Showing Posts Upvoted By Edragor.9164:

Downscale ascended to exotic for WvW

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Posted by: Sube Dai.8496

Sube Dai.8496

What do people think, yes or no?

I see this a compromise for the large number of people who dont want ascended gear in the game. Make it pve only.

Anet will lose people with their current implimentation while trying to please the grinders…so why not do both. I doubt any of the pve grinders play wvw anyway.

Current Vote:

Yes: 46 (56%)

No: 36 (44%)

John Snowman [GLTY]
Space Marine Z [GLTY]

(edited by Sube Dai.8496)

Support Roles - WXP rewards?!

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Posted by: Budman.2934

Budman.2934

To DevonCarver

1. there is a way to let support classes get World Exp, and not messing up for Kittens sake!!! you can add a Heal Counter yes as in a little bit of code that counts Skill usage and Healing usage for Support Skills the more the Skills are used and the more the skills Heals Allys, Wxp is added to the counter once filled it gives WXP also to prevent Wxp farming in Zergs all you have to do is add a 30 sec Cooldown for it maybe less if you want

2.as for dolyaks you can add another timer you have to stay with the dolyaks for atleast 30-40 secs to prevent farming

3rd Guardians should Get Wexp for Tanking Damage
4th Warriors should get Wexp for Dealing Damage aside from Wxp Granted from Kills-
5th Necromancers Should Get Wexp for adding condidions
6th Rangers Should get Wexp for Scoring Crits on Enemy Pets/Players yes cooldown aswell
7th Engineer’s Should Gets Wexp for Healing or Damaging Enemy’s/Allys with Turrts/reg weps
8th as For Mesmers this is Tricky id Leave it up to Anet to Decide on this little Cookie,
but Believe me -DevonCarver.-
as with Farming Noobs Add anti Farming Timer Cooldowns as I suggested earlier

There is many many MANY ways you can add Stuff in WvW for support/Events in WvW/WvW BL without Screwing it up just take a min listen to what the GW2 Gaming community wants to See in WvW. me personally id wish that the ascalonian Ghosts Would Flip Sm either at reset or at random times between 20-50 mins and Fight a Super Legendary Boss for epic rewards
Nothing is Better than watching a Server Whose Been Owning you Server on EB for the Past 5 Hours Lose Sm because they were overrun by Ghost Army First they’d have to take it Back second its Free for All and Third Epic Boss fight in SM

another thing they can add in WvW is WvW armors and im not talking about invaders im talking Legendary WvW Armor That you can Craft with WvW Mats that you can get from Towers +5% damage to enemy Guardians or +4% Damage resist against other players it help solve Aoe Zergs and Promote more Diverse Builds for WvW armor/trait Sets.

as with everything about guild wars 2 suggestions its not perfect id like to hear what a dev would say about it other than the usual we will think about it and nothing changes
reply but as for the players who play this game im open for your thoughts on this subject

(edited by Budman.2934)

how is the AOE cap hurting zergs?

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Posted by: Epic.3950

Epic.3950

its BS. this dumb aoe cap is really starting to get on my nerves because its completely helping zergs in every way shape and form. more people = more AOEs = more spam = more people being hit, less people = less AOEs = less ability to combat larger numbers. Adding an RNG 5 man AOE law was a horrible idea when it was implemented and now I hear its getting more parameters in the next patch. WTF. just stop anet. people should be punished for standing in AOEs regardless of how many people are beside them. boons wouldnt even be a concern after the patch nerfs boon stacking so what do you have to worry about removing the AOE cap? OH CRAP GUYS SKILLED PLAYERS ARE BEATING 50 MAN ZERGS BETTER NERF SKILL! what next make it hit all players in downstate first before hitting everyone else? or how about just reduce the damage dealt by the people with less numbers by 50%. how far will you take this bs about AOE laws anet…

Simple Solution to The Bloodlust Controversy.

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Posted by: GuilguiS.2738

GuilguiS.2738

There’s always a balanced solution and here it is:

Don’t add stats to the Bloodlust buff!

Simple as that.

(edited by Moderator)

So why don't ruins give any WXP?

in WvW

Posted by: DevonCarver.5370

Previous

DevonCarver.5370

WvW Coordinator

The build on October 1st is going to add WXP consumables to player kills, which should make a pretty sizable dent in this. It is the case that making the events themselves reward WXP is problematic at best because of how easily they cycle. All that said, we’ll make more adjustments as needed to make this a better place to play WvW. A bonus for kills in the area isn’t a bad idea at all.

Stop making MAPS and give us MODES

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Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

@ Rewards: We want to make it more fun to rank up and we want to provide more incentive to rank up. We also want to have more fun progression as you’re ranking up with cool rewards as you’re ranking.

We also don’t like how long it takes to rank up for some players after they hit a certain rank, so we’ll be addressing that as well.

@ Bigger maps: The idea right now is to make something that can scale in team size so that you can play it in bigger teams, or smaller teams. We also want to make sure we spread people out on the maps in a way that creates space, while also creating pockets where conflict is encouraged (and rewarded!).

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Why is there hostility towards GvG?

in In-game Events

Posted by: Caliburn.1845

Caliburn.1845

I think the main reason for hostility toward GvG guilds is that they often come across as snobbish, elitist and uncaring about the server in general.

I sympathize with the GvG guilds in their effort to make a competitive mini-game mod, because WvW is not competitive in the slightest.

But from my purely anecdotal experiences both with and against GvG guilds, they log on for a few hours, crush face against lesser organized opponents, do a GvG match or two, and log off. To use a football analogy, GvG guilds play great first-quarters, but the referees insist on keeping score for all four quarters.

The scutwork of upgrading and holding buildings, scouting for enemy forces, playing off-hours, defending while outnumbered, the stuff that actual holds a server’s rating together is left to the plebes. Who rightly or wrongly, still care about the score.

Caliburn.1845, Monsters Inc.
Darkhaven>Dragonbrand>Blackgate>Maguuma>Yaks Bend>Stormbluff Isle>Yaks Bend

Why is there hostility towards GvG?

in In-game Events

Posted by: Xsorus.2507

Xsorus.2507

GvG players think the World vs World game should revolve around them, So any changes that might affect them shouldn’t go in.

Its almost as kittenPvP having an affect on Balance in World vs World.

Either way, They’d probably get more support if GvG wasn’t an unwatchable mess that random people who didn’t play the game could distinguish between just zerging vs actually playing for skill

Said it before, Until GvG players grow balls and drop down to 10 vs 10 so actual skill can be displayed, They’ll forever be disregarded in balancing of WvW features.

http://www.youtube.com/user/Xsorus/videos?view=0
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos

Traps+Get More Out of WvW

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Posted by: Jacklo.4230

Jacklo.4230

Somebody already mentioned it but think about it…

A trap that removes all supplies from everyone in a small area – think zerg.
Tactically placed, this could really help to split up the blobs, although they could just put someone on “point” to trigger the trap before the zerg gets there.

A trap that triggers when more than x number of players are in the area might be a better idea, or a variety of traps to include the zerg trap.

This idea just needs some tuning.

Traps+Get More Out of WvW

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Posted by: Skythace.2345

Skythace.2345

If these traps somehow help 20-25 teams to engage 60-70 man blobs then go for it. If however once again even the little edge of the smaller group to veil it’s people to attack the blob is being taken away from them, then be sure people will be kitten . Pleeease think of the small teams too. Taking supply from them too seems unbelievable. It would be nice to have fights without any gimmicks. Even such a basic thing has become very rare.

Skythace
[TLA] Thousand Lakes Alliance
Desolation

(edited by Skythace.2345)

Traps+Get More Out of WvW

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Posted by: Ghedoriah.4290

Ghedoriah.4290

I could be mistaken, but the mention of Outfitters makes it sound like it’s going to be tied into Keep/Tower upgrades and therefore is possibly just something you can set up within a particular upgraded structure.

Sea of Sorrows

Custom Arenas show what's lacking

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Posted by: maplealmond.8092

maplealmond.8092

Yay custom arenas. Totally happy to see it and spectator mode. But while I’m happy with the idea of custom arenas, have you really looked at what kinds of Arenas are getting made?

Some arenas are password only guild arenas. Great! Guildies want a place to fight one another for practice, that’ awesome. Some others are high rank only places. Also a good use.

Then there are “NO CAP POINT” arenas. There are also “Glory Farm” areas. Both of these indicate some real deep problems with sPvP.

For one, the game seriously needs a duel mode. Custom Arenas are nice, but they depend upon players deciding to not actually play the game as made. A mode specifically designed for player vs player duels, or team vs team battles, would make players super happy.

Then we have glory farm servers. …. Wat. I have no idea how to fix this, except to say its broken. If players want to farm glory by fighting one another, they need an Arena.

Custom Arenas are a poor patch to the real problem that the game needs more modes. Players want to fight one another in me vs them matchups. Last-man-standing free-for-all matches, cage matches (two players enter, one team leaves) and team vs team matches (first team to wipe other team 5 times wins, etc) would ensure players could get the fun they want playing the way they want.

Now I’m not too upset with the game as is. Point capping is fun, and the game isn’t broken for me, because if I want to play a proper point cap game, I sign up for a tournament and play another team. It would be nice if I could play more than one map on a given day, but at least its a proper game. I think that what we have is great, but it needs more.

Official explanation for temporary content?

in Guild Wars 2 Discussion

Posted by: Curo.2483

Curo.2483

Colin will there ever be a part of Fractals that allow us to play a recap of old content?
Stuff like that would be a win-win for those who want Fractals and others who long to play older stuff as well.

When I said we could update or change an existing dungeon, updating fractals in the future is one of the options that’s fully possible yes. And of course since fractals lets us experience moments trapped in time….it’s entirely possible some content may make its way there as part of a living world update.

I think Fractals is going to be the PERFECT way to bring back limited-time content. The other way of course is what you guys have done with the existing dungeons: adding explorable mode. Either way, we can experience the dungeon content forever, without it feeling like it doesn’t fit into the timeline of the game world.

Curo Lunesque – “Concerned Citizen and Community Builder”
NSP – northernshiverpeaks.org

Official explanation for temporary content?

in Guild Wars 2 Discussion

Posted by: Breckmoney.6387

Breckmoney.6387

Because eventually the Molten Alliance will be defeated and their lair will go away, after which we’ll move to something else presumably. It’s obvious that ANet wants to do grander things in the future, and I for one and more than happy to give them time. Meanwhile there’s a lot of other fun stuff to do. I entirely remember the one time my guild and I fought the Ancient Karka; I barely remember what happens every time I run the Maw.

Anno [GAF] – SBI

Official explanation for temporary content?

in Guild Wars 2 Discussion

Posted by: Thobek.1730

Thobek.1730

Colin will there ever be a part of Fractals that allow us to play a recap of old content?
Stuff like that would be a win-win for those who want Fractals and others who long to play older stuff as well.

When I said we could update or change an existing dungeon, updating fractals in the future is one of the options that’s fully possible yes. And of course since fractals lets us experience moments trapped in time….it’s entirely possible some content may make its way there as part of a living world update.

I love the idea of storing these dungeons in the fractals! brilliant solution to keeping the dungeons but also allowing the world to progress. I don’t like the idea of these dungeons being accessible in the game world. We dealt with that problem they shouldn’t still be there.

Official explanation for temporary content?

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

Previous

ColinJohanson.2394

Game Director

Next

Colin will there ever be a part of Fractals that allow us to play a recap of old content?
Stuff like that would be a win-win for those who want Fractals and others who long to play older stuff as well.

When I said we could update or change an existing dungeon, updating fractals in the future is one of the options that’s fully possible yes. And of course since fractals lets us experience moments trapped in time….it’s entirely possible some content may make its way there as part of a living world update.

Official explanation for temporary content?

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

ColinJohanson.2394

Game Director

Next

We’re trying something very unique and different with Gw2, and a lot of it plays back on the original ideas and concepts we had for the game all these years we’re trying to build towards and accomplish. It’s important to us to continue to try new things, looking at ways of evolving and innovating what a live game can be. In many cases, we’re learning right along with you guys how all of this is going to work for a live game, and constantly adjusting as we see the outcomes and find ways to innovate on what a true online world experience can be.

Living World is above all, the attempt to really give the sense the world is constantly changing and evolving. That there is events and content that change the world in the short term (like our current events) and events that can occur or change for the long term, which is what we’re slowly building towards in the future with Living World content.

Living world absolutely does not mean nothing but content that comes in and leaves again a few weeks later, and though so far that’s primarily what you’ve seen, it’s not all we will do in the future. The intent is living world provides us with a story and narrative experience, sort of like your favorite TV show, to constantly update and change the world and provide unique and exciting rewards on a regular basis.

We might have events that occur and came back again with a few modifications in the future. We may have events that occur and then find new homes permanently down the road. We may have bosses from a storyline that continue on forever as guild bounty hunts when a story completes. Living world also allows us the opportunity to upgrade and make parts of our existing game better permanently, a living world narrative could allow us to rebuild and change an existing zone or dungeon, or could destroy one entirely.

Our goal is to get to a point where on a regular basis, the world around you is not only changing in the short term through our normal event system, it’s changing and evolving permanently through our living world releases as well. What you’ve seen so far is primarily some tests and warmup stuff while we in the background organize the company to support this exciting future for our game, the future for living world is filled with endless possibilities.

Enjoy the ride!

Please help PvP guilds

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Posted by: DeWolfe.2174

DeWolfe.2174

I’d expect this to be added as an addition to sPvP. Tournaments is what the whole E-Sport platform is for. Camera’s for spectating already in place. They just need a map for you. I wouldn’t be surprised if this has been in the works.

…btw, you still have to make digs at how others chose to play the game?

[AwM] of Jade Quarry.

Please help PvP guilds

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Posted by: Lance.5892

Lance.5892

I found:

Velocity [VcY] vs Nugos [Nug]:
http://www.youtube.com/watch?v=YjTH6hYMX5g

War Legends [WL] vs Za Drots [ZDs]: (Full Raw Footage)
http://www.youtube.com/watch?v=vi_2h3uZA48

The Rise [Rise] vs Golden Horde [GH]:
http://www.youtube.com/watch?v=xsUGci9skRo

[Unit] vs [HuP]:
http://www.youtube.com/watch?v=IixFfKKXosU

Za Drots [ZDs] vs Seven Instincts [siN]: (Pre-Culling removal)
http://www.youtube.com/watch?v=sWhKfhvJL_U

A good 15- 20 minutes of youtube searching =P

Theres plenty of other videos out there that I haven’t mentioned.
Just wanted to give a picture of the amounts of guilds that enjoy it!

[VoTF] www.votf.net

Please help PvP guilds

in WvW

Posted by: Loken.9724

Loken.9724

Hello Anet,

I will start by saying I do love this game. I have invested 1000’s of hours into it. WvW is a nice idea, however it has areas that are fundamentally flawed. I don’t care to go into those, there are hundreds of posts about these things already (see AC thread for example).

With this last update, you are hearing a lot of complaining. Most of it is coming from the open field combat oriented guilds. The ones who love to delve into theory crafting around builds, group composition, tactics. Specifically the ones that simply love to use their character to its full intended purpose (not jumping on siege and spamming 2 for 2 hours).

Up until this point guilds that want to engage in this sort of action in any guaranteed fashion must go to elaborate lengths to stage a meeting (typically behind the south supply camp) They than have to try and find ways to have non-guild members not get involved. They than have to clear out all the ambient creatures. They than have to inform that map not to worry about the crossed swords behind the camp.

Sure this is fine.

However it does do something rather un-fair to the people who are not interested in this kind of encounter. It needlessly queues out maps. In some cases you see 60 people fighting/spectating.

The solution is simple (from my stand point, probably not from yours)

Give the people of this game a separate platform to engage in these type of activities.

Furthermore, up until now, if we were on the same server as another extremely tough opponent, or a guild we really respected, we would have to transfer servers just to fight them. This does NOTHING but screw up the dynamics of the entire match-up for that week as now you have a guild of 20+ on an enemy server taking up space, frustrating those who call that server home. Having a platform where we can actively engage guilds from ALL servers including our own would simply be outstanding.

This really is some of the most amazingly intense activities you can partake in within this game. It would be lovely to be able to engage in this type of activity more often in some kind of controlled environment.

Anet have you watched some of these videos from your most popular guilds?

Have you seen how crazy these activities become. They draw in players.

In case you have not seen the videos heres some links I found:

[RG] vs [VotF] (2 of your games more popular guilds)
http://www.youtube.com/watch?v=3NECK6HaZzM

[EMP] vs [AGG] (2 popular former T1 NA guilds now T2)
http://www.youtube.com/watch?v=JPie64qmS10

[RE] vs [VK] (T2 guilds. 1 formerly EMP, 1 formerly RET)
http://www.youtube.com/watch?feature=player_embedded&v=m0PMhDQwlQQ

So Anet. Is this a possibility?

I personally would absolutely love this. I can only speak for my own guild however.

Alaric the Sic level 3 guard
Founder of [SIC] and Commander.
http://www.youtube.com/channel/UCV6azSCyyjhrcNy2WAGKm7w?feature=mhee

Siege Despawn Timer

in WvW

Posted by: Malediktus.9250

Malediktus.9250

Everything except ram should stay at least 60min, superior stuff even 2 hours.

1st person worldwide to reach 35,000 achievement points.

Siege Despawn Timer

in WvW

Posted by: Aveneo.2068

Aveneo.2068

Indeed, it was a bug that the timer didn’t work all the time and we’ve addressed that. We are going to evaluate these times now that the timer does in fact work and it is very possible that we will make some changes to them. That being said, the main reason for the timer is the fact that we have to have the siege cap because of technical reasons and this helps to force siege to recycle if it isn’t being used.

Would it be an idea then to have different despawn timers depending on the type of siege? For instance something like this:

Flame Ram – 15 minutes
Catapult – 15 minutes
Ballista – 30 minutes
Arrow Cart – 60 minutes
Trebuchet – 60 minutes
Siege Golem – 60 minutes

Valiant Aislinn – Aveneo Lightbringer – Shalene Amuriel – Dread Cathulu
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more

Highly Over Powered Explorers [HOPE] – Desolation EU

Arrowcarts [merged]

in WvW

Posted by: Saint Scarlet.2906

Saint Scarlet.2906

Jeez you guys really do moan for the sake of moaning. Most of you have been calling Anet out to respond to you and tell you why they made this change to them, when they do you still moan because it isn’t the insta nerf answer you want. You got your answer so either accept it and carry on playing and learning new tactics(rather than mindless zerging) or quitGW/leave WvW coz you didn’t get what you wanted by crying. Just stop posting about how it’s all so unfair on you, it’s the same for everyone and most of us have already learnt to adapt/never had the problem in the 1st place.

Commander Oracle Of Glint
Executed [EXE]
Piken Square

Arrowcarts [merged]

in WvW

Posted by: VOLKON.1290

VOLKON.1290

Hi everyone,

This thread has been forwarded to Anet so that they are aware of what does the community think about the Arrow Carts changes.

Thanks for your feedback.

Wait… there were arrow cart changes?

I kid. Personally I’m not too put off with the changes. People shouldn’t be able to stand in an AC AoE field and shrug it off like it’s a warm drizzle. Ask me about the 30 second warning or the 30 minute despawn and I’ll be less kind, but the arrow carts I think reflect more resistance to a change in how we siege than anything else. We need to clear siege now rather than ignore it. Supply is more valuable. It’s a shock to the system.

#TeamJadeQuarry

Arrowcarts [merged]

in WvW

Posted by: Jeknar.6184

Jeknar.6184

1613 posts had to be written to have some feedback.

Well it’s something!

Well, most of the “1613 posts” are just whinning without arguments… If there are 100 posts that really point somenthing it’s too much.

For myself… I don’t see a problem. I’ve never used rams on towers/keeps that are defended by ACs (even tho I know I could naked-dance under it) because that was simply plain stupid and now there is a major reason to not do so.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

Arrowcarts [merged]

in WvW

Posted by: DevonCarver.5370

Previous

DevonCarver.5370

WvW Coordinator

Next

I’d like to shed some light on our thinking with this AC change as well as tell you all what we are doing right now to balance it.

Firstly, when siege weapons were originally created, they had the intent of being really good at some things and not so good at others. The arrow cart is intended to be the anti-personal siege weapon. It is intended that arrow carts are all about controlling an area through damage. If you remain in the area that is being hit by the arrow cart, you will die. You can however, move out of the space and/or find a new way to attack the intended target. That being said, they are not intended to be so good against other siege weapons and we are in the process of addressing that right now. We are also addressing their range when upgraded to be more in line with the range of ballistas.

Secondly, this change is going to require new tactics and those tactics include things like using ballista and catapults to destroy arrow carts. With that in mind, we’ve been looking more closely at the numbers of all the siege weapons and there are definitely some changes that need to be made to bring them in line with their intent. We are going to take a holistic pass at siege weapons in the coming months and drop a rebalance of all of them to get them to more closely align with what they should be doing.

Finally, the feedback you all provide is a very useful part of this whole process. WvW is a living, breathing game type and any changes we make have numerous consequences that don’t become fully visible until everyone starts interacting with them and devising new strategies. Our goal is to provide a complex combat space that rewards skill, tactics, and ingenuity and while we haven’t fully achieved that goal yet, I like to think we are getting there.

Arrowcarts [merged]

in WvW

Posted by: FractalChaos.6539

FractalChaos.6539

You are impossibly irrational to the point that discussion with game balance with you is possibly one of the most futile things I have ever attempted.

You bring in anecdotal examles of how you took a keep or SM with your server so therefore it must be balanced. Like me saying I can 1v3 thieves in wvw so thieves need a buff. You then continue to show no foresight because you dont consider the effects of people eventually traiting into AC mastery. There is no proof of whether those arrow carts were superior or not, nor how the skill were used.

What is the point in you….

People are whining about the fact that arrow carts have made WvW unplayable at worst, or a slow and ponderous static battle at best. I’m making fun of them because I can prove that this is not the case.

FULL DISCLAIMER A: Apologies for the background broadcast of the hockey game kitten YOU GRYBAAAAA!!!!). Mute the video if you choose, as sound isn’t relevant.

FULL DISCLAIMER B: Though roughly 20-25 of us assaulted the tower, the call came out to head to Bay (we had the gate or wall or something at 60% according to map chat) and so we did not take it. However, you’ll clearly see that;

1- The attack was, overall, a disaster. Rams were dropped in spite of arrow cart spam, and two people (out of 25 or so) died immediately. The rest of us didn’t kiss the door and, you know, lived.

2- At no time was I even remotely in danger of being killed. My hit points never fell below 14k (out of 24k). I could heal through that damage for a bloody long time using elixirs, my healing kit, and personal healing spell.

3- Our commander actually states at one point “Ok, going to resupply and try this again”. Why? Because though the arrow carts weren’t preventing us from taking the keep outright, they WERE preventing us from taking it easily, which is exactly as it should be.

Beyond all of that, the simple and stark fact is that a) arrow carts didn’t result in a mass slaughter of our attacking force, and b) arrow carts DID force us to back off and try something other than “Drop rams, build build build!”.

I’m really looking forward to the stream of hilarious “Oh that doesn’t count because” arguments from the VOTF crew and their assorted sock puppets….should be good for an awesome larf.

People’s ignorance really pisses me off.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.

Custom arenas - Queue sugestion.

in PvP

Posted by: hharry.1967

hharry.1967

Add a queue on the teams, so you dont have to spam the join red/blue button to get in. Should be easy.

Spectators inspecting your trait placement.

in PvP

Posted by: zone.1073

zone.1073

Education is key to building a competitive PvP community.

Besides, true skill is displayed through excellent performance in gameplay, not through the ignorance of the opponent. There is no reason to keep secrets.