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Mesmer Portal Bug

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Posted by: godfat.2604

godfat.2604

I always have similar issues in WvW, that if my Blink is in cooldown, and I switch another skill to Portal, then Portal would immediately go with the same cooldown with Blink. This also happened on Mantra of Concentration just now.

I believe this happened when HoT launched til today, and it’s still an issue, and I’ve reported this a number of times.

This is extremely annoying because I cannot switch to Portal and take someone immediately because I use Blink all the time and it’s most of the time in cooldown.

However, reading the above comment, I just realized that indeed I have Portal underwater in the same slot as Blink on the ground. I just removed that Portal skill from my underwater skill, and it seems to be fixing this issue.

Thank you for the tip and I hope this could help the others hitting into this extremely annoying issue.

Frozen out, cant use shortcut

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Posted by: godfat.2604

godfat.2604

I actually realized that this was a very long standing bug, and apparently ANet is not going to fix it soon (hey they really had and have a ton of bugs for the story instances and achievements, they’re so painful to retry), so I would probably also just run WvW reward track. Unfortunately I also only realized this after I’ve completed all the other achievements. I only missed two from this story instance.

A couple of other threads:

There could have more. I stopped searching. Of course, I started to care about this because of Aurora.

Frozen out, cant use shortcut

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Posted by: godfat.2604

godfat.2604

I have the same issue. I cannot use the brazier to skip to the boss. It’s extremely painful to go through the whole story again and again only for the last boss fight.

@Rognik, the problem is that the brazier is supposed to be used for skipping the fights before the boss. This should be active for characters who have done the story at least once. However this doesn’t work.

What Should Change In WvW!

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Posted by: godfat.2604

godfat.2604

BL keeps are a little different and there you do have a point. Hills is pretty much just as easy to take and defend if you are the server with spawn in se corner as it is if you are the home server, so I’m not sure why ppl don’t respond to calls to defend a tiered keep in enemy bl with the same zeal they do in home bl and it would be better if they did . . .

Cascade effect. Our hills and bay are closer to our garrison. If we lose our hills or bay, we’re more likely to lose garrison, therefore our hills and bay are more important than enemy hills or bay. Of course, this doesn’t mean we shouldn’t defend enemy hills or bay, just that ours are more important if we don’t want to risk garrison.

Basically all the same reason in the end. Distance.

[Suggestion] Outnumbered Pip Rework

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Posted by: godfat.2604

godfat.2604

I like that this would solve the map hopping issue, and it’s certainly more fair for some players.

However I don’t feel ANet would like this idea, because I think they are trying to encourage the players spreading across all maps, and if this is a server buff, that would defeat this purpose.

My top concern about this buff is that it’s too random (and certainly a whole map is too large to consider, it’s not always accurate), and it’s too easy to manipulate. This is the issue from the beginning, it’s just that we don’t care because the buff doesn’t really have any effect.

Now it’s +5 pips, that’s a whole different story… I do certainly think that we need to do something about this. I don’t feel it’s healthy right now.

Healers in WvW

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Posted by: godfat.2604

godfat.2604

Healer Rev has better cleanse and resistance application than Ele. It basically covers the base role of Revenant in WvW group – applying resistance – while outhealing Ele if played correctly.

Not to mention that now Ventari could grant alacrity! I seriously think that this is overpowered, because it’s even better than Chronomancer, which you need to pick All’s Well That Ends Well and pick well skills to share the alacrity in WvW (iAvenger is not going to work at all), and we all know that Chronomancer utility skill slots are quite precious.

For Revenant, you just pick Salvation and you’re done, trading nothing. You could even pick the next elite specialization when the next expansion is out! While if Mesmer is not picking Chronomancer, no alacrity!

Alacrity is seriously useful on your sieges. Don’t need to trait anything special, you get 100% (or nearly, I am a bit unsure) alacrity uptime on sieges.

Healers in WvW

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Posted by: godfat.2604

godfat.2604

Yes, I agree that the threshold for doing enough damage to get reward isn’t that high, especially if your friendly allies were also not doing a lot of damage. That’s certainly the case with only frontlines. However I won’t be sure if we’re still in pirateship meta (I think we’re out of it now?), and in that case everything just melt in a second. Well, less in a second. It’s very hard to tag in this case. My point is that even if that’s not an issue right now, doesn’t mean the system is not flawed. There are just too many factors, and that’s also why we cannot have a perfect contribution system, and that’s why I think we shouldn’t give reward based on this tagging thing.

Also good point about that 11111’ism. That’s clearly showing that fast reaction is a great way to get reward given current system.

And I have to admit that I am one of those who loves seeing bags piling up in my inventory. I know there are a lot of people who would check how many bags they got after calling it a day. It’s not really about reward, they aren’t worth that much anyway, and it’s more about feeling, since the bags are very easily countable because it’s just Heavy Loot Bag which could pile up from killing. Random green/blue/junk can’t be piling up that many (they’re going to blow up the inventory, so we’re going to salvage or sell them, losing tracks for a day), and we also don’t have such pointer from reward track or the new pip reward (not to mention they just track the time we’ve played)

To give some numbers. I got around 2/3 of bags comparing to my power hammer herald to a minstrel hammer ventari. Gees, you know why I took hammer for healing? Because I want to tag the enemies. Otherwise I would take mace and shield. (of course, staff is a must) And even so I am not getting reward often because, minstrel of course. (well, I already have some cleric mixed in between, which has a few power). It’s also not about the gold, it’s about why can’t I have the same reward as everyone else? Whenever I might actually contribute more to the fight?

In summary, I think:

  • We still want to get some reward from taking down the enemies, tracking the records we’ve made in a day or so. We already have PPK and K/D ratio right?
  • Contribution can’t be perfect, now it’s leaning toward to dealing damage
  • CC, veil, portal, eyes, waypoint tagger, etc, are completely ignored
  • It would be nice that the reward could be an item which could pile up in the inventory

Some possible solutions:

  • Remove the damage threshold, just check if it’kitten or not as you proposed
  • A step further, just check nearby allies as I originally proposed
  • Push this even further, what about we just give reward for the whole squad? This would encourage people forming squads as well, which I believe it’s a good thing (See the new LFG for WvW?)

Of course, there must have abusers. All systems have abusers. The point is that we shouldn’t discourage any play styles we think it’s healthy to the game. Don’t punish good people whenever we just want to punish some abusers.

Healers in WvW

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Posted by: godfat.2604

godfat.2604

Why is it stupid? That’s the whole point of stat selection. You give up stats for something else. You don’t see people complaining that they have to take defensive stats which lowers their damage because then they’ll die and they also can’t tag many enemies.

Sorry, I meant to say that forcing people to tag the enemies is stupid, not stat-selection is stupid.

Edited:
Having some defensive stats could still do enough damage to get the credit. Well, yes then healers could get more power to get to a point that it could go over the threshold, indeed. But if that’s not because I want to do more damage, but because I want to get more reward, then I would think this is not a very good design.

Healers in WvW

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Posted by: godfat.2604

godfat.2604

If it’s just a single lord with a lot of friendly players around, lord could barely do any damage and little contribution could be given to players purely doing healing. The same applies to out numbering the enemies. I know then healers are not needed in this case, but we can’t switch stats in a second, and still damage dealers and healers are not getting the same reward. This might be minor indeed, but it’s still something.

I agree that healing power is just a single stat, and it doesn’t mean we can’t get some damage. But the same also applies to like CC, veil, portal and other utilities. Yes they’re still not exclusive to each other, but my point is that there’s a difference, and I believe this was also a very old topic, and having damage and huge AoE and fast reaction time, leaping, etc, would still be the best way to get reward.

Healers in WvW

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Posted by: godfat.2604

godfat.2604

I certainly think that anet should do something here again, if they agree healers are also an important role. I would also assume so due to the introduction of druid and ventari.

I know that healing allies would now grant some contribution. But the thing is, the allies would need to get hurt first. Consider that the enemies are not doing any damage, then a healer could never heal nor do enough damage to tag the enemies. Healers are punished in this case, while damage dealers are not.

Forcing the healers getting some power in order to tag the enemies is stupid. All the workaround doing some damages would also hurt the efficiency of healing. Anet could really do better here, unless they care less about healing roles, which is probably true.

It’s somehow ironic here. They hate holy trinity, but there’s still holy trinity and they’re introducing some healing roles, yet they’re still somehow 2nd class citizen.

To think about it, I might suggest just give the bag if players are around 600 range within the dead body, regardless contribution. Whoever could follow that close, might already deserve some prize, if counting real contribution is impossible to implement.

WvW leg backpack

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Posted by: godfat.2604

godfat.2604

Am I the only one who doesn’t like this look and feel? WvW backpack might be the only legendary backpack I could get, but I really like the other two way more…

Cheater caught in WvW

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Posted by: godfat.2604

godfat.2604

Did you start playing the game yesterday? You can clearly see that this thief is only built to troll, it has at least 4 stun breaks in it, what the hell is a single static feild gonna go? Again there is no fight here, it’s 3 or 4 people trying hard to kill a troll thief that will not die, they should of just wp and went to another camp Or bl.

Best camp bunker build. Ever.

Wait, this probably also works in SMC.

Anet: Let’s change evade to be invulnerable so that it would prevent capture-point contribution.

Your new top 5 priorities for WvW?

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Posted by: godfat.2604

godfat.2604

I think WvW is far from dead and we should all accept that the game is aging and I do think ANet did some good jobs here and there last year. We should encourage them because at least it’s improving. Try to be less toxic and stay on facts.

10 months ago there’s a thread Your top 5 priorities for WvW-Overhaul

I like the idea and I would like to revisit my own list.

1. More communication with your community.

I am not sure if I like the idea of polling, because it would look like they’re pushing the decision responsibility on players who voted, and we players cannot see numbers and data one would need to make a decision. However I do think they did communicate with us more than previous years, checking on the forum, which is a good thing anyway. Of course they could always do better in this regard though.

2. Professions and skills balance around WvW.

I know it’s still in a bad state, but they did do something about stability and boon share, they’re certainly improvement. This would be my new top priority, of course.

3. Reward track similar to PvP so that WvW could be self-sustained, i.e. players should be able to earn everything they need in WvW (e.g. equipment, consumable, guild upgrades, etc), rather than going to PvE to collect things you could only earn from PvE, especially for those HoT maps. You did this for Hero Points, and the others should also be considered. You could try to attract players from PvE to WvW, but please, not the other way around. WvW already has serious population issue.

Reward track was added, though I feel the progress for the reward is way too slow comparing to PvP.

Items we could only get from HoT maps, were now available with Proof of Heroics with Provisions Master. This was a huge improvement in my opinion. It’s too crazy to farm those stupid tokens in those PvE maps, wasting time.

We could use some more WvW abilities though. What about WvW mastery like PvE? I don’t mean to have more grindings, but the two systems should probably be merged in some way and WvW players could certainly use auto-looting mastery. Maybe this could also attract some people to come WvW earning some mastery points, with more WvW achievements and titles.

And of course, ascended armors and weapons. PvP players don’t need them but have them as rewards, there are no reasons to not add them into WvW.

I still think WvW is somehow an end-game content, and it’s silly that we cannot reliably earn end-game equipment playing end-game content. Raid and fractals are selling ascended equipment, why there’s no equivalent in WvW? We even have WvW infusions, and not to mention we do sell exotic equipment from the beginning, which was the top-tier equipment back then.

Rewards might not attract new players because they could earn more rewards from playing other contents (as always), but this does show how ANet thinks which contents deserve more attentions. Players need to know if ANet really cares, or we lose hope and end up with toxic conversations.

Of course nothing happened here.

*

So my new priorities:

1. Professions and skills balance around WvW.
2. This. https://forum-en.gw2archive.eu/forum/game/wuv/Some-WvW-opinions-from-a-long-time-player/first

As for population issues. They cannot be addressed directly because you can’t just force players come in WvW. We could observe the population as a result of improvements, not the other way around. I do think server linking is a smart move, too.

This is the worst I've seen WvW in 4 years

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Posted by: godfat.2604

godfat.2604

The 211 scoring system has been a huge step in the wrong direction.

ABSOLUTELY AGREE Im still trying to meet one person who voted on this scoring system. I have yet to find that one person. WvW is going downhill and hopefully Anet will realize this and maybe fix the problem.

I think you could find some support in the thread of https://forum-en.gw2archive.eu/forum/game/wuv/New-Scoring-System-2

Read there to find reasoning behind that.

And I am also the other who thinks this is a step in the right direction, because now people really need to fight for the 1st place, rather than play safe and attack the 3rd place to keep in the 2nd place. If the 2nd place decided to attack the 3rd place, this also means that the 1st place could even decide who should be the 2nd place by uniting with the 3rd place.

Having 2-1-1 means there’s no points to fight for the 2nd place. The 2nd place should just unite with the 3rd place to fight the 1st place, and if the 1st place changed, the old union should break and a new union should start forming. This gives better competition.

To my experience, this doesn’t really happen though. We just want to have players to fight, who’s leading or winning doesn’t really matter. So actually I think scoring doesn’t really have that much impact, even if 2-1-1 is really worse than 3-2-1. People don’t leave WvW for this reason.

This is the worst I've seen WvW in 4 years

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Posted by: godfat.2604

godfat.2604

[2/2]

Even today, it’s still useful for me. Because if I load into WvW and I see a commander, I could just start following the commander, because often time there’s no commanders at all, and I couldn’t keep loading into WvW to just see if there’s one. If I constantly need to load into WvW for some convenience, I could always check if the server is in need or there’s a good commander running around.

Before I understood WvW is fun, I also felt it’s so bizarre to have those crafting stations. But when I did, I think it’s really a smart move to attract new people into WvW. I don’t have the numbers of course, but at least that’s my experience.

*

An extra step to load into WvW isn’t an issue at all. Loading WvW is way faster than Lion’s Arch. You load even faster if you parked the char in a random map then load into WvW. Loading into the other cities are faster than Lion’s Arch, however they’re still slow comparing to WvW.

This is the worst I've seen WvW in 4 years

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Posted by: godfat.2604

godfat.2604

[1/2]

We need more new players who stay. We can welcome them, but they need a reason to come in (it used to be for map completion or because they saw a request for help on map chat in a server based town – both have gone). Make WvW fun for new players again.

Just a comment. WvW also used to have a steady stream of players coming in to do crafting. PvE players used to tell other PvE players to go to WvW for this reason. Once there players could see it’s a whole another set of maps, explore and try WvW out. No one in PvE recommends going to WvW anymore. I used to suggest going to WvW in map chat to new players all the time and give instructions on how to get there. I haven’t done it once since crafting was removed and I never see it in chat anymore from anyone else.

Removing crafting shut down a steady inflow of fresh, new players and it also removed a reason to even think about WvW unless you’re a PvP player. And before you say, but… queues!! Crafting was in the borderlands and how often does the borderlands have queues.

It was good to remove crafting from wvw: We often faced the problem of being under heavy attack on our map but had a big queue due to so many players crafting and thus blocking slots for others that wanted to to defend the map

They could have increased the map capacity for all the borderland maps by the average number of people who craft/hour instead of removing the crafting tables. Or they could have put them in a separate instance, like the Obsidian Sanctum is in its own instance.

Edit: if there were that many people coming in to craft that shows how much of a hook that was to pull people out of PvE and into WvW. Any business will tell you that the hard part is getting people through the door. Crafting was the “door” through which PvE people entered WvW and then stayed to “buy” the product (play on the maps).

/shrug. I know ANet isn’t going to reverse this decision and as for me, my crafting char is now parked at a crafting table in Divinities Reach. But if ANet ever wants to look into why the population in WvW is dropping they should not only consider the reasons brought up by WvW players but also the reasons why PvE players don’t go to WvW.

Since you never ever spawn into WvW on log on, the crafting tables in WvW would always be an extra step compared to having a char parked near PvE crafters. Its just as simple to click a city on the map as it is the WvW home border. The idea that this was “doorway” into WvW is bizarre.

I don’t know if you’re doing PvE or not, but I was someone who was converted into WvW, and was never for PvP at all. Crafting stations were the reason I started knowing and playing WvW back way before mega servers were ever introduced. I never knew I would love it and it took me sometime for me to get into it.

I could assure you that they’re super useful for PvE players given the fact that if you exit WvW you’re teleported back to where you were before. ANet just starts selling those royal passes again, and I am kinda interested because now we don’t have WvW crafting stations and I looked around, I saw people were also discussing if those passes would teleport them back to where they are. The answer is no. A lot of them lose interests then.

I still believe ANet removed those crafting stations because:

a) A lot of WvW players are complaining those stations, removing them would be a quick win for them. ANet doesn’t really care about WvW anyway.
b) Removing them could be a good way to promote those royal passes. Well, I haven’t bought anything yet but I do think about it, and I also know some people bought it because of this.

And why I started playing WvW? Not always, but at times when I load into WvW, I could see people are shouting on the map channel, calling help for defending the keep. I didn’t really care if I was busy doing the other stuffs, but seeing them so many times I started trying to help, and it was fun, of course. That’s how I started. Map completion was also a thing back then. We really need someway to tell PvE players come into WvW, just like we’re also forced to go PvE for some loots we could never get from playing WvW. PvE doesn’t need WvW players, but WvW does need PvE players, for now. When we don’t have population issue, we could remove them, but not now. Seriously how often did you see borderland was queued? We could also shutdown crafting stations when it starts queuing. People certainly understand. There are so many ways to fix it without removing them.

This is the worst I've seen WvW in 4 years

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Posted by: godfat.2604

godfat.2604

I would argue that the lack of proper balance done on skills (which has ruined the team gameplay mechanics) is more problematic than the population balance. Fights are simply not fun anymore and even when maps are full on reset it doesn’t magically makes the gameplay better.

There is a lack of vision across the board. It’s really apparent when they think deployable canons is an improvement while there is no build variety at all and auto-attacks / passive skills dominate the gameplay.

I totally agree that proper balance is the key here, and they’re doing badly lately. However keep in mind that they have a separate balance team and the WvW team has no authority to tweak that. I think they also stated so for PvP before, when they’re talking about why they chose to tweak the amulets instead of tweaking real balance. Therefore we can’t just say that they think deployable cannons are more important than build variety. I believe they also said that adding deployable cannons and repair hammers could be done very fast, so it’s not that bad to try them out while we wait for the other changes.

I don’t know why the balance team don’t really care about WvW, but since finally they started to split skills, I expect to see a split for WvW in the future as well so we could have better balance in the future. Only a wish though, of course…

Bauxite Ore no longer drops?

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Posted by: godfat.2604

godfat.2604

Gosh, never mind. Finally got one again.

Bauxite Ore no longer drops?

in Bugs: Game, Forum, Website

Posted by: godfat.2604

godfat.2604

Could someone please look into this? There’s nothing I could do to workaround this.

Bauxite Ore no longer drops?

in Bugs: Game, Forum, Website

Posted by: godfat.2604

godfat.2604

I got a few copies months ago but I sold all of them because I didn’t know I still need them. Now I need to craft Lump of Aluminum but Bauxite Ore no longer drops. I’ve gathered so many iron ores already, and it used to drop a lot.

Was this a bug?

Help with a WvW Chrono Build for group play

in Mesmer

Posted by: godfat.2604

godfat.2604

I feel the key issue is that too many stuffs are relying on shattering (especially for conditions play), and we all know that illusions just die immediately without Protected Phantasms (and this only works for phantasms), and even with it, we can’t save 3 phantasms, so there’s no places for 3 illusions burst. (not to mention giving up Restorative Illusions, without it mesmer can’t survive from any conditions spike)

This is probably ok in PvE because now they take 95% reduced damages from AoE, along with other kinds of pets. I don’t know if it’s a technical limitation, but I believe WvW needs something like this as well, or the entire shattering mechanism won’t work well, and therefore mesmer as a whole won’t work well.

The other issue is surely that the entire Inspiration line is way too important to cleanse conditions. But I guess this is easier to solve though, just add more ways to cleanse conditions then we could probably give up Inspiration. Then we would have much more choices to pick from.

Help with a WvW Chrono Build for group play

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Posted by: godfat.2604

godfat.2604

So since I’ve been playing in group with a bursting mesmer for a while
now, I would like to put my two cents here. In short, I am running this
build: WvW Zerg Bursting Chronomancer
I mainly play with a group of 20~50 against another group of 20~50,
acting as a bomb and taking enemies down with low health or glassy ones.

This is basically a power build because condition damage doesn’t work
too well in this context and shatters could hardly hit with condition
weapons. Greatsword is somehow the only viable weapon for AoE damage.

I need at least two stun breaks to survive due to lack of stability,
and Decoy and Blink are the best ones especially for Blink, it’s
truly a life saver because this build is quite glassy. Only 3 pieces
of trinkets are Captain and the rest are all Berserker. I should heal
or blink even if I only took one shot in general.

Mirror was taken due to fast recharge so it works well with
Mender’s Purity. Cleansing two conditions is not a lot, but with
15 seconds cooldown it’s acceptable. Also given this pirate ship meta,
reflection could come in handy when I’m aimed by a Ranger, too.

Restorative Illusions is not always necessary. I only take it when
we’re out of number and having only around 20 people. If cleansing
is not an issue, I’ll take Protected Phantasms instead. Fighting
against 20+ people, illusions basically die immediately so this would
be necessary to land Phantasmal Berserker, and it still dies immediately
after distortion ran out so I would shatter it immediately, too.

So here’s how a fight goes:

Basically just stay a bit behind our train. Whenever I see a good chance
or whenever the commander calls, drop Gravity Well and Continuum Split.
Drop Well of Calamity accordingly if it’s not a good enough chance,
or when Gravity Well is on cooldown. Use Blink as a gap closer accordingly.
Sometimes Decoy would work, too.

Shatter fast and don’t try to save illusions. Shatter works very well
when I’m around the enemies with Illusionary Reversion and Chronophantasma.
Just smash the buttons when enemies are around. This would be a very
strong burst with Greatsword. Use Blink and Decoy to escape accordingly.
(or even Decoy to shatter for the extra illusion)

Take Veil or Portal Entre accordingly, of curse.
Swap a Berserker ring with a Solider ring if we’re so out of number.

*

On the other hand, I really admire how ND (Never Die) plays. I don’t know
how they run Chronomancer in detail, but this would be the build from my
observation: WvW Zerg Support Chronomancer
Eat this food: Plate of Mussels Gnashblade

A lot of slots are empty because I have no idea. Try your own creativity.
This build is very, very cooperative though. Heralds are much needed as well.

Basically it’s a boon sharing build, stacking 25 stacks of stability and
maintain permanent resistance. The use of Temporal Curtain was very impressive
as well. They could kill 5+ people standing on the wall in a burst.

I don’t see pirate ship meta on them and they could take down double or
even triple enemies (e.g. 15 vs 30). Both tanky and destructive.
In the end often enemies just ran away seeing them.

This definitely doesn’t work without a voice chat.

edited: fix my actual infusion

(edited by godfat.2604)

Your top 5 priorities for WvW-Overhaul

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Posted by: godfat.2604

godfat.2604

1. More communication with your community.

2. Professions and skills balance around WvW.

3. Reward track similar to PvP so that WvW could be self-sustained, i.e. players should be able to earn everything they need in WvW (e.g. equipment, consumable, guild upgrades, etc), rather than going to PvE to collect things you could only earn from PvE, especially for those HoT maps. You did this for Hero Points, and the others should also be considered. You could try to attract players from PvE to WvW, but please, not the other way around. WvW already has serious population issue.

4. This. https://forum-en.gw2archive.eu/forum/game/wuv/Some-WvW-opinions-from-a-long-time-player/first

Reboot the Base Map Mechanic & Population

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Posted by: godfat.2604

godfat.2604

3) Isn’t PPT over emphasized in this proposal?


PPT is not a good thing to have

Weekly PPT Cap


World Globe Rank & Scoring

Current
Per Tick – Every 15 minutes – Points Earned
Per Kill – At Death – Points Earned
Blood Lust Buff (with HoT release) – Removal Pending

Not Implemented but being proposed

Per Cap – Objectives captured earn points at flip. Higher points are earned based on the Objective’s Upgrade Tier when flipped. Extremely low points awarded for objectives that have zero upgrades

Per Cap – Objectives need to be claimed to earn Flip Points

Per Cap – Objective Flip Points earned scale in relation to a Guild’s Home Globe WvW Rank. More points are earned if Globe is Higher Rank. Less points earned if Globe is Lower Rank

Weekly PPT Cap of 25,000 – 100,000 Points for each Globe. ANet to adjust value to keep runaway scores from happening

WvW Home Globe Rank based on Weekly Weighted Statistics in Parent Thread

WvW Home Globe Rank Top 3 & Bottom 3 – Global Theaters of War each maintains a separate list

I don’t quite understand this. Does this mean we could only earn points when flipping objectives? If so, then there would have no points to defend and hold an objective.

If defending and holding is pointless, then sieging even objectives would be pointless, too.

I believe we still need some kind of PPT, along with “Objective cascades” mentioned in this thread:
https://forum-en.gw2archive.eu/forum/game/wuv/Some-WvW-opinions-from-a-long-time-player/first

Or I guess you mean, in addition to the traditional PPT, we could also earn points when flipping objectives? Then this would make much more sense.

Supply +5

in WvW

Posted by: godfat.2604

godfat.2604

But they’re actually the same thing, considering that if we don’t build the guild hall, we eventually could earn 7000g whenever someone else has done the upgrade while earning 0g.

The cheaper way to do it would be, since the price is always varying, we could wait until the price crashes and buy all the materials directly, using the 7000g we’ve earned so far.

That says, I think it’s basically either gold-sink (for people who rush for it) or time-sink (for people who could just wait for unknown time, since we can’t really predict the price).