Showing Posts For Noblehawk.8036:

Details on Catapult Changes.

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Posted by: Noblehawk.8036

Noblehawk.8036

Did some testing and would say that its more likely either 5 or 4 point something. Far from 3 anyways.

Details on Catapult Changes.

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Posted by: Noblehawk.8036

Noblehawk.8036

-Catapults deal the same damage with no charge as they did before.

-Catapult full charge time is 3 seconds.

-Catapults deal roughly 100% more damage when fully charged.

-The CD for throwing a rock is 5 seconds.

-Fully charging every shot results in a 25% dps increase.
——-

Are you absolutely certain that catapult full charge time is 3 seconds?

Please disable gliding when entering combat

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Posted by: Noblehawk.8036

Noblehawk.8036

Please disable gliding immediately when player enters combat.

Reasoning:

In current mode if enemy zerg “pushes” to you in air, there is very little crowdcontrol u can apply to them. Necro marks and statics wont work in air and idea that u would actually build ballista to counter them is hilariously stupid. In fact ballista against any flying enemy is very useless as u most likely wanted to build em only to defend your own stuff and enemies can not fly there anyways.

For this reason any damage to player (=getting player to combat) should instantly disable gliding and player should drop like a rock. This way any ranged player could start shooting people out from the sky, which would be much funnier approach to gliding in wvw anyways.

Gliding being disabled while in combat would make it much more consistent. U would not need to think about accidentally gliding while u’re fighting near some edge. Nothing sucks more than accidentally activating glider after jumping and going off the edge even u didn’t plan to do it.

To make myself clear – I have nothing against gliding but I have very much against it being possible while in combat.

Thank you for reading my feedback.

Lower the Rank Requirement for Armor

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Posted by: Noblehawk.8036

Noblehawk.8036

Thing is…

If rank requirement is too low we will end up having pve players in wvw who are there only to farm the item. They will not stay and will not contribute anything meaningful to the wvw community, except long ques and permanent karma trains with very little combat skills.

Rank requirements have to be so high that 99% of the farmers give up because it is too much work, effort and time for them.

We already see how much problems we have with the back item as it is too easy to get.

Lower the Rank Requirement for Armor

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Posted by: Noblehawk.8036

Noblehawk.8036

My vote goes for;

shoes = rank 1000
gloves = rank 2000
helmet = rank 3000
shoulders = rank 4000
pants = rank 5000
chest = rank 6000

be happy that is is 2k for all .)

WvW Poll 14 June: Desert Borderlands (Closed)

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Posted by: Noblehawk.8036

Noblehawk.8036

I bet that most people who actually already left the game (like me) won’t come here to vote on this poll like I did… If I had not stumbled to this forum mostly accidentally to check whats going on couple weeks ago, I wouldn’t even know there was going to be a vote.

However as I’ve mentioned before – desert map and certain other hot updates like automatic upgrades and guild buff nerfs were the reason I bailed from the game. Seeing the current result makes me sad panda, but then again – there are other games to play. Wish u people all the best. Obviously Anet can’t please everyone.

WvW Poll 31 May: Mixed Borderlands (CLOSED)

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Posted by: Noblehawk.8036

Noblehawk.8036

Bad poll. I wanted to vote option “Keep alpine border and trash the desert map for good.” As this doesn’t seem to be happening, I’m not gonna bother coming back to to play this game.

Will check forum in few weeks again and see if this nonsense is still going on.

Bring old maps back for a week.

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Posted by: Noblehawk.8036

Noblehawk.8036

I think that Anet should bring the old BL’s back just for a week to see if some people come back to WvW and play on the old BL’s. This could help us see if WvW is truly dead.

Does not help unless Anet reverts upgrading back to old system also (including the way supply and camps used to work). Upgrading can be free, but should be behind some light grind wall (for example the WvW ability system I suggested in some earlier post).

Maps AND upgrades are 2 main pure WvW issues for me at least. Don’t want to play even on EB before upgrading is fixed.

…and yes – in their current state the new maps do not belong to WvW and do more harm than good. Can they be fixed so that they would be better than old ones? Maybe… but likely it takes less time to start from scratch / go with old ones and dump these deserted art projects to some future PvE expansion.

I have very little fate for Anet fixing WvW in near (or distant) future. It is impossible to get any real plans/timetables out from them and based on history it is more likely that things go only worse when they finally decide to do something. Being “innovative” in WvW development while all the best solutions are already in forums is not quite bright…. Unless the goal is to lose the old customers and bring in new different kinds of customers.

For a while now I’ve tried to find something interesting to do from PvE world and failing in that front also… so I bet it wont take too long before I find myself back from EvE where I used to do my pvp’ing before this game. At least I know what I am going to get from there.

Is WvW Really Dead? [Merged]

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Posted by: Noblehawk.8036

Noblehawk.8036

Gonna take break from WvW as it doesn’t seem to get fixed anytime soon. See you in few months maybe.

It is impossible to get even anyone to answer in here.

(edited by Noblehawk.8036)

Will Stability be Getting a Buff?

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Posted by: Noblehawk.8036

Noblehawk.8036

With all the new pulls/pushes/traps and other crowd control mechanics they could probably double the stability stacks, make it unremovable for 3 seconds and still see reason to nerfhammer half of the new skills in game.

…but then again why would people grind for elites if they weren’t OP as kitten.

Is WvW Really Dead? [Merged]

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Posted by: Noblehawk.8036

Noblehawk.8036

I’d like some explanations of what people want.

Let’s say the desert borderlands won’t go away (they really won’t since it’s a completely new map) so what changes would you like to it?

List please.

I think I already made nice combined list of current “bugs” for u to read. That topic shouldn’t be too hard to find.

Revenant ability that goes through walls?

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Posted by: Noblehawk.8036

Noblehawk.8036

To enable this feature you must purchase HoT.

[Bugreport] WvW HoT 1.0

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Posted by: Noblehawk.8036

Noblehawk.8036

Will just leave this here…. hopefully didn’t forget much – feel free to add if I did

- Autolooting not working in WVW.
- Objectives too far from each other. Treb doesn’t “quite” reach.
- Guild fortified transported (+5) missing from guilds which already had it.
- Many PvE mechanics to crowd control/damage players have been placed to WvW map.
- Shrines and epic megalazer™ are showing on map and it not aprils fools day yet.
- Objectives are upgrading even when no one is talking with the quartermaster about the upgrade strategy.
- Objetives are upgrading even when dedicated yakslapper is killing all the dollies coming from camps.
- Shield generator tells you have to buy PvE expansion for it to work.
- Objective lord thinks that he is the center of WvW fight.
- New borderlands are designed for PvE rather than WvW.
- Average defender is unable to navigate in new keeps without a map.
- Locating stealthy personnel from keeps requires clairvoyant elite specialization.
- There is lava on the floor.
- People who liked upgrading stuff are now unemployed.
- People who liked to escort dollies are not escorting dollies because of the “reason?”.
- People who liked to roam deep into enemy border to kill dollies and deny camps are asking “why?” and writing to forums instead.
- Resource nodes are demonstrating inside towers and camps for their brief relocation to original placements.
- Resource nodes in keeps and sm do like their new placements, but they don’t like to be so near of each other.
- “There” is no one to fight and even there was, no one wants to walk all the way to get “there”.
- Even merchants love selling siege, not most merchants should sell only siege.
- Generally it is a good idea if burning oil above some random (sm) doorway reaches ground.
- Waypoints should be open only in friendly objectives(?).
- Clicking WvW button takes you to jumping puzzle instead (and parachutes are missing).
- Completing master of ruins daily is not possible because WvW map is not loaded.
- “Hello! I am waypoint and my name is Invincible Ivan. You don’t need to defend me!”

(edited by Noblehawk.8036)

WvW after HoT

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Posted by: Noblehawk.8036

Noblehawk.8036

I don’t know how WvW will be in couple months from now. At least currently the state is much worse than it was before HoT.

What I do know after spending few days reading and writing to these forums – the feedback is there. I don’t bother fighting the windmill any longer than this on this front. Going to wait and see what happens and make my conclusions when it is time for that.

All the issues are on the table. If they choose to wipe them under rug after people get bored to write about them – so be it. My hopes about getting some realistic fixes are rather slim because if Anet lived on same planet with WvW community, I wouldn’t even be here complaining about the updates.

Ball is on their side of the court (again).

Unable to Login/Disconnected After Map Change

in Bugs: Game, Forum, Website

Posted by: Noblehawk.8036

Noblehawk.8036

Can not login with at least 2 of my characters since latest patch.
Another is in mad kings labyrinth and another is in lions arch.
Getting Network error (Code=1083:5:7:1595:101)

I can login with my character which is located in gendarran fields.

edit: nm…. fixed

(edited by Noblehawk.8036)

The real 4 main issues with the new WvW

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Posted by: Noblehawk.8036

Noblehawk.8036

This is common problem in modern day development where everything is done in secrecy and brought out to beta testing with huge hype. It doesn’t really matter how the product looks like or how it feels as in this point it is way too late to change what has been made. End users get whats coming. Period.

If some day people could actually review the plans before developers start coding them, amount of crap coming out from end of the tube could be reduced significantly.

ArenaNet, really? 2 things.

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Noblehawk.8036

So anet should just let u use the thing they said was coming with expansion…nope….think u should go clean out your couch and go pay for it…this is like not doing anything in hs and then complaining that you couldnt get into college…i happen to agree that they should let all siege be used by all but by no means should you feel entitled you were given the same chance to obtain the expansion

…except that most of us have already paid for gw2 once which included WvW and on top of that many of us have bough piles of gems for various purposes too.

When Anet started to take stuff out (like guild functionality) and giving extra WvW features to people who pay extra (extra siege, possible autolooting in future) – at least I started to feel bit annoyed.

…but then again I am happy I didn’t buy the expansion as it did only make WvW worse and seeing all this crap obviously affects my future actions also.

Autoloot from Mastery not working in WvW

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Posted by: Noblehawk.8036

Noblehawk.8036

I do not understand why a game setting should be locked behind mastery.

What’s next, better shaders through masteries or maybe custom resolution?

When u gotta pay u gotta pay. Someone from Anet said before release that they are certain about everyone willing to buy the expansion. Different thing is how many people actually want it, but with enough paywalls to existing gameplay modes and features….. yea… sure…

Like or Dislike new WvW Bordelands

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Posted by: Noblehawk.8036

Noblehawk.8036

Close this thread and reopen it in 3-4 weeks. There are no real opinions yet.

Initial opinions are opinions. Alo, they are useful for metric crunchers.

Game is released for less then a week, at least try it.

Yes some things are not working properly, but at least go play it. Perhaps when you play it more you do like it.

In HoT as a total i think there are good and bad things in it. I recon those things will be sorted in upcoming time.

Like the waypoint in enemy tower, super cool burning oils in SM, merchants which are selling siege instead… Yea… I’m sure they fix everything soonTM

Happy halloween .)

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Posted by: Noblehawk.8036

Noblehawk.8036

Yea sorry… I couldn’t resist

Oilpots 3d floor sm

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Posted by: Noblehawk.8036

Noblehawk.8036

I bet they guy who put them there did while he tested it.

WvW Tournament Claim Tickets Gone?

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Posted by: Noblehawk.8036

Noblehawk.8036

You were exploiting PvE players by having them.

How many WvW ranks to unlock elite spec?

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Posted by: Noblehawk.8036

Noblehawk.8036

Apparently u only need 250 HP (soonTM).

https://www.guildwars2.com/en/news/heads-up-iteration-incoming/

Anet: WvW New Harvesting Nodes [Synthesizers]

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Posted by: Noblehawk.8036

Noblehawk.8036

I think a good solution would be a few things as far as inside/outside goes. Leave them inside keeps, but don’t put them all in one spot. Spread them around the keep. Keeps are what we really need scouts for, and the reward should still be there. But spreading them out will decrease the chances of people making a bee line for them rather than capping, defending, or assaulting the keep.

Take them out of towers and camps. Camps definitely don’t need scouts, and we don’t need the nodes slowing us down. scouts are useful in towers, but not that necessary, especially with sentries, and especially being close to a waypoint. Having them in towers again, slows us down. Instead, scatter them around the world.

One thing that does need to change, they shouldn’t be able to be mined twice. Regular nodes can only be mined once, unless you crit. This just seems like way too much of a reward, and is one of the big reasons why even seasoned WvWers find them so distracting. Maybe keep the keep nodes as double mined sources, but all others need to be changed to single.

I could live with this change too^^

[Constructive Feedback] Desert Borderlands

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Posted by: Noblehawk.8036

Noblehawk.8036

In WvW it is rather easy to measure distances with certain siege equipment;

If treb doesn’t reach from one objective to nearest adjacent objective, they are usually too far apart.

…at least this is how I see it.

Simplest WvW Fixes

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Posted by: Noblehawk.8036

Noblehawk.8036

I honestly think that most WvW players would have been totally happy with old maps if:

- Existing bugs were fixed
- Upgrading was made free but with (close to) old upgrade system.
- Population unbalance and night capping was addressed at some level.
- Maps got visual update and maybe some tweaks here and there.

Added bonus would have been if

- Autolooting was introduced to everyone in WvW.
- Siege line of sight was made consistent and clear to understand.
- Protecting dollies was made easier (like with the shield buff we have now).
- More effort was placed to combat lag.

…but this is only my gut feeling and can be wrong. In the end it’s impossible to say what “we want” without some kind of realistic poll and good enough coverage from the actual users.

Notary and Notarized Scrolls temp disabled

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Posted by: Noblehawk.8036

Noblehawk.8036

So… nothing? We do not deserve any news about it?

Is it working yet? No? Then the new is they are working on it still and its still not fixed.

Fixing what exactly? How is spending an in game currency to get a reward something that needs to be fixed?

Bad bad WvW player might get something earlier than some PvE player. Catastrophic event right there.

Like or Dislike new WvW Bordelands

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Posted by: Noblehawk.8036

Noblehawk.8036

What I don’t really want to see on WvW map include at least following:

- automatic cannons
- pushes/pulls/knockbacks/fears as map mechanics
- high cliffs/drops/lava in a location where plenty of fighting is supposed to happen
- narrow long pathways with really limited view and complex design
- long distances (paths) between objects
- lack of open field
- PvE fight mechanics / elements (includes lord fights).
- too strong npc’s which one skillful player can not kill (even alone) with enough time and determination.
- automatic upgrades
- resource nodes inside objectives instead of spreading them out to the map.

(edited by Noblehawk.8036)

New automatic objective upgrade system

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Posted by: Noblehawk.8036

Noblehawk.8036

T3 and WP are useful for everyone, but it’s not a reward for the scout.
Arena.net want people to do things, enjoy them, feel rewarded by the game for doing it.
Not having to do things, be bored by them, and may be rewarded by other players (it’s a bonus).

If you can’t suggest things to make scouting interesting even for not dedicated players, nothing will change :/

Even minigames can be suggested!

If you don’t enjoy scouting then don’t do it, no one is forcing you to. There are plenty of other people that loved defending and upgrading.

Yep… this is one of the main reason why I think that locking free upgrades behind (relatively low) WvW ability wall is good thing (but obviously not mandatory in my suggestion).

When people specialize to something everyone else can not do, it makes them feel more important and involved on the stuff they do. In this case managing upgrades. Usually these people manage several structures and scout only the location they happen to be in.

My another reason for this was to prevent total newbies from accidentally starting fortify or draining keeps when sups low/objective under attack. Once they have obtained enough points to actually unlock the skills, they have learned the basics of upgrading and WvW in general already.

Obviously none of this matters as long we’re stuck to anets new fully automatic upgrade failure.

What comes to scouting anet has already introduced spy balloons etc to replace scouts I think… enemies around objective will show on map. Not sure is this time limited or permanent improvement/tactic though… haven’t really paid too much attention to details of it.

Happy halloween .)

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Posted by: Noblehawk.8036

Noblehawk.8036

“I hear you wanted us to fix WvW. Now I am here fixing it. Your mad kings says: CHEER!”

Crowd /CHEERs

“Your guilds need new place where u can GvG. I want to make it happen. DANCE!”

Crowd /DANCEs

“WAIT. Did I say Mad King says??? NO. You will not get it for free. I will take all your guilds and remove your +5 and make you pay and grind for what you already paid (evil laughter). Act SURPRISED!”

(evil laughter)

“Your mad king says: KNEEL! – KNEEL! and you shall get autolooting to your game!”

Crowd /KNEELs

(evil laughter)

“Did I say it is free? NOOOO (evil laughter). Your mad king says: PAY! PAY for it and you shall get it my loyal subjects! PAY!.”

Crowd /PAYs

(evil laughter)

“Did you really think it was that easy? (evil laughter) Now you must GRIND to get it unlocked! (evil laughter) GRIND my loved slaves GRIND!”

(evil laughter)

Crowd /GRINDs

“DID I SAY MAD KING SAYS? NOOOOOOOOO. DID I SAY THAT THE AUTOLOOT WORKS IN WVW? NOOOOOOOOOOOOOOOOOOOOOOOO.”

(evil laughter)
(evil laughter)
(evil laughter)

“And I ruined your alpine maps”

(evil laughter)
(evil laughter)
(evil laughter)

“Happy halloween”

The real 4 main issues with the new WvW

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Posted by: Noblehawk.8036

Noblehawk.8036

Like, can you actually stop for a moment and truly immagine and visualize it how it would be riddiculous to siege such a big area AND REFRESH that siege?

That’s actually quite easy. I already built extensive siege in the air keep at every outer AND inner gate AND wall plus extra siege on the plateau in the west. It took me 4 minutes to refresh everything. Get to know the structure and you won’t find it so big anymore.

People arent willing to give it a chance, but all the people who like the xpansion arent on the forums crying they’re in game enjoying it

You are living proof of the flaw in your statement

Shield Generators need to be nerfed.

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Posted by: Noblehawk.8036

Noblehawk.8036

I would like to start by asking why such item is behind paywall when it clearly gives clear advantage to some1?

The real 4 main issues with the new WvW

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Posted by: Noblehawk.8036

Noblehawk.8036

I agree with OP on all 4 points.

As long Anet isn’t willing to understand that PvE <> WvW we shall not get what WvW deserves. They need to start thinking how to make WvW fun for those who like WvW and not how to make WvW appealing to those who like PvE.

In my eyes all things u mentioned and many others are related just to this fact. They have started to plan things from wrong end.

If people who play WvW like WvW more people will play WvW. Simple as that.

New automatic objective upgrade system

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Posted by: Noblehawk.8036

Noblehawk.8036

I believe that the new upgrade system is harming the WvW more than doing it any good and here is why:

- Before HoT many players were spending time upgrading objectives, guarding dollies and speeding up workers.
- Planning strategy what upgrades to start, when and in which order was part of the deal. Available supply played big part of that.
- Escorting dollies and keeping camps secure was important.
- Possibility to deny supplies and basically stop upgrades/repairs was valid offensive tactic.

In above you see game what was running inside many maps and provided stuff to do for many people – daily. Only bad part of that was the gold people had to spend to actually start the upgrades.

What we have now is totally different. It is automatic, brings all upgrades in few big bundles and offers about zero stuff to do to anyone.

I agree that it was good decision to ditch the gold in upgrades, but I disagree with the automation.

This is how I would had done it:

- Exactly same system than before, including the supply management and individual single upgrades.
- Started from quartermaster – by player – like before.
- All upgrades free of charge.
- To able to start certain upgrade you need certain WvW ability and high enough rank for that.
- 4 new WvW ability skills: camp upgrades, tower upgrades, keep upgrades and castle upgrades. 1st being cheapest and last being most expensive.
- Each new ability should contain as many ranks as there is tiers in that objectives upgrades.


- Unlocking ability to upgrade camp with tier1 upgrade could cost 2 world ability points.
- Unlocking ability to upgrade camp with tier2 upgrade could cost 3 world ability points.
- Unlocking ability to upgrade tower with tier1 upgrade could cost 5 world ability points.
- Unlocking ability to upgrade tower with tier2 upgrade could cost 10 world ability points.
- Unlocking ability to upgrade tower with tier3 upgrade could cost 20 world ability points.
- Unlocking ability to upgrade keep with tier1 upgrade could cost 10 world ability points.
- Unlocking ability to upgrade keep with tier2 upgrade could cost 20 world ability points.
- Unlocking ability to upgrade keep with tier3 upgrade could cost 40 world ability points.
- Unlocking ability to upgrade castle with tier1 upgrade could cost 20 world ability points.
- Unlocking ability to upgrade castle with tier2 upgrade could cost 40 world ability points.
- Unlocking ability to upgrade castle with tier3 upgrade could cost 80 world ability points.

Benefits of adding the system:
- Sink of 250 (in example) ability points created.
- Totally new people can not mess with upgrades by accident and are “guided” to start from camps by using lowest cost on those.
- More communication between newer and older players about the upgrades and tips and tricks related to those.
- Being able to unlock abilities is rewarding to players and offers them goals (this is one of the other reasons why I really didn’t get why guard stacks were removed but is another issue there…)

…and that’s pretty much covers what I wanted to say. Shield for escorted yaks was one of the good updates of the expansion. Too bad the functionality was undermined with the automatic upgrades themselves.

…also it is much more inviting to defend something where someone has actually invested some time and effort into, than a thing what has no meaning to anyone except in scoreboard – maybe.

(edited by Noblehawk.8036)

Warning for WvW players

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Posted by: Noblehawk.8036

Noblehawk.8036

One main reason I don’t wanna play even in EB anymore are the totally automatic and way too fast upgrades.

Thing is that after capping something no one has to invest time (or materials/gold) to upgrade the objective. You just leave it there and in our tier usually end up having fortifications up in no time – with no effort.

I agree that it was good plan to get rid of the gold in upgrades, but I disagree that it was good idea to automate the process. People should be involved in strategic decisions related to supply management and be manually starting upgrades like before. It may be hard to believe but some people actually liked doing this and made them feel being important part of the their realms WvW community.

…and I defend any tower with pleasure when I know that people have actually invested time and effort to upgrade it.

edit:
Also no objective should upgrade without supply. Protecting/denying camps/yaks was big part of WvW strategy and should be in future also. Escorting yaks is now easier, which was one of the good things of the expansion, but every yak should count @ the destination like b4.

(edited by Noblehawk.8036)

Anet: WvW New Harvesting Nodes [Synthesizers]

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Posted by: Noblehawk.8036

Noblehawk.8036

You get more ore/lumber/other stuff when u waypoint directly between the keeps and run to nearest towers. If u are really lazy u just farm the ones with waypoint on them.

No more +5 in camps/towers/keeps

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Posted by: Noblehawk.8036

Noblehawk.8036

The +5 buff is obtained as part of the whole aura thing. It will be permanent when it is unlocked like the rest but before that a guild has to get a war room in their guild hall upgraded enough to make that upgrade.

…so where does this leave all the small guilds which already had this functionality before the expansion and which are not going to get guild halls and such ?

Are they just going to have to suck it up ?

Anet: WvW New Harvesting Nodes [Synthesizers]

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Posted by: Noblehawk.8036

Noblehawk.8036

Synthesizers inside towers/camps just make people farm materials in objectives instead of doing something meaningful like defending or following commander w/o constant waiting for people to finish harvesting/mining/logging.

In WvW resource nodes belong outside objectives and give roamers another reason to go out there.

Remove synthesizers and bring old resource nodes back as soon as possible. Thank you.

The same people that came here to do nothing but farm materials, are unlikely to be roaming, defending, or following the commander because they obviously don’t care about what is going on. These were probably the same people that just came into wvw to gather nodes anyways.

These things were clearly intended to make people sit around in objectives to defend. Just because other people misuse isn’t really an argument against it.

My argument against this is actually following:
Moving resources inside camps/towers/keeps was another move towards PvE world where u have much smaller change to actually get (for example) ganked while collecting those precious goods. I thought that WvW was more about getting fights and killing enemy players than playing farmville inside a tower?

If anet really wants to reward ppl for scouting/defending towers – they surely can come up with better ideas than this? Or was this really all they came up with?

…but then again entire WvW is going towards PvE so fast that I’m probably going to miss the train somewhere in near future.

No more +5 in camps/towers/keeps

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Posted by: Noblehawk.8036

Noblehawk.8036

Talking about the camp upgrade.

Previously known as “WvW Fort +5 Supply” or “Guild Fortified Transporter”

The most "useful" new added siege weapon spot

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Posted by: Noblehawk.8036

Noblehawk.8036

…at least it is only burning oil and not remote controlled megalazor 3000 lag battery for HoT users only.

The new auto loot doesen't work in WvW. [Merged]

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Posted by: Noblehawk.8036

Noblehawk.8036

…and it is behind paywall anyways

No more +5 in camps/towers/keeps

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Posted by: Noblehawk.8036

Noblehawk.8036

The +5 is still there but needs to be re upgraded I believe.

- Gaius

Well if you know more about that please share.
At least I can’t see such tactic or improvement in the list under Heart of Thorns upgrades;
https://wiki.guildwars2.com/wiki/Guild_Claiming

Is There An Alternative For GW2Score.com

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Posted by: Noblehawk.8036

Noblehawk.8036

mos.millenium.org/eu/matchups
wvwintel.com

Not sure if these are what you’re looking for, but there u go.

Bugs I've noticed in the new bl

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Posted by: Noblehawk.8036

Noblehawk.8036

Blue EB keep general merchant sells siege instead

Anet: WvW New Harvesting Nodes [Synthesizers]

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Posted by: Noblehawk.8036

Noblehawk.8036

Synthesizers inside towers/camps just make people farm materials in objectives instead of doing something meaningful like defending or following commander w/o constant waiting for people to finish harvesting/mining/logging.

In WvW resource nodes belong outside objectives and give roamers another reason to go out there.

Remove synthesizers and bring old resource nodes back as soon as possible. Thank you.

No more +5 in camps/towers/keeps

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Posted by: Noblehawk.8036

Noblehawk.8036

I feel that removal of +5 buff was huge nerf to smaller roaming groups/guilds and makes it harder for them to operate as havoc teams.

Repairing damaged fortified structures is also real pain when u can not have 20 supplies on you anymore. Specially because even u have the bugged skill to use 10 supply with one hammer hit, it needs 3 hits to spend 15 supplies even 20 sups went with just 2 hits…. Repairing/building bigger siege is slow and tedious task now.

Guard Stacks

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Posted by: Noblehawk.8036

Noblehawk.8036

I don’t quite get the reasoning behind removing guard stacks.

Loosing them on death was good death penalty and also reason to go out there and get them back.

If some1 felt that they were unfair towards new players, better solution would have been to give them to all instead of removing them.

…but I guess I’m just clueless.

[Constructive Feedback] Desert Borderlands

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Posted by: Noblehawk.8036

Noblehawk.8036

Hello WvW Community.

  • In 100 words or less, describe how the new BLs could be improved.

- Restore alpine borderland maps (best option)
- Reduce size of new maps
- Make new maps less complex and more open
- Restore +5
- New maps lord fight mechanics belong to PvE. I’m not here to play PvE. Old lords were better. Bring them back.
- Put resource nodes back to where they were (outside of objectives)
- Remove “tactics” which spawn more PvE junk like airships.
- Remove all new PvE crap from maps.
- Objectives seem to upgrade too fast.
- On new map distances from camps to objectives too long compared to increased defenses.
- Restore guard stacks.

Hello WvW Community.

  • Which map am I most likely to find you currently, if you’re on Gw2?

- EB (if playing the game at all)

Also reason why I didn’t buy the expansion early was following:
I wanted to wait and see how it will improve my daily WvW experience before buying it. Now I’ve seen the “improvements” and I am happy that I didn’t buy it. You don’t have to be rocket scientist to tell “will I buy it anytime soon?”. Obviously answer is “definitely not!”.

Expect a large wvw player base drop off.

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Posted by: Noblehawk.8036

Noblehawk.8036

Those who loved killtrains/karmatrains will love the new map… it belongs to eotm.

nuff said.

Do you like the WvW changes?

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Posted by: Noblehawk.8036

Noblehawk.8036

I don’t like new borderland maps. They are way too big, complex and distances are too long. I don’t like new lord fight mechanics either. Feels too much of PVE. I wonder why they just didn’t fix EOTM instead.

Not having +5 anymore makes it even worse for smaller parties as carrying sups to do stuff isn’t convenient anymore. Specially not on some maps which have mile from camps to gates. Was this supposed to make defending like super easy if someone bothers to actually walk all the way to objective and defend?

Even EB feels like farmville now with all those resource synthesizers inside towers/camps… I get that devs want ppl to roam between objectives, but not like this… Another PVE feature in WvW maps, imo.

I hope that old Alpine border maps return sooner than later (pretty much refusing to play the new ones).