage beginning at 4-5K?). Or another option for multi-person rams would be that the first person to access the Ram becomes the lead. The leader initiates the attack and the damage is based off how close all 5 are actually hitting the attack button/key.

Q2: YES, keep WP active until inner wall/gate is being seiged. This will allow for people to get in and defend.

Q3: No, keep Qolem blueprints in. Nothing worse than building one and have to run it from Garrison/Cit/OL to where it is needed without a few mezmers around. The idea of putting a Qolem into the build que is a great idea though. As Evernessince mentioned, I would be all for a defense Qolem or 5 option.

Q4: Loot bags already drop at your feet and all you have to do is click ‘H’. Really can’t get much easier. Jumping back and forth between PVE and WvW, I must say I like the WvW lootbag system better.

Some additions for seige equipment might also be:
Standard Ram - Current Ram
Top Cover Ram - A ram that will allow up to 5 players to use, players cannot be targeted with direct fire skills. Only ground targed AOE skills will effect users (and not those on the top of the cover, must be on the ground). Defenders can destroy the cover gaining access to players.
Quick Deploy Ram - A single person ram that is smaller and lighter than the current Ram. Only uses 15 supply and does maybe 1/5th the damage of the current ram. Can also be moved short distances at the speed a golem would move.

Cata/Treb Shot: Create a drop-down on 4 to pick type of shot.
Single Rock - Small area damage, best against walls/gates. Shorter duration between shots. Create craters on the ground for 5-10secs slowing players moving through.
Flame Shoot - AOE Burn damage. Moderate damage with 5-10sec AOE burn damage in area. Not dispellable.
Poison - AOE Poison damage. Light to Moderate damage with 5-10sec Poison. The longer a player stays in it, the more damage it will begin to do.
Gravel Shot - Light damage over a wide area. Inflicts bleeds on players hit and disrupt opponents siege for 1-2secs.
Player Shot - Load 1-3 players into the basket and fire them over a wall. Great for when bored and want to launch a few people into the lake or over a wall. Recommend that you aim for water, but a few people splattered up against the Tower/Keep wall might be interesting also. Typical Fall damage!

I like idea of multi-person siege and incremental damage increase and the single person ram. There are even real world examples of smaller catapults which could be used only as anti-personnel with no damage capable against walls or gates. Instead of throwing large boulders they could have Fire, Gravel and Poison like the other options you listed.

The current problem with the looting in WvW is most people are constantly in motion and by the time you see the notice you’re moving out of range to pick up. If you’re in a relatively small group or smaller group than you’re facing and slowly retreating back all your bags get left behind with the only other option left to try and move forward and get your bags only to die before you can get it and it despawns before you can rez and get back to it.

As for the Player Shot, Lol, I would love to try it. Just like the Cowapult in the PvE Ascalon zone.

Changes I'd like to see....

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

So basically, in order to get golems, we have to escort dolyaks to our keeps all day long in order to have enough supply in the keep to afford a golem, then, after we got our omega built, the keep is wide open for an attack due to being starved of supplies?

Great idea, really, I’m glad, you are not a part of Anets development team.

If you’re managing your upgrades and building properly you should never be out of supply in the event of an attack. So it sounds like the best solution for your point of view would be to just remove yaks and supply completely since they’re a waste of time, make all objectives automatically fully-upgraded and everybody just runs from placed to place fighting……have you tried SPvP? Might be more up your alley.

Ever been in a situation, where an enemy server systematically starved your keep?
If you weren’t, please don’t talk. Supply in a keep is not infinite, nor is it a given that Dolyaks will get through to your keep, especially on EU servers, where coverage tends to be pretty unstable.
Holding a keep without supplies and getting upgraded is not much of a problem, but golems are typically assembled at supplycamps for a good reason. It doesn’t starve your server of supplies, if you build them at various supply camps and portal them to your keep.

Lol, maybe you’ve never fought DB or Mag. They’re constantly working on supply denial. Been in that situation plenty, so yes, I can speak for it. Again, yet another person that probably never escorted a yak or simply stood watch in a camp or tower just to provide early warning. Unstable coverage isn’t isolated to EU so don’t act like you suffer from something nobody else does or that’s it’s more prevalent on yours than others. YB is typically out-manned about 60% of the time and barely on parity the other 40%. Can’t say we’ve ever actually out-manned the opposing forces. As the tiers have leveled out we’ve all been through this at some point or another. If your server is having problems holding onto things then maybe you should spend less time zerging around trading objectives with the opposing forces and actually try to defend and hold what points you have. I’m not saying you’re not trying to do this, but if you are and still not having luck maybe change how you’re doing it.

(edited by Dodforer.2470)

Changes I'd like to see....

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

There is a problem with your system. First of all i do not necessarily agree with your approach to golems. If a server constantly gets there garrison wipped before it can fully upgrade, this means they will not even have the option to get golems. Secondly, auto-loot if WvW or anywhere in gw2 will not work. what happens when your bag is full? will you have pop ups all over your screen during a zerg fight to decide which look you want to take? And lastly, they contest the waypoints for good reason. If you split your forces on the WvW map (one force attacking hills the other attacking bay). If your enemy successfully defends one, they cannot immidietly port to the other keep. they will have to run (or swim) back. this causes them to make a tactical decision on what to defend first!!! if they had to ability to instantly port back WvW would be ruined imo.

So a magical portal capable of transporting you across vast distances instantaneously should stop working just because someone is picking fights with guards or knocking on walls and gate?

Your concept of tactical decisions is moot when you have say 80 people on your side and each opposing force has 80, you’re automatically outnumbered 2-1. You also seem to be assuming that just by being in one place they will destroy an attacking force in nothing flat and immediately portal to the other facility and do the same there. It takes time to defend against a siege, time in which the other opposing team is still attacking the other facility, it’s not immediately decided like some board game based on the roll of dice and how many points you have in forces.

If a map has taken the time to keep their facilities safe and upgrade them they should benefit from being able to use what they’ve built, with the caveat that once an opposing force is attacking inner there should be a contested period.

Changes I'd like to see....

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

So basically, in order to get golems, we have to escort dolyaks to our keeps all day long in order to have enough supply in the keep to afford a golem, then, after we got our omega built, the keep is wide open for an attack due to being starved of supplies?

Great idea, really, I’m glad, you are not a part of Anets development team.

If you’re managing your upgrades and building properly you should never be out of supply in the event of an attack. So it sounds like the best solution for your point of view would be to just remove yaks and supply completely since they’re a waste of time, make all objectives automatically fully-upgraded and everybody just runs from placed to place fighting……have you tried SPvP? Might be more up your alley.

Changes I'd like to see....

in Suggestions

Posted by: Dodforer.2470

Dodforer.2470

and why I think they would be beneficial to WvW.

Just some thoughts on what I’d like to see changed in WvW. I think the following changes would bring about a more tactical and strategic approach to the WvW system.

1. Remove player damage to gates. It makes no sense and to some extent makes siege almost useless when you can have 50-80 players dps’ing down a gate within 30s. I’ve seen 60-70 person zergs go from contesting a fully upgraded garrison to flipping it under 2 minutes, well before the WP is even available for use and faster than any sufficient force can port and run to garrison or across the map to a keep.

2. Disconnect the WP’s from the facilities timer when contested. It makes no logical sense that a WP shielded within Garrison or a Keep becomes contested once the guards or any other wall or gate is attacked. It’s well within the facility and there’s currently no logical means of it being contested unless forces are on the Inner Defences of a facility. Refer to item 1 why this is problematic in defense. At most it should only be unavailable for 30-45s.

3. Remove Golem Blueprints. Instead make golems part of Garrison/Keep upgrades. Once a Garrison/keep is fully upgraded the option to build golems comes available. No new geographic facilities or changes to Garrison or Keep layout would be needed. Process as follows:

a. Once currently available max upgrades are completed, golem building becomes available by opening 5 slots at the bottom of the upgrade window.

Each slot has 3 buttons, 1-Build{1g}, 2-Build{100 Badges}, 3-Deploy(greyed out).

c. Upon selecting build on an open slot, the workers begin building the Golem in the same way they currently upgrade the facilities. Cost of building a Golem would be 1g or 100 Badges of Honor as the current prices dictate. Supply needed to build golem is same as current.

d. Once the golem is finished the first slot colors in like any other upgrade and the Deploy button becomes active. Players can “deploy” the golem, making it appear outside the main Inner Gate of the facility or within the Lords Room(to be determined by devs). Players can optionally not deploy the golem and continue to build the other 4 slots.

e. Once 5 golems are slotted, the option to convert all 5 to an Omega Golem comes available with the associated costs.

f. All golems have a 30m decay timer once deployed. After 30m, they despawn.

4. Auto-loot in WvW. The bag pickup is annoying and all too often people can’t get them.

(edited by Dodforer.2470)

WVW wall bug

in Bugs: Game, Forum, Website

Posted by: Dodforer.2470

Dodforer.2470

This isn’t just a bug, it’s an exploit. There are people who can do this at will. We’ve lost completely upgraded Garrison and Keeps with no damage at all to walls or doors this way. They’re simply glitching through the walls/doors and gaining access to Lords room. Saw a 5 man team from Dragonbrand take an upgraded tower, AFTER, a forced patch update the other day, so no way was someone “hiding” inside. No damage to walls or the door, just ran up, killed a player who was inside at the time getting supply and then downed the Lord.

Ballista/siege Issue with new skills

in WvW

Posted by: Dodforer.2470

Dodforer.2470

Negative, ballista skills are 1 Fire normal shot, 2 Shattering Shot, 3 Reinforced Shot

Spread Shot is the first Rank skill that can be bought, takes 5 points.

Ballista/siege Issue with new skills

in WvW

Posted by: Dodforer.2470

Dodforer.2470

The new skills which can be purchased with the WvW ranking system have an issue, especially the Ballista one. Here’s the scenario:

1. Player A builds ballista
2. Player A uses ballista and performs spread shot and releases
3. Player B uses ballista and performs spread shot and releases
4. Player C uses ballista and performs spread shot and releases
5. Player D ………..

until the player A’s cool down is up and ready to go again. Now imagine that with a superior ballista, because that’s exactly what happened to us about 10 minutes ago. Skills have a cd for a reason, because to spam them would be considered over powered. The ability to swap out like this circumvents this cd.

Now here’s the solution. Have Ballista or any other siege that gets new skills with the new ranking system utilize an alternate toolbar, a swap just like the weapon swap. The abilities are tied to the ballista, along with the cd. The skill to use it is tied to the ranking purchase. So a person can have the skill, but not be able to circumvent the cd because that’s tied to the siege itself.

Just a thought….

~Dodforer
Yak’s Bend