Showing Posts For naan.1823:
A lot of awesome ideas here.
Here are some questions I’ve been wondering about.
How often do people actually join squads and use the features that are there? (4 different way point markers, /supplyinfo). What would make you join squads more?
I never join a squad because the features are pretty much useless. It’s much faster to communicate using teamspeak or even in game chat than waypoint markers. To be honest the only time I’ve ever found the markers useful was when portaling golems with a limited number of mesmers quickly (marking the start/end points of each portal). /Squadinfo is useless because some people may be afk, not on the commander or not in the squad. /Supplyinfo is much more useful but the range should be increased to about 400.
How much is spies a problem with commander system?
I think this depends on how much the opposing servers care about winning the point game. So hasn’t been a huge problem on EU servers, not sure about NA.
Should the commander icon be shown above the commanders head to the commander?
Doesn’t really matter.
Should we allow a WvW upgrade to see enemy commanders (not on the map just on screen) ?
No. This would lead to commanders running without tag and basically forcing everyone to use voice comms. New players would find it difficult to do anything in WvW when they don’t know where to go.
Okay, so before we get too far into this discussion, here is something else to think about:
Would you rather see us make some number of small improvements in the short term and larger changes long term or just tear the whole thing down and start from scratch?To be a bit more specific, we could probably do something like multicolor markers without too much work, although it is not a given, but that would likely be the extent of things for a long period of time.
I think you should add features in this order:
1. Commander tags that are only visible for guild members.
2. Commanders with guild tags can choose which other commanders on the map can see their tag.
3. More colour options.
291 on warrior
148 on guardian
108 on mesmer
52 on ele
39 on necro
27 on engineer
22 on thief
687 total
Character bound wvw ranks were the biggest reason for me to stop playing for about 3 months. I got bored of playing warrior and guardian. Knowing that I would have to spend weeks on some other character to be as strong as my main made me log out after playing for 10 minutes every day.
(edited by naan.1823)
I have this opinion on WvWvW for a while, since many player have been complaining about how skill is unbalance or stuff like that due to duration of stun/fear/immobilize and I’m assuming you guys have never played mobile games such as Dota or League, as tittle say, most of the time when you play WvWvW its similiar to Dota/League feature as most MOBA game player would know that the ability to permanent stun the other team or immobilize is the only way to achieve ownange especially in team fight when you can lock their team in a spot and just DPS them down as quickly as possible to achieve a wipe. Its all about the strategy of MOBA games trying to lock team and fight them in that way with the right item sets in this which case your gear. Just my point of view.
Have you even played any mobas? There’s much more than aoe stunning and damage. I haven’t played dota enough to make comments about the meta but in LoL the pros don’t use aoe comps that often. Last season was dominated by assassins that could take out a carry as soon as a fight starts. Sometimes teams use heavy poke comps and simply avoid fighting until the enemies have taken damage, sometimes they pick a hyper carry and rest of the team is there just to protect him. Split pushing and picking champions with good disengage are very strong tactics vs full aoe teams.
Overall the gw2 wvw meta is very simple. There are usually one or two builds per class that are the better than other options. I think the biggest reason for this is that anet are balancing the game mostly for pve. I believe the game would be much more interesting if projectile reflections were removed and there was a buff that would give life steal or heal every time you hit an enemy. Also, lemongrass poultry soup needs to be removed.
I’m from Finland and had about 50-70 higher ping on NA servers and skill lag was much more common on NA too.
1. Alt friendliness
2. Skill lag
3. Rewards
If you look at the EU, wvw players have spread much more evenly across the servers.
What garbage are you spewing here? It only takes 4 ranks difference before EU servers start getting rolled, and many of us have 5 and 6 ranks difference in our match up.
I didn’t say that all the servers are equal but that the gaps between tiers aren’t nearly as large as on the NA ladder. Take a look at the scores of last 4 weeks:
http://mos.millenium.org/eu/matchups/history/98
http://mos.millenium.org/eu/matchups/history/100
http://mos.millenium.org/eu/matchups/history/102
http://mos.millenium.org/eu/matchups/history/104
Only vizunah and sfr have stomped other top 10 servers so badly that the game isn’t enjoyable. Last week #9 server, AR, finished 100k behind #2 server and 50k behind #3 sever. It’s not even 3 whole days since NA reset and SoR have already ~85k more points than FA and DB. You can only imagine the results of 2 NA t1 servers vs a t3 server. Also, the rating difference between #1 and #9 server is ~580 on NA and ~260 on EU which clearly tells that the servers are much closer to each other.
Skill lag is pretty rare unless you are fighting viz or sfr and most groups run with 15-35 people. And you get good fights every week.
Again, more garbage. I get skill lag all the time in EB. That’s why I don’t play there anymore. I haven’t had the large problems with buff recalc lag this week but we aren’t getting “good fights”. We’re getting blobbed and run over which really isn’t much fun.
I forgot to mention that I never play on eb either because the 3 way fights indeed cause a lot of skill lag. But overall there’s much less lag than on NA tier 1 and you can find groups that don’t blob much more often than on NA.
The league system might even help NA in the long run. I played in NA t1 for a while and have to say that it was probably my worst wvw experience. There were very few skilled guilds and it was rare to find a group with less than 40 people. Sometimes the skill lag was so bad that it was literally impossible to move. This kind of stacking in one tier is not healthy for the game and the league system will make sure that either the guilds of the top 3 servers move or they will get boring match ups almost every week.
If you look at the EU, wvw players have spread much more evenly across the servers. Skill lag is pretty rare unless you are fighting viz or sfr and most groups run with 15-35 people. And you get good fights every week.
About “read this post” sorry but the calculations are not accurates and all wrong.
Really? Can you point out which part is inaccurate or are you just a 13-year-old kid who doesn’t understand anything?
You guys are funny : do you know how much :
150 cond damage is +7 damage per second
150 healing power is +7 hp/sec
150 power is +7 damage per hit
150 tough is like 1% damage mitigation
150 vitality is 1500 hp
150 precision is +7% crit chance
etc…And you guys are complaining on such buff ????!!!!! XOXOXOXO
Lame or you have no idea about game mechanisms and such…
I would be Dev for Anet I would be just laughing and not carring about such complain when you see the real effects on +150 all stats…
L2P and find something else to complain about. XDWell at a raw, level. These stats still get calculated, often including multipliers. Also when you’re talking zerg ( or a 2 to 1/3 to 1 ratio) encounter, then their effectiveness is also multiplicable.
Not much a difference. The stats has been done that it won’t affect by a large % buff the basic value of each parameter. So nothing is broke from +150 power : people who started complaining on this has no idea how game is working even and this is lame.
YOU have no idea of how the game works if you think that +150 is insignificant. Sure 150 condition damage is “only 7.5 dps” if you have a build that can only maintain one stack of bleeding on one opponent. However, most builds are capable of maintaining more conditions than that and the total dps increase may be even 100-200. Per target. +7 more damage per attack for +150 power is very inaccurate too. The increased damage is based on a few different variables but with most builds it’s ~50 per target.
If you want to see how big a difference the buffs really make read this post.
+50 to +150 stat points doesn’t sound game breaking. However when I have the +150, whether in small scale 1v1-3 or roaming with my guild, I’ve been killing other players much more quickly and easily than usual.
Is it possible that the “+150” buff is giving us more than that? It seems to be right on the player stats page, but it does not seem to be right in practice.
Maybe the buff is not working properly, and giving the buffed players too much? It really feels like it.
Another poster explained this well:
Stats scale geometrically with each other in this game. It may not look like much at a glance, but in terms of force projection (Damage Per Second * Effective Health) [holding all three buffs] translates into roughly a 35% boost to character power.
I was curious about this so I decided to do some math. I’m using a typical guardian with a staff as an example here since it’s one of the most common wvw builds. The build our guardian uses is this.
Finding out the increase in effective health is very simple. +150 vitality and toughness increases the effective hp by ~12.5%.
Calculating the dps increase is a bit more complicated since we have to predict which skills the guardian uses. Also might and fury affect this value. I assumed that the staff guardian uses #3 first and then uses auto attack 12 times after which he can use #3 again. Because the staff guardian is running with a blob we can assume that his attacks hit 5 people every time. His enemies have 2800 armor which is probably pretty close to the average armor value in wvw. Here are the results without fury and here with fury (if you don’t see the graph click “use as referring to math instead”). The number of might stacks is on the horizontal axis and on the vertical axis you can see how much the dps is increased. Basically orb bonuses increase your dps of a staff guardian by ~12%. These values may not sound like much but 12% is HUGE in terms of balance. It really affects the combat and makes the game unfair for the servers without the orbs.
This would have been best update since removal of culling if the orbs wouldn’t have given stat bonuses. I really like the new areas and gaining points when you stomp an enemy. Just the stupid decision of gaining stat bonuses turned this into the worst update so far. I hope I will never hear an anet employee say that they listen to their players in an interview or speech again.
NO
I’m sure most guilds would prefer silver league because the mid-tier servers probably have better communities than the weakest servers. However, there is a big problem with the silver league servers. First of all it looks like there will be 1 french, 0-1 spanish, 3-4 german and only 4 international servers in the silver league. There aren’t enough good german guilds to fill all those servers so some international guilds would probably have to transfer to a german or french server. I doubt many guilds would be ready to do that besides VoTF and Scnd. Also, the international servers which will likely end up in silver league already have some queues. As far as I know AG, UW and gandara have a lot of pve players which means that the new updates will probably make the queues even worse. In bronze league the guilds would be able to spread more evenly since there are 7 international servers and queues are shorter.
I think that all guilds on gw2gvg.com should be asked these 3 questions before deciding anything else about the gvg league:
Would you transfer to/stay on a server that’s in silver league?
Would you transfer to/stay on a server that’s in bronze league?
Would you be able to transfer to a german or french server?
Some stuff to think about (not contesting that a mesmer lacks stuff in zvz, in fact I believe it does lack zvz abilities).
The only thing I consider as a “real” zvz ability is veil (for its lack of a target cap). Anything with a target cap is “wasted” in a zerg because “you do not control which 5 you are gonna affect” be it damage, boons, or any other utility.
Timewarp/null field/ mass invi are “pulsing” 5 target <apply effect> abilities. In a clump of 5+, you as the caster do not control who gets the <apply effect>. Null field is less affected by the target cap because its effect is to remove ALL boons/conditions from enemies/allies (not 1 or 2 at a time).
Back to veil. Sure, 2 (or 3 traited) sec of invi seems like nothing. But any real organized zerg wont just use 1 veil. They are gonna use way more to stack that invi higher. Just 3 stacked veils specced for +1 sec invi gives 9sec of invi.
I take it all back if veil no longer stacks.
Veil doesn’t stack and null field only removes 1 condition and boon per pulse. Mesmers have great utility skills (blink, veil, null field, feedback and time warp) which are useful in open field fights. The problem is that most of the weapon skills are pretty bad compared to other professions and the clone + shatter mechanism doesn’t really work in larger groups.
The problem is that anet devs probably haven’t ever even tried playing wvw with an organized group . I have seen players with the anet icon a couple of times in wvw and they just cap camps and place siege in towers. Of course they won’t realize that open field fighting is by far the most fun part of their game. It would be nice if ~20 people from anet created alts and tried fighting guilds of the t2-t4 eu servers.
If there’s no way of stopping orb buff from coming back I hope it will affect only players inside towers and keeps. This way the people who enjoy sitting on their arrow cart all day will get their buff back but the people who play this game only for the fights won’t have to start searching for a new game.
Most good guilds have about 1-1.5 guardians for every warrior. Both classes are needed in wvw so play the one you like more.
Hammer is really good in wvw and it will never become the best weapon in pve because it has cc instead of pure damage. Earthshaker, #3 and #4 all hit 5 targets and have strong cc effects while #2 applies weakness which is one of the strongest conditions. The damage coefficients are pretty high on every single skill which is why the attack animations are slow. You can counter blind by using condition removal just before you land your slow earthshaker or staggering blow. If hammer was buffed, warriors would become way too powerful in wvw. A good hammerstun can change a fight alone already.
I think a lot of people knew about this but didn’t want to post it anywhere because it will get fixed. Pure of voice is bugged like this too.
There are two types of people: those who enjoy playing nothing but one class and those who like to play multiple classes. I personally have total wvw rank of over 400 but none of my characters are above r140. It’s stupid that players are forced to play only 1 character or else you’re weaker than others. Having wvw rank soulbound is basically as ridiculous as a system where you would have to change characters every 10 levels or you can’t get more wxp.
At the moment elixir x is affected too heavily by rng. Getting rampage is basically an aoe launch skill with a 105 second cooldown. What engineers really need in order to become viable in WvW (and PvE) is a skill that gives stability reliably and lets us use the normal skill bar while doing so. Here is my suggestion.
For 20 seconds you gain 3 seconds of stability and two other random boons when disabled (stun, daze, knockback, knockdown, sink, float, fear or launch). This effect can only trigger once every 3 (5 in sPvP?) seconds.
Activation time: 1 second
Recharge: 90 seconds
This would make engineers have very reliable stability which is hard to counter with boon removals but on the other hand can’t be stacked for a long period of time with boon duration gear/traits. Also elixir x would still have some randomness but rng alone wouldn’t make the skill good or bad.
(edited by naan.1823)
sanctuary > turtle
Removing AoE limit is a bad idea. Players would simply spread out as much as possible, it would become impossible to walk through a choke point without invulnerability and zerks would become more brainless since you wouldn’t be able to regroup or move as a unit.