I saw the title and thought op meant personal wvw rank. that would be an interesting idea.
why wouldnt you just go into wvw and see rather than coming to the forums and asking first?
na does not want your server full of perma stealth condi thieves either.
Im tapped out of blood stone dust and its actually kind of hard to acquire. it mainly comes from opening champ bags. theres alot more uses for it than the other 2 t7 mats
Im looking for a steady raid group/guild to run with before na prime.
Im experienced with all bosses.
Currently I play necro, rev, ps, ele
(edited by Synosius.9876)
is this an EU guild?
I am interested. Ive cleared everything except for matthias. I currently have gear: rev, ps, necro, ele.
this season i had a 80% win rate until i was 1 win away from crossing into legendary division. now i have lost 8 of my past 10 games.
it seems theres sort of like check points, that once you reach the half way and end points of a division it does something to your mmr. once you hit those bridges you dont go back and have to push on with lower ranked team mates.
if you win those check point games you get to continue being matched with equally ranked players. if you lose that game your mmr sticks and lower ranked players get pulled up into your games for balance. basically a higher player is paired with lower team mates to face an average team.
pretty much your only options are get a full premade team or stop playing to let mmr decay.
theres an NA guild named [Sand] ive seen a few times. i dont know much about them but i think zekowah.6480 is guild leader.
Ive been trying to create a list of specialist guilds for ppl just like op, but theres not much info ppl are willing to share. hope that helps anyway.
mini shoulder mounted trebuchet?
posts like this are announcing to the world… if you were considering transferring to SoS, you probably shouldnt.
whats anet gonna do, put a gun to our heads and force us into wvw? you gotta make your server a place where ppl want to play. thx for the cringe warning.
BG should be split into 3 servers and made into its own tier. return servers to the original population caps. let glicko work it out.
This isn’t a result of server links, but of Glicko settling.
and the glicko rating is primarily the result of populations.
so all you need to do is convince ppl to spread out evenly and we will have match up variance.
the question of new servers.
Ive given this some thought and I ask myself, would I move for a fresh start?
Yes I would but… ultimately I think it would be pointless.
Theres 2 reasons why I would not take up the challenge.
First these new worlds trying to establish a community would just be linked up with an alrdy established servers. So the reality is they are not rly new servers, just another linking section for mid tiers.
Second reason; lets assume theres no linking and the server gets to be its own thing. Ill estimate theres about 25% of the wvw players are actually interested in the wvw mode in its entirety. the other 75% are the… I just come for the fights, I do what I want, have no clue whats going on. when you play on a full server all that slop gets covered up by the regulars coming in every day.
when youre a low pop server with a marginal number of vets, even one person going on vacation for the weekend effects everyone. WvW needs bodies even if they are just fodder, if the ppt sags the fair weathers stop playing.
Even if you find brand new players, train them, turn them into hard core wvw players to replenish the ranks, they eventually start asking… whats wrong with these other baddies?
why dont they ever get any better? They have come to enjoy wvw and want to excel but they feel burdened by the casuals and so transfer up.
Once your on a dominate server it does feel pretty good. the population bloat covers up most of the mistakes and lack of skill. Out numbering the other 2 servers means you can go where ever you want and pick a fight. the underdogs have to respond or lose their territory.
I know some just want to win while not even knowing how or why. Some just want to be green in eotm every week. Being on a losing server is constantly under pressure. You wanna attack but you cant cause hills has catas on the wall again, so you take your group and push them off. then you think we will just go recap a tower but the other half of the enemy map que is at south camp. you run to fight them but have to turn back cause the first zerg is back on hills with catas.
If you could put 100 hard core wvw players on a server, yeah I would go there and we wouldnt care if we won or lost. when i think of new servers thats the dream I imagine but I know it would not be the reality.
this is an issue most players cant understand or just refuse to acknowledge. Ive written about this on multiple threads where its dismissed or just mocked.
let me just recap for anyone who new here.
fov and camera height were added.
most of us wvw players gave feed back on the change saying it was a bad idea. anet’s justification (iirc) was some players knew how to use windowed mode so lets give dumb ppl the option too.
the repercussions were slow to be realized but over all it worked ok because this ability added more ways to use siege and gave advantage to good team work. how ever the QQ was enormous and anet caved eventually. for a time ACs were useless which necessitated more reworks.
along with hot adding shield gens they also changed how siege was deployed (thx to a single mesmer vid) greatly limiting the viable locations. this worked ok on the desert bl but again massive QQ and we’re back to the old maps. all of the siege work in ebg and alpine is very straight forward where in desert the attack could come from many directions and counters could be deployed in equal variety.
the old style of sophisticated defense strategy is pretty much dead. lotta ppl will say stop siege humping, go out and fight! most of these players dont spend that much time in wvw nor do they fight out numbered constantly. only a few ppl rly see the big picture, instead they are angry cause their ktrain got interrupted or the precious AC they built was destroyed. they want their mediocre actions to be grandiose.
gw2 was pretty much perfect at one time. then anet took their master piece and remolded it but more isnt always better. so here we are again, give it a few months and they will nerf shield gens, changes always needing more rework and so on. maybe there will be new peak times of perfection.
is the game rly better with no growth? I gave up the defense game when hot came out, I joined a fight guild and now Im learning all new strategies. dont cling to the past.
acknowledging green is the strongest color is a key thought point. the advantages are small and insignificant on their own but compound them through out the week and it becomes substantial. further more its easier for servers that roll green to maintain momentum over many months while the other colors accept their place as 2nd and 3rd.
are we only talking about mesmers and rez’ing? maybe this will be off topic
when i started gw2 i figured the first thing i should do is git gud. i spent a lot of time in spvp learning how to fight. a small guild picked me up a bit later and introduced me to wvw. I had no idea what was going on and so i just followed our guild leader flipping camps and skirmishing.
this soon evolved into fighting all night in the obsidian sanctum and i further honed my skills. life eventually called my guild mates away to boring things like children and careers so I went into wvw on my own.
i became interested on these thief players who called themselves zerg trackers. we followed the enemy zergs around ebg reporting their movements to our commanders who would intercept them. to do this well we had to stay very close to the enemy zergs and stragglers (usually warriors) would constantly fall back to try and kill us. we had to learn how to murder these suckers very quickly or lose sight of the enemy blobs.
later i became interested in how siege worked. other players would put trebs in 3rd floor smc and hit towers they couldnt even see. I asked around alot for any help on how to learn this stuff but it was a mystery Id have figure out on my own. I built a lot of trebs in those days.
then season 2 was upon us and everything went to kitten. some time after this i started commanding for about a year and half.
these days though its a mix of everything. the server im on now is pretty friendly. theres about a 50% chance of getting a rez, better than most servers ive been on. i sometimes build siege and scout but its not as effective as it was in the old days. alot more fighting and fun stuff. ppt was fun in the bronze leagues but thats all gone now.
i believe theres multiple bugs that appear similar to the user.
I can get the immovable bug very consistently on my rev after dodge and riposting shadow spam. skills still work but the character wont move for 30-45 seconds. using a movement skill like riposting shadows allows normal function again.
theres other bugs where /sit works and sometimes it doesnt while /dance fixes it instead.
this thread is a thinly disguised hate wagon aimed at yb. nearly all the vocal anti treb protesters are from BG.
as for this tossing around the word exploit, everything about pvp is an exploit. if you realize youre fighting a key turner you exploit that by strafing quickly. you find your opponents weakness and take advantage of it.
previous posters have stated clearly, they come to wvw for the fights, they see someone not playing the way they want so they launch a crusade to crush the evil.
this is not comparable to using hacks at all, it comes down to studying how the game works and using it, which is not unlike crafting a superior build.
that being said i cannot say the game would truely be worse off by making spawn trebs impossible. when this is done however, it will be another option that has been removed.
for or against this issue, surely you must see we are dumbing down the game.
its probably past the point of putting my 2 cents in on this issue.
the thing about this that rly drives ppl nuts is that most players dont know how to place spawn trebs. they hate that someone else came up with something clever and they cant figure it out.
along with that, they cant figure out any counter whether it be destroying spawn trebs or simply avoiding them.
what ever youre feelings are on spawn trebs, this is something that adds options to the game. the reality of the situation is these treb are strong when players are communicating about inbound attacks, prepare and assist in targeting. when a surprise force arrives to attack its alrdy too late for random pug to jump on a treb and save the day.
while on the subject of using creativity to gain an advantage. before hot released there was a vid of a mesmer who was using portal to stack ACs beyond the area seige cap. a dev popped into the thread and said… oh thx we’ll nerf that!
this was something done by pretty much no one ever but this nerf destroyed a lot of other strategies. before hot i was on a low pop bronze server and we held our own by training our wvw players good methods of siege placement. we didnt build dozens of ACs to defend a tower, just a single well positioned AC to defend a wall or gate. we used team work to get effective use of our trebs.
specifically what im talking about since its useless knowledge now anyway. when thrown, siege boxes could be made to clip terrain and deploy on locations we were otherwise coded as invalid. just behind the cata wall on south outer bay is just such a place with a small rock step. this wall is heavily attacked, the walls are low and narrow meaning all siege placed on top is quickly destroyed. this rocky step behind the wall is the perfect place for an ac to counter catas.
im sure many of you will think… oh boo hoo cant hump that siege. tricks of these types were something i spent hours discovering, teaching and training my server mates. it wasnt just something you could know and thats all you need. doing these tricks were difficult enough that if one hadnt practiced it, defenders wouldnt be able to do it under pressure.
this play style is no less valid than those who cry about their ZvZ or their havoc being too difficult now. we were often the low pop server in a match up, we had to play smarter, we couldnt afford to waste supply when theres barely 10 players across all maps so we used every advantage.
something unique has alrdy been killed off that only a very few ppl even understood. might as well be done with anything else clever. everyone here should be wondering what ppl will cry about next, like gate trebs dmg’ing rams from inside the tower? surely gaile and tyler you realize these ppl will just keep finding more stuff to complain about.
I have the same issue, unable to start the magus falls wvw track.
I thought it was just anet trolling us as usual but i guess it could be a bug?
i hope anet doesnt read this thread and actually think… oh maybe we made a mistake?
the issue jq has isnt lack of players, its why dont the players they do have want to be in wvw?
like rly stop and think about this, the system counts enough players to mark the server as full but doesnt consider how long they spend in wvw or how effective is their organization.
this pairing system is actually pretty smart. if one wanted to play on jq they could just transfer to the guest server. if the guest server becomes over stacked they can be separated.
but still ppl complain that score doesnt matter then lament their lack of coverage. they say everyone else is over stacked while the solution is staring them in the face.
what about /t vs /m
like in the old days, /t could be across all wvw maps while /m is local
i had this long wall of text counter point to this idea that the abl towers have strategic value but the forum decided i wasnt logged in when i hit post. bye bye deep thoughts.
maybe its for the best though >.>
how many times have you been defending the abl garri from a zerg when the 3rd server takes the north tower on the opposite side? they build trebs and pretty soon youre defending from both servers inside your walls but are avoiding each other? does that sound familiar?
the dbl keeps doesnt give attacking servers the ability to avoid each other as easily. they cant sit back in safety slowly working down a wall while the other 2 servers exhaust each other. dbl garri is about the same is this regard but when 2 servers start fighting its much more difficult for the 3rd sever to take advantage and charge in behind.
but your also thinking… muh havoc guild! another organized havoc force could easily stop trebs from the south towers. the havoc guild is just hoping for pug defenders to roll over. if they were actually good enough to roll over all pug defenders anyway they would just use a quicker method.
the strategic value of the abl towers encourages double teaming.
those shrub things are rly annoying.
theres also the general uneven terrain that causes obstructed issues where even though an enemy is like 600r directly in front you cant hit them with ranged attacks.
trying to use a movement skill but it catches on the seam of two different terrain types so I end up just running in place until the skill ends.
jumping over the many tiny lumps with chill or cripple is as bad as immobilize.
theres a thing I call Charr toes, because it seems to be the worst on charr models and I imagine it to be their big claws tripping them up. best example for this if you want to experience it, try climbing the rock steps to the vista above lowlands keep. if you run against the step and try to jump forward the terrain wont let you pass. you have to back off the vertical face and arch the jump over the step.
as a former commander of an under populated server constantly fighting blobs, i nvr liked the alpine map. not that i was happy with the desert bl, but this update seems to have cleaned up a lot of those problems.
how ever i do not think it is possible to return to the old play styles with the current meta and pairings. i predict there will be a lot of bay and hill zerg rushes due to the weakness of the cata walls which will only reinforce the need for defending zergs to camp inside.
the inability to place ACs on the stairs means point blank catas on hills will be virtually unstoppable. we used to get a lot of back and forth from the south west tower to bay but the inclusion of shield gens means trebs as a means of assault and defense are out of the picture, which means small teams fighting is dead also.
cluster building catas and capping under 5m will be the norm. even if you have scouts, the zerg commander will probably just say theres no time to save it. so while scouting and defending on the desert map can affect the outcome, those roles will become obsolete if we return to the same old alpine map.
How would you “fix” that?
the old los and placement mechanics of ACs worked just fine. they also countered siege bunkering very well.
some mouthy ppl, ignorant of good siege placement, cried on the forums. things changed and not for the better.
Crush your enemies.
See them driven before you.
Hear the lamentations of their women.
1. New player experience. Welcome to WvW system.
2. Clean up siege locations.
3. Guild Upgrades
4. Air keep turrets in lords room, Fire keep bridge choke, Airship, Chilling Fog and other gimmicks
5. remove wxp from eotm.
thats a nice copy list, now I will elaborate.
1. Teaching new players the mysterious ways of wvw is something Ive put a lot of time into. I wish there was a mechanic, as impractical as it might be, a system to connect new players with a guide. the new player testing out wvw for the first time wont know how important team speak is or how to get connected. they need help with builds and short hand terminology. I think that new players get overwhelmed and dont want to come back, especially since theres no actual reason to besides enjoying pvp.
2. my best example of what i mean by clean up siege locations is the air keep. breaking the outer wall can only be safely accomplished by trebs in the south east camp. breaking the inner wall can be done mostly safe by cats in pocket next to the south inner gate or by cats doing splash dmg below the north inner gate. Its very hard to stop this because theres no counter treb to the camp and you cant place ACs on the cliffs above these walls.
there should always be a back and forth with siege. The old AC rules were great for this. Yes ppl complained their mounds of tower siege would get cleared by ACs outside the wall, but was that rly so bad? Consider that it worked both ways, if your defenders spotted the attacking ACs quickly they could destroy them, or if the attackers were quick enough they cleared out the siege, broke in and were killed in a fight or took the tower.
fire keep inner has the high ramp where the defenders can build tons of untouchable siege. theres no good places for them to push out for a fight either so they just sit up there puking AC fire until the walls break.
to summarize; if the defenders prepared well the objective should be difficult to clear and capture but always possible. if the defenders did not prepare they shouldnt be able to build one AC at an untouchable position and thwart a zerg.
3. most every guild just wanted the +5 supply buff.
4. when you break into smc and the defenders activate air ship, its pretty much over. run fast or die. theres rly no actual pvp involved, we come to wvw to fight other players and anything that prevents that is bad. same with the choke point leading to the fire lord, no one can cross it, there should be 3 bridges at least. the lords room air turrets constantly CC players and they have no chance of giving a fair fight.
5. (I had to make five for the list) they dont deserve wxp
Keviin Snow.5760
my story is old, back when the commander books cost 100g per character.
I know fighting out numbered, I know what losing is like, but I rly cared about was being able to honestly say to my crew was everyone did a great job tonight.
we laughed when the other servers said we out numbered them. the truth is our entire wvw community was only about 50 ppl spread over the entire week, all time zones. that breaks down to maybe 10 in the oxc to sea times, 10 in the eu, 30 in na prime at reset for all maps. not everyone plays 7 days a week, so half that numbers at any moment.
maintaining the illusion of numbers was a conscious decision of mine and we did it with having lots of communication in ts and scouts. we were constantly going from fight to fight with very little down time, always being called to a new hot spot even while in engaged in a battle.
this was in the year preceding HoT and even then posts about how wvw is dead, no fights and there were grinding away non stop combat for 8 hours. I had ppl start with at rank 1 and go to 1,000, they bought tags and started commanding along with me.
we musta been crazy. now im on another server in a wvw guild, they complain ohhh that group out numbers us, we cant fight them! Ive come to realize that its hard to do all the things we did but at the time, it was just another ordinary day at the office.
Ive changed my opinion on all of it and maybe anet should help us out. we need a little guidance, a little something to help draw players in. it cant just be like it was a year ago when a new name shows up and you slap a tabberd on him/her, pronounce them crusaders of the server and theyre off running into hell fire for you.
I think im just rambling now, thx for reading
im not trying to dismiss your pain or frustration but when i read posts like this starting out with… we lost commanders, our rank is slipping but our community is strong. I wonder, if the community is so strong why is there no new commanders stepping up?
Ive transferred a few times and I have found a range of reactions from different servers. There were servers that were supportive of new commanders and i stayed with them for many months. The servers that reacted with apathy or hostility towards an unknown tag are doomed.
Before I started as a commander I was a scout, hanging out in TS all the time and communicating. Then came an attack on our home bl, which Id been watching over all day, I decided I wasnt gonna let this go just cause the main group was too busy. I bought a commander book (after looking up on the wiki how to activate it) I tagged up and players gathered to me. we heroically charged into bay and saved it!
During my travels I have come to appreciate how rare and precious an experience that was, more often the reaction to unknown commanders is quite bitter. Ive even had ppl complaining in map chat there was no one leading, while I was tagged up, alone in squad and in TS.
I enjoy leading and the reasons I did was not server loyalty, it was for the players who wanted to work as team. it was the community making it an enjoyable experience for me and I for them.
This is what comes to mind when ppl post about their server dying and I think there must be a disconnection in the community. Maybe Im just crazy.
The pwning of the noob is a time honored tradition. This post is offensive to my culture.
we should add the same .5s to meteor shower and necro wells.
Ive come to hate posting on these forums because theyre so heavily censored, but this thread struck a note with me.
think about the user experience now, in the past you could log in and spend an hour relaxing with a dungeon run. come friday we got hyped for reset night and played until we fell asleep on our keyboards.
dungeon runs are almost extinct so you run fractals instead but end up spending more time in LFG than actually in the fractal clearing swamp.
maybe pve on the new map like dragon stand so you load into the map a few minutes after it starts and see 5 ppl standing around. try lfg for a taxi group but theyre all full.
so you go to spvp, spend 10m hacking at a bunker mesmer/ele or some DH teleports onto you and drops a bunch of trap garbage that glitches out which you cant even see.
go to wvw but your guild only runs 2 nights a week, but you figure since no tags Ill start a group. then get run over by a mega blob and everyone suddenly needs a break.
where do we go to have fun in this game?
Saturday reset is so boring, there’s no hype at all.
be happy we dodged the first nerf bat!
the condi cleanse just fails so often the skill fact should be removed from the tool tip.
not much going on in wvw so I tried to solo academy tower. I built a cata, broke the wall but when I went to fight the tower lord she runs away.
for your viewing enjoyment
https://www.youtube.com/watch?v=JVC0-WCVMe0
I cant stop tapping my loot button, I hit it while in spvp, even while watching streamers play and seeing their loot on the ground. plz halp!
remove all upgrades your guild has previously earned and call it content. you gotta admit is pretty ingenious!
along this same line of thought they should periodically reset every ones mastery points to 0 and make them regrind the xp. never have to release another expansion again, just take it all way and make ppl do it over again.
I kinda like the new map and think it could be rly fun but the opinion of one person or even the minority matters very little. too many ppl dont like it and therefore it is failing.
it would work if it were the only map, however the complaining would reach epic levels. boo hoo I dont wanna be forced… blah blah. but it would bring wvw back to life.
oh yeah and delete the laser event.
the only way to ensure theres always a tag when you play is to be a commander yourself.
I noticed this too, theres a long delay before you can use impossible odds if swapping while any facet was active. started with latest build patch.
I wish theyd just hurry up and nerf the pants off rev so we can stop wasting our time and all go back to playing ele’s in spvp.
Totally wanna play a boring tempest auramancer build, it’s even worse than d/d ele.
I fought a tempest in Sh today, all he did was overload air and run in circles spamming lighting whip, it was super effective.
I wish theyd just hurry up and nerf the pants off rev so we can stop wasting our time and all go back to playing ele’s in spvp.
not sure if bug….
Chaotic Release doesnt apply super speed to self
You can use off hand sword 5 to chip away at break bars and imo more effective than the axe rift thingy that barely works.
glint is kind of a weak spot now, you wouldnt think 1s infuse light would make that much of a difference but it does. all we are using glint for now is pre fight buffs then switch to main legend in combat. back to glint, pop heal and run away.
I strongly disagree with this. Perma group fury(+40% crit for your self), swiftness, and 6-10 might stacks is definitely not weak and neither is the best PvE heal in the game. Additionally Elemental Blast.
its not glint or herald that makes fury 40%
infused light is actually the worst heal in pve if the mobs nvr hit you
you cant run all those active facets and do much more than auto attack
glint is kind of a weak spot now, you wouldnt think 1s infuse light would make that much of a difference but it does. all we are using glint for now is pre fight buffs then switch to main legend in combat. back to glint, pop heal and run away.