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Med Kit

in Engineer

Posted by: misterdevious.6482

misterdevious.6482

Engi’s can share boons ok… Elixirs, converting conditions to boons, traited turrets, traited shield, lots of blast finishers and a variety of fields… So I have no problem with the healing improving with boons.

The thrown kits are clunky. I like the fact that I can use them for myself (with medical dispersion field) or for allies. At the very least, if they could get the fury kit to have the same casting time as the others, it would make things smoother when you need to throw a bunch of kits. Wasting a kit because of something in the way is annoying.

Keep in mind that nobody ever casts it 46 times a min, but you get the idea.
Perma-quickness full minstrel medic scrapper can do like 72 blasts per minute…

Pulsating Pestilence

in Revenant

Posted by: misterdevious.6482

misterdevious.6482

Forum bug is trying to prevent people from reading the good news.

Med Kit

in Engineer

Posted by: misterdevious.6482

misterdevious.6482

Just ran around with Med Kit today in WvW, decked out for as much healing as possible. (mostly Exotic, some ascended trinkets)

  • The average Med Blaster heal pulses were from 300-450… so allies in range could get 900-1.3k heals (each shot can heal 5 allies 3 times).
  • Med Blaster pulses for over 500 were rare. The highest I saw was 566.
  • Super Elixir could pulse for 700+ while in Medkit.
  • Regeneration could tick for 650+ while in Medkit
  • With my build, I could get more than 50% uptime of Quickness which does affect Med Blaster.

Going back through the logs, it looks like each Med Blast was typically only reaching 2-4 people that needed healing.

I’m going to keep working on it.

Attachments:

(edited by misterdevious.6482)

Medical Dispersion Field passive broke

in Bugs: Game, Forum, Website

Posted by: misterdevious.6482

misterdevious.6482

Further testing has shown:

These work with MDS in or out of combat, even at full health:

  • Bandage Self
  • Medkit’s thrown kits
  • Rapid Regeneration, as long as you have Swiftness

These work with MDS only in-combat when you are injured:

  • Super Elixir, standing in the field while hurt

These never seem to work with MDS:

  • Regeneration Boon
  • Backpack Regenerator

Pulsating Pestilence

in Revenant

Posted by: misterdevious.6482

misterdevious.6482

The original mallyx was cool because you’d be pulsating blinds and chills onto people as a defense mechanism. Incoming conditions made you more powerful. Let’s move back towards that… The suggestion above this one about just pulsing blind in Embrace the Darkness would be really nice too.

  • When you are struck with a debilitating condition, your next Demonic Stance skill uses 5 less energy to activate.
  • When blinded, chilled, crippled, or weakened, chance to apply that condition to your attacker.
  • When you receive a debilitating condition, gain a stack of Pulsating Pestilence. At 5 stacks, pulse debilitating conditions in the area.

Medical Dispersion Field passive broke

in Bugs: Game, Forum, Website

Posted by: misterdevious.6482

misterdevious.6482

To test this, I got a set of armor with Lich Runes and generated some Jagged Horrors which deteriorate health over time.

Working:

  • When I had Swiftness on and Rapid Regeneration traited, they would receive a small heal (46) from Medical Dispersion Field.
  • When I used a thrown heal kit, they received healing from MDS.
  • When I used F1 self heal, they received healing from MDS.

Broken:

  • When I had Regeneration, they received nothing from MDS.
  • When I had a kit equipped (Backpack Regenerator) they received nothing from MDS.
  • When I was standing in a Super Elixir, they received nothing from MDS.

Attachments:

Med Kit

in Engineer

Posted by: misterdevious.6482

misterdevious.6482

Anet pretty clearly redesigned it for healing others, and it already has one strong self heal as the toolbelt skill.

So the last few comments say the throwing of the kits is not easy and the healing is too little. Medical Dispersion Field helps with both of those issues. I thought Anet pretty clearly designed the “Medical Dispersion Field” to be used with the Medical Kit. Dropping kits for yourself provides the most total healing.

Med Kit was supposed to be a supportive team healing kit. But it doesn’t work out. The healing from the packages is too small if you spread them over the whole team. Why are they so small? Because they couldn’t make the numbers bigger without making them overpowered when the engineer uses them for himself alone.

With +53% outgoing healing…

  • Heal yourself for 900.
  • Heal an ally for 1377.
  • Heal yourself for 900 and 5 allies for 275 each. Total healing = 2275.

Medical Dispersion field is broken in regards to passive regens. It quite obviously spreads healing from Rapid Regeneration every second, but doesn’t do the same with Regeneration, Backpack Regenerator, or Super Elixir. If it was working with Regeneration, then maintaining it on yourself with Medkit 2 could mean another 100+ health per second on nearby allies.

Med Kit

in Engineer

Posted by: misterdevious.6482

misterdevious.6482

My medkit build is a bit different.

In WvW, a stealthed medkit engi can run around stomping enemies, rezzing allies, using Medkit skills, dropping Super Elixir, throwing elixirs to buff/rez allies and clear conditions. Two of the Scrappers minor traits are about rezzing allies and stomping foes, and our elite is about staying in stealth a long time…. why not stay in stealth a long time doing that and also doing other productive things that don’t break stealth? You can have a dozen skills that don’t break stealth…

It doesn’t work as well as it looked on paper because Medical Dispersion Field works with one passive regen, but not with others:
https://forum-en.gw2archive.eu/forum/support/bugs/Medical-Dispersion-Field-passive-broke/first#post6182433

Medical Dispersion Field passive broke

in Bugs: Game, Forum, Website

Posted by: misterdevious.6482

misterdevious.6482

Medical Dispersion field works great with Rapid Regeneration, but does not work the same way with Regeneration, Backpack Regenerator, or Super Elixir.

Can we please discuss Sprits?

in Ranger

Posted by: misterdevious.6482

misterdevious.6482

You know actually that thete is not only the cd for the buff but also the icd for application?

The buff and the boon are both applied every 3 seconds. Hover the mouse over the buff icon and you can see it reset every 3 seconds.

And in big group fights spirits die fast so they can buff once and without active.

A spirit that is summoned and sacrificed immediately will put out 4 pulses: once before it dies and 3 after. That is long enough for a group of 5 players to come off cooldown and proc the effect a second time for 10 procs total. A frost spirit sacrificed immediately can still grant 15 seconds of damage boost and 4 pulses of Might. Four pulses in a huge chaotic battle with players moving around could produce up to 20 procs (5 different players each time x 4 pulses).

I mean a condi share thief as you have mentioned can buff 5 allies instant wothout relying on an entity and buffs in intervals.

Ranger spirits come from the nature rituals of GW1. You are affecting an area, not specific people. Unlike minions and turrets, the spirits continue to work for awhile after they die. In WvW, you can place spirits at the bottom of tower walls and the players on top of the wall will be the ones getting the protection/stability/regen. With smart placement, the spirits can stay alive, and allies in the area can benefit while you are doing something else. Or you just pop them early and get ready to put them down 20 seconds later in a better spot.

What most people want is a buff on activation and maybe an effect on second activation.

I enjoyed using the boring nature rituals in GW1. You changed the environment to be more conducive for you to win. In WvW, the spirits (even dead spirits) buff so many people that it doesn’t matter that the actives don’t land often.

(edited by misterdevious.6482)

Can we please discuss Sprits?

in Ranger

Posted by: misterdevious.6482

misterdevious.6482

Well you know that spirits actually effects only 5 allies and your pet included which means no 15 people proccing buff only 4

Spirits only buff 5 allies at a time… but depending on the situation they may proc 5 times or 15 times in 10 seconds.

People standing still = Stagnant spirit = 5 procs once every 10 seconds
5 group members standing still getting the buff over and over will proc on the first pulse (0s) and on the fourth (9s). They won’t proc in-between because they will still be on cooldown. The second and third pulses are wasted.

Lots of players running around = Efficient spirit = Up to 15 procs every 9 seconds
5 different players can get the buff and proc on every pulse. The cooldown is per player… so as long as you have lots of players moving around the spirit changing proximity, the spirit can grant 5 procs on the first pulse, 5 procs on the second pulse, 5 procs on the third pulse…

The cooldown is only an issue when the same players are getting the buff.

Can we please discuss Sprits?

in Ranger

Posted by: misterdevious.6482

misterdevious.6482

If people understood how spirits work, they would use them in WvW. Spirits are most effective when there are lots of players running around.

  • 5 players standing still = 5 players wasting the full potential of the spirit because they are on 10s cooldown.
  • 15 players running around = Up to 15 players proccing spirit buffs.
  • Dead spirit = still going to pulse 3 more times. Frost Spirit damage buff lasts 15 seconds after it dies.

If you run a venom-share thief, you can see torment and poison damage numbers showing up on your screen that other people applied… but if you use a spirit, you can’t see most of what your spirits are accomplishing. So, if you don’t understand how spirits work… and you can’t see them working… it is understandable that people don’t think they work well.

Sword Auto Attack Animation

in Ranger

Posted by: misterdevious.6482

misterdevious.6482

Sword 1 chain needs to grant Superspeed.

They took away amazing mobility and replaced it with nothing.

[Suggestion] Water Spirit Tweak

in Ranger

Posted by: misterdevious.6482

misterdevious.6482

Why not change default effect to regen: The proc direct heal works even if other allies are using perma-regeneration. Replacing the triggered effect with a short regeneration would also be bad because… see below.

Why not remove Regeneration as the continuous boon: Regeneration scales much better with healing power than most heals, so for many healing builds perma-regeneration is a significant source of healing. The water spirit can grant perma-regen over a very wide area with very little effort… which is pretty nice. The perma-regen boon works even when you are rezzing, running, or after the enemy is dead. Requiring you to hit foes to get a less than perma-regen would be a serious downgrade.

Spirit builds are support builds, and should work with healing power. Losing perma-regen and an extra heal that works in addition to regen would be… terrible.

[Suggestion] Water Spirit Tweak

in Ranger

Posted by: misterdevious.6482

misterdevious.6482

Changing the default effect to regeneration would be a terrible idea unless they made Regeneration stack intensity. Changing the boon from Regeneration would also be a bad idea.

How Spirits Work:
Killing spirits does not stop them from giving their buffs… their corpses continue to grant buffs and boons for up to 9 seconds after they die. If you sacrifice your spirit immediately after summoning it, players in the area will still have the buffs on them for more than half the 20s cooldown period, and people keep the frost spirit damage buff for 15s into the 20s cooldown. Most of the time it makes sense to kill your spirits.

The key to using spirits is understanding all of the invisible mechanics. Every 3 seconds the spirit grants a 6 second buff to the 5 nearest allies (players prioritized) which grants them a 70% chance to trigger an effect, that effect has a 10s cooldown per player. If lots of players are moving in and out of the area, the spirits will put their buffs on different players every 3 seconds… but if the same 5 players sit on top of the spirit they will get the buff over and over even though they can’t use it again right away.

Lingering Light also has a per-ally cooldown which is great when healing many people a little bit over a large area for awhile. I can confidently throw out spirits in a WvW zerg and blow them up, because I know they will still be healing, protecting, boosting, and blinding for awhile.

What rune setup do you use for fun?

in Ranger

Posted by: misterdevious.6482

misterdevious.6482

Rata Sum Runes + Poison Mastery + Asuran Radiation Field skill for Poison stacks.

Hammer/Staff? Any Suggestions?

in Revenant

Posted by: misterdevious.6482

misterdevious.6482

I have a character named A Guy With A Stick, which is a WvW support Revenant. He only uses Hammer and Staff.

  • Can Maintain 100% uptime of projectile blocking shield (easier when the fight doesn’t move too fast.)
  • Can Maintain 50% uptime Light Field (Condi-Removal) & 50% uptime Dark Field (Life-Stealing).
  • 3 Condi-Cleansing skills, Cleansing projectiles most of the time, and Cleansing whirls (staff 1 can whirl even when whacking a wall).
  • 3 Blast finishers.

It is a sturdy build meant more for preventing damage, cleansing condi’s, and healing than doing big damage. Most of the time it is all about maintaining projectile shields with hammer, but when necessary Jalis and Staff for charging in.

Reminder of what's still wrong with scoring

in WvW

Posted by: misterdevious.6482

misterdevious.6482

The reason for runaway scores is runaway yaks. Most of the score generated comes from the 3 points that yaks generate when they successfully make their final delivery. Anyone can kill a yak and most people can take a camp.

If you flip every camp on an enemy borderland you reduce the PPT generation of that map by about 66%. If you flip every camp on a borderland except north camp… you still cut their PPT by about 50%. These numbers were calculated before the maps were recently updated and do not include the extra PPT generated by Speedy Yaks.

  • If you have no one on able to flip keeps or towers… your PPT will suffer.
  • If you have no one on willing to flip camps or snipe yaks… the enemy PPT will soar.

EDITED to clarify that the 3 points are generated only on the yak’s final delivery of its journey.

(edited by misterdevious.6482)

Hay Bales

in WvW

Posted by: misterdevious.6482

misterdevious.6482

•Added hay bales in some locations to negate falling damage when players land on them.

  • If you see a bird/owl sitting near a small hay bale up on a plateau, there will be a large haybale down below.
  • There is a chance that there is a deadly ledge halfway down the cliff, so if you don’t jump far enough you will die (and most people following you will die.)
  • At least one doesn’t seem to work at all.

I don’t trust these things. So far 5 deaths and 2 successful landings.

Attachments:

DNG Order

in PvP

Posted by: misterdevious.6482

misterdevious.6482

Do not gank (DNG), or “hands off my body”, is a legal order written either in the hospital or on a legal form to withhold corpse presence reallocation (CPR) or advanced corpse location swapping (ACLS), in respect of the wishes of a patient in case their heart were to stop or they were to stop breathing.

In other words:
Stop yanking my corpse off of control points and out of elixir R fields.

Dishonor for no Reason

in PvP

Posted by: misterdevious.6482

misterdevious.6482

Happened 3 times today.

  • Queue pops
  • Hit accept
  • Queue fails
  • Back in queue
  • Queue pops again (accept button was greyed out at least one of the times)
  • Hit accept… nothing happens
  • Dishonor

The Grand Guardian Overhaul Part 2, Traits

in Guardian

Posted by: misterdevious.6482

misterdevious.6482

“Zealots Speed: Changed to a Symbol of Swiftness (Staff #3).”
I’d rather change the name to Zealot’s Wrath and leave it as a Retaliation symbol which is more useful.

“Radiant Retaliation: Retaliation will now scale from Power OR Condition Damage (Which ever is highest). Increased scaling to 0.15 up from 0.075.”
So… the only builds that really benefit from Radiant Retaliation now… the high condi, low power builds… will get no buff at all, while Power builds with their free 1000 points suddenly become retal gods. Goofy.

“Stalwart Defender: Removed bonus toughness while whilding a shield.”
I wouldn’t want to see the toughness removed.

“Empowering Might: removed ICD.”
Kinda OP when combined with Altruistic healing.

Some of the virtues stuff also looks OP. I’m not thrilled with the spirit weapon direction. Spirit Weapons right now are clunky ways to deal burning damage at long range… they could be made less clunky and be useful. Consecrations could really use some new aspect/effect on their trait to make them more appealing.

ArenaNet, Please Respond

in Guardian

Posted by: misterdevious.6482

misterdevious.6482

Try incorporating just 1 spirit weapon into the following types of builds:

  • Heavy Burning Build: Hammer traited for burning will actually stack burning.
  • Healing Build: Longbow can fill the screen with green numbers in a WvW chokepoint.
  • Ranged Build: The Shield can provide you with a projectile bubble to pew-pew from if you are willing to chase it. The sword/hammer can chase foes long distance.
  • Lockdown Build: The hammer has a knockdown on a short cooldown with an additional interrupt on the end of its auto-attack chain. Combine with other immob/knockdown abilities.

Look at what they do… figure out what kinds of builds they would be good in… then try them. If they don’t work the way you think they should, come back and report why they didn’t work.

Pulsating Pestilence still broken

in Bugs: Game, Forum, Website

Posted by: misterdevious.6482

misterdevious.6482

I have to take some of the blame for this trait not being addressed so far.

After a year-long effort to try and get Radiant Retaliation fixed (it eventually got stealth fixed without ever being acknowledged as being broken by anet), I didn’t feel like another long struggle to get a really broken grandmaster trait fixed… so I posted the bug in the Revenant forum and asked someone else to go and post in the bug forum that it was broken.

Somebody listened to me, and posted this amazing post:
https://forum-en.gw2archive.eu/forum/support/bugs/Pulsating-Pestilence-is-broken

Searching for Pulsating Pestilence in the bug forum only gets 2 results. That thread, and this one. Even if the change to torment was intentional, the problem with the duration is an enormous problem in its own right.

(edited by misterdevious.6482)

Pulsating Pestilence still broken

in Bugs: Game, Forum, Website

Posted by: misterdevious.6482

misterdevious.6482

Pulsating Pestilence:

Description
Chance when struck to copy all conditions currently on you to nearby foes for a few seconds

What it actually does
Applies 1 stack of Torment

Description
Duration 3 seconds

How long it actually lasts
1 pulse

I used a spirit weapon today

in Guardian

Posted by: misterdevious.6482

misterdevious.6482

To wreck somebody with spirit weapons, you need to invest heavily in Condition Damage, Burn Duration, Aoe Aegis, AoE Retal, AoE Blind, have at least one way to immobilize your foe, and have a way to repeatedly cripple your foe. It can be done.

Most Guardians take Virtues for decent burning. Burning Spirit weapons provide an alternative way to dish out AoE burning damage… for 30 seconds at a time. They also serve as allies to put AoE Retaliation and F1 burning buff on when you are by yourself. The majority of the time, the spirit weapon skill is a waste on your bar because it is sticking around when it isn’t needed, is on a long cooldown, takes a long time to resummon, then takes time chasing your target. And when you do activate a command skill, it often misses (Sword) or falls short (hammer).

There are niche uses. The shield bubble is really good at projectile defense if you can get the hang of where it will activate. The bow on a healing build can fill the screen with green numbers in a WvW chokepoint.

Revenant bug list

in Revenant

Posted by: misterdevious.6482

misterdevious.6482

Pulsating Pestilence only pulses once instead of the 3 seconds listed.

If it is only going to pulse Torment, it needs to pulse it more than once. 1 pulse of torment on a 15s cooldown is… worthless. 3 pulses would bring the damage up close to Diabolic Inferno (if targets are moving) without requiring you to time your elites.

That Veteran Tengu Archer in Garrison

in WvW

Posted by: misterdevious.6482

misterdevious.6482

We should name him.

Add some rewards

in WvW

Posted by: misterdevious.6482

misterdevious.6482

I’ve said it before…

“Bribes please.”

PvP condi berserker

in Warrior

Posted by: misterdevious.6482

misterdevious.6482

This build has several glaring weaknesses, but is effective otherwise:

  • Sword/Shield, Mace/Sword
  • 4 Stances + Headbutt
  • Rabid + Krait Runes
  • Crits cause bleeding, vulnerability, adrenaline gain, stacking condition damage effect.
  • Sword skills have increased crit-chance and reduced recharge.
  • Gain adrenaline while in combat, and fury when striking low health foe.
  • Control skills cause bleeding and weakness. Interrupts cause confusion.
  • Berserk mode cooldowns reduced, berserk on-death heal, and either stability while berserk or taunt while going berserk.

Just hope you don’t run into any diamondskin ele’s.

Putting All Your Eggs in Your Yaks

in WvW

Posted by: misterdevious.6482

misterdevious.6482

and no it is not new that yaks are the single deciding factor whether you have upgrades or not, that has been the case since launch. no supply gets to tower, no upgrade finishes.

The system at launch was that you need a) Yaks to put supply in b) Supply not being drained out by players c) Someone running there and paying money to start the upgrade, d) workers being alive. That is 4 factors.

The coming system does not require supply, workers, or a player starting an upgrade.

Putting All Your Eggs in Your Yaks

in WvW

Posted by: misterdevious.6482

misterdevious.6482

Yaks:

  • Coming Soon: “When a dolyak reaches its destination it contributes to the upgrades of both the objective it is reaching and the camp it started at.”
  • Generate 30 supply at towers and 40 supply at keeps.
  • Generate 3 points at their final destination or when killed.
  • Generate more PPT (~192 on BL) than structures do (145 on BL).
  • Generate more Supply per tick (~2460 on BL) than the camps do (1800 on BL).
  • Respawn in 10 seconds if not killed and in 5 minutes if killed.
  • Can be crippled for several minutes by a sentry.
  • Escorting a yak yields no rewards.
  • ~337PPT, ~4260SPT = Single color BL with unmolested yaks.
  • 115PPT, 0SPT = Owning everything on a BL except camps. (66% less PPT, 100% less SPT)

With the upcoming changes, it will be new to need yaks for upgrades without needing their supply to do it. It will be new to not be able to upgrade camps if those camps are not connected to structures with successful yaks. It will be new that yaks are the single deciding factor whether you have walls, gates, cannons, oils, mortars, npc upgrades, merchants & services, and guild upgrade slots… and also the supply needed to siege, repair, and assault with.

Pvp/WvW Finishing bug

in PvP

Posted by: misterdevious.6482

misterdevious.6482

This has happened to me several times lately. You’re there with pulsing stability and the finisher finishes… it just doesn’t finish them.

Flying introduced?

in WvW

Posted by: misterdevious.6482

misterdevious.6482

Previously, you were able to see the health of the lord from anywhere in the keep, so even if someone did glitch/hack/fly/etc. to the lord, you could see their health was going down and you could run to the lord room to at least see what was happening and possibly report them. And swords only popped if someone tapped a gate or aggro’d the lord.

Now you have no warning that the lord is under attack and swords pop from people just running by the outside of the keep (or from a Veteran Tengu Archer spawning in the keep). So the lord can be going down while you are checking all the outer walls and you don’t know anything about it until the circle starts to flip.

World vs World Holiday Sneak Peek

in WvW

Posted by: misterdevious.6482

misterdevious.6482

For the longest time, the wins and losses in WvW and PvP really didn’t matter. With the pvp tourney, you see people getting much more heated about bad decisions and careless mistakes that actually remove their earned progress.

If the major WvW overhaul makes hundreds of people actually care about winning and losing… anger, frustration, and resentment could run rampant especially if the win or loss could come down to how busy 1-2 people were in the off-hours. How much pressure would that put on the people running around popping upgrades? In the past, people were glad they did it. In the future, they might get angry when they don’t.

(edited by misterdevious.6482)

World vs World Holiday Sneak Peek

in WvW

Posted by: misterdevious.6482

misterdevious.6482

Forum bug!! Nuuuuuuuuuuuuuu……….

Being one of the head “schmucks” (shakes fist @ you) I’d like manual upgrading and more building choices. Expressing a WP was far more risky and fun than this insta WP. Watching a timer click down or a Yak counter for auto upgrades is equally dull.

Here’s a cute lil video of a scout that I thought of. This basically doesn’t exist in the current design. Escorting Yaks for linear upgrading paths wouldn’t bring joy to players like this. https://youtu.be/dlfUTwQ5sdg

WvW was not, is not, and shouldn’t be just about fighting. Worlds need a diversity of roles to make it inclusive and interesting.

The “selfless few” are the people who do the things that need doing for little reward or at a negative cost to themselves. They aren’t schmucks.

Tiered upgrades removed frustrations and strategic choices. Free upgrades removed the burden of cost that fell too heavily on these selfless few… but also removed the need to prioritize. Automatic upgrades that didn’t need yaks removed the need for responsibility and vigilance. Structure upgrades require nothing now, and there is nothing the enemy can do to prevent them. All the strategic choices got beefed up and moved up to the guild upgrade category.

When I see a suggestion that a “human hand” should be required to start the next structure upgrade, I assume that person isn’t volunteering his own hand 24/7. He’s assuming some “schmuck” will do it. Without the need to prioritize… without the ability to make strategic choices… without burden of cost… without the risk of frustration… the one word left to describe running around the map to trigger the next upgrade… is responsibility. How do you describe a responsibility that is pointless, boring, unrewarding and unfulfilling? That’s busy work: work assigned for the sake of looking or keeping busy. The selfless few would do it if it needed to be done, but it is really beneath them.

World vs World Holiday Sneak Peek

in WvW

Posted by: misterdevious.6482

misterdevious.6482

People keep reiterating their desire for “manual upgrades.” Ugh.

The “schmucks” who would go around popping all the manual upgrades people keep asking for are likely the same guys who are currently doing all the jobs on the map when no one else is around… flipping camps, sentries, shrines (usually by himself), sometimes flipping towers (also by himself if need be), killing roamers, doing the oasis event (solo if need be), and repairing all the gates that have been sitting there damaged for hours because no one else bothered.

There’s an awful lot that already needs to be done and not nearly enough people to do it… why does anyone still think we need to assign a “manual upgrade button pushing job” on top of all this? With the proposed changes, a human interaction will be required to upgrade something… the button you have to push is the one that kills the supervisor and gets the camp flipped back to your side.

With yaks being required for upgrades, both sides get a definite say in whether upgrades happen. One side says no by stealing the camps and sniping yaks, the other side says yes by flipping them back and escorting if need be. That’s not just a button to push… that’s something to fight over. Isn’t that what we want?

World vs World Holiday Sneak Peek

in WvW

Posted by: misterdevious.6482

misterdevious.6482

Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them.
The number of people running around flipping camps will increase… because flipping camps gives loot, mats, wxp, supply, points, and upgrades… or denies supply, points, and upgrades to the enemy. Lotsa flipping.

The number of people willing to try and defend camps will not increase, because defending a camp is a gamble that never pays off (for you). If you kill them before they get to the camp, it isn’t called defense. If you fight them in the camp but they run away, is isn’t called defense. If you kill them in the camp, you may only get bronze credit. If you go down in the camp, the guards no longer revive you. If there are 3+ enemy players, they never have a problem spiking you down before they have to worry about the camp npcs. And all this requires being nearby and having a watchful eye on things and being ready to respond.

Supply cost for all catapults are being reduced by ten supply.
Big towers on empty maps mean you don’t have prebuilt defensive siege against every (or any) cata spot. The advantages we’ve had till now are that the wall is likely fortified and a small group of invaders had to run back for supply to finish their second cata. While they were running back for supply, you could build a sup ac, and then defense was possible because they may not be able to ever get that 2nd cata up. If they get 2 catas up immediately…. and the walls couldn’t fortify… 1v5 tower defense may be impossible.

Points per kill will be turned on and kept on.
It’s good that more people can contribute in the way that suits them, but the scoreboard REALLY needs to reflect the contribution that kills, yaks, yak-sniping, sentries, etc. are making to the overall score. (Insert GI Joe quote here).

_The number of players who can rally off a single kill has been reduced from five to one. _
My fear: The system will promote more people playing rez-builds while letting only the person who did the most damage rally off a dead foe. Someone playing a tanky/support build is already at a disadvantage in the damage-dealing department, and every second they spend reviving already means less loot and wxp… it makes perfect sense that they should be left on the ground to rot while glass builds rally.

Players will also no longer be able to revive defeated players while in combat.
Will we still be able to revive dead NPCs? Hopefull we can still get a supervisor back up.

So far, I don’t have a problem with this for players, but I will have to explain to people why I stopped rezzing them when my Plague Signet/Unholy Martyr suddenly put me in combat because someone in range 1200 got a condition.

High Ping/Latency issue

in Account & Technical Support

Posted by: misterdevious.6482

misterdevious.6482

Normal ping: 30
Periodic Ping: 4000+

The problem started over a week ago, but today is the first day that it has stuck around and is actually making it really hard to play.

The community can't handle change

in WvW

Posted by: misterdevious.6482

misterdevious.6482

Reasons to split your home territory across 3 maps:

  • More waypoints
  • “Your stuff” is always a short run from a waypoint with no barricades in the way.
  • You can watch “something of yours” while you actively assault enemy territory.
  • The supply and upgrades on your structures can be used to take more enemy territory.
  • You are more likely to try and take extra territory, when feasible.

Reasons to defend your entire home bl map:

  • That’s how many people think
  • Easier communication
  • Easier tracking of enemy activity
  • Easier to know what allies are doing
  • You can keep one eye on all your other stuff while taking something back.
  • 6 people on 1 map can take towers and keeps easier than 2-3 people on each map.
  • 6 people doing the oasis event every 3 hours… is doable. 2-3 people doing the oasis event on a different map every hour…. is not fun.
  • Getting anywhere on the map from Earth Keep waypoint is simpler and often faster than trying to get somewhere from a side keep waypoint.
  • Holding everything around a camp generates more points than holding a camp and only half the stuff around it.

We want back NORMAL UPGRADE!!!

in WvW

Posted by: misterdevious.6482

misterdevious.6482

Think of it from the yak point of view.

In the past, many yaks were dumping 0 supply into a 100/100 tower with no upgrades running. That must have really annoyed the yaks… and given them no job satisfaction. Why should they risk their lives… for nothing.

Now, the yaks are seeing the towers upgrade all the time, and every yak that makes it through helps that upgrade. That’s all they ever really wanted. I think the yaks are much happier now.

Just remove WvW for now

in WvW

Posted by: misterdevious.6482

misterdevious.6482

Nah, that could make them look bad.

Just introduce an accidental “bug” where people sometimes find extremely good rewards in the new desert borderland. As people share what they find, the rumor will grow and eventually “gold rush fever” will take hold, and people will want to get in and have a chance to strike it lucky.

Then they can clear it in 3 months by finally fixing the bug, but by then more people will have learned the map and/or gotten used to playing on it.

WvW travel times

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Posted by: misterdevious.6482

misterdevious.6482

I’m sure it sounded good in theory when they placed the supply depots by the gates.

Unfortunetly they also added so much heavy AoE its impossible to repair doors that are under attack.

Sidenote: And as the above mentioned, you can hit two walls in garri with catas on at least one spot.

With the new shield generator, you can block projectiles at the gate and pulse stability, which makes repairing the gates a bit safer. One person operating a shield generator can also make it less suicidal for a person to man defensive siege. A Ventari revenant with a shield generator can basically keep an anti-projectile barrier around a cannon forever… which can be a real deterrent to a small group.

(edited by misterdevious.6482)

WvW travel times

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Posted by: misterdevious.6482

misterdevious.6482

I think that “throwing supply into the wall to stall” is supposed to be a more viable strategy now, at least for inner keeps. If only help were coming…

  • On the new keeps you cannot hit two walls simultaneously with the same cata.
  • The inner keeps are fairly uniform as far as running supply goes… each side has 1 gate and 1 wall and a nearby supply depot.
  • In the inner keeps, the supply is pretty close to the area being attacked (unlike Hills).
  • A well placed shield generator bubble can slow down an omega rush, treb, or cata attack, and can knock people off of rams to slow them down.
  • The keeps are very likely to have supply in them (unlike old keeps that were either 0 from upgrading or needed supply for upgrading).

WvW travel times

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Posted by: misterdevious.6482

misterdevious.6482

I’ve gotten fairly comfortable getting around the map, and I own a stopwatch.

For me, with 25% movement speed trait and using zero movement skills

  • Travelling from the Earth Keep Waypoint to the center of SW camp circle = 2min 23s
  • Travelling from the Earth Keep Waypoint to the center of SE camp circle = 2min 22s
  • Neither route requires shrines. Neither route gets me marked by any sentries. Neither route goes through a barricade. Each route involves passing a total of 1-2 aggressive npc mobs.

These are the routes I use. These are not the most obvious routes and there is no similarity between the SE route and the SW route. I assume most people won’t use these routes unless commanders start using them regularly.

I also know that it takes me 2min 9s to get to from the Earth Keep waypoint to the center of the Fire Keep Lord platform (without using shrines), and it takes about 14 minutes to farm most of the nodes on a map you own (excluding the 3 southern camps).

WvW travel times

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Posted by: misterdevious.6482

misterdevious.6482

The answer isn’t simple because attacking/defending/shrines/barricades can all affect your travel times, and also scouts if you are trying to avoid them and be sneaky. The thing that costs people the most time is going the wrong way, and trying to correct it by going a really, really long way around, and running into a barricade or an accidental fall to their death.

In the past, you could say “SE tower,” and people could come there and quickly find you. Now, if you want people to come reinforce your assault on SE tower… you had better indicate which side of the tower you are attacking and which barricades are down (if necessary). It is really annoying for people to come to try and help… and they are still stuck hitting a barricade while you are running into the lords to cap.

Suggestion for yak upgrades

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Posted by: misterdevious.6482

misterdevious.6482

Yaks are pretty much useless right now.

Have to disagree.

  • Yaks are the difference between a structure upgrading in 90 minutes instead of 6 hours.
  • Every yak that reaches its final destination gives 3 points (north camp yaks are a ppt machine.) Every yak that is killed en-route gives 3 points.
  • Yaks carry less supply, so you need more of them to keep supply levels up.

That being said, they could do more with yak escorting. Perhaps a yak that is escorted long enough eventually turns into a better version of the yak. For example, an upgraded yak could slightly repair the gates that it arrives at.

Major WvW overhaul incoming

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Posted by: misterdevious.6482

misterdevious.6482

Inc event that is only available to participate in on the new maps that will give a unique reward.

Followed by, see guys, according to our measurements during the week of X the new BL’s population increase was significant. This confirms we made the correct choice by introducing the new maps and are on the right track for our vision of WvW.

Sorry I have lost all faith, they will just try and cover up the issues with nonsense instead of tackling the problems head on.

Bribing people to play would at least get more people learning the map, its routes, and its strategies which would mean fewer people getting frustrated by getting lost or going the long way around. That would be helpful.

Bribes please.
Seriously… give us bribes.

Guild Claim Auras not working

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Posted by: misterdevious.6482

misterdevious.6482

Radiant Retaliation was A GM trait completely 100% broken for a year without Anet ever once acknowledging the problem. It was fixed during the big patch that redid the entire trait system.

So if they are working on a major release dealing with ______, don’t expect a lot of bug fixes to ________ because they will probably all be rolled into the big _______ patch.

Objective contested by guards only

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Posted by: misterdevious.6482

misterdevious.6482

All they said was this:

  • “Fixed a bug that allowed waypoints to be available for a few seconds between repel events.”