Showing Posts For SyIux.5794:
I dont really like the idea of scaling players like lords, but something must be done with “blobing”, it is too easy, better rewarded, and overpowered.
Things like increase the target limit, more supply, better rewards if you are outnumbered, are much better solutions.
I would also add new debuff, if there are more than 50+ people around you, for more than x minutes. For example:
- decrease the travel speed
- decrase the max amount of supply you can use
- (very controversial) reduce the outgoing dmg.
Some people are really worried that they wont be able to nightcap anymore. lol. They just want to equalize scoring. Why 30 people at night is more important for win than 400 people in prime time? Right now nightcapping is winning matchups in EU, might be not the case in NA, because they have better coverage, but they dont want to punish you..
Look at 2nd graph “income evolution” for blue team:
http://mos.millenium.org/servers/view/15/380
They are ticking for 500-600 for whole night. It is impossible to come back, if you dont have nightcap force. Should EU buy NA pvd guilds? lol
If you want to know what they are planning with scoring system you should use google(might get banned if i post link, like last time). Even if scoring will not win, these changes will come later. This is the core wvw issue people have asked to fix since launch, so voting for QoL changes (which dont change anything in WvW) just to demonstrate, will not remove scoring project. It will come anyway.
Good scoring changes would bring:
- real competition between worlds
- better rewards for winning
- regular wvw seasons (which are on break till all core wvw issues are fixed, scoring is one of them)
Looking here for honest answer.
Is it possible to fix skill lags during big 3 way fights? (especially on eb). I am talking here about server side lag, when it takes 5-15 sec for skill to work.
I heard that chinese version has special wvw servers and they can handle more people on map without any skill lag. (not sure if true).
Is it technical limitation? If so, Anet should encourage people to run with few groups instead of running with 1 big blob.
Stability change is good.
What i dont like is adding 10 aoe cap on cc walls. It favors big zergs too much against small organized guild groups.
One of the purpose of changing stability was to remove “pirate ship meta”, which really in my opinion didnt remove it, because the dmg in WvW is still ridicolus. Sources of power creep:
1. June 2015 specialization patch, you have removed stats from traits and put them on gear. + Merged traits. You havent really balanced the toughness and vitality with the amount of dmg you added.
2. Expansion elite specs.
From mop article:
He admitted that “this alone is probably not enough to fix the whole ‘pirate ship’ meta that’s going on where players play very conservatively or passively where they use max range and two zergs would operate like pirate ships passing by and nuking across at one another,” but an additional change to CC fields complements the stack consumption nerf nicely to hopefully make WvW combat much more active in future since “now only the first 10 players affected will get CCed or will have a stability stack removed, and then the skill will fade away and disappear.”
And as a brief reminder: WvW tournaments are currently on hold, but they’ll return once we’ve released this new format for WvW.
https://www.guildwars2.com/en/news/state-of-the-game-update-q1-2016/
I dont see a point of making any wvw season if population balance and scoring system is not fixed. WvW season caused more problems than you think, players stacked the best servers etc.
Right now you are winning matchup by the best coverage 24/7, most of the matches in EU are won by nightcapping. Look at the income evolution of the blue team during the night. (2nd graph).
http://mos.millenium.org/servers/view/15/
There will be soon public poll, where Anet will ask us, what they should do next.
How do you feel overall about reward tracks?
They are great, but there are few other areas where rewards could be improved, like unique rewards for winning matchup or reworking world bonuses (more below).
What are your thoughts on the rate at which you gain participation?
The rate seems to be fine. But you should scale it depending on number of people you are playing with. Example it is really fast if you are playing with large zerg, but not with small groups. It takes much longer to take tower or keep if you are running with small groups. You should not favor big groups, I think scaling would encourage people to run with few small groups around map, than running with 1 big blob.
Defending objectives should give you more participation.
How do you feel about the rate you earn reward track points?
It is fine, but some actions should give you better/ more rewards, like defending objective or taking T3 tower/keep with a lot of people defending it.
Overall, what are your impressions about the types of reward tracks we have?
I would like to see more wvw reward tracks, some unique WvW rewards ( which can not be farmed in eotm ).
Are there any other reward tracks you would really like to see?
Reward tracks with:
- Materials for ascended armor
- Runes
- Food buffs and sieges
- Legendary wvw backpack
- Materials for scribing (wvw war room)
- WvW Finisher tracks depending on your wvw rank(which should be also reworked, people are having 1k or more points)
- Guild banners – with logo (just for looks)
- More unique wvw armor/weapon skins.
- Decorations for claimed objectives – possibility of decorating objective with flags etc, so you know that this objective is claimed by x guild and they will always come and defend it.
Others:
Unique wvw rewards for winning matchup, before adding such rewards population and scoring should be fixed, so winning matchup is not determined by the best 24/7 coverage. Bring real competition between worlds.
World bonuses.
Right now everyone from your server gets these pve bonuses, even if you are not playing wvw and helping your world. Like previously, population balance and scoring system should be fixed, to prevent players from moving to the best servers just to win.
Rework pve bonuses, add magic find etc. You must participate in normal wvw for x hours per week to get these bonuses.
1. Fix or revert DBL.
I think it is much harder to fix Desert BL, you will have to: reduce the size of the map, remove some choke points, make it easier to navigate, bring back strategy value to towers, remove some pve mehanics, rework air/fire keep, remove or fill with something important to fight for- north east and west area of map, replace oasis event with other non pve event, make oasis area more flat, easier to fight there. I would suggest replacing oasis event with orbs of power event, each team will have to protect the orb from enemies or something similar.
The best solution is to bring back old Alpine borders and after that fix desert bl, ask community for feedback and beta tests all the changes again. I would also love to see in the future 3 different borderland maps, example blue-alpine( change it visually to be a snow map, you will have to make all the towers much bigger etc), red – desert bl and green – new jungle bl.
2. Stability and skill balance.
A lot of people don’t like stability changes, because it created pirateship meta, where backline is too strong and melee can not push because the amount of cc Is ridiculous and dmg is too high also. In big fights you can lose 10 stacks of stability within 1 sec or even less lol. I suggest adding 0.5s cd on the lose of stability stack.
Stability changes also buffed big mindless zergs/blobs against small organized guild group (15-25 people), before stability changes and power creep guilds were able to wipe much bigger groups with coordination, skills etc, but right now it is almost impossible.( one of the reason why a lot of guilds left game after stability changes).
A lot of people don’t see it, but even if stability will be reworked, there is still problem with dmg. Power creep has been introduced with June 2015 specialization patch and later with new expansion specs. I would reduce direct and condi dmg by 20% in WvW, or even more for some skills, I don’t know. Guardian running with 3,4k armor can be hit by gunflame for 9k….TWICE.
Few skills to look at (there are more):
- Dh longbow #5 is too op, you should not be able to lose like 5 stacks of stab by just one skill
- CoR from revenant,
- Berserker gunflame ( how this skill can be almost insta? And deals such aoe dmg)
3. Population balance/scoring
I don’t know what you are planning here, but it is very important to bring back competition in WvW. With the current server system, people are just transferring to the best server to win. We should go back to the roots of RvR games, there should be a server/team pride, winning should matter. (Maybe add some loyalty rewards, special skins for your team)
To bring back competition you will have to fix also scoring system, defending should matter, you should not be able to win matchup by just nightcapping/capping when map is empty. I suggest to add dynamic scoring system which depends on map population, if there is no enemy on map you will get less points for capping objectives. Fights should have much bigger impact to the score (ppk change is a good start).
Server community should still be able to play together, if you are planning to remove servers. I like the idea of guilds/server community creating alliances, there would be limit on alliance, to not overstack it, dynamic system which depends on WvW population.
Merging server will not help to fix population, same issues what we have now will appear later again, and EoTM mega server system will kill WvW completely, there would be no point of defending or winning, you wouldn’t be able to play with your old server community.
4. Rewards
Right now WvW payers are forced to do pve just to buy foods and other stuffs, which are really expensive.
Guild hall war room should be reworked, you should be able to earn these stuffs by playing WvW.
The only reward we get is for taking objectives (which promotes karma training), people should be rewarded for defending, scouting, zerg busting, etc. Add rewards for winning matchup after fixing scoring system.
Add WvW reward tracks similar to pvp.
5. Changes to siege system.
Make sieging objectives fun again. Sieges should be used against objectives or to counter other sieges, you shouldn’t be able to use sieges against players. Right now some servers will just build 10 arrow carts behind gates, and they wont come out to fight even if they have enough players. I don’t know how to fix it, but it is not fun to stay at the gates under 10 acs.
6. Remove EoTM
Eotm was a map for people who are in queue for real WvW maps, but it is being abused now by pve farmers. Remove it, or make it available only if all WvW maps are in queue.
(edited by SyIux.5794)
WvW Feedback
I am not sure why i am even trying, since I am pretty sure it will be ignored like always…
Lets start with balance, Colin few times mentioned during the streams, that you are going to balance 3 game modes, but I do not see it in WvW. With changes to rally, no ress during combat you wanted to give some chance to small organized groups to fight against bigger groups, but you have not really fixed the core issues, which are really easy to implement.
Before stability changes, zergbusting was really a thing, but your changes to stability and later power creep introduced in specialization patch( June 2015) killed it. You have buffed big groups even more, with the expansion you have added even more hard cc skills (you can lose 10 stacks of stability within 1 sec), overall dmg in WvW since specialization patch is ridiculous. These changes created new, not fun to play meta called “pirateship”, where melee players (builds with 3,2-3,4k armor) can not push enemy, because the amount of dmg, cc would insta kill them. Everyone is staring at each other and scared to push. Current version of stability is balanced only in small 5v5 fights….
How to fix it?
Separate WvW balance, reduce the overall dmg in WvW, introduce 0.5s cd on lose of stability stacks, so you can lose next stack of stability after 0.5s.
Other changes to upgrades, ppk are nice, but not enough to bring back some life in WvW. I know you are working on overhaul, but we need something more till this big update. Maybe merge bottom servers, buff rewards at the end of matchup to bring back some competition between the servers and goal to win.
Just WvW things… ;(
(edited by SyIux.5794)