Reading the forums this seems to be subjective.
I don’t think the forums accurately reflect the overall consensus.
Me neither. This forum is over-populated by players who prefer fighting other players for bragging rights rather than those who just like easy wins to collect karma and loot.
Self-evidently there are far more of the latter than the former actually playing the game-mode these days.
Myself, I would prefer a meaningful competition with structure and results. The main content I want would be akin to the Seasons we used to have or to the intermittent periods over the last four and a half years when circumstances meant a critical mass of players were invested in outcomes rather than performance.
Most people in WvW would rather fight than play for PPT. I literally cannot think of any major WvW guilds that cares about who wins the matchup (for reasons other than what tier they roll too). Large combat scenarios are what make WvW interesting. Anet should be focusing their manpower on creating fight scenarios rather than designing new maps or creating new siege weapons.
WvW guilds used to set up their own competitions in the OS with proper turns and structure. We had actual GvG tournaments, and the winning guild was rewarded with lots of gold (and of course bragging rights).
If the WvW team doesn’t want to make the mode more fight focused, than perhaps they need to create a new mode catered to the GvG guilds?
Reading the forums this seems to be subjective.
I don’t think the forums accurately reflect the overall consensus.
Like others have mentioned in this thread, we don’t think this would be a healthy feature for WvW. Many players will not participate in WvW if they don’t see a commander tag, and we try to avoid adding features that can be used to exclude players.
Some groups are going to exclude people regardless if you want them to or not. I don’t see how giving them extra tools to enjoy the game will have any sort of negative effect.
WvW is first and foremost a PvP game mode. People are going to care more about the fights than the loot they get. The only reason people attack structures is to bring out the enemy for a fight. There’s no feeling of accomplishment by winning a matchup (which is largely determined by who has the most players). But fighting a rival guild and winning? That feels great.
Anet needs to focus on recreating that atmosphere it once had, where small skill groups could take on groups much larger than their own (zergbusting used to be a common goal for most WvW guilds). Fights shouldn’t be determined by who has the most players. It should be determined by who plays the best, who has the best builds, and ultimately which side has the best teamwork.
it is simple: in a game that has WvW mode the balance decisions must come from there. the more players involve in player vs player the more important is that game mode in balance.
And then after balancing the professions in wvw, PvE should be balance from those. Not the other way around. You make mechanics based in the limitations the classes have, not buff the classes from the mechanics from one game mode.
because that make absurd situations like skills as Coalescence of ruin that can instantly kill another player every 2 seconds from 1200 (which because of the limits of Anet’s gameengine can be clutted and not even seen in screen)
Yeah CoR is pretty busted. But like I said, most classes need to be reworked.
The issue isn’t from active abilities. It’s from all the defensive stat creep in HoT. It’s the same thing that happened in PvP during season 1. A bunker meta. They “fixed” it by removing the broken stat options. Nerfing a classes PvE and SPvP effectiveness is not the answer to WvW balance.
Stats aren’t as big an issue as quickness or protection stacking though. Min/maxing will always be an integral part of this game, and besides, I prefer having more build options in WvW than sPvP.
>Well of Corruption, … may not immediately remove stability. Things like … absorption/nullfication sigils mostly can
Explain to me how you can interrupt someone who has stability on them.
the absorption one you can’t, but nullification you can I think. I think even the devs don’t know the boon strip priority on nullification sigil.
revs are great at keeping the frontline alive through protective boons like prot and resistance and eles are great for burst healing.
The meta in WvW right now feels very much like the sPvP Season 1 bunker meta where matches could be played til timer ran out (remember the pro team Zero Counterplay quit because of a single cap while the rest of the points remained indefinitely contested?). And that’s no surprise since the HoT bunker stats that got removed from sPvP are still in WvW.
All the boosting of defense has done is encouraged players to get more numbers for wins. That’s bad news for a game mode with a shrinking population.
I think you hit the nail on the head. That’s exactly what fights have felt like for me.
The worst offenders are:
Near Perma-resistance/quickness Warriors
Staff boon Druids
Condi and boon-share Mesmers
DragonhuntersHonorable mention:
Boon-sharing hammer Heralds
Bunker Eles/Scrappers that spam projectile reflects
Ghost trap Thieves
I was talking more in the sense of large group combat type balancing. I agree that warriors and druids are op in the small scale stuff though.
Fights are basically decided by whatever group runs the tankiest compo with the most sustain. It’s extremely boring and needs to be reworked.
And before that it was decided by who could range kite the most behind heavy AoE bombs. And before that it was decided by who brought the biggest melee train. And before that it was decided by who could actually see the enemy since culling was kittened.
What will ever be good enough? We’ve basicly gone through everything, except maybe the single target thieves supported by full nomad eles meta.
I just want to go back to the days of zergbusting, where a skilled group of 15 could wipe a 50 man blob if they played smart enough.
As has been stated before, that is impossible. You cant go back to the zergbusting days and it has nothing to do with profession balance.
It was possible because it was 15 man guilds running full exotic level 80 characters with super secret WvW raiding builds fully buffed vs 50 randoms where 25+ where upscaled in green armor and no one had any idea what to build for or what food even was, following a commander that wasnt on TS and couldnt afford a tag or siege.
You cant have that back unless you start to lobotomize players. A “pug zerg” today mean 30-40 old guild raiders + randoms following what is most likely an old guild raiding commander, all with meta builds fully buffed. GG beating that with a 15 man equally equipped group.
There’s plenty of vids where 20 man guilds fought and won against 60 man guild groups.
And this weekend I won 1v3 on a build and class I have played for a week, not to mention going 1v15 and downing 4 of them because they where foolish enough to stack on a sentry. That was a 15 man guild group btw. They later fled from 5 random pugs and a third of their tail got killed.
There are still noobs in the game, but the vast majority is not that bad. In most scenarios your “20 man guilds beating 60 man guilds” will be 20 man in one guild alright, then they have 40 more pugs around them, while the other side is nowhere near 60 people.
This still has nothing to do with profession balance.
were you not around for the days of NS and Agg? Watch some of Serane’s videos, there are plenty of times where they go up against 40-50 man guild groups and wipe them with just 20-25 people.
If you played EU, maybe you’ve heard of Red Guard or Second Law? They’ve also got some solid blob busting vids where they take on guilds 2x their size and win.
Fights are basically decided by whatever group runs the tankiest compo with the most sustain. It’s extremely boring and needs to be reworked.
And before that it was decided by who could range kite the most behind heavy AoE bombs. And before that it was decided by who brought the biggest melee train. And before that it was decided by who could actually see the enemy since culling was kittened.
What will ever be good enough? We’ve basicly gone through everything, except maybe the single target thieves supported by full nomad eles meta.
I just want to go back to the days of zergbusting, where a skilled group of 15 could wipe a 50 man blob if they played smart enough.
As has been stated before, that is impossible. You cant go back to the zergbusting days and it has nothing to do with profession balance.
It was possible because it was 15 man guilds running full exotic level 80 characters with super secret WvW raiding builds fully buffed vs 50 randoms where 25+ where upscaled in green armor and no one had any idea what to build for or what food even was, following a commander that wasnt on TS and couldnt afford a tag or siege.
You cant have that back unless you start to lobotomize players. A “pug zerg” today mean 30-40 old guild raiders + randoms following what is most likely an old guild raiding commander, all with meta builds fully buffed. GG beating that with a 15 man equally equipped group.
There’s plenty of vids where 20 man guilds fought and won against 60 man guild groups.
Fights are basically decided by whatever group runs the tankiest compo with the most sustain. It’s extremely boring and needs to be reworked.
And before that it was decided by who could range kite the most behind heavy AoE bombs. And before that it was decided by who brought the biggest melee train. And before that it was decided by who could actually see the enemy since culling was kittened.
What will ever be good enough? We’ve basicly gone through everything, except maybe the single target thieves supported by full nomad eles meta.
I just want to go back to the days of zergbusting, where a skilled group of 15 could wipe a 50 man blob if they played smart enough.
Eles are balanced, it’s the revs and boonshare mesmers (and maybe even guardians) that need to be reworked.
If you run a pug tag or drive a guild, you’ll understand why a guard need so many boons. You feel like a ping pong ball most of the time.
But on the flip side, the boon meta is sorta getting old and boring. Doesn’t seem to diversify the game. Get a guild, run the boon meta, you’re good to go as a raid guild.
I get why guards need boons, but long duration protection and quickness break the game. Resistance completely destroyed condi compositions and protection + dwarf ulti destroys power builds. Fights are basically decided by whatever group runs the tankiest compo with the most sustain. It’s extremely boring and needs to be reworked.
I really liked the initiative Anet took when they polled the WvW community a while ago. I think polling is a great way to get a feeling for what your players want, so I was wondering if Anet had any plans to poll the player base for future game implementations?
Eles are balanced, it’s the revs and boonshare mesmers (and maybe even guardians) that need to be reworked.
at least in the old days, healing/tank builds were balanced because you’d hit like a wet noodle. With quickness thrown into the mix, groups can effectively double their DPS without losing any of their tankyness or sustain.
quickness was balanced when it wasn’t a boon
it’s funny how earlier people shunned healing in wvw, it wasn’t crazy high as now but still high enough to carry a group of people through anything.
Healing power is still kinda weak, it only makes sense on ele’s and I guess druids (what group runs druids though?) so it could probably use some buffs. It’s not like it could ever be OP either, since poison is such a great counter to healing specs and it’s so easy to apply. Although I guess then there’s the problem of resistance….
Anet fix ur game plz
The boon meta in large groups has been strong since HoT came out and once players figured out new optimal builds Stuff like durability remains unchanged to date, surprisingly.
I don’t think you can expect much balance in small scale though, condis have been OP for a long while.
small scale has always been run by the condi meta. At least in small scale, fights are mostly determined by skill. If you ever played sPvP, you’d know that Anet was very quick to respond when people started complaining about bunkers. That’s the problem with WvW right now. Groups can run bunker builds that are immune to damage but still dish out massive DPS thanks to quickness stacking.
I really wish Anet would balance professions for WvW combat, quickness stacking shouldn’t be a thing. The boon itself is too strong to begin with. I wish they’d revert it to how quickness was before, where you lost endurance in exchange for it.
Stack all the boons you want with as much boon duration you got. That just means you’re doing less dps and have less survivablity. Cause when my group stuns you, srips your stab, pulls you apart, corrupts and strips all those boons, you’re gonna die in seconds.
There’s too many ways for the boonshare meta to deal with corrupts, not to mention there’s only 1 class that can actually “corrupt” boons.
Quickness and alacrity basically double a groups DPS output. Groups running the boonshare are tanky and do tons of DPS. The only real way to counter it is run boonshare yourself.
Some professions have pretty much ruined WvW by turning all battles into a passive face off, where groups will just stack boons like protection and resistance and turn everything into a battle of sustain. Fights used to be fun, because groups had to actively manage cooldowns and have excellent coordination to win battles—but all of that was lost slowly after the repeated updates that brought power creep into the game.
There needs to be nerfs across the board for many traits and abilities, in WvW. People simply aren’t enjoying these fights where nobody dies for 10 minutes.
I’m not tryin to be rude, but the true issue is that some of you can’t handle change.
The devs are not nerfing anything “across the board” to make some vanilla wvw scenario.
If the community wants it, then I don’t see why Anet would refuse.
There has been several balance passes since HoT already. The professions and skills are balanced upon balanced upon balanced. There was even WvW specific balancing in April. You should feel exactly at equal level no matter which game mechanic or profession you use.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-January-26-2016
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-19-2016
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-26-2016-1
None of those balance updates address the power creep in WvW.
Boon Stripping exists.
Necros are the only class that can play boonstrip, and even with constant corrupts it’s hard to keep up with the constant boon reapplication.
Some professions have pretty much ruined WvW by turning all battles into a passive face off, where groups will just stack boons like protection and resistance and turn everything into a battle of sustain. Fights used to be fun, because groups had to actively manage cooldowns and have excellent coordination to win battles—but all of that was lost slowly after the repeated updates that brought power creep into the game.
There needs to be nerfs across the board for many traits and abilities, in WvW. People simply aren’t enjoying these fights where nobody dies for 10 minutes.
thread needed a bump
you could send in a ticket explaining your situation, Anet is usually pretty good about this kind of thing and I bet they can help u
Leap skills, hammer stun, guardian greatsword 3, and pretty much any skills that make the character leap do not work properly if the terrain is not flat. It’s been 4 years since launch and I’m surprised this bug still exists.
It’s especially problematic in World vs World where groups are fighting on unlevel terrain almost constantly.
allow us to permanently select which currencies to display by default in our backpacks
top fight guild
(TW)Pick one
xd
Stab really isn’t the focus of this thread, folks.
Not true.
You said:
I can deal with all the other boons, even resistance is annoying but not a huge deal, but Quickness just seems like way too strong of a boon to be able to stack that high of a duration.
So I’m disagreeing with you that quickness is the main problem.
It’s boon sharing in general that is the problem not just quickness sharing.
So stability and other boons are just as on topic as quickness.
read the title
But, I’ve still seen 20-30 man groups take down 50+man blobs when the smaller group is organized and the larger one isn’t.
idk man I see a lot of groups claim that, but when you watch their vids it turns out they had 20-30 in squad but were running with like 10-20 green names against a group of similar size.
Quickness isn’t the only boon that needs addressing.
Resistance, stability and protection are also very overpowered when shared.
Stability? Really?
Why don’t we just back to the Pirate Ship meta that was sooooo exciting half the population left.This is one thing I find funny. I quit playing about the time the Pirate Ship meta came into being. I didn’t play much of it, and I didn’t quit because of it, but I knew and experienced some of it. I quit for 8-9 months, came back, and it honestly feels much the same overall. I laugh because it seems like they made WvW overly convoluted just to create a similar result. It’s pretty significant that they then nerfed that stability change to not allow further interrupts for a short term. In the end though it feels much the same, WvW bursts things, that’s kind fo the playstile in a nutshell, burst heals, burst damage, burst boons. But, with that change to Stability stacking and usage, well you have an almost identical play style. So waht’s the kittening point?
It really feels like they’ve just played with things, not knowing their full implication, then instead of reverting they just created more mechanics to counter that change… god, it’s just plain dumb.
In the end you still want 2 guardians for stability per frontline group. Now you want 1 rev for resistance per group (the only real change, war=rev), where you used to want condi cleanses. Then you have Water fields (the same) and well/damage field bombs (the same).
I’m just failing to see the effective difference in the meta from back when I loved WvW before and what we have now. It’s in simply changed from GWEN to GREN, which is just… why?
But then I realize why, these changes weren’t done in any regard for WvW and the changes back towards it again werent’ done for WvW but in effect ‘fixing’ WvW to get back to the status quo it was once at.
I don’t know, I just look at the history of WvW that I missed and laugh because it overall made little to no difference in how it’s played today vs before these things. So I guess thank you sPvP for taking a solid system and making it a convoluted system with the same result.
I feel like Anet needs to go back and fix builds across the board. Power creep has definitely affected WvW, and things just simply need to be nerfed. Groups were a lot squishier back then but it was fine because skilled groups could sustain even when massively outnumbered. Currently it’s almost impossible to kill larger groups because of mechanics like damage reduction and resistance.
A condition that would lower the duration of currently applied conditions would be an excellent way for groups to counter groups that stack boon duration.
Currently the only way to counter the boon share meta is to have lots of necros, so there’s not a lot of counterplay if you’re playing anything else. I think it’d be great if anet could add a condition or traits that could help bring balance to the current meta.
Ok, well first and foremost I strongly recommend that whatever build you go with you get an intel processor. GW2 absolutely hates AMD cpu’s… a $60 intel pentium will outperform a $200 amd processor.
Since you have a 500-700 budget I recommend either getting the new skylake i3 or i5. For the GPU I’d probably get an r9 380, which is still overkill for a game like GW2 but it’s worth it imo.
Upgrading your graphics card won’t really help your FPS for this game. FPS in GW2 is linked to CPU performance, and if you want better FPS I suggest upgrading to the new intel skylake processors. I’m currently running a pentium g4400 with a radeon 6850 and I manage to get 25-40 fps in LA on ultra settings and 60-80+ in dungeons and other less populated areas.
You also have the option to overclock, which would certainly improve performance but it comes at the risk of frying your chip if done poorly so I don’t recommend it.
I think it’d be a great addition to the game if Anet were to add a guild vs guild function. Currently the only way for guilds to fight each other is through guild halls (which are too small) or in WvW through the obsidian sanctum. Guild PvP has always been one of the most entertaining aspects of MMO’s and I’m surprised GW2 hasn’t added their own version of it.
Is there any chance we’ll ever see it happen?
Can we have the option to make the commander tag our guild emblem? I just think it would be cool.
The best part about world vs world is the fights. Organized groups will intentionally hit structures with the intent to fight the defending server group. I believe it would be in the best interest of everyone to move the game towards more and more fight oriented scenarios.
I have an idea, take it or leave it: Include a gold generating treasury chest that is held in the center of every objective, with bigger objectives carrying bigger chests. The gold generating treasury chest will give rewards like gold, ectoplasm, and maybe even gems if it’s held long enough. The longer it’s held the more rewarding it is to hold it, creating an ongoing incentive to defend and attack. If it is captured, the enemy server who captured it can loot the treasury for valuable items like gold, rares, etc. However, once a treasury gets looted the looting rewards get reset, to prevent people from farming a treasury over and over again. And to prevent people from bandwagoning to the winning server, the 2nd place server gets to loot a treasury 2x, while the 3rd place server gets to loot it 3×. This creates an incentive to keep playing even while losing, while also creating an incentive for guild groups to transfer to losing servers for the extra reward multiplier.
The game needs more ways to create fights among servers, because in the end WvW is only fun when we actually have people to play against.
Do you have “Effect LOD” checked?
ah yes, I did. Will unchecking it fix it?
This is a pretty big issue for me in WvW. There will be plenty of times where I’ll end up running into or getting hit by a static field that I don’t even see on my screen. Or other times someone will throw a water field but it won’t render, and doesn’t get blasted as a result. Not being able to see enemy or ally fields puts us at a huge disadvantage, and there is little counter-play other than to predict where the fields or damage will be so I can blast or avoid it.
I play on max settings, so I don’t think this is a settings issue. Does anybody else have this problem?
the build optimizations for WvW are vastly superior to the cookie-cutter builds you see in sPvP.
Also sPvP builds are balanced around 5v5, but in WvW you will often go up against greater numbers and will need to change your build accordingly.
need more shinies! Auras that we could attach to our armor would be sweet!
after spamming f1
Don’t spam. Problem solved.
It’s not that simple…
There are plenty of situations where I NEED to spam shroud or I will die.
Something small like 0.5 sec would be fine. There have been too many times that I accidentally leave shroud after spamming f1 during a stun or moa transform because of that lack of an ICD. Anet pls
Have you ever played CSGO? Go ahead and do that. You’ll delete this thread on your own, I guarantee it.
DISCLAIMER: You’ll hear a lot of “cyka blyat”. No offense to our russian friends xD
I’ve played Dota, and it’s just as toxic I guarantee it. I understand that allowing us to have a voice chat provides an opportunity for abuse, but a simple mute function should solve that issue.
ahhh I can see it now:
Scrub 1: “WHAT THE !$
# WHY DID YOU GO FAR YOU !$
#%$, GO MID!”Scrub 2: “WHATEVER MAN, !$@# YOU, PUSHING FAR WINS GAMES”
Scrub 3: “Geez, you guys are a bunch of children, i’m going afk”
Remainder of the match, random yelling at eachother for useless crap
Couple things:
1) we already have people arguing in map chat, this just gives people who want to cooperate a better medium then typing through a keyboard
2) blocking a person would mute them as well
It’s pretty difficult trying to coordinate with just typing, and I imagine this would make it easier to do team-play in pubs. What are your thoughts?
you need to be able to decap when necessary, and turn fights where you can. Also if you can pick off a squishy 1v1 thats always good.
nutrition and utility buffs are also commonly used in gvgs, other then that I think Hamster covered it all