Account bound, eh? I don’t want to spoil the next patch, but I’ll just say you’ll be happy with at least 1 thing in there.The reason they are not tradeable at the moment is due to code, something we are in the process of addressing.
And this is why you win the internets so often. Communicating with the playerbase for the win, thank you.
Could make them freely tradeable as well, rather then account bound… Although that’d end up with them being for sale on the trading post (or they could possibly make them freely tradable while still not allowing selling over the TP).
Also when you’re giving someone siege, people can run up and take them from you. Never a good idea to try and give commanders golems in the middle of a zerg. Could go stand out in the middle of nowhere and do it, but still annoying.
Dear Anet,
Let us trade blueprints for an account bound container item (like a bag) that when opened, gives us the same blueprint. So that way, you walk up to a vendor on an alt, trade say 5 Flame Ram blueprints for 5 Packaged Flame Ram Blueprints, go deposit them into your bank, switch characters, take the 5 packaged blueprints out, open the 5 of them, and then the other toon now has 5 Flame Ram Blueprint instead.
It’d be a bandaid fix and it’s not perfect obviously, but it’s better then what we have to do currently (spend ages giving prints to a friend and then have them give them back) and would make a nice quality of life improvement. Especially if for some reason there’s no possible way at all to make the blueprints themselves account bound.
Good example of how to take the lords room in hills, and it has voice comms as well.
http://www.youtube.com/watch?v=TuJVicJDrzo
Personally I think it’s good that all the different keeps are of varying difficulties to take, adds a bit of flavour to WvW, which is needed seeing as 3 of the 4 maps are just copy + paste.
However, it would be interesting to add in another entrance to hills that goes directly into the lord room, but to balance the free entry it’d have to be near impossible to get into via that entrance.
Something like in the terribly bad paint example below, with an extremely open and vulnerable bridge that goes into a long, upward spiral ramp (like going from 1st floor to 2nd floor of SM) and into the rear of the lords room through a choke the same width of the existing entrance. Of course we’d have to move the altar aside, but it’s doing nothing atm anyway.
But otherwise, don’t nerf hills. Just accept it’s hard, and attack the keep knowing that.
I don’t understand why they haven’t implemented to switch gearsets. Give each character 1 free slot, charge 200 gems each to buy another. More free money for arenanet, and players can click 1 button to change gearsets, rather then sift through their inventory to find 12 items
LA was designed as the hub city, which is evident in having portals to every other main city, portals to the WvW maps and the inactive portals for future expansions. The fact that fractals are only accessible from LA just compounds this problem, as well as players getting funneled back into Lion’s Arch via both WvW and sPvP, which anyone can access from anywhere. Anyone that wants a free port to a bank or TP will just use these.
Few possible options are
a) Put portals to every main city in Heart of The Mists, and not just Lion’s Arch, while possibly redirecting WvW leavers to HoTM.
b) Add in a heartstone-eqsue feature where you choose a main city, and any portal that currently sends you to LA, will instead send you to your chosen home city.
c) Place attractions in each city to encourage players to visit the cities. SAB is a great example, but something like placing copies of the WvW vendors in say Black Citadel may suffice.
TC isn’t aiming to go to tier 1. A lot actually don’t want to. We’re just filling a coverage gap we’d have since release. We had players putting in hours longer then they’d want to, and now that we’ve filled the gap a bit, they can relax.
Also, GG to the FA that just took SM. We had no supply left anywhere in SM, so couldn’t really get anything built to take out the catas. Plus with KN’s zerg still on the north, we barely had the manpower to wipe out either group. KN must have been kitten seeing as they spent a while in there only to lose it so easily to FA.
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I’d like to see Mark of Blood’s regen occur at the caster as well as at the mark.
This. At the moment people have to be standing in the mark while an enemy triggers it to receive the regen, meaning that unless you’re trying to facetank enemies with the staff you’ll never get the regen boon yourself. Make it so that the necro always gets the regen, regardless of range (like how Putrid Mark works) and increasing the application range of Regeneration to friendlies to 450 – 600 range would also be good, but borderline OP. ~5 – 9 seconds of AoE regen on a 6 or 4.5 second cooldown.
Also, the Blood Magic trait Transfusion doesn’t scale with healing power. Since it’s causes healing, it should be altered so it does scale with healing power.
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Back on HoD during launch, I remember my old guild (ULTD) was often paired up with one of our fellow Titan Alliance guilds, Condemned, on a reset night. I have never seen such a huge amount of players as Condemned.
That was until tonight. I have never ever seen so many players from one guild: PiNK. Crazy amount of you.
edit note: But why does your leader use the ghost tonic? It’s very easy to spot. Not trying to troll, just saying it’s easy to spot with the culling fix. When I am panning to see where your zerg is moving, the ghost form sticks out like a black dot on a white wall. There is no guessing on our end to see where you are adjusting mid fight. It’s very easy for an organized opponent to spot where you intend to go and counter it.
Earlier we had a few screwing around in WvW practicing ZvZ fights without an icon on. Others where on the map prior to 20 PiNK showing up, so the commander put on a ghost tonic to make it easier to group up. Of course being PiNK, we had a few ZN and KH with us, but eventually zergballed up to about 40-50 whenever we went near the militia, even though we wanted to avoid such a thing happening. We were looking for open field fights, didn’t really care about taking anything.
Still, nice fights with BT. Always a challenge from them, and the fight can go either way.
Lyssa is currently open on Tarnished Coast, no idea when it opened, or for how much longer it’ll be open though.
kittening nerf Warbanners already, holy kitten.
Kaineng garrison was kitten /p>
<Insert Tarnished Coast Plug Here>
But as others have said, tier 2 (Currnetly Tarnished Coast, Kaineng and Fort Aspenwood) is the best all-round tier to play on. Always action on at least one map, and only 1 or 2 maps (if at all) are queued outside of reset night. I suggest you look at each servers forums, and get an idea of what they’re about.
Tarnished Coast’s is tcgw2.com
This interests me but the fee of having to move is really off putting as i cant afford it at all xD
Could try posting at tcgw2.com, you’d likely get a few people send you some gold to help pay for the transfer. We could always use more commanders in the off-hours.
For WoW, every “PvP” server had a large contingent of PvE players that would do anything they could to avoid world PvP. I’d say about half the players in raiding guilds would also do PvP, something which was hard to come across on PvE only servers.
Plus as Poplolita stated, many servers were one-sided with one faction being non-existant, essentially being PvE servers no different to GW2.
I think anet should do one of two things.
OP, would either of those suffice as open world PvP?
It’s a bit different to what I’m suggesting but Option B sounds pretty interesting. A zone which is essentially built like a PvE area with rewards (or other prized resources) for individual players to fight over.
Agreed, but at the same time such a thing would be close to what you want, but also filling in something else a lot of other players want. Plus with the WvW option, it could have PvE objectives in it, and maybe something similiar to Halaa in WoW where the objective gives gear vendors / vanity items (although servers that get stomped probably won’t get access to it).
And maybe give each server their own keep but with no gates, like the village in Red’s EB keep.
Edit: To be fair though, Open World PvP can be a lot of fun when the numbers and skill (and in some games, gear) combined are even. Taking on Stormwind with a 50 man raid, half of which are in top tier raiding gear, other half in PvP gear and just destroying everything that came at us would never grow old.
They should add in some form of optional, quasi open world pvp outside of WvW. Pretty much implement everything SneakyErvin said.
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Two videos, first is a hills keep cap from last week, where we took out a KN group that had bunkered down inside the lords room.
Second is PiNK on reset night
Both from a guardian PoV.
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The only problem with this poll is that for the topic of downed state, there’s no “Keep the down state but nerf slightly” and “Keep the downed state but nerf it into oblivion” options. Having a straight yes/no answer simplifies the question WAY to much.
I voted keep it in the poll, but would have voted to nerf it into the ground if such an option was available.
I think anet should do one of two things.
Option A) Add a 5th map to WvW, that is just 1 decently sized landmass that has no objectives in it (or at least, no meaningful ones), and noone earns WXP from one another. This would more or less allow some form of open world PvP, in addition to giving space for organised events between the 3 servers and something to do when the 4 other maps are queued.
Option B ) In Heart of the Mists there’s an island to the north that’s decently sized, that also has a half-arena on it (in the shape of ArenaNet’s logo). They could possibly add more detail to the place, and convert this into a free for all area (think the open world arenas in WoW like Gurubushi). If possible, keep the every X hours a prize spawns concept as well to entice participation (even though it’s normally won by whoever has the largest co-ordinated group).
OP, would either of those suffice as open world PvP?
TC weren’t the only ones having fun in FA BL last night. I spent quite some time keeping tabs on PiNK and RET. I was the eng who suicided at garrison (I know PiNK will remember that). However, I also took a page from TC’s playbook…
Pfft, have to go all out for it to count.
I’d like to thank TC and KN for not even trying to hide the fact they aren’t interested in fighting each other in FABL. I am usually the first person to poo poo the conspiracy 2v1 theories but omfg this is silly.
If by 2 v 1 you mean wipe both opposing servers whenever we see them, and continue our ~25 to 1 win / loss ratio, then yeah sure, 2v1. /sarcasm
We’re hitting whatever comes to us, it’s just we can’t leave the north because FA garrison is like swiss cheese atm.
Having 150 people fighting over the garrisons is going to be interesting.
We’ve had numerous reputable commanders get their icon from gold donated to them here on TC. Additionally, I’ve only seen two commanders I’d deem terrible, and both never reappeared in WvW a second time (thankfully).
For me, the only true bad commanders are the ones that refuse to learn and/or take advice, especially from seasoned commanders.
That being said, any new commander can tag along with more experienced commanders to learn, or check out the wealth of knowledge the internet has. I’m sure every server would have a WvW guide of some sort by now on their private forums.
….. Then again anet did leak TC’s guide on twitter. GJ guys. /facepalm
The charrzooka is useful if you’re speccing for conditions and/or burning (and no other elite makes use of the condi damage + dur), or if you have both your weapon sets as melee and need a ranged weapon for a short time.
They should up Artillery Barrage to 900 range so it’s actually useful.
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I’d just like to see what would happen if you added “Downed State Toggle”.
Would love this one!
If toggling downstate is to hard to program, give us a slider that adjusts the amount of health we have while downed, say from 1% (die on next hit) to 200% (for whatever wierd kitten reason you want).
TC chasing after first and taking the PPT lead during what is normally our weakest timeslot. Still looking for more to bolster our numbers, but this shows TC’s fighting spirit, considering we were last a little over 24 hours ago.
Why not just get 30 people, and have everyone put 1 day towards the server? That’s 4g each a month. If you have a guild with 30+ people in it, then no problem. Even if it’s $2.50 a day, how many spend more then that on a coffee or bottle of water?
Still, I agree it’s a bit to much for a 5 man team to rent out their own server. I’d say 400 gems a week is fair, because they’ll be able to close some of the hotjoins as people go to use their own servers instead, negating part of the server load increase.
Edit: Make tourney wins give the Custom Arena Time Token?
We kind of already did have MOBA.
The some of the core mechanics are still there, just sucks that we couldn’t use our own abilities in it.
I hope they start showing up again when the danger of being bumped down to tier 3 becomes apparent. If we continue the way we have been the last few days that might be before the week is over.
Hopefully it doesn’t come to that… I’d be happy with throwing the match and having a week off to let FA gain some rating… Any of our 3 servers going back down to tier 3 would be pretty boring, and none of us belong in tier 3 anymore.
I don’t know about the other guilds, but PiNK seemed to spend more time in PvE then in WvW that week in T3. It’s not normal for us to take Grenth with 30 PiNK and the PvEr’s.
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Well if they did carry over the current badges to gold ratio they use for siege, it’d be 10,000 badges to buy commander. Have fun farming that many as a new player.
1 Golem is 100 badges and 1 gold. Commander is 100g, so that’s 100×100 = 10,000
Even in the higher tiers though, you have to not only divert your zerg to deal with the breakouts, but also hold your 30+ zerg in your borderlands to kill off any breakout attempts. And because the siege he puts down is immune to damage for a while, they get a few minutes to freely beat on the tower if you can’t straight out wipe the attackers.
One tactic I’ve done, is let the enemy break down the door to the tower, let siegerazor inside, and then wipe the attacking force then close the door. Siegerazor is now trapped inside, the attacking server can’t save him, and so long as 2 people stay in the tower and kite him around and away from the tower lord (razor can kill and cap it on his own), no more breakouts.
Well, assuming people aren’t bad and try to kill him after being told 30 times not to…. Which is what happened for me in the end.
As for whole zergs getting full supply, maybe instead giving everyone supply in spawn, he drops a supply depot outside the tower that functions like an unupgraded supply camp that disappears after he dies or the tower is taken.
+1 for increasing the timer on how often they can pop breakouts.
I think the highest PiNK has ever zergballed up to was 62, between us, another guild group (CERN I think) and the militia.
I have gone up against FA that had 70 people in their garrison lords room. 40 BT + 15 FIST + 15 of another guild I can’t remember, plus whatever pugs they had all crammed into that 1 space with 50 TC and 50 KN.
It’s more common to have 30 – 40 v 30 – 40 fights though.
Well, PiNK, just like RET, tends to attract a lot of pugs because we’re both very large guilds who are constantly in WvW, so our commanders are well known. Not everytime I see PiNK are there 50 guys with em, but it has happened and they’ve been ridiculously hard to fight, as to be expected.
EDIT: Oh, and I forgot who it was. But someone brought 4 omegas to FA keep in EB at some point. It was ridiculous. I think it was KN. Obviously, they took it.
Yeah, having PiNK on the map tends to cause a zergball. We’ll often have to tell the militia to go support another commander, because otherwise they’ll have like 10 people on a map with 40 man enemy zergs. If you watch a lot of our videos taken outside of reset, the group comp is often about 50% PiNK, 25% other WvW guilds and 25% militia.
As for the golems, probably was KN, they’ve been Omega rushing us lately with 7+ of them. Spose, it is a quick way to flip everything green.
Squibbles, we could always bring an Omega to the fight like we did a few days ago against BT.
Deyja and Kaeleth like using them as mobile artillery platforms.
1. Elementalist
2. Guardian
3. Mesmer
4. Thief
5. Necro
6. Warrior
- Insert massive drop off in usefulness
7. Ranger
8. Engineer
Ranger > Engi because Barrage is a 1500 range (when traited) AoE and will hit things out of an ele’s Meteor range. Rangers also have access to lots of quickness and long duration stability, and can stomp easily in ZvZ.
Keep in mind that Plague Form’s blind, and the chill trait is borderline OP, and lots of necro marks can lockdown an area so mesmers can’t portalbomb you. Nothing like having 30 marks down between a breached wall and an objective.
Vertigo, is AFS looking for specific tiers/servers (eg T1 or T2, nothing less or non-zergy servers only), or are all servers on the table to choose from?
Would help to clarify this, and possibly cut down on all the recruitment spam.
Video of PiNK from a few days ago on the 23rd. All the footage was filmed within a hectic 4 hour period, on a day we had nothing planned so we had a lot of pugs supporting us.
Edit: The video may be blocked in some countries, never again am I using mainstream music in a video. I’ll probably edit out the music in the original, put something else on and then upload it to PiNK’s channel instead of my own.
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I miss facing TC in tier two
maybe SoR will drop down and join you guys again some day
I hope we do get to butt heads against the likes of Choo, Fear, TW and CDS. Nothing but total respect for these 4 guilds. Hoping that sometime soon we get a rematch so we get some heated open field Guild vs Guild combat and see how much each guild’s improved since we last met.
If you are looking for a home, and not just another place to land on till it all falls apart again, TC is the best choice out there.
If you want an idea of TC’s guilds’ level of play, here’s CERN’s youtube channel, and PiNK’s youtube channel. These two guilds are just scratching the surface of the many guilds we have.
Also if you haven’t already, check out TC’s recruitment thread and come check out our forums at tcgw2.com.
Well if you made it so that the outer doesn’t disable the waypoint, then you will just have people constantly suicide onto enemy siege without any real drawback.
The location of a server’s force on the battlefield should matter. Normally when a player dies and is unable to get a rez, they lose that positioning and are forced to respawn away from where they died. Currently, the ~2 second window on otherwise contested waypoints are the exception to this.
As for them creating good fights, it can ruin some as well. Many times I’ve seen a defending group get wiped, wait 30 seconds, and then wipe the attacking group when they respawn. Or slowly whittle away at enemy numbers in a prolonged siege, just for them to get back inside with nothing more then click spamming.
Regardless, in one of the other threads on this topic Anet stated they had made a fix to make waypoints unavailable for a few seconds after the defense event, but didn’t deploy it because waypoints would become useless if an enemy team is adept at keeping the place contested. They know it’s unintended, but they’re leaving it like this until they think of something else that works.
I think one change that needs to be made is if the Keep / Castle lord is in combat or dead, the waypoint should stay permanently contested and not uncontest for those few seconds. Too often you’ll break into inner and fight the enemy server and their lord, and they have the dead respawn mid-battle every 3 minutes. Worse is if you forget to contest the waypoint, then the enemy can just spam respawn with no fear of death. Also doesn’t help that the attackers can’t see the defense event timer either.
I know you can easily counter by having someone autoattack a gate constantly (which I had to do the other day), but what if all gates are down? Nothing like having to build a catapult while you’re fighting on the bridge in hills just to stop the enemy from spamming their waypoint.
Anyway, the above still makes waypoints useful when a keep is under siege, but stops the defenders from having an ezmode advantage if the attacking force can’t get a clean wipe off for whatever reason.
Yeah, it was impossible for TC to get a clean wipe on FA. You guys were so spread out, while we tried to clump together with our militia, most of whom weren’t on voice coms. We’d run over like 8 of FA each push, but lose 3 ourselves. Since you guys had the spawn advantage + Waypoint and were literally everywhere, we just couldn’t do anything that’d last long enough to cap the circle.
It was a great militia vs militia battle, and great job defending. /Salute
Pay 100g for the opportunity to troll and sabotage a server, is the first thing I thought of.
Maybe add some better functionality to unclaim objectives, possibly being able to unclaim via something in the guild interface. Another idea is a popup box reminder to all people capable of claiming when the buffs fall off an objective they’ve claimed.
For the OP’s suggestion, I’d have to say no.
Is it just me, or is the time for the score and income evolutions out of whack? The graphs start at 12pm for both NA and EU, even though the matches reset at 5pm for NA. Guess when viewing them you’d have to add 5 hours onto the shown time to see what the PPT is relative to the server’s time. Probably doesn’t help they’re not updated as often as they should be, oh well.
TC’s current match
http://mos.millenium.org/servers/view/36
BG’s current match
http://mos.millenium.org/servers/view/33/
was better. Bait Agg in and then destroy them, and follow it up with heated ZvZ combat.
If you see PiNK use a portal, I suggest you run like kitten and regroup.
BG has better 24/7 coverage then TC does, as TC has no oceanic / euro / SEA guilds, but numerous NA and international ones. During oceanic / SEA primetimes we are often outmanned, and during Euro our NA players do a day shift. That being said, we still continue to fight regardless of the scoreboard or our PPT. If we did have a decent night crew, the matchup would be much closer then it currently is, probably with us in a small lead.
TC has a large list of WvW guilds that cater to all styles of play, including CYN and KH that both came from CD and are loving it here. We tend to get a lot of people solo or small group transferring to TC, who then join the already established guilds, although full guilds are welcome with open arms.
As for the roleplay, it does make the world feel more alive when you run into it; it’s no different to the small conversations the NPCs have. Admittedly, I rarely run into it, but I don’t go to Divinity’s Reach either.
Playing melee in tier 2 is fine if you’re running with a guild (either as a pug or a member), a lot of our zergbreaking guilds are melee heavy. As for playing melee when running with only the militia, it’s viability varies, but I’d assume all servers are like that.
I suggest you check out our recruitment thread, that will help to answer some of your questions, or guest on TC and start up a conversation in Lion’s Arch map chat.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/TC-needs-Oceanic-Asian-EU-Guilds-Players/first
Edit: Also check out TCGW2, which is TC’s website.
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You’ll always be able to get into one of the 4 maps outside of reset. Our militia often handle TCBL and EB on their own, so they sometimes have a short queue, and occasionally one of the enemy borderlands if one of our larger guilds are roaming about.
But 95% of the time there’s always at least one open map.
Welcome to TC to those that have transferred, if you’re looking for a guild once you get here you can check out the Queensdale Registrar at tcgw2.com to see what guilds are recruiting.
@Jayne, Well said, but I would go further. Players shouldn’t be reading other servers forums.
If they openly admit who they are, and what server they’re from, and are allowed by the admins, that’s fine. We have a few players from other servers that regularly post on tcgw2.com.
I still think the thread needs a list of all the WvW guilds we have on Tarnished Coast. I’d do it myself, but I know I’d forget some because we have so many.
Nearing the end of NA primetime halfway through the week, TC still fighting hard. Give us an Oceanic / SEA guild or two, and we’d be contending for, if not sitting in first right now.
And yes, I’m stealing Auburns’s score post like a baws.
i dont mind my commander staying behind and taking his time to think or whatever hes doing, as long as his leadership brings results. If we had any way of coordinating and directing azergs or small groups other than blue hat – i’d even expected commander to sit in keep and watch the map half the time (well, you know, like in BF2, commander tells squadleaders what to do, squad leaders report back to commander).
But that’s not commanding though, at least not in the GW2 sense of it. Calling targets and leading ground combat forces are two different things. On TC we have a few people that are constantly assisting the commanders by calling out what they should hit next, more or less playing the tactician role. They rarely leave our third of the map themselves, but the assistance they give in defense and overall strategy for how we conduct the matchup is extremely valuable.
The USA’s General of the Army for instance doesn’t charge into battle himself and lead the troops, that’s for platoon commanders and whatnot. I’m sure it’s the same with many other servers/guilds.
As the OP said, he’s on FA which will be in tier 2 for the long run. If he hangs back while commanding and doesn’t lead the charge, his group will get rolled, thus not getting the results. Even when I lead TC’s pugs, I lead it as if I was leading PiNK, otherwise I know BT, WM, RISE, Ret, AVTR and PRO (and other guilds) will just get free lootbags if everyone stands there and autoattacks.
Another question I should have asked, what size forces do you expect to be commanding? If it’s a 10 man hit squad, you could use mostly knights with a piece or two of PTV and still have majority of your current damage. If it’s the 40 v 40 or leading the pugs, I’d say full defensive set of PTV (although shamans and clerics work well for various classes and builds to).
The reality is that you as the commander are likely the one leading the charge into an enemy. You can’t sit at the back and say “Ok guys, you go attack while I wait back here”. No one will follow you. You need to be at the front.
Quoted For Truth. If you stand at the back trying to command in tier 2 your group will just get rolled over by all the zergbreaker guilds TC and KN have. Unless you have a choke point, you need to be mobile or you’ll be running back from spawn.
