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I was confused by this at first as well and wondering where my bonus was. The chests that appear at the top of the new achievement window show the “next” reward. You already received the 100 point chest, so it no longer appears in the list of rewards. Tomorrow when you log in to get your 500 point chest, it will also disappear from the top of the window.
I still rally quite frequently when in both WvW and PvE, even while running around solo. It’s all a matter of can you use your downed skills to get yourself out of trouble before the clock runs out.
In PvE, when I notice that I’m about to die, I’ll purposely leave an enemy almost dead so that I can rally off of him when I enter the downed state. There are plenty of ways to utilize the downed state and in my opinion it’s working just fine.
I was confused by this at first as well and wondering where my bonus was. The chests that appear at the top of the new achievement window show the “next” reward. You already received the 100 point chest, so it no longer appears in the list of rewards. Tomorrow when you log in to get your 500 point chest, it will also disappear from the top of the window.
I really like this suggesion, but I feel that 25 points may be a bit high. I’m not sure what a proper balance should be, but I would guess in the ball park of 5-15 points each.
However, I do like the current situation where the fighting for and claiming of the orbs in the Borderlands can swing some of the fights in the Eternal Battlegrounds due to the orb buffs. Changing it to point generation would negate the effects of the Borderlands battles on the Battlegrounds, thus completely segregating the maps.
3. Commander Icon … you should be able to set it so ONLY YOUR GUILD can see it. Idk why Anet did not think of that.. how do you miss things like this in meetings? Obviously a good skilled group does not want random pugs/solo people to follow us around when we’re running fraps trying to kill zergs with 10 people. =/ waste of 100g until thats fixed really.
When we don’t want pugs along, our Commander turns off “the magnet” as he calls it. Since we are on TS together, he can coordinate us just fine on there.
If you’re a good skilled group, you don’t need the icon to know where you’re going
QFT
The Commander icon is not for rallying guildies; it’s for rallying the server.
EB has been all over the place tonight. From holding Stonemist to being briefly spawn campped and back to owning our third of the map; this match has been a ton of fun so far. Here’s looking forward to a great week.
Hey! TL is on the battlefield. It must be raid night!
Nope, it’s not raid night. There are many of us who play whether it’s raid time or not. Win or lose, I’m always there on the map.
EB has been all over the place tonight. From holding Stonemist to being briefly spawn campped and back to owning our third of the map; this match has been a ton of fun so far. Here’s looking forward to a great week.
^ el oh el
check the screen again.
keep was green, supply was a lot. that was his 2nd time trying to destroy all our trebs. and your server never took garrison since reset. please try harder to amuse me next time.
Again, the screen shot shows nothing. A screen shot does not hold a background story or previous situations encountered throughout the match. I’ve taken down walls on a keep without the owners ever knowing, so supply means nothing.
greyblue.4962Something on this topic I’ve been curious about: I recently noticed that you can build an arrow cart behind the door of some towers and blind-fire it through the door by clicking on where the ground would be visible if the door was open. Is that considered an exploit? It only seems to work for some of the towers.
No, it is not an exploit.
Unfortunately, your image doesn’t prove anything except that there was someone inside the keep. Easily explained by a failure to clear the inside of a keep properly.
The bad part is the slander towards IoJ. The damage has been done by having a thread titled “IoJ teleport hack inside ET garrison” which will convice a large portion of the community that IoJ are hackers, despite the thread having zero proof.
There is no problem with catapulting through a door from the inside of a point. You can place rams at max distance and render the catapult useless. I look at catapults as wasted supply when placed as backside of door defense. There are much better ways to spend the supply and badges.
So I am in WvW today. I had to take a restroom break. I come back to a screen that I have been logged out. Now I have to wait for a 4+ hour queue. Make of this what you will.
4+ hour queues, seriously?
AFK log out in WvW is 15 minutes. That’s plenty of time to go and come back.
I just wanted to chime in on the orb thing. First I am from SBI, just to get that out of the way.
Anyway, yesterday I played about 13 hours on the SBI borderlands map. We had held the garrison since the day before. About 3AM eastern I was waypointed to the garrison to to do repairs. I just happened to be facing the orb altar when lightning struck the room and the altar was broken and the orb was gone. About a minute later the orb appeared at the Titanpaw orb alter. We went to go retrieve it but the orb guardian and all the NPCs were green and we couldn’t attack them to get the orb back. It sat there for 11 hours before I beleive it was BG came and got it and took it to the Hills keep.
Now, that I have seen it with my own eyes I do not think a lot of the talk about people exploiting to get the orb is what is actually going on. There seems to be some kind of mechanic in place with the quaggan to break the orb altars in the keeps. Which is fine by me now that I understand it. It just means that having the quaggan on your side will be important and probably lead to some epic underwater battles from all 3 servers.
Though I do believe that the NPCs being unattackable for 11 hours by the home team must be some kind of glitch? Would be nice if someone from Anet could chime in one way or the other to verify if this is what is really going on with the orb and if it is intended?
Adding to what the previous poster said. When you are on your homeworld’s map, you cannot attack the orb defenders… They are there to defend your orb. If you want to put it back in garrison, you need to wait until another team takes it off the alter, kill the enemy orb carrier, take the orb and run it to the garrison.
Re-read what I said. The orb defenders did not respawn, the protective barrier went up over the orb with no NPCs.
The previous poster in this thread was Scyndek.5273, who was giving a how WvW works comment, which is what I was extending to, since the poster I quoted thought that having defenders that coudn’t be attacked to get the orb was a bug.
Don’t be so self-centered in the future, the world isn’t about you.
I just wanted to chime in on the orb thing. First I am from SBI, just to get that out of the way.
Anyway, yesterday I played about 13 hours on the SBI borderlands map. We had held the garrison since the day before. About 3AM eastern I was waypointed to the garrison to to do repairs. I just happened to be facing the orb altar when lightning struck the room and the altar was broken and the orb was gone. About a minute later the orb appeared at the Titanpaw orb alter. We went to go retrieve it but the orb guardian and all the NPCs were green and we couldn’t attack them to get the orb back. It sat there for 11 hours before I beleive it was BG came and got it and took it to the Hills keep.
Now, that I have seen it with my own eyes I do not think a lot of the talk about people exploiting to get the orb is what is actually going on. There seems to be some kind of mechanic in place with the quaggan to break the orb altars in the keeps. Which is fine by me now that I understand it. It just means that having the quaggan on your side will be important and probably lead to some epic underwater battles from all 3 servers.
Though I do believe that the NPCs being unattackable for 11 hours by the home team must be some kind of glitch? Would be nice if someone from Anet could chime in one way or the other to verify if this is what is really going on with the orb and if it is intended?
Adding to what the previous poster said. When you are on your homeworld’s map, you cannot attack the orb defenders… They are there to defend your orb. If you want to put it back in garrison, you need to wait until another team takes it off the alter, kill the enemy orb carrier, take the orb and run it to the garrison.
Just set your rams at max distance and you’ll be fine. Also, players shouldn’t be meleeing the door anyways, there are much more advantageous things for them to be doing.
In my opinion, setting up a catapult on the inside of the keep/tower for the sole reason of hitting the back of the door is a waste of supply.
(edited by TheReign.9740)
TheReign, I call shananigans on your over 2 k badges claim. I have 12k kills and don`t have nearly that many. I estimate the drop rate to be 5% atm. Mind you I miss a lot of badges do to pushing TL off our map
I’m sorry you don’t get as many badges as me, but it’s true. And as I said, 2k is a low estimate.
1000 badges is far too few. I have over 2000 badges (that’s a low estimate due to all the siege I’ve bought) and I’m not even close to the more active players in my guild.
I’d like to discuss this aspect of the game. It can obviously be frustrating to spend days/hours defending a structure , then to lose it immediately when logging in after a maintenence reset to things like 5 rams/golems on your inner door by the time you arrive back there.
This happens because players are able to login to a zone with 10 supply already in their possession. So everyone stockpiles before a reset.
What if personal supply was reset to 0 when logging in, this would apply a check on each teams ability to instantly press structures, since each team’s rush ability would be limited to the 100-300 or so supply in their camps, and they would have to spend some travel time to collect it.
Overall this would lessen the match changing effect of resets, with a lot less instant flipping of structures.
Would that be a good or bad thing overall?
Don’t forget that you can start with 15 supply if your guild uses the keep buff at some point prior to resets.
The “Looking for Group” icon has the same problem as the “Map Exploration” star. I don’t mind the commander icon being just a buff, but the LFG and Explo icons should be changed.
The color that your team is each week is based on the server’s performance. The rankings of all of the servers can be found at:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Current-world-rankings-UPDATED-9-28
If you start from the top, every three servers are matched up to play against each other in a “tier”. For example, as of 9/28, Eredon Terrace (ET), Isle of Janthir (IoJ), and Crystal Desert (CD) are the 4th, 5th, and 6th place servers respetively. They make up the second tier of servers. ET is green, IoJ is blue, and CD is red.
If you are the highest ranked team in your match-up, then you are green. Next highest is blue, and lowest is green. If you want to change your team’s color, then you need to rally your server into either winning and moving up, or losing and falling down.
(edited by TheReign.9740)
Just to add some clarification, the next time you spawn from your border waypoint or from the citadel, check the buffs you have on your character. You should notice that you have the same invulnerability buff. This buff is only placed on a character when they are within their spawn zone. The moment they step outside their safe zone, the buff gets removed.
From the picture, it appears that they are inside of their safe zone and everything is working as intended.
Swapping the two buffs would make the orbs pointless and no one would spend any important resources taking them. Each server starts on even grounds with one orb each. It is your responsibility to protect your orb and keep it from being stolen by the other team. If you’re really concerned about the orb, just kill the first person who snatches the orb and hide it in your garrison.
Orbs provide a nice buff to the servers that are willing to spend the extra resources fighting for them. Removing this buff removes a fun and challenging aspect to WvW.
I think you guys are thinking of WoW too much. In WoW, stealthed players didn’t affect capping, but in GW2, it’s fair game. I personally don’t feel that there is anything wrong with a thief preventing a cap, especially since it’s so easy to pop him out of stealth. It’s the capturing team’s responsibility to clear the circle of enemy players. This, to me, closely resembles the need to perform “mesmer sweeps” after capturing a tower/keep.
well as soon as you attack the area becomes contested and ppl know you are there, I know it wouldnt work to have everyone revealed but Towers and Keeps arent supposed to be taken by 5 ppl so giving away a ganking party should be a benefit to having a tower.
What do you mean Towers and Keeps aren’t supposed to be taken by 5 people? If you aren’t watching your territory, then you deserve to lose it.
Personally, I am opposed to enemies on the mini-map. I have a lot of fun being in stealthy teams, trying to take towers/keeps with five people. Enemies having dots would completely give it away. Teams need to keep scouts at all of the critical locations, relaying information so the commanders can direct troops to the necessary locations.
The queues are currently still buggy. ANet is currently working on these things, but we will have to wait for the fix.
I try to requeue every so often, and I’ve seen times where I get in 30 seconds after requeueing. (Your milage may vary)
I sincerely hope that the Titan Alliance doesn’t break up. I really enjoy fighting them while we’re in the Tier 1 bracket. Here’s hoping we face you guys again soon.
Scout: Have players watch out for incoming enemy groups. They should be spread out pretty far to give you adequate time to react. If possible a scout should try to slow down the enemy by providing a distraction. Less skilled groups of players will fall for this and either chase or waste time killing the scout.
Spatial Awareness: Be more alert and aware of enemies and spell effects happening around you. If you have scouting and proper communication then knowing a Mesmer might be incoming isn’t a problem. And any experienced player can spot a portal on the ground.
Anticipate: If you can’t kill the mesmer in time, then watch for his portal and prepare your AOE spells. You know its going to come because you’ve either seen it before or are reading about it here. It should be obvious that the mesmer is likely going to drop a stealth field also, to help his allies get in and spread out more easily. But that doesn’t matter because:
Attack: AOE the mesmer portal and/or use cc’s and stuns to keep players in place while others AOE the portal. Just like it takes you time to load in the enemies, it takes them time to get oriented and attack when exiting a portal. They are weakest at this point in time.
With good communication you will see how easy it is to counter mesmer portals.
I like this very much. Mesmers aren’t hard to stop if you just pay attention.
There is still a common naming convention to all points except the NE and NW towers.
Personally, I like that each location across all of the borderlands has a unique name. It helps differentiate which map people are on when talking in chat and coordinating cross-borderlands.
I would start with the following two websites:
One of those sites should be able to direct you to a decent WvW guild that is actively playing during your time slots. HoD is known for having full coverage 24/7. Good luck.
When a player is in a squad, they can only see the commander icon of the squad they are in. Players need to check the party menu, ‘p’, and make sure that it says “Not in squad”. If they are in a squad, use /squadleave. If they are not, try using “/squadjoin <commander>” and see if the icon shows up then. Otherwise, I would recommend that the commander turn the icon off and then back on.
I have not heard of this problem on our server and we have 15+ commanders that regularly cycle in WvW. Hopefully this problem gets fixed for you. We find that the commander icon helps significantly in organizing the server into teams and attacking/defending in groups rather than disjoint players.
Kromica.2831Are there any plans to make it so that we don’t have to jump up on the wall and hang off the side to cast ground target spells below us?
I’m able to attack with ground targets from on top of the walls without having to jump up on the lip that goes around the edge. Could you clarify what you mean?
(I’m a thief)
Don’t forget, this is the weekend. The weekdays will play very differently. I look forward to seeing the results of this week. Good luck everyone.
I think some of you are missing the point of a commander. The commanders should be for the benefit of the server, not so your guild can get a squad chat to talk amongst yourselves… Use guild chat for that. If your guild doesn’t want what you call “PUGs” to join you, then you don’t need to be using a commander icon. You can assertain the purpose of the commander icon by the way the commander icon was designed.
The commander icon is about being seen on the map. If you’re going to sit on a cliff somewhere and direct others around, then you don’t need a commander icon. It does no one any good to see you standing on a cliff.
The icon is most useful in displaying where the commander of a group is so that everyone knows where to meet up. This is great since everyone in the squad can only see one commander icon… Their commander’s icon.
All commanders can see the other commanders. This allows the different commanders to easily coordinate with each other and can tell where the other squads are.
Everyone in a squad should be sticking together. If you have squad members scattered around the map, then your squad is not working very well. The supply report from /squadinfo won’t report anything useful.
Squad chat is only useful for directing members of the squad. If there are things happening outside of the squad’s location, then it will be better to use /map or /team so that everyone is aware.
Ideally you will have 3-6 commanders running squads around the map. Players defending points do not need to be in squads. My server runs 3 squads on a map. These squads are run by the big guilds on the servers, and the players who are not apart of the main organization are free to join a squad running around and to jump on TS3 with them. I have yet to see any commanders that are not working for the betterment of the server, and if there were bad commanders, it will be quickly aparent by the /map and /team chat. Most of the “PUGs” on the server know which commanders they should follow and are happy to join in on the action.
Last point: Commander icons should never have been achievement based. That means that there would be no commanders on the map for the first month or two and this would hinder server performance. 100g is fine.
(edited by TheReign.9740)
in WvW
Posted by: TheReign.9740
Shintai.5618World versus World
• Experimental Rifle: This item is no longer usable in World versus World.Must be that you refer to.
Not just that. There are many more fixes.
Last week against ET we got demonlished and after the first couple of days there was never a queue (at least at any time I was playing) compared to this week where I was often queued for bordlands/EB.
Unfortunately, this happens with all servers. I saw one guy state that he gave up after 15k vs 6k vs 6k, which is easily made up. In my opinion, people give up the fight too early, and that’s while you’ll almost always see the queue times significantly drop off as soon as a server starts losing. Heck, our queues were non-existant for the last two-thirds of this week and I was able to choose any borderlands I wanted, and sometimes EB.
There are those of us who will always fight when we have the time. I don’t care if we’re getting rofl-stomped, or we’re so high that we have mathematically won the match, I will be in WvW giving my enemies the good fight they deserve. Respect to everyone who plays their hardest no matter what the scoreboard says.
(edited by TheReign.9740)
in WvW
Posted by: TheReign.9740
Thanks for the quick response.
First of all, let me say that I love WvW. It’s the most exciting game mode I’ve played in 20 years. It’s good enough to make me overlook the other great parts of the game: PVE and competitive PvP.
The only news I see is about patches to fix PVE, balance classes, or iron out bugs in general gameplay. I’ve yet to see any patch information or game update that even addresses WvW. That’s what has me worried. I know you’ll get to those changes. It just hasn’t happened yet that I’m aware of and I’m hoping to see the improvements to WvW as frequently as the other improvements to the game.
Thanks again for the response. It’s comforting to know that you are working on WvW as well.
You need to read the patch notes more. There have been some major changes that have greatly affected WvW for the better.
In case you don’t know where the patch notes are: https://forum-en.gw2archive.eu/forum/info/news
The whole catapult on the door argument is meh to me. It’s not the best way to defend a door, and it’s not going to keep me out of a tower/keep. I’ll leave the alternate strategizing up to you. (I don’t want to ruin all of the fun in WvW)
no, we dont need 30 commanders at wvwvw, it should no cost gold, but ppls should vote for commander….
ArenaNet stated after BWE3, if I remember correctly, that there was a max of 10 commander icons on the map at a time, and that only the largest 10 squads would be the ones shown. However, this may only apply to WvW.
I don’t see how the character makes the commander, it’s the player. Our commanders are excellent, but we can’t afford to pay to support them to get another commander icon if they want to play another character. I feel bad for them when they have the make the decision as to whether they want to have a bit of fun on an alt or help the community due to the power of the commander icon.
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