Showing Posts For Peterson.8345:
thief is not very good for zerging…
but engi and druid… with those two you don’t need to be in squad at all
my friends play them and oh my god they are unstoppable… the druid with good build is basically immortal and pumps so much healing its ridiculous…
same applies to engi, pretty much impossible to kill with great utilities – e.g. condi cleansing with elixirs etc
medium classes are not a priority for zerg, cuz for zerg to work u need 5ppl in party which all support each other – like guards, revs, eles…
when you play medium classes don’t need no support, you can take care of youself no problem, you don’t need to be in zerg/party
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.
yes, you will do everything in your power to protect your precious casual players… if you’d step in wvw once in a while, you’d see that players devised their own, much more drastic way of dealing with this… good effort though
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welcome to anet’s gw2 wvw mode, enjoy
yes, lets add another automatic stacking thingy to wvw, cuz thats what we need, more things to kitten up the servers… wvw should have everything simplified so that there are less things for servers to handle imo….
There was a hardcap to 10 second on the boon. Perma stab from 2 guards is a myth.
This. I have played frontline guard for 3 years and this is the most stupid thing people say about hammer trains. Every 5 people party in an organized group had no more than 2 guards; then there was usually a war and 2 necros. These 2 guards managed 50-70% stability upkeep, depending on their skill and enemy boon removal.
Hammer trains were never all powerful, but they allowed melee to be melee and forced ranged to play well. What we have now is a nonexistent melee and brainless ranged.
PS: old stab also allowed the 2 guards and a war to just ‘take onboard’ any class (although necros were usually the first choice) and provided them with stab, cleanse might etc… this allowed people to experiment more, and the more experienced melees could cover for pug ranged (I did this a lot with my melee buddies back in the day)… now all you see is bunch of guards, revenants with occasional warrior all stacked in parties together, because they have to, and in so-doing leaving ranged players on their own. So, yeah, long live pirate ship meta, right Anet?
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if we are looking for a compromise, a mixture of old and new, I would definitely go for biweekly rotation:
week 1: EBG and 3x Desert BL
week 2: EotM and 3x Alpine BL
and adjust the map cap so there is even number of slots for players on the 4 maps combined…
PS: remember guys. DBL is a borderland map, meaning one side has an advantage, so you can’t have 2x alpine and 1x DBL, sorry, it wont work…
ALPINE BL PLEASE… got a few points on that:
1. alpine is smaller and now with decreasing WvW population much more suitable option
2. we had DBL here for a while now, can do with some change
3. once you bring back ABL, just fix DBL too and implement map rotation (weekly, preferably)
4. all the other points folks made here already, map too big and complex, too much verticality, too much dying by falling, too many choke points and overpowered PvE gimmicks…
… we need the communication from Gaile or the Devs to let us know what is and what is not doable.
THIS
well that thread where Gaile posted is a good thread, no doubt about it, but who wants to scroll through 5 pages of ideas? this thread is great cuz its summarizing stuff from the other thread… this thread is the second step in what I think should be done, i.e. =>
1. collect ideas (thread where Gaile posted several posts)
2. summary (this thread)
3. vote or data evaluation = to see what folks want the most, and also to point out controversial topics
great thread, although I would like to add one thing – when I was thinking about what I would change and posted it on forums I did not consider some things… what I mean is that this thread here showed me that other people have good ideas as well, ideas which I never imagined, so what I would suggest is use all the suggestions already mentioned in this thread and allow people to vote on them, that would be the best way to show what people want/like to be changed… i.e. ‘buff stability – yes/no’ …that way we could tell what proportion of community wants certain change to take place…
1. population
I think that the number of servers and maps in particular matchup does not reflect the number of players… the current system is very stable and not flexible… there has to be smarter, adaptive system which will be able to handle increasing or decreasing number of players…
…maybe 3 alliances with overflow map system? have not thought this through but as I said already the system should be able to handle prime time, people going on holidays etc so that the maps are always full
2. maps
definitely fixing all the bugs and exploits should be no.1 priority, then a map rotation… personally (if the matchup system stays the way it is) something along the lines of:
week 1 => 3x Desert BL + EBG
week 2 => 3x Alpine BL + EoTM
repeat
3. split WvW upgrades from GH, its insane that one has to invest 600000 gold into something to get silly +5 on supply in WvW… add another mastery for another +5 or +10 => make use of the thousands of unused ability points 95% of WvW players have… btw it would be probably ok to have the Guildhall upgrades as they are (maybe slightly cheaper) 2 years ago but not now, when guilds are disbanding every day nobody wants to invest into something that uncertain
4. stability
this is pretty important too, the way CC and control in general works in WvW is crazy… and also if you want to keep pve gimmicks on the map sure go for it but don’t add stuff that immobilizes, knocks off the cliffs etc… add poison clouds which would decrease healing abilities, lavas which burn, storms which damage people but not CC or walls… I don’t mind dying from damage, that’s how I am supposed to die… but not from fall damage or similar stuff… nothing is more frustrating than the inability to move freely… there is already enough CC and control from players in the game, the map should not add to that…
5. other stuff (quality of life improvements)
wvw unique skins, better rewards, autoloot, better movement on the new map, less reliance on siege and less siege in general
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+1
I think I see a pattern in what you wrote, so I am gonna elaborate on that
I have played the game since the start and I think that the more melee fights the better… its faster, more active and more fun for me (i.e. frontline war, or D/D ele)… I have also played ranged in wvw (necromancer) but I stopped the moment pirateship came about… its no fun pew pewing each other from 1000-1500 range, the only time when playing ranged was fun for me when there were a lot of melee players bashing the hell out of each other and me running around them, trying to tag ’em all and not die
TLDR: balance should start in the melee vs. range dilemma, as right now range is superior;
melee should be given a buff or ranged should be nerfed… players who enjoyed pirateship had their time, now its time for melees to have some fun
PS: I have friends who left gw2 and are playing BDO and the thing they are saying all day long is that they love BDO’s rapid character movement during the fight…
so.. pls more movement less pew pew
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aye, happened to my buddy tonight while roaming around fire keep… jumped couple of feet down the stairs and I had to res him lol…
…well what can I say, all the player wants is to fight, and as if the pve gimmicks on the new map were not enough, now the map just randomly kills ya… gg
I’d like to see a weekly map rotation…
that’s something I would like to see => since there are good and bad things about all the maps changing them from time to time would be a good thing… and also since I do not think Anet will change much concerning the maps, I suggest that at least we have weekly rotation:
1. no EotM as it is (with overflow) but instead have:
2. one week with alpine borderlands and EotM as the 4th map (instead of EB)
3. second week with desert borderlands and EB
think this would give everybody something they want; players who enjoy a certain map would have it available every two weeks => all the maps would rotate and while no single group of WvW players would be 100% satisfied, there should not be as many disappointments….
It may be entirely possible that hammer trains were unstoppable in the past, but I do recall pirate shipping already being a thing before the stability change. I understand CC should have value, and maybe you felt left out.
But….
Can anyone clear me on any sources…..
Was any of this intended for World vs World? Did they actually say something on the lines that stability and trains were too strong in WvW? Do you think the stacks of stability granted per skill was considered?
The way I see it, it seems to be centered around PvP and WvW just seems (as usual) as collateral damage. I don’t find that particularly sound even if there are arguments in favor of this.
I think the stab change was two fold, but since esports is getting so much attention (heh) the change was probably primarily focused around that.
Arent you supposed to defend anet with that forum specialist title?The stab change was purely for WvW.
sPvP has felt no change from the stab skill except for pulsing 1 stack stability. You can’t stun an enemy with 5 stability stacks unless the team is all hammer warriors and the player doesn’t dodge anything.
The stab change was to reflect developing new CC system with break bars seen on NPC bosses and to coexist with upcoming pulsing stability changes with HoT stuff (reaper’s shroud stability for example)… at least that’s what I think
…and as runeblade mentioned, this change did not have significant impact in sPvP, but it changed WvW very much…
well the thing is I know a lot of wvw/gvg dedicated ppl who are still keeping an eye on wvw development, just because gw2 has excellent combat system… there are so many little things that can be done to bring these ppl back…
also it is my opinion that wvw/gvg guild should be Anet’s TOP priority, as these guilds consist of highly dedicated players, logging into the game every day, making wvw the place to be… it’s a shame that these ppl are not encouraged to do what they want to do and instead their efforts are being smashed down to the ground by wvw ‘updates’ for the past 2 years…. seriously though, the only positive update I can think of right now is the last one (i.e. changes to rally mechanics etc…)
guild hall arena is for 5v5, 10v10 tops… we tried having 15v15 gvgs there but its way too crowded for a team to employ any sort of tactics… it also lags a lot so to those who say people should go gvg into GH, sorry, we tried, it is not working…
and megaserver OS would be awesome! …seriously though, I don’t think anet will ever support gvg in any way, so lets be real and ask for megaserver OS in the time being… I think it would require less resources and is therefore more likely to happen…
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actually, in my guild melee players did not complain when range meta came about, mostly because being melee = shut up and stick to commander…
it was eles and necros who started complaining that the meta is boring them to death, requires no thinking or skill and is just in general stupid and lame…
I think that them changing all the skills involving stability is too much to ask… it would take ages to balance everything out etc. so I think we should not ask for that, it’s not gonna happen…
although I think adding internal cd of 0.5 sec on stab stack removal can be implemented and at least tested for a few weeks…
PS: what I really want is when I am in enemy CC bomb, floating around in gravity wells, surrounded by statics guardian (invisible) longbow rings and I use a break stun that grants me 3-5 stacks of stab to be able to AT LEAST DODGE AWAY, instead of my stab stacks disappear INSTANTLY…
seriously though, is it that much to ask? happened to me countless times, used breakstun with some stab stacks but the moment I clicked the skill and tried to dodge away or use invulnerability skill or something I couldn’t because the stab disappeared in 0.001 sec and I was back where I started, being CCd to death….
stability as it is = pirateship
reverting stability = hammertrains
adding internal CD on stab stack removal is I think the best middle ground… at leaast 0.5 sec CD
That would mean that I as frontline guard using Stand Your Ground, which should grant me 5 stacks for 5+ seconds (really depends on boon duration) will have 2 seconds of CC immunity in a CC bomb… that is just about right amount for me to react and dodge away, use Shelter or Renewned Focus… think that should make everyone happy…
also for skills that grant 10 stacks such as Dolyak Signet or Armor of Earth will grant about 3-4 CC immunity… and if you say thats too powerful, remember that there are still boon strips which take out entire stack, as well as the fact that these skills (i.e. Dolyak Signet, Armor of Earth) have very long cooldowns, 30-60 seconds at least… and when I use skill that has 1 minute cd, I want it to function, at least for few seconds…
yes, I am aware of the fact that CoR and SE were adjusted so that they can not hit the same target twice, but they were changed in such a way that two revenants/warriors are unable to hit the same target when using the same skill… the 0.5 cd was implemented on the receiver side instead of the attackers, which is very weird…
but if they intend to keep it this way I suggest they do the same with CC, thats all I am saying
now that revenants are unable to hit with CoR all the time with the 0.5 cd implemented (same for warriors SE), can we have the same thing implemented with stability?
0.5 sec cd on stability stack removal?? pretty please?
so that when I use stab on my guard I would know that I have at least 1-2 seconds to get away from all the CCs?
thanks
^ I agree that this change is likely intentional. Let’s face it, it was fairly easy to hit larger targets with the second and third hits of the skill, every two seconds, for massive damage. Now picture a bunch of revs in a zerg hitting this way. It was too powerful and this nerf makes it a balanced skill. Plus you can still hit some larger targets twice, like dragons if you fire across their feet.
The “stops dmg from other players’ CoR” part is likely because there was no technical way to stop one player from hitting twice in that 0.5 without stopping all players from doing so.
the problem with this logic is that then why lets say 5 necros placing their wells at the same time still hit one target all the time?
… if they wanted to fix the possibility of one rev hitting one guy more than once with the same skill , they should have done it in a way that the rev himself has the cd, not the receiver… i.e. the you should not have a cd on being able to be hit with a skill, it should be the rev who has that 0.5 sec cd on hitting somebody
fantastic. just fantastic, thanks a lot… that is an urgent issue which needs to be addressed right away!
heavy boon corrupt incoming with necro changes, 1 necro can corrupt up to 5-10 boons every 15 seconds, and 2 necros can boonstrip spike roughly 8 boons in a matter of seconds… and thats just single target boon corruption, I did not count it AoE corrupts like Well of Corruption…
and on top of that, I was told by guildies that boonstripping is now random, meaning that stab will get corrupted much more easily…
stab needs to be buffed… melee barely survived the change to stacks and now with more corrupts, its gonna have serious problems…If youre talking about corrupt boon the skill its gonna be 3 boons with a cd of 15 seconds. Necros are not likely to take scepter in wvw despite the buff to it (could be wrong idk).
just gonna leave this here: https://www.youtube.com/watch?v=ZJ-1bMjukaM
heavy boon corrupt incoming with necro changes, 1 necro can corrupt up to 5-10 boons every 15 seconds, and 2 necros can boonstrip spike roughly 8 boons in a matter of seconds… and thats just single target boon corruption, I did not count it AoE corrupts like Well of Corruption…
and on top of that, I was told by guildies that boonstripping is now random, meaning that stab will get corrupted much more easily…
stab needs to be buffed… melee barely survived the change to stacks and now with more corrupts, its gonna have serious problems…
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well you are supposed to be k-training in EotM to get the rewards you want, haven’t you heard? you’re playing WvW wrong sir! (sarcasm)
@SpellOfIniquity
yeah, would be more than happy to see internal cd on stab stack removal… right now its way too easy to burn through one’s stab stacks by just spamming CC…
people tend to forget that there are other means of stopping enemy group => conditions, aoe damage etc… buffing stability would not do any harm in wvw right now, would perhaps make people think a bit more when placing aoes and use immobilizes and chills and stuff
people complained about mindless hammer trains but now its just mindless (preferably ranged) CC spam…
Urgency requires competition or a threat of competition. Until CU and Crowfall start stealing gw2 players, there is absolutely no reason for anet to do anything about wvw.
dunno about NA but in EU we will have Black Desert soon, one more beta test and then its gonna be launched… estimates are either Q2 or Q3 2016 and due to the fact that they already had 2 betas and that its already running in Korea and Russia the game should be balanced, optimized and bugless (I hope)… its also cheaper than gw2 – one time 25-30 bucks or so…
Describe a typical hour for you in the Alpine Borderlands in the past. For example, What size of group were you running in? What kind of tasks did you run? What activities did you do?
borderlands: usually ran with guild, 20-25 ppl, looking for fights
Compare your experience described above with a typical hour spent in Eternal Battlegrounds, if you went there at all. Does your style of play change between the 2 maps?
EBG: community based, community TS, followed pug commander
Compare your experiences described above with an hour spent in the new borderlands.
same as with alpine borderlands, still running with guild while looking for fights, but the fights are fewer… new borderlands also changed my deaths, as I die more often from PvE gimmicks (lava, those things at air keep that knock you off the ledges etc) than actually in a fight with other players
Describe the nature of combat in the borderlands in the past. How have the new borderlands impacted this paradigm for you? What style or build changes might it cause? For example, knocking people off cliffs or into lava might play a more important role.
in alpine borderlands people did rely on several things when fighting enemies (in this order):
- strength of a group (i.e. skill of players)
- numbers
- siege
- pve stuff (environment such as cliffs)
in desert borderlands, this feels to be completely the other way round, environment plays crucial role, you are basically not in a fight with enemy group but with its surroundings… and if I wanted to go fight environment and that I would go to PvE, WvW should be about fighting other ppl imo
In your experience, compare the time it takes take a structure or objective here, then it did in the past.
roughly the same I guess, although I see much more fortified structures than I did in the past… maybe because they are easily upgraded or perhaps because most of the structures on the map have next to none tactical meaning (i.e. north towers) so there is no need for you to cap them, other than to get some silly rewards and feel good about yourselves…
How is the loot and wxp for you compared to in the past? Will it be able to sustain whatever you are doing? Did it take a hit, or was it improved? If you are planning to unlock an elite specialization, do you think you were helped or hurt in these regards?
already unlocked the specializations via PvE… as for loot, I never played for loot but for fun and fights, so I have no idea whether I get more or not. As for WxP, never cared for that either, already pushing 3k meaning I have 1500 unspent ability points… whats the point of that? The only thing I don’t understand is what happens to the normal XP points I get from kills, but I think it just goes to waste (thanks Anet, you could have at least make it boost Central Tyria masteries or something)
Do you think you could pursue any other in-game goals just by playing WvW?
No, this never worked… actually it worked the other way around, I had to play other game modes to support my WvW addiction (even more so since HoT as content is gated behind PvE grinding)
How will the map change impact the long sessions (multiple hours) you spend in WvW?
they became significantly shorted, and I spend much more time in EBG (even started solo roaming since HoT)
In 100 words or less, describe how the new BLs could be improved.
remove the event in the middle which only lags the map (I play mostly prime time and ppl do the event ONLY to get rid of the lag), also do something about the size and ease of access, make it smaller, cut more passages or give players which are out of combat +70% speed increase when moving on a road or something like that… takes to long to get anywhere
In 100 words or less, describe how the borderlands work to a new WvW player.
thinks its beautiful at first but if you are not on a stroll, looking around chasing butterflies but to get some fights it might be a bit frustrating, I know I was cursing like a mad man when I died due to PvE stuff
In 100 words or less, describe how the borderlands work to a veteran WvW player that is new to the maps.
big and confusing, but undeniably beautiful and diverse
Which map am I most likely to find you currently, if you’re on Gw2?
Desert Borderlands, EBG or afking in LA or HotM or somewhere….
just wanted to add that I am aware of the fact that this would change the way ppl fight in, for example, smaller scale combat (roaming etc) … it would be much more difficult to CC ppl, but I think its ok, mostly due to the fact that there are still random CCs around (most notably in the new map) which can kitten you up…
it would most likely lead to a bit different playstyle/meta than in pvp, but what the heck, wvw and pvp are different anyways, at least we will have diversity…
would like to see stab reverted to the old way with no stacks in WvW ONLY… leave it the way it is (stacks) for PvP and PvE…
it would not change much, only making melee classes a bit more viable… and with incoming changes to boon corruption for necro, I’d say we’ll much more boon corruption, which will decimate stability even further, as now it would be easier to strip it (on top of obvious way to get rid of it = CC spam)…
honestly though, I was thinking about it for a while now and I don’t see how it can do any harm… maybe stance war would be hard to CC but you don’t see many of those around anyways… and if he wanted to go for Defense trait line, he would have to sacrifice other trait lines, so I think that works out… and same applies for other classes…
and this change would actually make traits like Foot in the Grave (https://wiki.guildwars2.com/wiki/Foot_in_the_Grave) or Rock Solid (https://wiki.guildwars2.com/wiki/Rock_Solid) at least a bit more powerful, since right now they are completely useless…
ideas folks?
good video showing just another day in wvw guys, nothing to see here…
you should be fine just make sure everything is up to date… don’t forget to update drivers and stuff!
I thought that you are supposed to use laurels to get the ascended accessories… I have used laurels to get the gear I wanted and have been waiting and saving my laurels in case new stats would be added… now I have 800 laurels but can’t get the accessories I want…
+1, was gearing up after the expansion so that I have the best gear for WvW and I realized that I spent 0 hours in wvw to do so, had to go grind PvE (like grinding DS meta to get new food and stat insignias…)
would appreciate if I was not forced to go grind stuff in PvE in order to gear up, thanks
+1 anet step in a good direction
same thing is happening to me, no idea whats going on… but don’t worry, you will not lose your daily bonus progress
its a good skill, it just feels a bit powerful in terms of:
- low energy cost
- very short CD
- 1200 range
- scaling with power
would propose a fix so the same CoR can not hit more than once – getting hit by (on average) 4k and at the same time 6k on my tanky guard feels a bit too much… either do not let it hit twice, or scale it down a bit (add a second or two to its CD or something…)
… I am really sorry but the ability to deal 10k single target damage (against tanky target not squishu zerker caster) on a basically spammable skill is a bit too powerful
yeah my game crashes always in City of Hope, when I am about to place the egg on that golden island after the trials… crash always occurs here apart from one time when after the third trial game bugged and it did not let me collect the egg… happened 3 times already and frankly I am not trying anymore…
also forgot to add this, my game just freezes and becomes unresponsive, no connection errors…
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+1 to OP, very good job on writing this up mate
+1 should be supported and looked into by devs as possible (or at least partial) solution to driver focus.. I know its not perfect but its a start
a big +1 to you mr. data
^ +1 to what above post mentioned
I can’t say I hate EotM, I think as a map it could have been used in a better way and I would like to see some real fighting there but as everybody knows, fighting there occurs rarely and 95% of the time it is pure Ktrain…
Which for me is really weird because if I recall correctly Anet was dead against grinding… hence I have no idea why these Ktrains still exist as Ktraining is grinding at its best, and same applies for Ktrains in borderlands/EB in off-hours… If I understand Anet anti-grinding policy these trains should not exist, but then again, I might be wrong…
It feels like a lot of people don’t realize there’s a thing called custom arenas supporting 10v10 already. If it’s a supported game-mode or tournaments that’s desired, then wait another 5 years. Most of the tournaments have been community driven. /thread
Also the moment you go above 5v5 to lets say 7v7 or 8v8 custom arenas become incredibly laggy
I read through this post and I think something that many ppl can relate to was not mentioned yet…
Many might say that number of viewers on GvG twitch is not completely accurate, that there are ppl who just watch it and are not interested in GvG at all…
I am here to tell you it work both ways… Most of GvGs take place in primetime which means people who are active in WvW/GvG are most likely raiding at the time GvGs take place which makes it bit difficult for ppl to watch them live…
I am WvW focused player and have been in WvW guilds for 2 years now and I can tell you that there was ALWAYS a guy who had a spare screen where he had the twitch live stream on and was commentating/telling us the score (who won the round etc) either on TS or on guild/map chat….
Hence while the number of actual live viewers might be a bit low I assure you there are massive amounts of ppl interested in those fights who are getting second-hand information through their guild and friends… I have been in different communities on different servers and it was always like this… people are just too busy in primetime to watch the match but trust me, they care and are interested….
+1 to OP and Sabull
No, the duel profession stacked hammer train had control over their characters. The old meta favored 2 professions and left all the other hanging in the wind. I am sorry you preferred a meta set around 2 professions. I for one prefer more value given to others and especially those outside the GWEN. AoE CC is no more or less spammed then stability. You can cry spam all you like, they are either strategic to game play or not.
Look, I have no idea where people get the impressions that certain classes are OP in wvw or are more preferred than others… the only two classes that people are not too keen on seeing in the zerg are perhaps (and now keep an open mind here folks) rangers and maybe engis… but this has nothing to do with players or playstyles, its due to game mechanics…
all of the remaining 6 classes are very useful in wvw because they can bring something to the table that no other class can – there was never ‘stacking of one/two classes’
what I see now though is almost no frontline warriors and I don’t blame them, I would be bored as hell playing war right now…
the only reason for standardized duo of guards in parties was cuz they were the only class that had a reliable source of stab for 5 ppl… and with every class having dozens of CCs on almost every weapon set I do not think that 60% stab upkeep was ‘too much’ and it had to be nerfed…
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would go for melandru personally…