Showing Posts For Rhiannon.1726:

Night monster in T1 EU

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Posted by: Rhiannon.1726

Rhiannon.1726

I have proposed years ago that score each server ticks should be based on number of enemies on the map. No enemies = minimum score. Only 1 enemy server appearing = half the score. Full queue of 2 enemy servers = maximum score.

This would also help to reduce impact of nightcapping when there are no enemies around, you can still take objectives as easily as in any PvE map but you would not earn much points for them.

Same way, if primetime home borderland is totally painted to single color and there is huge blob killing few remaining enemies at their waypoint, this would gain very few points and add very little to the overall score.

I had a similar proposal:
Except when you are on your own BL (or own portion of the EB map), the tick resulting of a flipped target should be as follows:

  • 100% if the objective was capped when not outnumbering.
  • 80% if the objective was capped when outnumbering 2:1.
  • 50% if the objective was capped when outnumbering 3:1.
  • 0% if the objective was capped when outnumbering 4:1.

WvW experience and karma gained from these caps should work the same way.
BTW, when i speak about outnumbering, I’m speaking of outnumbering all the players on the BL, not just the ones rushing to defend the tower/keep: if they are effectively outnumbered because people are afking at spawn, then too bad.

So for example, let’s say you go on another BL and cap a tower while you outnumber the defenders by between 3:1 and then proceed to upgrade it all the way to T3, your ticks from T0 to T3 will be respectively 2, 3, 4, and 5 instead of 4, 6, 8, 10.
Now if you lose that tower, cap it back without outnumbering and upgrade it again to Y3, you’ll have the full ticks all the way until you lose it again (so respectively 4, 6, 8, 10).

Maybe that way PPT heavy servers such as BB or JS will try to improve their fighting skills in order to cover for the point loss, because lets be honest here: apart from a few guilds and commanders, these servers usually avoid fights if:

  • they don’t outnumber.
  • they are not covered by AC fire.
  • they are not double teaming.

An improvement of their fighting skills would be really nice because that way they would stop being boring servers in a match-up.

This and similar ideas have huge flaws. Here some scenarios:

You are outnumbered on your home borderland. The enemy takes all keeps on the map and moves on to another map. Now your EBG zerg recaps everything on your home while the enemy is gone. You outnumber the enemy 4:1 -> all your keeps on your home BL don’t count anymore for the tick, because your zerg came at the wrong time.

An enemy zerg comes to capture one of your keeps. You have similar numbers but your commander is inexperienced and the enemy commander is really good. You know you’ll lose the keep and you know that you most likely won’t get a chance to get it back soon: “Let’s just log off until the keep is captured, so the enemy won’t benefit from it.”

Your home BL is under pressure. Your main zerg doesn’t come to help, because the enemy would just benefit more from the ppt when you lose something. Now someone wants to help and tags up: “Don’t tag up, you can’t safe everything you just give more points to the enemy as we won’t be as outnumbered as before…”

Green and blue fight in the outer ring of a currently green t3 keep. During this epic blob fight 5 people from red sneak in and capture it. In the end of this epic blob fight blue captures the now red keep. Blue fought for 2 hours to crash a heavily sieged t3 keep, but doesn’t get points for it, because some people from red sneaked in?

Will vendors be updated for PoF?

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Posted by: Rhiannon.1726

Rhiannon.1726

He is saying it’s hard gated (wrong word to use really), because you now have to grind this new currency from day one to buy the notarized scrolls that unlock the new PoF hero points. Your stock piled proof of heroics cannot be used to buy the scrolls to unlock the new maps hero points.

With proof of heroics you just can’t unlock the hero challenges on the pof maps and can’t buy the new runes/sigills immediately.
For the new elites you probably just need hero points. There are enough hero challenges on core and hot maps to get enough hero points to unlock the new elites.

Veteran players are too hostile to newbies

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Posted by: Rhiannon.1726

Rhiannon.1726

When someone asks something in map chat, it will normally be answered in a very helpful manner. Especially in starting areas you also often see something like “join my group, I’ll show you…”.

Even in “end game” maps like Verdant Brink you often find people helping others to find the way to a mastery point or help at a hero challenge.

You’ll find rude people everywhere now and then in every mmo and also in real life.

Dev suggest: Cascade vs Catchup mechanics

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Posted by: Rhiannon.1726

Rhiannon.1726

Why should a server that loses 30 vs. 50 most of the time win the match because it gets e.g. more points for upgraded objects? And because one up, one down this server will fight 30 vs. 70 in the next week.

A server that has to fight 30 vs. 50 should lose, so that it drops down and gets nice 30 vs. 30 fights in the following week.

What do you gain by winning a match by points while having a K/D of 0.3? I won’t call those fights “fun”.

Dev suggest: Cascade vs Catchup mechanics

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Rhiannon.1726

I’ve seen several threads about ideas to give advantages to the loosing server or disadvantages to the winning server (or both).

Some of these ideas sound good on the first view, but I fail to see how this would benefit anyone. When your server can’t compete in the current tier, wouldn’t it be better to just drop down?

When your server dominates a match up but doesn’t win because of different disadvantages (and/or because the loosing server gets lots of buffs), the server stays in the tier and gets another boring match up with too less fights. The constantly outnumbered server wins and rises a tier and meets even stronger enemys. How is it fun for them to always fight bigger numbers?

Ranger class kicked from WvW and PvE

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Posted by: Rhiannon.1726

Rhiannon.1726

Fractals: Just create your own group and don’t join farm runs.

WvW: Most rangers play longbow. With that you are completely useless in the melee zerg. When you run around the zerg to kill the enemy casters you don’t need the stability from the guards. So of course you shouldn’t be in the squad (when it is full) as you’ll take the spot of a reaper who runs with the melees and needs the stability.
You as a ranger don’t benefit from it as you have a different role.

When I (condi reaper) join a zerg and the squad is full, I’ve a very hard time to be effective as I constantly get stunned. A reaper feels the difference between beeing in a squad (and having decent guards) or beeing alone.

What if we removed Sever all together?

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Rhiannon.1726

Honestly.

The simplest way to balance WvW, would be to not have WvW tied to the base servers.

Have a completely separate set of WvW servers people could join, that would fill up on their own, but only with people actually interested in WvW.

And cycle people out of the server if they become inactive for more than a month. (Or, perhaps, reset the populations of each server entirely annually)

This would make it so that each WvW server that is “full”, is full of players that are actually interested in WvW, and are active. Rather than an army of PvE players that have literally never pressed the B button outside of an accident, and have probably rebound that key entirely to RP walk.

Issue is, while this would be balanced, it would also make people pretty mad. What with the difficulties of swapping servers and all.

Since a very long time the pve population of a server doesn’t count for the wvw server status. So we already have what you propose.

Inappropriate NPC Name

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Posted by: Rhiannon.1726

Rhiannon.1726

Sylvari names are usually of Celtic origin and about Fion I get this:
“From Irish fionn (older Irish finn) meaning “fair” or “white”. Fionn mac Cumhail was a legendary Irish hero…"

When you use a name you can’t check every possible meaning of the name in other languages.

When you look at the name in the context (English game, Celtic names for Sylvari), there isn’t anything offinsive about the name. It is also a common name in real life.

You can’t look at foreign names and try to find words from other languages in it. It wont end well

WvW rank pips

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Posted by: Rhiannon.1726

Rhiannon.1726

At this point, it’s about how long it takes to earn the reward.

For legendary armor paths:
Raids = max weekly insights takes 4 to 6 hours a week.
PvP = I don’t do this, someone else will have to answer this.
WvW = at 5 pips, max skirmish tickets takes 24 hours a week.
5 pips is pretty standard; last place is 3, 1 for previous week credit, 1 if you’re at least bronze.

The disparity is pretty obvious.

You compare experienced raiders with wvw beginners.

You should compare raid beginners with wvw beginners or experienced raiders with experienced (long time) wvw players.

When an average guild starts doing raids, they’ll need weeks and lots of hours of training to get 13 LIs.
Now imagine the guild has trouble to get the same 10 people online at the same time. When you just start raiding it’s quite difficult to progress when you have 2-3 different people each week and maybe have to change roles as well.

For wvw you don’t have to rely on 9 others and it doesn’t matter at what time of the day you log in.

IMO you can’t compare 13 LI with 5 pips.
You should compare something like 13 LI with 10 pips or 5 LI with 5 pips.

Really Devs, One against 20 in the story mode

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Posted by: Rhiannon.1726

Rhiannon.1726

I made a ranger (just because it was the best looking charr in the character creation screen). I got a longbow and a greatsword. I neither looked at the stats of my armour nor the build. The utility skills were also quite useless (I was too lazy to change them).
I just pressed random buttons (I don’t remember the last time I used lb and gs on ranger).

I didn’t have any problems with a badly equipped character and a non existing build.

In comparison to some of the LS3 instances this was quite easy.

Demo--transmution charges

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Posted by: Rhiannon.1726

Rhiannon.1726

The demo character slots are a copy from your account. Nothing there affects your “real” account.

Why does raiding feel so unfriendly?

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Posted by: Rhiannon.1726

Rhiannon.1726

My opinion on raids is that they are unnecessarily difficult. Not necessarily from the actual fights but the time limit that they put on them. It has really created a high barrier to entry for the majority of players. Most of the fights would be doable (with some practice) if not for the timers as well. It has created a pretty poor community where:

a) Players are forced into meta builds/comps simply to meet the time allotment. So in order to even be considered for a raid, players may have to completely re-outfit themselves to hope to clear even the first boss. Players that are in full Ascended conceivably contribute very little depending on their builds. That sucks.

b) A clear divide between raiders and the rest of the PvE community is created.

c) Tolerance for new players learning a raid is non-existent these days. Alienated people from even attempting it.

You really end up needing a dedicated raid group, or a pug filled with experienced players. You can’t just casually round up 10 guildies and hope to kill even the first raid boss. That’s pretty crappy considering this game is sorta designed to have a low barrier to entry on pretty much everything else.

I’m all for difficult raids, but make it on technical abilities like dodging and placements (which they do already as well) and remove the time constraints.

The timer doesn’t make the raids difficult.
90% (just an estimation based on my own raid training experience) of all attempts fail long before the enrage timer.
When you think the timer is a problem you can start with Cairn, or when you have a Mesmer with the raid mastery you can start with Escort -> no timer to worry about.

Pugs always want to run meta or have you forgotten the zerker dungeon meta?

I regularly see training runs on the lfg and there are training guilds (like RTI for EU). So there is enough possibility to learn.

Many guilds started with 10 unexperienced players when VG was released. Now it’s way easier to start, as you have a meta comp and guides. You also can start with bosses that are way easier than VG.

Gliding and Territories in WvW

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Posted by: Rhiannon.1726

Rhiannon.1726

Devs, and supporters should probably play AION first, and figure out why we play this game, and, not that one. …Getting pummeled by rangers shooting you from the air… Enemies dropping in on you like evil monkeys in the Wizard of Oz. (At 12 FPS) … What’s next? Rifting?

…So, only the side that owns it can glide there? So, they can defend by dropping in on you, out of thin air, while the attacking force is now ground fodder? And portals are still not vertically limited, so they can port back up and drop again?

Agree with others here. Sounds completely broken already. We’ll know soon enough.

Is this just another effort to try to finally attract players to the Deserted Boredomlands? Or, just to please the few that actually like DB? Doesn’t seem very fun, nor useful, in the other BL’s anyway. Why not just finally make DB a different game mode entirely, and put Alpine back to all 3 maps? Then they can glide away in DB as a different game mode entirely.

You know that gliding isn’t flying?
And you also know that you can’t use skills while gliding?

When a zerg glides above you and drops down not everybody uses his/her space bar at the same time. So some will use it too early and get fall damage and because people won’t drop down at the same time it will be difficult for them to place a good bomb.

(Sugg.) Skirmish Rewards, Active not Passive

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Posted by: Rhiannon.1726

Rhiannon.1726

You forgot pips for player kills and there are other flaws.

This was reset yesterday evening on our home border:
I captured one tower, maybe 3 sentries and got ca. 3 defend events for our garrison. We mostly fought open field or tried to get into bay.

Now count how much pips we would have gotten.

The enemy who was mostly around the heavily sieged bay would have gotten more pips as they got more defend events and were in the territory of their upgrading keep.

Additionaly our zerg would have suffered from people porting back to spawn to get the pips for the upgrades of east/west tower and garrison, which would have left us outnumbered.

(edited by Rhiannon.1726)

Decay timer?!?! Are you kidding!

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Posted by: Rhiannon.1726

Rhiannon.1726

The problem is if your stuck on a borderland that you pretty much own 100%. I have had this happen all other bls were qued and I was on the dessert borderland. We owned all of it since the other servers really wouldn’t touch it. So there was no way to really get participation except for the occasional camp that flipped by the time I would run from one camp and then to another to flip my decay was already going and my participation was gone….

As there was no change for capturing camps, I don’t know why this is now a problem.
And when camps change color, shrines and sentries do a well.

… The other issue with the decay timer is if your severely outnumbered this has also happened. there would be about 4 enemy zergs running versus 10 of us we would get mowed down every time we got out of spawn by one of those 4 zergs. There were so many we didn’t get a chance to kill anyone to get participation we were instantly dead. We couldn’t switch bls due to ques either so if you own the map your pretty much guaranteed decay and if your super out numbered your stuck with decay as well. They really should of teasted this decay factor out before it was implemented or at least give it as an option in a poll for us to vote on.

If there are 4 enymy zergs on the map, there are lots of sentries, yaks and guards to kill. The map is big enough to avoid 4 zergs.
And if you are always killed wherever you go, you lost participation before the change as well.

WvW patch notes July 11th

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Posted by: Rhiannon.1726

Rhiannon.1726

Are you sitting in a keep for 10+ min waiting for the enemy? Seriously?

First of all, yes. This happens frequently. Also a lot of moving around in potential reaction to an enemy zerg, but not actually meeting them, for quite a long time sometimes.

But more importantly, why do you think it was 10 minutes remaining at the start? Only a handful of things give 10 minutes.

Because I was answering your scenario: ..say you wipe an enemy zerg at Fire Keep…
In this case you have the same 10 min like before the patch.

Otherwise you are of course right as not everything gives 10 min.

WvW patch notes July 11th

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Rhiannon.1726

decay means people get their fat kitten going and have more fights and more activity

But that’s the thing, you assume you never stop fighting. However there are downtimes, say you wipe an enemy zerg at Fire Keep, and they run back. By the time they’ve come back, half your zerg is close to losing their participation. If the enemy now doesn’t commit yet, you’re screwed: People will leave the siege to try attack enemies in the crazy rush to keep their timer going.

Nevermind building siege, refreshing siege, scouting or checking keeps: Nope, no longer doing that. Need more participation.

Are you sitting in a keep for 10+ min waiting for the enemy? Seriously?

You never had a zerg take a break after a long successful cap of a keep? multiple players on bio breaks, or making sandwiches, or clearing inventory, or getting some nookie, what kind of robots you been running with?

I was answering this part (and for this scenario there wasn’t even a change):
say you wipe an enemy zerg at Fire Keep, and they run back. By the time they’ve come back, half your zerg is close to losing their participation. If the enemy now doesn’t commit yet, you’re screwed: People will leave the siege to try attack enemies in the crazy rush to keep their timer going.

As for taking a break after a fight (which includes killing players in general):
At t6 (I never had a problem with that) you can take a 15 min break (10 min if you want to be safe), find and kill a guard, still get pips. Just like before.

Decay timer?!?! Are you kidding!

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Rhiannon.1726

At the very least they need to add something for trying to cap something, or almost capping something. I shouldn’t be getting a timer while fighting a lord in a tower after destroying wall… that’s participating.

And thats just a tower you tried to solo. Now imagine a T3 keep that a 50 man zerg is trying to cap for a long, long time.

People will leave the squad to hunt for participation, lol.

I’m starting to wonder whether we are supposed to play WvW or sit with a calculator and account for every minite just to keep getting rewards.

Anet you are turning a fun and free form game mode into a race against the clock for participation kittencake.

If it takes you a long time to cap a t3 keep, there are enemies to kill and guards that respawn.

Otherwise I’m wondering what you do for more than 10 min in a keep.

Oh you mean the enemies that never comes out of the keep because they are sitting on the 20 ACs covering every inch of the outside area and the guards that 20 people kill in 1 second while you are busy trying to heal the rest of the zerg getting slaughtered from the previously mentioned ACs that has at least 3 overlaps?

I dont know what tier you play in but if it takes you that fast to cap a T3 keep its either undefended or the enemy want you to cap it.

If you didn’t manage to take part in destroying siege or killing a guard/player you got decay in 0-10 min before the changes as well as after, always depending on what you did just before going for the keep.

When you captured a camp to get sups before attacking the keep, there is no difference.

BTW I play in t1 EU.

Decay timer?!?! Are you kidding!

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Rhiannon.1726

At the very least they need to add something for trying to cap something, or almost capping something. I shouldn’t be getting a timer while fighting a lord in a tower after destroying wall… that’s participating.

And thats just a tower you tried to solo. Now imagine a T3 keep that a 50 man zerg is trying to cap for a long, long time.

People will leave the squad to hunt for participation, lol.

I’m starting to wonder whether we are supposed to play WvW or sit with a calculator and account for every minite just to keep getting rewards.

Anet you are turning a fun and free form game mode into a race against the clock for participation kittencake.

If it takes you a long time to cap a t3 keep, there are enemies to kill and guards that respawn.

Otherwise I’m wondering what you do for more than 10 min in a keep.

Decay timer?!?! Are you kidding!

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Rhiannon.1726

• Killing a Caravan – 2 minutes
• Killing a Guard – 2 minutes
• Killing a Lord – 5 minutes
These are not fine. Roaming is an extremely important factor in WvW and this punishes them way too hard. A solo or small group taking camps and killing Dolyaks to prevent supply is equally as important as a big blob going around taking objectives.
This one needs to change asap. By denying roamers their already low rewards, you’re effectively sending the wrong message that everyone should group up into a big blob in WvW and that’s how it’s supposed to be played.
These all need to be 10min each

• Repairing – 5 minutes
• Defending a Caravan – 2 minutes
• Capturing a Sentry – 5 minutes
These are not fine either. These hurt scouters and those actually doing some good for their server. Scouting, escorting Caravans to get their upgrades is a good thing and shouldn’t be punished. They need an effective way to maintain their participation while they do their scouting. Very few commanders actually give participation share to their scouters, as they’re not aware of this option or they just prefer every player to be with the blob.
These need to be 10min each as well

You guys did a magnificent job with this WvW update and the outnumbered rework is excellent. So please don’t go ahead and ruin this, you have a good thing going on here.

I don’t know the reset times before the change, but it wasn’t 10 min for everything.

With this we would be exactly where we were before:
People go 10 min afk, step out of the keep to a yak, get the event, go afk for 10 min, earn pips.

Decay timer?!?! Are you kidding!

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Rhiannon.1726

Are you serious decay timer? I understand you want everyone to be active so you dont have afkers getting pips. What about defending a tower or a keep and im alone not getting participation, It will start to decay? What about the guild raiding for 2 hours and decides to take a medium break to give players a chance to go to the bathroom, get something to eat the participation starts to decay? Seriously Anet just keep destroying WvW.

You get 10 min for a defense event.

Decay always started after 10 min (AFAIK). So nothing changed there.

Getting credit for defence events is pretty hit and miss. I’ve had a few times when I’ve participated in a defence and not received credit, and that’s without even considering times when the defence you provide is in the form of providing a deterrent and the enemy doesn’t engage.

That wasn’t different before the patch. When you didn’t get it, decay didn’t reset.

Decay timer?!?! Are you kidding!

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Posted by: Rhiannon.1726

Rhiannon.1726

Are you serious decay timer? I understand you want everyone to be active so you dont have afkers getting pips. What about defending a tower or a keep and im alone not getting participation, It will start to decay? What about the guild raiding for 2 hours and decides to take a medium break to give players a chance to go to the bathroom, get something to eat the participation starts to decay? Seriously Anet just keep destroying WvW.

You get 10 min for a defense event.

Decay always started after 10 min (AFAIK). So nothing changed there.

Put a vote to the participation changes.

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Rhiannon.1726

It made it annoying to WvW, tbh.

I mean, even if you don’t care much about the rewards themselves, you feel hounded by that timer, constantly threatening you if you don’t rush,rush,rush to the next camp, next dolyak, next keep, next zergfight.

It does a very good job in reducing the already inexistent queue times on non-top-realms, though. >.>

My BL was literally empty and I went trying to cap a tower next to camp, destroyed the wall myself, got the lord to 25% before a pew pew ranger attacked me.
I did all of that, almost capped tower, and when I died, yeah guess what I had decay.

I have literally no idea why people are defending these decisions. Playing for the fun they said…

You get 5 min when you destroy a wall and when you are at t6 participation you have at least 5 more min before you drop under t3.
How long do you need to kill a tower lord?

WvW patch notes July 11th

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Posted by: Rhiannon.1726

Rhiannon.1726

decay means people get their fat kitten going and have more fights and more activity

But that’s the thing, you assume you never stop fighting. However there are downtimes, say you wipe an enemy zerg at Fire Keep, and they run back. By the time they’ve come back, half your zerg is close to losing their participation. If the enemy now doesn’t commit yet, you’re screwed: People will leave the siege to try attack enemies in the crazy rush to keep their timer going.

Nevermind building siege, refreshing siege, scouting or checking keeps: Nope, no longer doing that. Need more participation.

Are you sitting in a keep for 10+ min waiting for the enemy? Seriously?

Decay timer?!?! Are you kidding!

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Rhiannon.1726

Killing a guard in a camp set the decay to about 2mins, trebs I’m guessing are 1min. Small tasks buy you a small amount of time, larger seem to reset it to larger times.

I captured a camp and it got set to 10mins. Got 5mins for a sentry. The decay doesn’t seem to be additive as I captured 2 sentries within 1min of each other and the decay was set to 5mins.

Repairing Stonemist set to 5mins. Stonemist defend event 10mins. Didn’t test everything but some of the information in this thread is extremely misleading.

This.

Reading this thread gives the impression that you just have one minute no matter what you do. Which is completely wrong.

Decay timer?!?! Are you kidding!

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Posted by: Rhiannon.1726

Rhiannon.1726

Just do the decay timer kick in after 5 minutes, and make it decay 33% faster than before. That would’ve been enough.

Honestly I dont think the Devs have any idea how long it takes to walk a borderland from south to north while evading groups that outnumber you to get to your own group/tag.

I repeat myself:
I had t6 participation and after capturing a tower I went to spawn to clear my inventory and than decided to watch the timer:
It took 6 min until decay started. Regarding the tower timer, decay started 10 min after the tower was captured.

So I wonder what you are all doing in wvw…

Decay timer?!?! Are you kidding!

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Rhiannon.1726

oh well the only game mode that i was actually still playing….(im a solo/small scale roamer, hate zerging)

and now they made the rewards worse in a game mode that already has the lowest reward per hour spent. GG Anet.

I was mostly roaming on DBL this evening and never had decay.

See also my post above.

Decay timer?!?! Are you kidding!

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Posted by: Rhiannon.1726

Rhiannon.1726

What are you talking about?

I had t6 participation and after capturing a tower I went to spawn to clear my inventory and than decided to watch the timer:
It took 6 min until decay started. Regarding the tower timer, decay started 10 min after the tower was captured.

Get to t6, capture something and than watch the timer.
I think it is definitely more than 1 min.

BTW I was mostly roaming on DBL and never had decay.

Feedback: Pip Acquisition [merged]

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Rhiannon.1726

Don’t know if that’s been proposed before?

How about increasing pips… or base experience, the longer you hold things?
Like for example, holding smc for > 1 hour = +1 pip, but any team taking smc back after a long period of time gets more wxp out of it?

Such things that rewards holding towers, forts, and smc for a long time could maybe work against karma trains.

This would just reward the strongest server even more.

It also would reward the servers which have the most people during off times.

You would see 20+ arrowcarts in a fully upgraded smc.
In generall you’ll see more people sitting in keeps behind arrow carts that don’t want to come out and fight.

It would increase toxic behavior:
People already don’t like it, when a “fight commander” with a full squad and queue doesn’t jump maps to defend a t3 hill or bay.
If people would lose pips because of a lost keep…

Everyone plays wvw differently. There are roamers, fighting guilds, people just following the tag for ktrain, people looking for zerg fights, people looking for upgrading and defending structures, people fighting for ppt to win, people that don’t care for ppt and just want fights and so on.

No one should be “forced” into a specific gameplay.

[Suggestion] Outnumbered Pip Rework

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Posted by: Rhiannon.1726

Rhiannon.1726


The benefits:
-Removes Outnumbered toxicity by taking away the need to seek out outnumbered maps. People will no longer be upset when the buff disappears.
….

I disagree.

Your idea would increase toxic behavior and not remove it.

Currently we have a few people on one empty map who may be annoyed about losing the outnumbered buff.

With your idea we would have people on four maps who’ll lose the outnumbered buff:
A commander tags up.
“WTF, tag down you kitten commander, we don’t want to lose the buff.”

People shouldn’t get rewarded for their efforts to get a commander to rage quit, so that they may get some outnumbered pips.

Outnumbered Idea (not about No. of Pips!)

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Rhiannon.1726

If I understand you right this is a very bad idea.

You have only one big zerg. The zerg jumps to a map with the outnumbered buff.
I fail to see why people should be rewarded for one hour while they are now the main force on the map and the outnumbered buff just moved to the map they came from.

Then home calls for help.
Bye bye home.
Hardly anyone would want to jump if this would mean you’ll lose your one hour buff.

Bloodlust not Node Flipping

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

If people want to afk pip farm, flipping nodes isn’t good. It hardly adds to the decay timer and it doesn’t give wxp.

You often see this when flipping a node is a daily.

[Suggestion] Participation, outnumbered, pips

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

That sounds way to complicated.

Let me describe my evening in wvw yesterday:
I was on our home map → DBL. It was mostly red but there were several small enemy groups running around. So we often had the white crosses on our objectives (I’m not sure if it is called like that in English).

I was mostly running around checking if everything was allright. So I was outside of objectives and mostly out of combat. I just captured a sentry/camp every few minutes or met an enemy or destroyed a cata or repaired a wall.

If I understand you system right, I would have had a hard time to keep up my participation.
On the other side, someone “karma training” on a map would easily get a high participation.

Outnumbered:
I don’t understand the problem with it. It doesn’t hurt anyone when people jump to an empty map.

Your outnumbered system would also be unfair for roamers who just look for duels and aren’t interested in capturing towers.

commanders kicking Rangers and Thief

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

And as others have pointed out, any commander that doesn’t realize the value of a good thief or ranger is a bad commander that you shouldn’t be following or listening to anyway. Good commanders see the value in all classes and all roles. If you’re being excluded, either the commander is bad, or you’re bad. You need to find out which that is.

It’s not about “who is more valuable”; it’s about “who benefits the most from the guards in the melee zerg”.

I’ll try to make an example:
Commander has 60 people on tag and the squad is full. There is still a thief in the squad when a condi reaper joins the zerg.

Now who do you want in your squad?
The condi reaper who is running with the melees and needs the stability of the two guards in a group, or the thief who is running around the enemy zerg killing their casters?

The reaper benefits from the squad. A reaper without stability is too easily stunned (and killed).
The thief doesn’t benefit from the squad as he doesn’t run with the melees and therefore won’t get the boons from the guards anyway.

Staff eles are valuable for the zerg and they also get kicked when the squad is full! A staff ele who runs with the guards is dead.
Therefore you have a caster squad, which the thieves can use as well.

Again:
It’s not about “who is more valuable”; it’s about “who benefits the most from the guards in the melee zerg”.

How to fix Pip system.

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

Another idea is to make the spawn area a no pip zone. While you are there you get nothing.

This would cause people to not WP there after they’re killed if it’s close to the next tick. Or they’ll AFK at a keep.

Fine, make it 2 minutes. That way they can port to spawn to move to defend stuff and not lose points.

People would just move to the next keep with a wp and afk there.

How to fix Pip system.

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

Your idea would lead to “sitting behind arrow carts in a keep to get the deff event” and/or to karma trains.

So you have to be in circle to gain pip reward you cant just go around tagging npc an get bonus.

This is a very bad idea. Fights were be lost because people didn’t listen to the commander and ran to the lord instead of fighting at the gate and/or pushing out.

Pips should be based on active gameplay

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

Active Gameplay doesn’t necessarily mean flipping camps and towers. This idea would just encourage people to “karma train”.

What if nearly everything on the map belongs to your server and you just fight the other blob the whole evening?
In this case you would just get the +1 for killing players.

There are also people who scout, build siege and escort yaks.

There are lots of different ways to keep up participation. People shouldn’t be “forced” to e.g. capture a tower/camp. Maybe there isn’t anything to capture or you are busy defending your garrison the whole evening…

commanders kicking Rangers and Thief

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

You get even less wxp when your zerg dies over and over again because of bad group management.

Just join the caster squad or if there isn’t a caster squad join other thieves to make a focus party.

commanders kicking Rangers and Thief

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

another example here of how its difficult to earn rank in wvw. If you play a certain class, commanders won’t even invite you to zerg, another example of how wvw rank is best earned in eotm. This shows that rank is not associated with wvw prestige at all.

What does being in a squad have to do with earning ranks? You don’t earn more wxp when you’re in the squad.

On the “earning wxp note”:

Well, that depends on what you’re doing. If you are fairly new then you don’t really understand how to go out and get wxp. You can’t get it by just being there. New people joining a zerg will at least get an idea of what is going on after a while and get wxp in the meantime. If you understand WvW then joining a zerg really is optional if all you’re looking for is rank xp. That’s easy to get … well most of the time.. wp mastery is often engaged while roaming..

You can join the zerg without beeing in the squad.

commanders kicking Rangers and Thief

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

another example here of how its difficult to earn rank in wvw. If you play a certain class, commanders won’t even invite you to zerg, another example of how wvw rank is best earned in eotm. This shows that rank is not associated with wvw prestige at all.

What does being in a squad have to do with earning ranks? You don’t earn more wxp when you’re in the squad.

commanders kicking Rangers and Thief

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

When the squad is full it is should be filled with guards, warriors, revs, necros and front line eles. These all benefit from each other.

It doesn’t make sense for a thief or ranger to be in a squad, as they shouldn’t run with the melees. If you are in a full squad you take the spot of another front liner who should be in a group.
You as thief or ranger don’t get any benefits from beeing in a squad.

Am I wasting xp before unlocking masteries?

in Guild Wars 2: Heart of Thorns

Posted by: Rhiannon.1726

Rhiannon.1726

You know that this thread is one year old?

Best way to "farm" Legendary Insights?

in Fractals, Dungeons & Raids

Posted by: Rhiannon.1726

Rhiannon.1726

That’s true, all I’m saying is it’s best to get some experience in the fights beforehand in my opinion before jumping into chronotank, It took me a long time to get the hang of chronotank, and when I would screw up the team suffered more than if others screwed up. Being directly responsible for a win feels amazing. But being responsible for a loss is just awful. but I do also agree with your perspective.

Another possibility for the OP would be to start as a “dps chrono”. You can get familiar with chrono and the fight in general.
If you make a mistake as dps chrono, it’s not as bad as if you make the mistake as chronotank.

Nearly all lfgs are either looking for a chrono (tank and/or dps), a druid or special jobs (kiter). If you can fill one of these roles, you may even get a spot if you don’t meet the LI requirement as long as you know the fight. Just ask nicely if that is ok for the commander.

Best Beginner Raid Bosses/Wings?

in Fractals, Dungeons & Raids

Posted by: Rhiannon.1726

Rhiannon.1726

Escort is really easy, but you need a chrono with the raid mastery unlocked.

For Trio and Mursaat you’ll need an opener and I’m not sure how easy they’re to find for these two bosses.

Cairn may be a good alternative for training. It’s not too difficult and you neither need an opener nor the raid mastery.

If some of you have more time to play (especially your chronos), you should join some training runs or Escort without requirements (preferably not as chrono) to get some additional practice and with some luck the mastery unlock.

Blocking dps meters

in Guild Wars 2 Discussion

Posted by: Rhiannon.1726

Rhiannon.1726

I always hoped, that dps meters wouldn’t find a way into gw2.
When anet allowed them, I haven’t been too happy about it.

I rarely pug, but when BotP was released I joined some groups for training.
3 of them were talking about dps meters, but instead of being toxic, they joked about dps numbers or just were curious about the results.

I got curious as well especially as I often play tempest.
Another tempest in my guild group also uses BGDM and so we found out that we are equally good or bad.

Other guildies started to use it too:
-we don’t use it to flame
-one found out, that seaweed salad is not the best food for him (as he moves to less)
-our chronos know if they are doing well
-our tempests (me included) are sad to beeing beaten by a ranger

So the “toxic dps tool” just helps us to improve.

I don’t deny that a dps meter also bears some risks (focusing too much on dps instead of the mechanics or using it as an excuse to be toxic), but wisely used it can help a lot to improve the group as a whole.

Question about decay

in PvP

Posted by: Rhiannon.1726

Rhiannon.1726

You have to play 15 matches a week to get on the leaderboard.

Decay affects only you position on the leaderboard, not your actual MMR for match making.

If you don’t play for 3 days, decay starts.
Decay can sum up to -700 points and can be reduced by 100 point for each match. So after 7 matches you decay is gone.

Crystaline heart in Samarog fight

in Fractals, Dungeons & Raids

Posted by: Rhiannon.1726

Rhiannon.1726

Rigom explodes when he “dies”.
I think it depends on the group, how often Rigom has to die under Samarog until Gudhelm is dead.
(Does he even have to die under Samarog? Isn’t it enough to just keep them apart?)

I haven’t done this fight very often so far. I’ve been in his explosion by accident during a training run. Just before he dies he has an orange aoe circle around him. If you are close to him at that time, you should get hit by it. But it may send you into downstate.

Crystaline heart in Samarog fight

in Fractals, Dungeons & Raids

Posted by: Rhiannon.1726

Rhiannon.1726

Haven’t done it myself yet, but AFAIK you have to stand in Rigom’s explosion when he dies, meaning you actually have to fail the mechanic and kill him outside of Samarog’s bubble.

So I have to tell my group, “Hey lets fail this RQ so I can get the heart” lol.

You don’t have to fail the mechanic. AFAIK you can just go under Samarog’s bubble before Rigom explodes.

Legendary Guild names

in WvW

Posted by: Rhiannon.1726

Rhiannon.1726

@OP
You should change your title into something like “funny guild names”.

Sadly, only two people seem to have read your text. The others just read “legendary” and “guild” and came to the conclusion that you ask for “famous wvw guilds”.

How does entering a cleared raid work?

in Fractals, Dungeons & Raids

Posted by: Rhiannon.1726

Rhiannon.1726

I’ve seen lots of “cleared wing x” on the weekend. I’ve even seen a “cleared wing 1”, which is over a year old.

Prime time EU didn’t even start and there is already a “cleared wing 4” on the lfg (ca. 6 pm, EU).