Showing Posts For Sanzul.9268:
Staff elementalist if you want to stick to big battles. Excellent AoE damage, excellent AoE healing/dispelling, and excellent escape abilities. The downside is that while your defensive abilities are excellent, they have long cooldowns. Great for retreating if you catch too much heat in a zerg, but of limited use in smaller fights where there’s no zerg to hide behind while you recover.
They’re not BAD in small battles, but there are better choices if you’re mainly interested in skirmishes.
An interesting solution would be to add a ramp.
The issue may be that the error message you get (“you don’t have permission to do that”) is the thing that’s wrong, and the reason you can’t claim it is because you… something. Are you sure the locations aren’t claimed already? Most things seem to get auto-claimed by a guild present in the control circle when the objective is captured. I’m guessing whatever guild had the most members present gets it.
I think it’s fair against things like Meteor Shower, but arrow carts seem to have been implemented specifically to let a few well supplied defenders stand a chance against an attacking zerg. They could do with some anti-retaliation protection. Without decent AoE defenses, there’s no way for a numerically inferior defending force to hold out until reinforcements can arrive, meaning there’s no point in bothering to defend anything. WvW becomes reduced to a WvW zergfest where big groups rush between objectives and no one bothers to defend. You get something like the current state of Alterac Valley in WoW: two teams that mostly ignore each other and focus entirely on zerging NPC-guarded objectives faster than the other team.
I’m not saying it’s that bad currently, but when more people learn the potential of this mechanic, AoE siege equipment may well become completely useless.
i honestly see it, very useful i mean is not like 1 min buff, you have to pop it in a good time
Against an arrow cart, a good time is “immediately when it’s ready”. It doesn’t take any kind of skill.
Shouldn’t you be competing against the enemy, rather than your team mates?
1.
a) Encourages trying to “kill snipe” rather than actually fighting properly.
b) Encourages running away when things start to look bad, and strongly favors defending over attacking.
c) Strongly favors building arrow carts in every situation and spamming AoE mindlessly, regardless of whether the situation calls for it or not.
d) Easily abused through falling damage, and also doesn’t work that well in a game that favors evading and mitigating attacks over “HPS” healing.
e) Encourages spamming pointless AoE debuffs.
f) Very hard to balance defense versus offense. How do you count defending a supply camp compared to attacking it?
2. Guild claimed objectives already display guild banners, assuming the guild that claims it have an emblem.
Just wait until you’re in a new pairing with a different starting location, it’s very simple.
If people are interested in map completion then this is indeed the lazy approach. It’s random each day which starting position your team will have, so just check it out during different days and you’ll get everything with minimal effort.
Would be nice. I think there are some kind of titles and stuff for various WvW-related achievements, but they’re all for very specific things like “use X supply for repairs”. It would be nice so have some kind of WvW related rank that increases. Not strictly necessary, I suppose, as you gain XP and stuff.
Instead of gold being a commander prerequisite , maybe it should be earned thru ranking and titles…?
Doesn’t really matter. Being a “game mechanics” commander will never mean you have any idea about what you’re doing, no matter what prerequisites you put on it. Spending a lot of time WvWing doesn’t mean you ever picked up how WvW works; it just means you have lots of time to play.
Would be nice. Even if you’re not worried about someone “stealing” your siege weapon, it’s annoying to have to abandon your mortar or trebuchet to loot just because someone happened to walk into your bombardment. While operating a trebuchet during an extended siege yesterday (I think we bombarded that keep for almost an hour), I had to stop shooting a couple of times just to loot bags that would have despawned otherwise.
Even worse, if you’re operating a siege weapon while defending a keep, you’re faced with the choice of either leaving your post just to pick up bags, or risk getting killed and then losing the keep, meaning you have no way to get back up on that wall to pick up the bags.
If they remove repair costs from WvW they should remove copper/silver rewards and loot drops…
I spend far more on siege equipment and upgrades than I do on item repairs. My main issue with repairs isn’t that it’s expensive, but that it feels like you’re being penalized for being useful.
Depends on where you want to be – the big sieges or the skirmishes around supply camps and caravans?
Plenty of small scale action around caravans and supply camps. Attacks against towers and keeps will quite naturally involve large forces, but that’s by design. It’s not always true either – I’ve captured towers with just five people. A lone defender can also hold off such attacks if the tower/keep has supplies.
There’s no shortage of things to do on your own, really.
I actually see more people defending caravans now than a week ago. Presumably because people have learned the value of supply routes. It’s a bit annoying that the people actually being useful don’t get anything out of it, while someone who runs off to grind centaurs gets rewarded.
It’s entirely doable. Not just at night when no one is around to defend; I’ve seen it done at peak hours too. Doesn’t last, though, because there’s no way to hold so much so far from your own waypoint and so close to the enemy’s.
People would abuse it for silly things, and you’d have some newbie starting every single upgrade in some tower that’s cut off from supplies, draining all funds while resulting in nothing. It’s a good idea in theory, but wouldn’t work out in practice.
(1) This is the endgame for most level 80s not much else for them to do.
And for people who dislike PvE, it is the entire game. Is it reasonable to force them to level to 80 through PvE just to experience the part they actually enjoy?
(2) higher levels are more effective than lower levels and help their server more.
Not necessarily true. Should a level 80 who enters WvW for the first time really get priority over my level 31 elementalist alt that I’ve leveled exclusively through WvW since level 5? I can guarantee that I’ll be far more useful than them, despite my lack of high level traits. I learned more about being useful in WvW in five levels of playing there than I did in 60+ levels of PvE on my main.
(3) This system would give more inncentive to level your character so you can go and fight for your server.
But I’m fighting for my server already. Why would I want the game to encourage me to go and do something else instead, just to be able to come back later and do the thing I actually want to do? I level by fighting in WvW. I consider it a nice bonus while doing what I enjoy, not a carrot to get me to do something I don’t enjoy (I have other characters that are far more fun in PvE).
Now lower levels can still get in just have to wait longer and im sure eventually the que will dramatically get shorter or go away
If the wait times weren’t bad, you wouldn’t be posting here. Now picture that, only with every level 80 out there skipping ahead of the queue. You’d never get in.
I guess server ratings will fix this over time. It’s already a bit better than it was previously, at least on our server. But it’s very frustrating to go to bed controlling a decent chunk of the maps, only to wake up to four maps of all green (or red, or blue). You can usually take it back after a few hours, but by that point the “night raider” world will already have more points than is even theoretically possible for any other world to overtake during the hours when most people can actually play.
I have no idea about how to solve it, though. It would be annoying to not be able to do anything if you could only play at night, but at the same time it’s frustrating to know you’ll lose all upgrades just because you have to go to bed to get up for work in the morning. Much of the charm of a persistent world-versus-world battlefield disappears when it essentially all goes away when you log off, as no amount of defenses are any use if no one is online to man them.
Agreed. WvW has more than enough gold sinks anyway. The sometimes ludicrously long walks back from the waypoint are enough to discourage overly suicidal behaviour. As it is now, when faced with the choice between a heroic death (such as luring a group of enemies away to save a caravan) or running away (leaving that caravan to get killed), the game actually punishes you for picking the more heroic option.
Never had this issue, despite playing mainly WvW. Could be server specific, I suppose?
1) Priorty in Queue to lvl 80…
I disagree. On servers with already long queues, this would mean it was more or less impossible to ever got in as a low level character, as 80s would keep skipping past you in the queue. This would put new players off as they effectively can’t play in WvW (except at weird hours) until they hit 80, and it discourages people from trying out other professions as they’d first need to level them to 80 in PvE. Both would be bad for the game in the long run. Long queues are unfortunate, but making them longer for some people just so that you get shorter queues is not a good solution in this case.
2) This is THE ONLY real pvp area in GW2, why is there so much PvE in it? can we cut the PvE down, like the grub and vistas and people farming kills and nods…
Agreed. Vistas aren’t a problem as they’re a one-time thing and nodes mean people can skill up their professions through WvW (since you can level up from WvW alone), but there are annoyingly many creatures walking about. It’s rather annoying to have the tide of a PvP battle shifted by a horde of minotaurs suddenly attacking one side. I’m also tired of having some camps show as constantly under attack (looking at you, Arah’s Hope) because hostile creatures are fighting the NPC guards.
3) Most important, those low level, specially the children they keep on talking in /t or /m giving orders to go here or attack this or move there using caps, and people just follow the loudest person not realising hes being an idiot.
In my experience, people follow whoever seems to have the best ideas. People who say stupid things tend to get ignored. Most of the things actually said in /team and /map are useful scout reports or sound strategic suggestions. Your mileage may vary depending on the server and time of day.
4) COMMANDER. being a commander prove nothing other than you buy Chinese gold or you good farmer, or your good with Trading post. Being a Commander should be achieved via WvW not bought with money. like in WoW vanilla when someone becomes a warlord and get all these epix…
Basing it off WvW achievements just means that the requirement for becoming a commander goes from “having a job so you can afford to buy gold” to “being unemployed so you have time to zerg around in WvW 12+ hours per day”. I don’t see the improvement. The people who reached High Warlord in vanilla WoW were far from always the best or most knowledgeable PvPers – the only real requirement was having tons of spare time to play. Time spent in WvW unfortunately means rather little.
WvWvW is about organisation, is about Guilds in a realm leading, its not about PvE, or becomes a barrens chat.
WvW is about world versus world, not guild versus guild. It’s about whole servers coming together to fight a common enemy, not a handful of guilds banding together. That’s part of it, but not all of it. The “barrens chat” crowd have just as much right to be there as you, whether you like it or not. Though some of them do need to learn to shut up.
Videos won’t help you much. If you’ve ever played a strategy game, you’ll pick it up pretty quickly. Unfortunately, the WvW fights that would make the most entertaining videos would be the massive battles, but that’s not really where the games are actually won. Win the battle but lose the war and all that; WvW is won by map control, communication and supply routes.
It’s not very epic for both sides to stare at each other across a bridge or at the front gate for 15 minutes until half the people on one side leave out of boredom.
So get a catapult and kill them all at your leisure. Either they get closer to try to destroy it (meaning they walk into your carts and die), or they retreat (meaning you won) or their carts get killed off one by one. Or they build their own catapults and shoot back, but catapult duels tend to be very short and messy affairs, .
Either way, the battle only lasts 15 minutes if both sides are clueless cart-huggers. It’s very easy to break such a stalemate. Getting enough supplies to build the catapults shouldn’t be an issue, as you apparently brought enough for an army of carts; spend some of that on a catapult or trebuchet, and you’ll win every arrow cart stand-off.
As for the low gold-price of carts, you need to keep in mind that most of the siege is balanced around its supply cost. The silver you pay is mainly there as a gold sink.
Aside from some professions having better downed skills than others, I think the downed state works well. What you have to keep in mind is that if you get downed, it’s because someone beat you down. You’ve already lost, and it’s intended as a small second chance, not a “best two out of three?” mechanic.
If you really had any serious chance to fight back properly when downed, PvP matches would go on forever, with players taking turns to down each other and get back up. The downed state is about as powerful as it can be without completely breaking PvP by making everyone invincible.