Showing Posts For Marxx.5748:
I meant you get a 15 minute warning. not that the event happens every 15 minutes.
As we all know, the center event in the BLs is not working out as intended. As an avid player of the new BLs, I know the area is essential of fast navigation of the maps, so redesigning it like they did the south end water (quaggans) in the Alpine maps wouldnt be great. Here is what I suggest:
A replacement event
- this one initiates on all new BLs at the same time with the 15 minute count down.
- players hit a portal where the mega laser currently is. That ports them to an area a similar size but different layout (could be rotating maps over time).
-players all released into the fight as the portal from the BL closes to prevent chaining in players.
-This map ideally has large open spaces, good for larger scale fights.
-The fight here is a deathmatch. each kill is worth 25 points towards your servers total. -Since you portal in, No banners allowed.
They are needing to incentivize the parts that aren’t being done, like defense. I don’t think they are really looking to incentivize blobbing even more,
Nope, keep the new ones.
John Corpening missed his mic drop moment. I was waiting till the end of the WvW segment as he was wrapping up for him to just say “Oh btw, next week, reset moved back to Friday”
It wouldn’t have solved all the WvW issues, but it would have been an easy win, and an awesome bone to toss to the WvW community.
In my opinion, they should have been limited in the same manner as Charr Cars. Perhaps keep only.
We’ve avoided adding this feature because we don’t believe it would be healthy for WvW. While we can appreciate why some players would want a feature like this, lots of other players only engage in WvW when, upon entering a WvW map, immediately see a commander icon to follow.
….Guilds have had private raids for years, yet there were always public raids as well because people play the mode differently and guild runs are very much a part of the WvWvW fabric. The same guild raids would coordinate with public tags and other private groups and there was a player made ecosystem.
…
We try and avoid adding features that can be used to intentionally exclude other players.Isn’t the very idea of a guild exclusive, why have guilds at all then? Speaking of exclusivity, see the stuff added with HoT.
Telling people not to play as they want (meaning, guilds asking players to leave) must be one the worst ideas I have ever seen getting support around here… What the hell…
I’m ALL for not implementing such a feature.
A lot of people on joining a WvW map will quickly leave it if they find no commander tags on the maps (specially now with low populations). Implementing such feature would make things EVEN WORSE.
Also, is borderline absurd that players are being excluded from game play because some “elitists” think they are the game mode’s owners…
If you want your tagless squad, just ask your squad leader to drop it and just rejoin.
There MUST BE a penalty (a.k.a not having a tag for themselves) for people who do this, otherwise in no time EVERYONE would do it, calling all sorts of “reasons” to justify it.
So NO for invisible tags.-Above quote condense for spacing-
Guild runs aren’t the issue here because they’ve always been a part of WvWvW. I believe the issue is the mode is becoming less and less appealing to players for many reasons so public raids are dwindling because many times, those who want to tag up no longer see the value in it (or have quit) or they just can no longer get a decent force going. Also guild runs aren’t an implication that they own the mode, do what you want, they ask that you not actively follow and respect that they’d prefer to run as a group instead of being a beacon for every random person on a given map and having to manage that as some people actually do not enjoy this kind of play. Are some rude about it? Yes. And I don’t condone that, then again I don’t condone some of the abrasive attitudes of some pug commanders either.Yep… some Guilds are the nicest people out there, the ones who make an effort to teach others WvW tactics, how to use team speak and so on, that in general contribute to a positive community on their servers. But then there is the other kind… the toxic kind (and I see a lot of their members posting in this very thread) where “it’s all about me”.
Guilds can have different goals and cultures, some have an open door policy and some are more restrictive in admission and are even tight knit, this has been the case in every MMO I’ve played. It’s not everybody’s job to educate you and I don’t know why you’d expect that. If your problem is that they’re not there for you, then the “it’s all about me” line is quite ironic.
Edit: spelling
Eh… nobody educated me on how to play WvW. I educated myself via watching others play and in general just doing my own thing. Practice, practice makes perfect and all that blah. Nor do I think that it is the sworn duty of every Guild to educate every Pug that comes along. But there is nothing wrong with creating an environment where people don’t feel uncomfortable and unwanted on the map just because a bunch of morons who feel they own the borderlands due to having the largest guild comes along and wants to hog all the fights for themselves. And when people feel comfortable, chances are they pick up how to play the game on their own much like I did.
Let me put it another way. ANET clearly wants each player on every Server to be able to participate fully in just about everything WvW has to offer. So a guild gets together and are doing their raiding thing ?
No problem, have fun. But as long as your Raiding group decides to tag up and run around on the same Borderland that WE ALL PAID for, I personally feel that every casual, pug and “rally bot” out there has every right to follow you. Full stop. Chances are, we are all heading in the same direction anyway, which is to siege a keep or take part in an open world fight against another Zerg. And as stated by the Devs, “their policy” is for everyone to enjoy everything that WvW has to offer, and that apparently also includes following a Com, so to speak. You guys survived 3 years using “control T”. You won’t die if you have to continue for another three.
Yeah….and I guess everyone who is at your job makes the same amount is you because you all are equally skilled…..
The reality is, people in guilds tend to be like-minded individuals and want to play in their like minded way. Whether that is roaming, scouting, defending, zerg busting or pugmanding.
What you are saying…is basically screw all that….you HAVE to tag up if you want to play a certain way and anyone should play the way you want. That is the EXACT thinking that Anet has and is driving the game into the dirt.
People join guilds and/or groups because they are playing with people who think the same way and want to play a certain way. Everyone should be allowed to play the want without forcing someone to not play the way they want. I.E. a guild raid shouldn’t be REQUIRED to tag up…and you should be FORCED to play a certain build and join a guild….or to roam…or whatever…. the problem is anet keeps trying to force things instead of supporting what already exists…
Now you’ve lost me. Where did I say YOU HAVE to tag up ?
IF you want to play the way you want with people who think the same way you do, then don’t tag up. ANET is basically saying here that they brought commander tags into WvW so that EVERYONE benefits from their presence on the Map… not just select Guilds. If you don’t get what their aim is here, I don’t know what else to say…
So now you are saying we all have to play the way YOU want? What is the difference to you if my group runs without a tag, or runs with an invisible tag? To anyone not in the group, it would be the same.
So basically, your two options are:
-run without a tag, making it hard to coordinate
-run with a tag, get randoms following (that are not in coms, may be uplevels, may have green gear, may be on whatever build they came up with last night), making it hard to coordinate
“Yeah Anet, why can’t we EXCLUDE players from running on a OPEN MAP, BOO HOO”
Seems to be the mentallity of this so-called “WvW guilds” posting here…
If you were a REAL WvW guild you would be able to run with or without extra people following you. Because people that have a clue about WvW can also teach others, which aparently you guys can’t… and that’s why you cry over here…
how is not having people follow a group Excluding them from being on a map? They can still jump on the map, they can still flip sentries, camps, towers, even keeps.
Why should I be forced to allow others to follow me just because I am using a tool that allows my specific group to coordinate?
Honestly, My group is small, so we really dont need this feature. We tend to be the public tag on the map. We actually try to attract a few pugs to be supply carriers. They shouldn’t be forced on me though. I should have an option as well as them.
Extra people can rally the enemy, throw useless siege wasting supply, drag random NPCs over, lead an enemy zerg right to us. I can think of lots of reasons not being a public tag can be helpful or useful.
So basically, you cant private tag because that would exclude other players and you want players to play how they want?
How is forced grouping any different? So forcing me to have other players is fair to me? You have given 1 questionable reason. Here is my reasons for private tags:
-if we are a smaller coordinated unit, we dont need rally bots following?
-WvW has server trolls and spies. Perhaps we dont want them tracking us by tags?
-perhaps there is already a pugmander on map. adding our tag would simply muddy the waters confusing new people who to follow? (we know how Anet hates confusing new players)
I read this as “Screw you Anet, I planned to use a bug, and you patched it while I was away for a while!”
The proofs themselves were soulbound.
btw your skillpoints were not stolen. For every skillpoint you did in the old world, you were given 1. No need to re-earn any of those. So veteran players maintained the exact leg up you requested. What you lost were skill points that were earned via exp… they became shards to be used in the exact manner that skill points were used before.
Who’s being pedantic now?
Because anet went back on that in the same thread. They said it would initially be on Saturdays but would be revisited later after the outrage they received.
edited to add link
(edited by Marxx.5748)
So if a server has superior coverage, they can attack another servers home BG and spawn camp them to keep them from being able to even enter other maps?
sounds awesome. /s
They have a moderate unlock cost. That unlocks the schematic that a scribe must then build and put in line for construction.
The scribe portion requires a lot of Flax Fibers that basically make them cost so much that no one that has any are using them.
If you claim an objective (regardless of how long your side has owned it) you must wait 10 minutes for lvl 1, 30 minutes for lvl 2 and 1 hour for a level 3 tactic/upgrade.
If someone in your guild then moves your claim or the location is flipped, then there went that very expensive tactic or upgrade.
basically not worth it at the moment.
Only the lower level ones are even able to be made since scribe is stuck at 150.
They would need to get creative on how loot is awarded. Their concern is that if it were too good, it would be basically like golem week on some servers every week to maximize output from the system.
In its current iteration, its horrible loot for those not in a zerg vs a lower population enemy.
Im fine with little rewards, if they didnt make the game mode so expensive to play in the lower tiers.
My analogy is still valid. You can’t justify breaking one thing by saying it fixes another.
You appear to confuse your subjective opinion with that of actual objective fact.
Seems to me it fixed everything and broke nothing. It didn’t effect Zergs. Roamers still make massive contributions, as your server gets 3 ppt points per yak they kill or yack they escort in, then can still build defensive siege up, kill enemy players, take back, and keep camps.
No aspect of the WvW roles fundamentally changed. Some of the minutia did. I get a distinct feeling that your simply being resistant to change in general.
It would just be points, not PPT.
Killing yaks, escorting yaks, flipping sentries are all direct point contributions. They do not add to PPT
And roles did fundamentally change. A roamer can slow an upgrade, but cannot prevent one as before. If you cant grasp that difference, I don’t think I can help you.
Your playstyle may not have changed much, but as you can see it has greatly effected others. Its likely a difference in how WvW is played between tiers. Small groups are a large part of lower tiers. Unpreventable auto upgrades and increased supply costs on siege make strategically flipping an objective much more difficult.
coglin,
the fix for your troll was the minor supply drop tactic. it gives you 100 supply at the pull of a lever. Just unlock it for about 250 G and then use it for 5 gold at a camp.
Auto upgrades aren’t the solution. There needs to be a way for assaulters to prevent an upgrade, not just slow it.
I have been trying to come up with some constructive feedback that would marry some of the new systems to one that WvWers would be more likely to enjoy. My guild is a small Havoc guild, so some may be slanted that way since some solutions favor one of the 3 main playstyles (Roaming/Havoc/Zerg).
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Auto Upgrades .. We all were ecstatic when the Costs of upgrades were being removed. The reason is that WvW provides little in the way of money and it would easily be depleted just with Food/Buffs/Siege, that left the burden of upgrades on the few that would put forward. It also meant someone would undoubtable buy a merchant upgrade before a strategic upgrade so they felt they where helpful, but it wasn’t really the case.
New issue .. Everything goes all the way to fortified with no effort. Waypoints come so early that no one worries about losing a structure. Roaming to try and stop unattended upgrades feels pointless.
Possible Solution .. require a camp that feeds that structure to be held for progress to be made. Require a yak to hit the tower for the upgrade completion to actually happen. I would love it if the treb mastery skill would actually slow the progress bar on the upgrade as well since supply isn’t actually consumed.
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New WvW tactics and upgrades .. They are behind a huge pay wall.
Issue .. Making the guild hall expensive is fine, locking all our functionality from smaller guilds is sad and wrong. Most small guilds that had save up or been made to claim camps just to give the +5 are completely worthless.
Possible solution .. fix the requirements on minor supply drop (its probably an oversight anyhow) Adjust a few of the ore costs to prevent the max mine level from WvW abilities.. namely Guild Shield Generator (20k ore? Really?) Also, reduce the blueprint costs from 25 flax fibers per linen bag to 1 flax fiber. That makes it feasible to actually use the tactics and improvements with a little work but not outrageous.
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Small groups have much reduced siege capabilities
New issue .. Guild Catas had supply cost massively increased. Now guilds cant even use more expensive siege to keep small groups viable. It takes 4 people all with 15 supply to just guarantee a single guild siege piece can be built.
Possible solution .. Rather than guild siege being Superior damage for regular siege cost, reduce the cost to 25-30 supply and have it do normal siege damage. It is now increases small groups capabilities without over doing their strength.
—
New maps
Issue – large, vertical, empty
Possible solution .. The long awaited Alliance system. Some players like full pop, some prefer medium. This still allows a little leeway in that regard. Filling out the maps with more people will go a long way to improve the fights in the new maps. I have playing on them and they are beautiful.
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Gliding in the new BL
Personal suggestion Allow gliding, but have auto turrets that shoot any glider out of the sky that is headed into a structure. Perhaps at a 1200-1500 unit range. Similar to the vine wrap one that happens in VB. That allows some strategy with movements, removes knockbacks from being insta-kills, and is generally fun.
They mentioned over a year ago wanting to move towards an alliance system rather than a server based system.
My guess is there Server Transfers would become irrelevant so money would be lost. They were not able to find a way to monetize “Alliances”.
We are in a better state than dungeons, because at least work is being done, just not necessarily in the direction WvW people want. Instead they keep attempting to make WvW more interesting for PvE people to draw them in, which works counter to what the majority of daily players in this game mode would want.
John Corpening (sp?) is over WvW I believe now. He tows the same party line and reposted the same ideas for improvement that were posted 2 years prior.
The fact is they probably want to improve WvW but dont have any resources.
If they present an idea and it never goes anywhere, that’s likely a problem above their heads. I am willing to try the new maps. my only issue with HoT is that WvW only guilds are now grind only guilds to get back buffs they previously had. A small WvW guild is even worse off seeing as there is no cost scaling. War room taking mine upgrades which are in nature grindy for people that dont play PvE.
Ley-line tools? Shovels? So now I have to pay PvE people just so I can eventually regain the same power level I had before.
Not to mention the new features “Tactics and Improvements” that will likely never be used due to the outrageous cost PER USE.
Seriously, most people wouldn’t upgrade a tower for 15s, but you want them to drop 5 gold on a tactic that has to be manually activated?
Its as if things could not be patched if they pendulum swung too far in the direction of rewards in WvW. (well they probably wouldnt, just look how long the golem stuff went on with all its exploits)
No, the schematic has to be built for each use. So far both I have seen (supply drop and sabotage depot) have mostly free mats, but both require 2 sacks that are made with 25 flax fibers each. Flax fibers are 10-19 silver. that makes the upgrade 5-9.5g at current prices
If it were the 200g and done, id be fine. But seruously, 5-10g for an upgrade to a camp that will likely get flipped soon and the upgrade lost anyhow is silly.
Just got to 100 to see that sabotage depot has the same 50 flax fiber need…
Why develop content that wont get used?
So to unlock this tactic is (50) Heavy Supply Bags…
they only drop in the Kryta reward track. They are currently 4-5g each. Upgrade requires 50! So the barrier to entry is 200+g
You would think the pain is over there right?
Each blueprint for a Minor Supply drop requires (50) Flax Fibers… They are currently 10-19s each. That means a blue print is 5-10g
This is an upgrade for a camp. You know camps, the ones that flip every 5-10 minutes?
The best part is you cant make other tactic blue prints till you are past this phase. If you even want to unlock other blue prints to keep WvW upgrades, it takes The next level of paper, which comes at Scribe (75)
Is this really how scribing/WvWs new Tactic system was supposed to work? How many are we supposed to wait for a simple Material quantity change?
If you look at the Wiki, these specific items were from the centaur camps in the old BLs, not from any Centaurs.
There is a reason they are so expensive now.
Its true they may drop from PvP, but seriously? This is for the WvW game mode. Should the item actually drop in WvW? It did, but apparently there wasnt much coordination between the group designing material requirements and the team that handles WvW maps.
Guild Hall: WarRoom> scribing:minor supply drop
It requires 50 Heavy Supply Bags… Those were from the old Alpine BLs.
There are now 59 on the TP.. for 208 gold.
Can you fix this? A few of us actually play WvW and would like to have the upgrades.
HoT has been out nearly a week. I was excited that Guild Halls were being implemented. I was even glad when I heard about the War Room and the exciting changes it would bring to WvW.
Our group is a 10 active player, WvW roaming guild. Prior to HoT launch, I would estimate our time outside EB (the BG we play) to be maybe 5-10% of our time.
Here has been my experience thus far in HoT:
- A lot more play time than normal.
- Next to none in WvW (not really by choice)
- Hundreds of gold spent to even get to the point of rebuilding the War Room
- A huge waste of time in SW just to grind shovels.. seriously? (yes, this is the actual definition of grind, not used for effect)
So we dont really have to PvE (other than a lot of account bound shovels), we just have to buy all the mats off the AH with all the excess money that is known to be generated in WvW.
I will eat the cost of getting the basics going, even the scribe and the base War Room.
Could the costs to build out the war room not actually be related to WvW though? Items that actually come from WvW? We basically will be kitten for months just to try and be able to upgrade something other than a basic camp or tower. Either that or be forced to shell out a lot of gold (aka gems, so far $40 for me personally) just to keep the upgrades even moving.
Is that really our choice though? Either WvW without the ability to upgrade anything much, or grind for 6 months to have the upgrades so that we can then go back an WvW again? Seriously, have you done the math on what the +5 supply buff costs? How was that one not tied to claiming camps?
I bet the next legend will be Trehearne!
Can’t tell if serious?
“In the early days we wanted reset to be during a weekday to ensure we had people available to monitor the game at reset time, but at this point we have seen the ongoing stability of World vs. World and resetting on a weekday is no longer necessary.”
You are making mass changes not only to the map but also to how WvW upgrading, claiming systems, WvW mastery points, etc.
Here is the build I use:
http://en.gw2skills.net/editor/?fIAQNAT8cjkOtuFPCPMRCEkCNsKOFSCli5wOSKODzA-j0DBYhQYiAIOw0CQk0A00w5QFRjtMqIasaZw6ZQ6jYqUI6YB1YOQ2zwSBsk0I-w
Torment is one of my best skills. The block on sword 5 is as well since its a long bleed.
With Koi cakes and 25 stacks of condi damage, torment will hit for about 15k over its full duration(17.5 seconds in my case) if not cleared.
Since im pure condi, I wear Dire. That ups my HP and Toughness without hurting condi damage at all. You can see the damage on Sword 4. Depending on what enemies are out there, I will change between Koi Cake(added condi damage and duration) and Potato and Leek soup(decrease condi duration)
Most damage is short range AOE since sword cleaves. This has been the best build I have found for 1vsX. Its not the signet alone, its mainly that most my damage is AoE if the enemy stays too close together.
The awesome part about condi builds is that it only requires the one stat for high damage. I would use Dire stats ( condi / toughness / vitality ) That maxes your condi damage as well as makes you difficult to kill.
You weaken your build when you try and pick up too many skills. I cant imagine the crits cause that much damage with your base damage being so low.
I mostly roam, so it would be sigil of doom in my opinion.
Poison on swap helps make so many fights more manageable.
If you are blinded, then Eviscerate will miss and Cleansing Ire will not go off. You have to hit for it to work. The only attack that guarantees it lands is Combustive shot since its a ground targeted spell.
“second thing, WvW roamer gods are condition thieves and PU mesmer or engineer, no other wise, don’t listen to those noobs.”
this isnt accurate from my experience. Most roaming thieves are played awefully and can be downed in steath since their movement is usually predictable.
Mesmers are the new fotm. Its an easy spec to beat by anyone with a ranged weapon option. Just drag the fight and their clones wont do more damage than you can easily heal. dont kill the clones, just target the mesmer. They will either run when you do this, or they die slowly.
A condi engineer is a good build if played well. But its dependent on the the other guy walking or standing on your bombs/mines.
A condi warrior is easier to learn than any of those classes, and gets even better with experience. It has a slower fighting pace then most other classes since the damage is DoT and your health goes down slowly if you cleanse well enough.
In a build calc, using my full condi gear it said a level one eviscerate normal hit should be around 672 against heavy armored. (2600 armor) it was over 1000 for a level 3 hit. Like I said though, thats full condi stats not power/precision/crit gear.
Are you running p/v/t and it was a non crit? Perhaps verse someone with protection active?
I moved away from power based builds since I couldnt make them viable 1vX when roaming in WvW against mixed groups so I may not be the best help here. Wish I had better advise to give.
It will depend on gear. Axe is powerful. You need to be in range for the third auto attack in the chain. The damage is back loaded now. On eviscerate, you need to make sure its a crit and that you actually land it. It should be a lot more damage. I am not sure what gear you are wearing. Axe seems like an odd pair with hammer though.
What role are you fulfilling? Are you running solo, small group, or in a large group?
Warrior is a good solid pick. It has the most viable specs. You can run power damage, condi damage, or a heavy CC build by swapping gear and specs.
Not what spec you are or the mesmers you are having trouble with. WvW or spvp, but heres my experience.
InWvW, I just keep the fight moving. It keeps the clones at a distance. I am a condi spec so I try and keep a variety of condis on them so they cant cleanse all stacks with 1 torch skill.
The actual Mesmer will need to stay in front to hit you. Hit him when hes not in stealth.
The main thing is to keep the fight mobile to make their clones useless.
Swap to dire gear as stated above. no need for precision, the HP will help more.
I would add at least one superior sigil of doom for the poison. It makes guards, necros, and Eles much easier.
I would use a mix of Melandru and Superior runes of resistance. and use lemongrass poultry or potato and leek soup (the cheaper version).
That almost makes you immune to movement imparing effects and gives you -70 condition duration (-66 with the cheaper soup)
The traits are all fine, you got the most important ones.
I would argue its one of the top roaming builds.
I have fortitude and stack corruption if I have downtime. I mostly run solo and typically fight 1v2 or 1v3. I will eventually get ascended armor, but I mostly wvw so it will take a while.
The only people I don’t care for are those that feel the need to dance or taunt players they have killed. They usually do it with superior numbers anyhow. Its silly and sad in my opinion.
Its already been mentioned. The solution to Healing Signet is poison.
Poison is readily accessible to all classes on Sigil of Doom (2 silver on the TP)
I use Sigil of Doom on my warrior just to make Guardian, Necro, and Elementalist fights not take 10 minutes.