Showing Posts For andomon.8314:
I was on Yaks Bend they had a great group of people but the WvW activity was a bit lacking. I moved to Tarnished Coast and its been the best server I have been on…ever in any MMO. The community is great, helpful, WvW commanders are very skilled and organized in Mumble. The guilds work together, we even have a guild that organizes just for guild missions (400+ members).
There is a reason we had over a dozen developers on our server the other day. There is not a day recently I have not seen a dev in LA.
Are we the best WvW server? No
Are we a top tier II server with an amazing community? Yes
How is this build for the roaming?
http://gw2skills.net/editor/?fIAQNAS8ejkOpwxQOPMxBEMjroKuMSClQpYO2QA-jgBBYLJLzsIasFXFRjVtATViIq2doIa1A-e
I spend 50% of my in game time roaming, and the other 50% in a large organized zerg. I need some helpful advice on some builds.
Roaming – Do you recommend a condition, or berserker build and why? Do you have a link to the build you recommend?
Zerging – Which hammer focused build do you recommend as my guild leader strives for us to stick to hammer for the interruptions.
I have these sets currently:
-Rabid, Knight, and Berserker
-300,000 Karma
-400 Badges
-10 Gold
Second event bloodtide coast roughly 1hr after scarlet event.
I forgot to take a screenshot but all 70 of us died instantly is was beautiful!
5 minute countdown…
For those at work we are still waiting 20min so far for first event.
Hey guys,
Please make recommendations on this meditation build for Roaming in WvWvW. Any advice on the best route to get gear would be greatly appreciated. I have 2 Million Karma, and 6 gold
Mad respect for the JQ raid that pushed SoR while STUN/NOPE defended inner circle. I was downed and saw mad sportsmanship, that is hard to come by not to mention 60+ players.
ran 5 minutes into garrison inner portal could not enter due to lag this is terrible!
Here is my list. (Sorry for my bad english)
General
- Better UI for Commanders (see other posts here or threads).
- Remove mescenary camps in eternal battleground. Or you can upgrade and control the mescenaries. For example you can recruit fighters for supplies and send them to attack or defend structures.
- Remove skritts and centaurs in the borderlands. Add other structures instead or make the same improvement like the mescenary camps (see above).
- Remove WXP-Rewards for killing PvE-Mobs, like the veteran warg or the veteran harpie in the borderlands.
- Reduce the number of mobs or remove all PvE mobs on the maps.
- WXP-Share System: You can share your earned WXP with a twink of your choice.
- You can finally kick offline players from your party!
WvW-Structures
- Defending and Upgrading will be more rewarded.
- Upgraded Structures give more points to the score.
- Rewards for defending upgraded structures are much higher.
- Structures can only be damaged by siege weapons.
- Cannon and Oil can only be damaged by siege weapons.
- Defenders on wall get 50 % lesser damage against range attacks (Maybe as Upgrade? Number is only an example.)
- Fix line of sight problems for defenders on the wall.
- Implement Scout-System for structurers. Everytime a guard is killed or walls/gates lose 2 % HP, there is an announcement in the chat with the number of enemy players in the near.
- Rewards for conquering upgraded structures are much higher.
- More destructible parts at structures.
- Removing Waypoint-Upgrade.
- Ressource camps can be upgraded with palisade and traps.
WvW-Merchants
- Add more exotic items (e. g. trinkets, backpacks) and other stats for armors and weapons (e. g. Shaman, Apothecary, Dire etc.).
- Ascended Accessories can be purchased for WvW Badges.
- Add ascended armor, backpacks and weapons (Promp implementation after intruduction of ascended armor).
- Add more traps! (see post from lioka qiao.8734 on the first page)
Ruins
- Capture points don’t decay anymore or not so fast, when no players standing inside.
- Small WvW-Reward, if players take and hold 3 of 5 capture points and get the buff.
- Reduce/Remove the bloodlust stat buff
- When a server holding all 15 capture points (!), Ninja-Quaggans appears on all borderlands and capture all the structures for the server /joke
In the future
- More siege weapons (Maybe siege towers? Or better: catapults that can throw players inside the tower ?)
- Make the borderlands and EB bigger! (Or more structures and places for fighting in underground? Or structures in the sky, which can only be attacked by airships?)
- More Quaggans! (Because Quaggans make the game better… /dodge)
Very extensive list many of these features the community has requested. Commander features are mentioned everywhere hopefully we see them soon!
- Account wide WXP stuff. Just make that entire page all account-wide. We’ve done this song and dance before.
- Rewards scaling. Taking a 1700/1700 keep should give you insanely huge amounts of Dragonite Ore/loot/etc.
I like these two ideas they would greatly improve upon what we already have.
Here are a few more that have popped up in my head:
1. Show in Combat log who places down siege (recently there have been some trolls).
2. Grant World XP for the person placing the siege.
Even if it was as basic as this roughly drawn example it would be better than what we have…
When you join a squad you are removed from a party if you are in one and given the option to select a slot in a squad party. Information such as name, profession, and even perhaps a quick overview of the players trait allocation could allow players to make an informed decision about the players in the squad party they wish to join while allowing commanders quickly scan through the resources they have at hand.
The commander himself should have the option to drag and drop players from one squad party to another to organize his force in the most productive way he or she sees fit. Player requests to kick squad party members would be verified by the commander in a separate party modifications tab which would keep track of each request as well as each player who joins/leaves the squad in a similar text fashion as the guild influence page shows (text based primarily).
Each squad should be able to be minimized/maximized should a squad party not be required onscreen (such as if they are tasked with assaulting a camp or harassing supply lines) and color selections for each squad party should be customisable and reflected on the minimap.
The commander can assign targets for the entire squad by simple clicking the Squad title at the top left and then Ctrl+T, or individually for each party by selecting each squadparty title and then Ctrl+T. The target icons designated by commanders could be different from normal party target icons to allow the party to distinguish between the two.
Commanders should also get the ability to use the /announce text tag which allows specific instructions to be announced in a similar fashion to the scarlet invasion announcements for maximum viability for his entire squad. (character limit could be applied). Obviously this wont really be needed by squads using TS but its nice to add some functionality for those who use the squads in a pickup group way too.
If I think of more I will add it.
Very nice I am seeing a lot of people interested in growing commander functions you took it one step further
Multiple color or otherwise distinguishable commander tags
Without question a warm welcoming feature that hopefully would not take much development effort.
Andomon, I’m thinking it would enable multiple commanders on the field, focusing and coordinating different aspects of the battles. It would introduce creative new strategies and reduce the size of the zergs.
I couldn’t agree more I have heard this same recommendation from multiple commanders.
Significantly adjust WXP to reward smaller groups or roamers more. In fact completely change the WXP system to something different. Reward players immediately upon kill with everything they obtain from a kill. Add a more regular WvW currency that drops from every kill. The amount acquired from a kill is directly affected by home many players there were. For instance:
-More than 40 you get 5 units of this currency
-In a 40 zerg you’d get 10 units of this currency
-20 you get 20
-5 you get 40
-1 you get100Could adjust it for sack of balance and varying contributions. Killing the same players over and over again in a period of time would give diminishing returns. The point would be to encourage less zerging and players fighting players. Give a percentage bonus for killing players while defending your points.
Reward players more for constant participation in WvW throughout the week instead of some end of match reward. Maybe reward servers every hour to the server that had the highest ppt or number of player kills in that hour. However, only reward player that spent at least half an hour of that hour out there or whatever amount of time seems reasonable.
They need to reward players for continued participation and to encourage players actually killing players.
Very excellent points I think one thing that is truly apparent in this forum post is that there needs to be better communication features from a commander, and greater rewards for those willing to put time into WvW both in offence, and defense no matter the size of the group.
50. I’d like to see defensive rewards, but that would probably mean tagging someone that qualified for an offensive reward, or tagging someone while you are within keep/tower/camp boundary.
56. Fill in some of the “dead” map space, Skritt, Centaur, Speldon…
57. Add the option to tunnel under walls.
58. Airships
59. Fix the bugs/exploits that have been known for a long time.
These are all great features I hope to see a few in the future. If a player, group, or raid attacks a keep/tower/camp they are tagged as offensive. If a player from any other world attacks that player, group, or raid they are considered defensive. A timer ticks down after they stop attacking which resets their status.
Something like that could be implemented so the defensive player would receive a great reward.
- System to encourage 2v1 against the stronger server
I think with the tournament rewards the weaker servers will focus more on attacking the stronger server to even out the points. I know the server I am on already focuses on this without the reward. If they keep encouraging rewards for winning you will only see this tactic increase which is the true excitement of WvWvW.
Make defending things give more rewards than capping.
Give no wxp/loot/exp when someone kills a player while on an ac/ballista
Under Mutually Exclusive the definition is explained as……
get more rewards for defending, get none for manning siege.
I want to promote more actual fighting not spamming ac everywhere.
Ok lets say I am at a tower with a 5 man group then a zerg of 20 attacks the tower wall. If I man siege we could possibly hold them off until I call for reinforcements. I should not gain experience for doing so?
Give no wxp/loot/exp when someone kills a player while on an ac/ballista
What would be the incentive of volunteering to be on a ballista or arrow cart then?
Remember the question is how would you improve wvw. GvG should get its own game type altogether that has all the facilities GvG players need, from spectators leaderboards to rewards etc… Focus on WvW for this thread.
That in mind I would really love to see more incentives for defending, more thought out reward systems for people who invest time and gold into upgrading and maintaining wvw structures.
I would also love for the squad and commander systems to be overhauled to allow for party management and more ways to assign targets. Simple raid systems would go a long way as being able to see the health/boon/condition status of your entire squad would make it a lot easier to tell your guys what to focus on. It would allow for commanders to make more informed decisions on when to break combat to regroup or press the attack.
I could not agree more. I too feel the reward system needs a revamp the incentive for defending a yak is just not there. On reset nights you see groups defending but during the week the defense of yaks goes way down.
prevent anymore than 50 players on one map per server.
- Make more maps or bigger ones
I have seen a few requests for less players on a map but I feel as if that would make the maps feel empty personally. If the maps were larger it would feel even more empty. Why do you feel the maps need less players what would the advantage be?
-Removing weapons ability to deal damage to gates/walls
After some thought I agree that removing the weapon damage would make it feel much more like a siege.
I feel 2 siege should flag the keep/tower too.
Give incentives for people to move down tiers and spread the population out.
Just so I am clear do you mean allow players to transfer with a bonus? If so I agree with you but only after the tournament has ended.
Multiple color or otherwise distinguishable commander tags
Without question a warm welcoming feature that hopefully would not take much development effort.
Reducing the map cap on borderlands is the main thing I want in the game right now. Ill be fine if they keep EB at the same for those who want massive fights, but Id rather see the BLs reduced by 10-20.
Second would probably be more features integrated for commanders. Don’t really need to explain that one too much I don’t think.
Third, I think they are making a big mistake with the new GvG integration. If I understand correctly, the players doing the GvG will still be part of the map cap. Thus the same problem where those who lose important objectives because we don’t have the numbers is going to be a major issue. GvG should be a separate instance. Im glad GvG is being catered for, but not at the expense of WvW.
GvG integration will need a lot of thought put into it for sure. Last night about 50 of us had a conversation about the dueling at windmill is fine but there are so many spectators that it effects the population cap. This means that a borderland is Queued but there are not enough players attending WvW events.
GvG may need to be on a separate instanced cluster but I am not a developer so I am not sure of their technology advancements and limitations.
I have read, and heard many conversations on what features are lacking, and what players cannot stand in WvW.
What do you as a player wish would be added, improved, or removed?
The gaming community is very vocal and unfortunately when we post in forums it is typically frustrated typing. By the end of the day everyone wants the game to be successful so lets put together some good ideas.
I will start with a simple few:
Commander raids – 24 man raids in WvW
Commander in game voice – Commander can talk to their players in their raid, or alliance with another commander so they can cross raid chat to their players.
Last night I bounced around between warrior, and ranger for like 6 hours trying to decide which one to go with. I find the ranger more fun but the warrior more powerful any advice you guys can give?
Hey guys,
I have been playing GW2 since release off and on. I am fairly casual but only because I get bored fairly easy. I have an 80 Guardian, Mesmer, Thief, and Necro. I would say the Thief is my favorite because of the enjoyment in roaming but is very squishy. Recently I dueled a warrior and he was very solid I could barely get him down half health and it seemed like a fun class to play.
Would a warrior be a good choice be over what I already have in roaming, and overall fun in WvW? Or should I look to play another class or adjust one I already have?
Thanks
Great work to the entire team for producing Bazaar of the four winds. This was my personal favorite since the Halloween event! The bridge to the floating ship reminds me of the game that got me into addicted to RPG games Final Fantacy 7!
The combination of dash/jump was a great idea whomever thought of that great work!
1. I have only one tip for future events. The ports should be free/reduce cost due to an increase in deaths in the beginning from falling.
2. The veterans/elites take a while to take down and dropping the morph to attack deserves a greater reward then a simple blue.
Please pass this onto the team that designs the looting table.
Other then that excellent job and I for one appreciate the talent from ArenaNet!
Sounds good thanks Jakare. This should help with flipping camps a little faster too.
What do you guys think of this build for Soloing camps, and roaming?
0/10/30/30/0
III
0
III
IV,V,XI
VI,X,IX
Full Zerker, Scholar Runes
Dagger/Pistol
Shortbow
Yojack I have purchased all rare Prec/Crit/Cond gear for my warrior from the AH but would like to step it up to possibly exotic. I am sitting on 60K Karma so that should get me one piece, and 500 badges. What Rare/Exotic gear do you recommend for WvWvW? I am sitting at 70 Crit I must be far off on gear because your sitting at 90%+.
Thanks
Good morning!
I am a fresh brand new thief. I heard how much fun one of my guildies was having I had to jump in. I have an elementalist, warrior, and ranger but loved my Rogue in WoW so thought I would give the thief a try.
What do you all recommend for a beginner, build/weapon? I play 70% in WvWvW and 30% in PvE. Any feedback is greatly appreciated.
Hey Guys,
We had a discussion today about taking 20-30 people of our guild (wont name), to help out the other servers. This is not about us being the best in the world because we are not. My guildies didn’t want to do this for various reasons many which I agree with.
Our guild put together a list of other things that would help out the servers, we were in the same boat last week…we got rolled hard.
First always move in a large group in a horseshoe style on the map. EB is the better map to fight on if you are losing fairly bad (what we did it helped). The reason being is EB is much easier to move through in the horseshoe style.
We want you guys to push the map because if you push, then we can push. If Yaks Bend owns everything then it spoils the fun for everyone!
Build your world communication, promote WvWvW, use Mumble, Vent, Commander chat. Remember always stick together.
Thanks