I have been playing on the couch with my laptop and the new Steam Controller. Takes some getting used to but with some creativity I’ve been able to geta really functional setup on the controller
Steam also has a wireless connector which will hook your pc up to your TV. Don’t know how well it works though.
It’s not going to be scrapped. It’s going to rotate in and out with Alpine. They are not doing away with it.
At least that is the last I read about it.
That is what Ive heard too but i dont think it is a good solution to using the map. If the 2 borderlands rotate then people who dislike dbl will only play on alpine weeks and vice versa. Anet would only need to balance so each spawn is equal in distance to the nearby towers and keeps.
While Desert Border Land is not my favorite map it is quite beautiful and I would hate for it to be scrapped. So with some tweaks I think it could function as a second EBG
This would alleviate the Queue problems in heavily populated servers as now we have 3 border land maps, and 2 balanced maps to fight over
Tweaks would need to be made to DBL. Pretty much placing the lower spawns closer to the left and right keeps. Also a Stone mist style castle could be placed in the oasis in the center
What do you guys think?
I also miss the classic GW1 Minion Master. I used to wreck HA with a dedicated minion factory build which could swamp the enemy team with over 50 minions from just 6 players XD
Almost any build will work while exploring in PVE. Play around with different skills and builds and get familiar with all of the weapon sets. Don’t worry too much about equipment until you are level 80. Just equip the highest level stuff you get and sell the rest on the trading post.
Also don’t give up on running minions they can still be really effective in PVE!
Sotp is almost a guranteed 25 stacks of might, bring madking runes or have your pet burst then use “heal as one” to take their 25 stacks. The pulsing stability also saves you from having all your boons ripped
Entangle: its common for people to focus on the immob as being the point of this skill. Its not really, focus on the condi burst. Bring Krait runes and drop Torch 5 on top of them. If you set the burst up right its awesome
I agree that the 2 major issues with shortbow is the AA an the GM trait. I like the above fixes to the trait (proc on evade+duration stack)
As for the AA we should be rewarded for flanking (promoting skillful play) but it is not always viable to flank a target. So what if the AA gave 1 stack of bleeding on hit and an additional stack of bleeding if flanking?
Crossfire
bleed on hit 2-3s
bleed on flanking hit 3-5s
I love the new WHAO change (copies boons from your pet to you) It is great synergy with existing class builds. However I am very hesitant to jump on the party parade with everyone else.
When you are in the perfect situation this skill will ROCK. You just popped your buffs, your hp gets low, and BOOM you now have full hp AND a shiny 25 stacks of might.
But how often will this perfect situation happen?
Remember that if you choose to either buff yourself with tons of boons or swap to a new pet and catch them up, you are using your HEAL SKILL! Sure its only 16 seconds of cool down (traited) but you better hope that those 25 stacks of might and 10 seconds of quickness wins you the fight. Otherwise you have to survive the next 16 seconds using only evasion and regen.
Guaranteeing yourself a ton of boons sounds OP, but once you realize how much you give up to get it its pretty balanced. Definitely some interesting game play changes so great job devs!
How is an additional bleed added to the auto attack change going to change anything? Scepter still won’t compete with burn stack. These changes are decent but not drastic enough to make scepter compete in PVP.
They can cut bleed duration without much effect. THe bleeds usually get cleared long before you hit a critical mass with them. Or you are burst down before you can complete an auto attack chain
I appreciate your sentiment but I totally disagree with you.
When I play a game the goal is to actively engage in gameplay. NOT SIT AND WAIT. I love being able to kill something, get OOC (out of combat) and be ready for the next fight in a few seconds. I spent enough time in GW1 spamming “GLF Monks 6/8”
You complain that you are lonely. Then you complain that every event is a blob fest.. You are SURROUNDED by other players. If you are lonely its because you choose not to interact with others.
You also said guilds have no point. You complain that you are lonely. Join a fun guild and you will quickly see the point to guilds.
You dislike being able to waypoint to a nearby position if you somehow manage to die in open-world content. I absolutely love that option. I don’t want to waste 5-10 minutes of my day running through trash mobs just to reach a place I have already been. Dying should have very little consequence… In the end its a game and I should not be punished for playing it. They removed armor repair costs for this exact reason! No one wants to be punished for learning a new build or class. If you don’t like waypoints then you can choose not to use them.
You say that new players experience all features of the game by level 20. I don’t think that is a bad thing at all. Would you rather spend the first 60 levels only being able to use 2-3 of your weapon skills? Players gain access to gameplay feature early because it makes the game interesting and gives them a chance to hone skills needed in competitive gameplay.
While I agree that dynamic events really don’t cause meaningful changes, they do provide interesting mini-stories within zones. As a new player you don’t realize that what you are doing has been looping non-stop for 3 years. Those centaurs own a bunch of land and its your job to take it back!
Sorry if this post came off as hostile. I started my MMO career playing Everquest on the PS2. Gameplay consisted of forming 4 man grps (tank, healer, 2 dps) stacking near a spawn point, and pulling mobs to the group 1 at a time. You ground to max level (took at least 6 months) then made a new character. Sometimes I do feel nostalgic for the good ol’ grind. That’s when I head to the SW or join the World Boss train. If GW2 doesn’t scratch your MMO itch then maybe its not the game for you.
(edited by sendaf.8375)
Great review with nice details/insight!
I was really hoping they would push healing power as a viable stat choice with Rev by buffing the scaling. They could bring Rev toughness and vitality scaling down for balance.
An idea I had would be to increase your stat scaling based on which legends you are traited for. Going Centaur/Dwarf would give bonuses to your Healing power and toughness scales etc.
If a Rev needs to specialize his build for a very specific role, then he should be better at that role then other classes. Right now Revs lose a lot of skill diversity by choosing only 2 legends and aren’t necessarily rewarded for it.
All this map needs is a world boss event and it will be the perfect location to farm for my new legendary backpack! Oh wait, this is a WvW map?
Pretty awful experience overall
1. Downloading the client took forever, not to mention I had to do it twice. The first time the download was capped at 4 kbs for some reason
2. Once opened the maps were instantly queued and I had to wait an hour before I could even start playing
3. The game was horribly laggy. With all lowest possible graphic settings my fps was crap. I disconnected 3 times in 3 hours.
Now lets move on to the map
1. its too big. It takes forever to travel across the map. Even once we memorize all of the paths throughout the map its still at least as big as EBG if not larger. How will outnumbered defenders have any chance of protecting their land?
2. Too many npcs and random pve crap. The map is filled with choke points and drops to your death. I can’t wait to siege hump these areas (sarcasm). any places which are open and relatively flat are filled with npc rally bots and random debris.
3. Buffs are not necessary. There are random shrines around the keeps and if you control them you can get a 5 minute 10% damage boost from them. This is really not necessary. You removed Guard stacks because you did not want 1 side being buffed unfairly. Now you add an even stronger buff?
3. We all know that GW movement mechanics don’t play nicely with vertical terrain. at least 75% of this map is either a incline or decline.
The positives:
1. The map is really pretty and impressive looking
2. I like hunting dinosaurs in the center
About 20 people from my WvW guild were able to play together. We are from a low tier server (Fergusons Crossing) and I guarantee you that we will struggle to fill 1 of these borderlands maps during primetime. Having 3 people defending against an enemy zerg of 10-15 people (yes we call that a zerg) in such large and impressive keeps will seem utterly ridiculous.
As a whole my guild did not really enjoy the experience or the new map.
(edited by sendaf.8375)
100% agreed.
Change the buff to this:
Fire Walker: Player takes no damage while running in lava. While in lava the player moves at 33% speed.
Now the buff does not screw up fights but allows players to move through their keep quickly helping them defend it.
^^^^^^^^^^
I was really looking forward to trying out the new map and after 3 hours of play I can’t think of a single moment where I had a lot of fun. The night was filled with long periods of running in circles trying to find my way to the nearest supply camp or tower and a few moments where an enemy zerg jumped out from behind a corner and wiped us.
Too much running, the map should have been made smaller then Alpine not larger.
Too many NPCS, theres really no reason for them to be there.
Random pve buffs are not necessary. Can we just get straight up fair fights? we don’t need random 10% damage buffs.
Too many cliffs. I spent way too much time tonight wondering if this jump will kill me.
I could not find supply. Period. Whether it was a camp to flip or supplies to build siege at Fire Keep inner.
I was able to participate in the skysplitter event. I thought this event was geared towards roamers? I was with an organized group of about 20 ( a larger zerg compared to what I’m used to in FC) and we tried for the event but got swamped by 2 enemy zergs both outnumbering us at least 2 to 1. This event will just benefit the server with the most players. That’s the last thing we need in WvW atm.
This new map may work great for T1 servers but it will be a ghost town in low population servers
The designers of this map did an amazing job with visuals. The map is very pretty and interesting. However I think it is way too large and complicated.
The new map pretty much took everything I dislike about WvW and magnified it. At this point its probably way too late to fix problems with the actual map. I felt like I spent 3 hours getting lost in drytop.
Thanks! for some reason it did not save the file as .exe so all I had to do was rename the file and add that at the end. now to do the slow download!!
Hey I was invited into the closed beta and the email said I should download the PPT file. I did and now I am trying to open it and the computer asks me which program I should use to open the file.
Can someone help me out with what I am supposed to do at this point?
On the Email instructions I would be stuck between step # 3 and 4, I double click on the file but it won’t open unless I select a program to open it with. I don’t know which program to choose.
Thanks!
I played a few hours of stronghold and it is definitely better then the last beta. I like Stronghold because it gives builds/skills usually side lined the chance to see play (ex. Guard elite sig healing Lord to 100% can be a clutch save, still think the channel is too long though)
Archers: You gave them a specific role which is good. That role is killing npc guards… who were already getting dropped faster than my guardian with 1600k healing power+monk runes could heal them. Instead send these archers to the center supply area and give them a knock back to interrupt enemy players gathering supply. players don’t need more help killing npcs
Supply changes: Yes. Punishes rush plays and keeps teams from having massive waves of npcs.
Trebs: Yes, my bunker healing guard can be super effective by 2 shotting door breakers and bombing mist hero/supply channels. Leave this how it is.
Mist hero: Okay… Cool Idea…. I smell trading post mist heros in the works (aka pay to win)… I think its a pretty niffty idea overall but was ultimately unnecessary. The dev time could have been better spent making Deathmatch a viable mode. Getting 3 working PvP game modes with the expansion would have been really nice. It is nice running with Nika again though
Overtime: No… Fifteen minute games are long enough. Please implement the Victory or Death mechanic from GW 1. Victory or Death starts with 3 minutes left on the clock. all surviving NPCs march to the center supply zone and the Lords duke it out. Players want more team fights in stronghold. VoD GUARANTEES an exciting team fight at the end of every close match.
I would love to play stronghold every weekend!
(edited by sendaf.8375)
Rev needs a huge buff in the power department, I also had problems killing WvW npcs…
I found the most success with Mace/Axe Mallyx/Jalis with 100% condi focus I was able to spam tons of torment and burning. Mallyx is a great legend. Combines team support and aoe pressure in one but it makes us pretty vulnerable.
Hammer was alright it just needs a to deal more damage. Also it was tough against most opponents because your projectile reflection skill was useless. However when you ran into a ranger it was deff nice to have.
Staff is awful. Sure its support but it deals literally no damage. group support abilities were nice but nothing a water ele couldint do better for less effort. the pushback dash skill #5 was the only thing on the bar I could rely on. Also I think the little health orbs the auto attacks drop need to stick around longer and be easier to see. Theres no way you will see that in a zerg fight.
The look and animation of the class is beautiful though. I’ll probably put some more time into trying the class out this weekend but not earning any loot or rewards and not being able to communicate with my GUILD while playing GUILD WARS is a huge turnoff.
There is also a 2.5 second stability on dodge trait, seems like rev will overcome stuns by spamming stability instead of stunbreaking
As it is now it will never see play.
The heal and group support is pretty interesting. However its kind of fighting with a wet pool noodle. I went full zerker staff with ventari/dwarf legends…. I literally couldint kill WvW tower guards. with full zerker stats the staff was getting critz around 1k dmg.
If there was a weapon swap option this would not be a problem but a support staff rev right now literally has no dps at all
let us revive dead npcs with supply
—- once a team’s npcs are dead they are forced to dedicate more and more resources to keeping enemies out which makes it easier for the other team to stay on the offense-Victory or Death!
—-PLEASE end the game with this. At 10 minutes the lords start their march and all living npcs joim them. Matches that ended like this in GW1 were super intense! It also rewards teams who managed to keep npcs alive.Soo… where exactly is the reward for keeping npcs alive if you can revive them with supply?
The reward for keeping your npcs alive would be not having to waste supply on rezing them… Instead the defender could spend that spare supply on sending archers/doorbreakers
Yeah I don’t plan to try this in pvp or wvw. its more of when i’m maxin relaxin playing pve. I guess we will have to wait and find out how steam sets up the controller function. I knew about the 3rd party software but I didn’t really want to go through all of that set up for open world pve
A while back I saw a post by someone who worked out a way to use an xbox controller to play GW. With the new Steam controllers coming out I was wondering if Anet might work out a way to make it compatible.
Suggestions:
-npcs recieve a higher ratio of healing from players who have high healing powe
—-makes guards tougher, encurages defensive play, rewards the use of the weakest stat
-players start with no supply instead 10 dropped supply is scattered in the center
—-stops the lame lord rush, encourages a fun team fight to start the match
-doorbreakers cost 2 supply
—-makes archers more useful, players will want to escort npcs more
-add the ranger longbow skill point blank shot to archers
—-gives archers a powerful way to assist vs players
-let us revive dead npcs with supply
—- once a team’s npcs are dead they are forced to dedicate more and more resources to keeping enemies out which makes it easier for the other team to stay on the offense
-Victory or Death!
—-PLEASE end the game with this. At 10 minutes the lords start their march and all living npcs joim them. Matches that ended like this in GW1 were super intense! It also rewards teams who managed to keep npcs alive.
(edited by sendaf.8375)
There are plenty of people saying good things about SH and throwing ideas out to improve it. There just seem like more people who hate it because its easier to type I hate it then to make a positive contribution. The vast majority of people I played with yesterday really enjoyed the new mode.
As a 100% bunker guard I had little difficulty killing enemy doorbreakers even with shoutbows or cele eles heling them.
[/quote]
All I read is PvE, PvE, PvE … oh and more PvE[/quote]
I leave multiple long posts showing how a small amount of npc tactics added into your teams gameplay opens up new opportunities and every complainer responds with short inflammatory remarks about how they dislike it. Weve only had 48 hours maxto try it and how to play the map is not common knowledge yet. Given time “scrubs” will learn the complexities and advantages of non zerg play and the game will involve less “pve”
This game mode is demanding build diversity. WE ASKED FOR THAT. Builds and traits that have never seen the light of day can see use. If you think that a group healing guardian is a viable pve build then you obviously have never tried a dungeon run.
Also cele builds rarely managed to kill the guards I was protecting, only some zerkers could. Im looking forward to seeing less celestial builds and also less bunkers who can only keep themselves alive.
Your complaint is self-contradicting. You say that as a defender all you do is fight npcs but then say you are facing 4 enemy players.
Vs a lord rush all you have to do is call in a 2nd teammate, spike the door breakers and then laugh as the other team flounders with no supply and noone defending their base. They will HAVE to turn around for supply because your inner gate is still up and then you can harass them all the way to the supply stacks.
Anet has made it clear that they dont want to have their game revolve soley on even fights. They want tactical objective based maps were sometimes lasting as long as possible 4v1 is the best thing you can do for your team. If you want to 1v1 go to custom arenas. If you want mindless Team Deathmatch play CoD
Obviously you didn’t try defending your base….
There is 0 need of killing players as a defender, unless they broke your two doors. And at this point it’s just a DPS race.
Killig enemy players in your base before they kill your guards is worth it, people who say its impossible to keep the guards alive didnt really try. Using a staff mace/shield guardian I was able to heal even the archer guards long enough for them to 1 shot the 5 doorbreaker rush that starts every game. As a dedicated defender I allowed my team to focus on supply and pushing. I was always available to drop support on a hero cap or even better use the treb to gurantee heros for my team. I think that that aslight boost to guard vitality and toughness will make a huge improvement though.
If all the guards are dead but your inner gate is still up then yes there is no need to kill players in your base because they literally cant do kitten. In that case defenders should simply drop all of their CC to stall that player and then run sups or assist on the treb.
(edited by sendaf.8375)
It would be nice if defending was a real option. If you defend, you’ll keep your lord safe but by the time the time is up, the attacking team will have more points. There is nothing to be gained from supply if you want to defend, and you can’t win by defending. Its correct name is “lord rush” mode.
I agree you win by attacking but 1 or 2 defenders slowse a lord rush down enough that your base pushers can easily win. I won most games yestrrday just because the other team thought a lord rush would be an autowin. Leaving no one in your own base to criple/chill attackers and snipe npcs is a huge mistake.
Once people start learning the map the 5 man zerg rush will die and people wont fee like they are pveing because they will realize how much the specific role they aare fulfilling is contributing to the match.
Right now each player starts the match with 1 supply. I think the start would be far more exciting if players had no supply and ther were 10 supply scattered around the center of the map near the supply stacks. The supply would be on the groud as if a dead player dropped it. For the rest of the game players would channel supply as normal.
This would force early team fights, weaken early lord rushes, add tactical decisions, and give the illusion of less pve. A team would have to make the decisions like: how many members are going for supply, is losing a team fighter to man the treb worth it? should someone slip out of the team fight to snipe the guards?
At the very least having every match start with a race for supplies and a cluster kitten team fight will be tons of fun!
Thoughts?
Obviously you didn’t try defending your base….
no reason to stay other then its fun, complex and competitive.
I think you answered your own problem. The point of a video game is the joy you get while playing it. If you really need some obscure achievment to work towards then maybe take a break and wait for new content. GW will still be here when you get the itch.
Simple fixes
Problem: Guards are too squishy
Fix: make all guards at least veterans, and slightly increase hp overall. Using a staff mace/shield guardian I was able to keep the guards alive vs anything but direct fire from zerkers
Problem: People are just rushing the gates and zerking the lord
Problem: Archers are useless
Fix: Make DoorBreakers cost 10 supply and buff them slightly
I like the announcement that traits will no longer be giving stat buffs, it fixes a lot of problems like traps being in a precision/fero line etc etc. However when we spec into beastmastery we get stat points added to our pet and this can’t be duplicated with any gear anywhere. Same with necs getting a larger life force pool from soul reaping etc.
So are we no longer able to increase the stats of our pets (or class specific F1-4s)? It would be pretty silly to specialize in beastmastery and still have the same gimpy wolf that every pew pew ranger does.
We need some boon rip so why not have the birds strip boons.
16 boon rips is guaranteed to leave your target open to attack but its only a single target and moderate dmg so I don’t think it would be op.
I like adding condis to make it a hybrid weapon as right now it kind of functions for power builds.
I really like this idea and I don’t think it would be unrealistic.
Turrets on the outside maybe be immune to burning but there have to be fancy working innerparts. Just think of the ammunition in gun turrets or the oil in the flame turrets…. heating up the outside of the turret would cause the stuff inside to heat up and ignite.
Character Slot for Heart of Thorns? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: sendaf.8375
I doubt this information is out there but will we get a free character slot along with the release of HoT?
Each GW1 expansion came with 2 new professions and 2 new character slots, I hope GW2 follows this tradition and provides a free slot. I would hate to spend 60$ then spend forever downloading the expansion… and then logging in to find I need to drop 10$ more so I can actually play the new class.
Thanks for the replys! The frontline thread is actually what inspired this build, wanted to try a different take on it.
by going all the way into BM I get the 10% healing power conversion to power minor trait, helps pad out my damage pretty significantly.
I switched out my pet to murellow and maybe a bear if i need the tankyness
Give yourself a minute to let the skepticism pass…. okay now take a look at the build and offer any advice you can!
I want a ranger build which can swap between roaming and zerg play with no respecing (I’m lazy.)
The goal is to:
-achieve some might stacking through pet swap and axe MH.
-Provide a water field+2 blasts on tag
-provide vigor/fury on tag
-bring a tanky build for roaming which can endure a bursty build and respond with solid dps
I know this build is not competitive to start with but how can I make it better?
All you really have to do is follow the mob and make sure you tag the bosses. Gear your self and your traits for survival and bring only skills which will keep you alive. Let the level 80 farmers with full zerker gear do the killing for you.
You can hit level 80 and get full exotic in a week if you run EotM; I’ve seen it done.
You could just show a bar which fills up based on your MMR. If the bar is filled then it shows that you have a very high MMR… if the bar is empty then you should probably spend more time in PvE… The very center of the bar is “average”. This bar would only be visible to yourself. The only way other players could see it is if you screenshotted it and sent the picture to them. I doubt many would bother with that
At the end of a match this same bar could pop up and show how your MMR compares to everyone else playing in that 5v5 match up. This would give you a better idea of where you stood in the match up and maybe explain why you were steamrolled. Of course this match up bar would only display your own MMR.
Because you only know your own MMR this does not contribute to elitism.
I think they should keep stunbreaks out of traps; instead we should be forced to make the decision of either filling our utilities with 3 traps and no stunbreak to capitalize on our trait sync, or bring 2 traps and a stunbreak for survivability.
What they need to do is make sure that bringing 3 traps is rewarding enough to make up for not having a stunbreak. The could do this by either buffing the 2 trap traits in existence or rolling them into a single GM trait.
Of course this could all be solved by adding an Elite or a Heal trap.
Consolidating the traits is not a buff as there is nothing else you can take anyway.
It definitely is a buff as it gives you 1 more trait to choose from. I would love to have the faster SB recharge on my trapper. Its not a huge buff but it can make a difference. faster applications of poison, cripple, and bleed is great for a condi ranger…
I was wondering why Martial Mastery does not effect axes? Giving the skills a faster CD could really help, splitblade could be practically spam-able and the increased chill would buff the “chill builds” that have been recently suggested on the forums.
Also the axe trait in skirmishing which gives 150 Fero for having an axe in your mainhand is alright, but I think its pretty hard to take it with the bow trait and the trap trait in that same spot. I would like to see this added:
When wielding an Axe in your main-hand gain+150 Ferocity
When wielding an Axe in your off-hand gain +150 Percision
The last buff to axe made it viable as a back up weapon, but why not go all out and let it shine?
I think they should keep stunbreaks out of traps; instead we should be forced to make the decision of either filling our utilities with 3 traps and no stunbreak to capitalize on our trait sync, or bring 2 traps and a stunbreak for survivability.
What they need to do is make sure that bringing 3 traps is rewarding enough to make up for not having a stunbreak. The could do this by either buffing the 2 trap traits in existence or rolling them into a single GM trait.
Of course this could all be solved by adding an Elite or a Heal trap.
Was always amazed that they gave greatswords ot rangers instead of hammers…
When (if) they finally add a weapon to each class (it would add ALOT to every class) Hammer would be a great addition to ranger. Give it a lot of cleave/AOE to shore up our total lack of that.
Having an elite trap added would be a huge help as it would open up a utility slot for survival.
Maybe something like this?
Spike Pit- Deals X damage on proc, Dazes X seconds on Proc, Strips all boons on proc
only 1 proc, 3 targets max
It sets up other traps well, brings boon strip utility, and will weaken the hammer train in wvw by not only ripping stability off the front line but also makes them stand in the other traps stacked on top of the choke point.
People want traps in WS because it makes sense to have condi dmg utilities in the condi dmg trait line. Instead of doing a massive reshuffle of traits why not just adjust traps to be more power/team focused? Up the damage upon trigger and swap out the damage condis they give like bleeding and burning, to other non-damage condis or a daze/immobilze
Maybe make traps do a TON of damage if they crit, which would make sense based off of the line they are in.
i have been having fun with the change -
but the problem is all this does is highlights the problems with population balance and coverage
Agreed.
As a lower Tier player, we have a hard enough time forming something worthy of being called a “zerg.” Im in WvW for the fights; we can’t put people in all of our structures.
If they flesh out Sneak Attack Rules with a few of the tons of ideas offered over the past weeks (sentry turrets etc.) then I think no white swords could be alright… Alot of my anger over this is that we have been asking them to ADD to WvW and for an event they REMOVE SOMETHING….
Sneak Attack rules could be kept in the game and activate automatically when a server is losing its current matchup badly. Pretty much it can act as a way to even the odds when 1 server is being dominated by another server (100,000 point difference in score.) Think of it as an outnumbered buff that will actually even the odds. The winning server (s) will not see white swords and will not gain PPK vs the losing server(s) but the losing server(s) will.
I think the answer to white swords lies somewhere in between what we had and what we have now.
Tier 3 player NA…. terrible change.
You implemented EotM as a “testing ground” for new wvw ideas… Sneak Attack would have been a great time to utilize EotM for its original purpose. You would have gotten the same negative feedback (from your precious pve karma trainers) and you would not have ruined the WvWers holiday playing…
I think “sneak attack” has merits. If a server is steam rolling their matchup… lets say a server falls 50,000 points behind the other servers, then sneak attack rules kick in. The losing server will still be able to see white swords and don’t give PPK upon dying but when they attack the winning server’s structures they DO NOT pop white swords and they gain points for player kills, but only against the server that is stomping them. These rules stay in effect until the losing server catches up. Boom… a step in the direction of population balance.
Why not make it so that the timer runs faster or slower depending on how close the game is? This way face rolls end even sooner and close games can extend beyond the current timer.
EX.
score= 100 vs 100, 1 second=.5 secs off clock
score =400vs 0, 1 second= 5 secs off clock
All games have a 15 minute hard cap time limit… after 15 minutes the game ends
Just an idea