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My goal is to get enough Pumpkins to keep my guild building decorations long after Halloween. That means Candy Corn. I’ll probably just buy it off the TP.
Here is my Guardian doing what he does best.
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I agree. Bigger Asura weapons, pl0x.
/vote
That spot to cata on hills is pretty cool. Learn something new every day.
I would not have thought the splash was that big, but we’ll give it a whirl. Thanks Issy.
Why is the concept art not in downed state?
Please, people, use your imagination. After years of losing arrow carts, catapults and trebs, the people of the blue corner have decided to build a huge mound to stop enemies attacking from under the bridge.
In the recent livestream (http://dulfy.net/2013/01/17/gw2-dev-livestream-jan-17-transcript/), the devs noted that they will be toning down AOE damage in favor of single-target damage.
“Reducing AoE effectiveness to bring them in line with the single target damage skills.”
“Major update coming to all the AoE skills – make classes that are good at single target damage stand out a bit more.”
It’s quite hilarious that at a time when mesmers and thieves are dominant, the devs are boosting single target damage. #wrongtarget
You guys are hilarious. Buffing only one set of skills so that this is all you use isn’t what Anet wants to do. They want you to mix it up and that’s why they will fix this and buff Consecrations.
With 1 button you (You’re playing Necro – I clicked your sig) spam all conditions on someone and with a second press you spread them ALL to 5 others. And guardians have to mix it up to compete?! WHY US?
I just wanted to reiterate how much I appreciate that you had to rebuild huge swathes of code! It has made playing a LOT more fun and interesting over the last two nights (Eu) – much more so than I thought it would. Terrific job everybody!
PvE:
- Please tie up some loose ends. I know you have to have stuff going on all over the place, but I watch Wooden Potatoes, and there are more loose ends in Guild Wars than a bowl of spaghetti.
- Tokens instead/as well as RNG.
- Class fixes Weapons skills specifically need a balance pass.
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This is a part of the larger problem: thieves in general.
There is unanimous consensus that they are massively over the top and require a lot of attention from Mr Peters and co.
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In addition to this a lot of people me included say that server pride/identities started to die out on the introduction of mega server, and i think thats partly down to losing the days that we were able to go to LA (or any other busy city), and call for help/recruit/or even encourage WvW activity through PvE/PvX players. People dont bother these days because if they were to try this in LA these days a lot will be from other servers.
I expect MO to give an interview when he finally retires (he’s probably a nice guy and I don’t wish/expect this to be anytime Soon™) and admit that WvW was a thorn in his side from the get-go.
I don’t, people are lazy and want to kill easy targets, for second place that would be the server in third place usually
I would say people are efficient, rather than lazy.
I’m no behavioural analyst, but I suppose that the thinking is that one guaranteed point is better than the possibility of two.
Will tokens make people want to kill Teqqie and whatnot more? I believe so. What do you think?
I can’t fathom why they moved away from the proven and well-loved dungeon token model. RNG is universally reviled in comparison.
Damage is way too high across the board, fights are over way too quickly.
It’s boring. Anet know about it. Don’t expect a fix.
Guardian = Strength: Damage Mitigation and Burst heals with virtues. Weakness: condition damage application, poor long-range effectiveness, extreme cooldowns.
Fixed it for you.
Our nerf is the combo requirement of dailies. GL guardians.
Why do you play the class you do? wWhy do you like it?
At the moment, I main Reaper. I don’t like my class, but it’s the best one that’s available for me. Reaper allows me to use a slower, clunkier gameplay style than other classes. I always die to twitchy players, so it doesn’t help, but at least this class allows that type of play.
Every aspect of GW2 is in the control of Anet. They have to think out the repercussions of their creations. Sometimes they get it wrong. It is testament to the strength of the core game at release that Anet were able to make so many errors since then and still have a reasonable (albeit now dwindling) playerbase.
So much USA crazy here. I laughed.
I believe that Stealth is a huge issue for video games. It causes more aggravation, frustration and disappointment than any other power – in ALL games, and understandably so.
It is very rare to find a thief so skilled as to shun Stealth entirely. I have heard tell of such amazing players, but that when they were threatened by a large group of players, they resorted to Stealth to escape. Which illustrates how ridiculously powerful Stealth is.
Counterplay is vital to making games fun. Stealth takes away counterplay, therefore Stealth is the opposite of fun.
Budding games developers take note.
Yet all but 4 classes has counterplay to Stealth, funny how that works
Even funnier how it doesn’t.
Very Very dissappointed that Cryhavoc, PRXM and MARA needed to blob to wipe RiOT! No respect for you guys now :/
Ultimately, RiOT wiped. Who cares how?
Who said WvW players wanted to remove white swords? Did Anet just decide this themselves, or did players who plays WvW regularly really want this change?
Because, I haven’t spoken to one single WvW player who want this to happen …
I did. I said it and I meant it and I still mean it.
There does have to be some reward to fight hard.
Calling bullkitten on this one. The reward for coming 1st should be the glory of coming 1st, that’s all.
It’s only about nightcapping and blobbing anyway, not much in terms of “deserving” a reward until Anet make changes to population per the thread they made specifically with that in mind, and in response to community calls for said and same..
I know it would be nice, but in until they change something, you can look up Magic Find food in the top section:
http://wiki.guildwars2.com/wiki/Food
There is a bit of discussion about EotM not being “real” WvW, and for me, I would like say to say that in some cases they are both the same. It’s Open Team based PvP, It’s Point Capture, and it’s the same idea of Three Teams. Red, Green, Blue. I can play “real” I run around flipping points and capping objectives in both environments without a single clash with other players, equally so, I can get bombarded by endless blob wars in both environments So it’s not the Mechanics that are real;y a dividing issue.
However, I can see why EotM is not considered “Real” WvW, because there is no “World Loyalty” in EotM.
EotM is like this one big huge Pug of people that are there for loot, karma, and exp. They don’t care what server they are running with or against. Leave EotM to sell/buy/trade, come back and even if it is the same “match” you can end up on a different map, running with new people, under a new commander, and facing opponents you never saw before. There is no Unity or Loyalty in EotM
Unlike WvW, where the people you see out there Today, are the same people that were there Yesterday, and will be there Tomorrow, there is a sense of My World. I will defend My Borderlands. WvW is like being in this one huge Guild. We may not all get along, but we are all part of the same team.
I think that really is where the division is between the two.
Just wanted to put that out.
I think this pretty much sums it up. EotM is a soulless void populated by automatons <cough>bots<cough> and people who are nigh-automatons.
Getting people to stick on tag and/or join teamspeak (or voice communications of your choice)
It is not like the items they give are amazing or anything. More often then not its fine/masterwork stuff we salvage.
It’s possible to get precursors from them.
But I agree, this is an unnecessary block.
Source? Not saying it’s not true, just saying I never knew that.
Source is personal experience.
- Desert Borderland : the whole ruckus last summer about removing it plainly from WvW speaks for itself.
The original version of the DB map were horrible in terms of travel and the periodic capture the
flagmega cannon event which one shot all loser keep gates simply wasn’t enjoyable. ANet introduced the current DB map just before they were swapped out, for a while, which significantly improved the ease of travel across the map. I think the current 1 DB, 2AB maps is helping to ease WvW players into the newer DB map since the original is often pointed at as a primary cause of the drop off of WvW game play.WvW has had a huge fallout for many reasons. DBL killed a ton of interest from mid-size (~15-20) groups due to the map traversal and difficult-to-siege keeps, and small-scale havoc died out mostly from locking +5 supply behind a several-thousand-gold paywall and making structure flips more difficult (particularly in the DBL) while providing silly bonuses which made going after structures with said small groups overly-difficult like what-once-was spammable banners, watchtower, etc., and all of these types of groups were negatively impacted by the relative lack of diversity and power creep which made most fights simply uninteresting while promoting massive-blob play.
If we’re identifying the problems of WvW over the years, here goes;
- Let’s be clear that everything seems relatively insignificant in comparison to the giant looming shadow of server transfers/server stacking,
- Having said that, multiple “fixes” have made WvW less fun;
- Fixing the Banner-rez of completely dead keep lords made the game favour dominant sides even more than it already did,
- Fixing waypoints so that there was no waypoint moment between ticks also made it less dramatic and favoured already dominant sides (again),
- Initially, DBL was perceived as horrible by many players when they first appeared, with unforgiving cliffs, long walks back and horrible garrison that’s easier to attack than to defend – while these problems persist, it’s more fun to defend the side keeps than alpine and with further modification (e.g. simply flattening of the middle area for zerg-v-zergers) could be even better,
- The guild upgrade system is great (really great!) but needs tweaks (flax fibres are v. expensive) to make it more viable – too often camps are not upgraded because of the cost,
- Orange dots are an interesting addition that gets big group-vs-big group combat to happen more often, but it’s not fun to see where enemy mesmers are hiding when we capture a keep because it makes the game too easy – when you take away all the tasks, the computer may as well be playing against itself,
- Crap metas have spoiled WvW. This began with the change to Stability and the Pirate Ship meta and continues today with condition spamming and the ubiquity of Crowd Control.
We need more conditions, there aren’t enough of those…
I have a question to Arena Net devs and ofc to anybody else know what I’m talking.
I play on Seafarer’s Rest (EU) which this week due to the famous glicko system was put in the same tier with Piken Square, (probably the next nr.1 server in EU).
Piken got an influx of people when they got paired up (there has been mention of people transferring also). Prior to this, Piken lost a lot of matches in a row and still often lack the number of commanders necessary to compete with top servers.
Like much of the game, the transfer system hasn’t been modernised to keep up with trends (namely mass transfers).
It’s always sad when there’s a dominant server (yeye, old news: almost every matchup ever). Please accept these Pots of Creamy Portabello Soup with my heartfelt sympathy.
My question is, why is no [numerical] limitation of some kind? As a defender, you can’t build 5 sieges [..]?
They use this time 20 Golems
We all know that the reason is because it would take effort to fix.
Inflation tends to effect much more than just the price of goods, though. It usually is coupled with increased wages to compensate for cost-of-living.
Thing is, the game doesn’t really pay you more for playing it now than it did months ago. You still get the same amount of silver for finishing a dungeon or event. Sure, the prices of some goods are going up, but those are almost entirely t6 mats (such as Lodestones), which are not readily available for just playing the game. You have to farm them with copious amount of Magic Find gear.
I found this very interesting when I analogised it with the real world example of rising cost of living compared with widespread wage stagnation. What this meant for the economy, I don’t know, since there is no cost of living in GW2. There are no basics.
Whether or not inflation is happening in GW2 is immaterial: at the end of the day, premium items are becoming harder and harder and harder to afford to your average player. When the price doubled from 200g to 400g, I shrugged it off and figured I’d get there eventually. But when the price doubles again to 800g, how on earth is your casual player supposed to keep up with that rate of cost increase?
They are some of the most rare items in the game. Thus, they are hardly targeted at “your casual player”. Who cares if Joe Schmoe can’t afford them? It is, in fact, a GOOD thing for Arenanet to make them impossible to attain for 99% of players. They are a carrot on a stick. Keep grinding those mats, suckers.
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I prefer option number 1. In number 2, the lucky people will just get luckier as they will get the items they want AND get tokens as well. Let’s just have a system where more people will get their items a bit more easily.
My concern with #1 is that when the required grind is known, people will not like it.
With pure RNG, people still try things on the off chance of a lucky drop.
This is maintained with #2 and #2.5, but I think people will not try things if the reward is known to be so very far away.
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[edit]Title changed from “5 mins Revealed After Keep Capture…”
This seems to long. Hiding in keeps was really fun and an important part of the Keep game in WvW.
Please could Arenanet consider shortening or removing the Revealed condition on defenders after Keep capture?
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Honestly, I don’t know why everyone thinks Necro is a free kill, or even weak. I like to roam/havoc with mine when I’m not on my mesmer, and I do very well. Most of the encounters I have I win, unless I get outnumbered or ambushed while taking a camp. When I get those encounters where I can’t -win-, I either stall the enemies for a very long time, or just slowly but surely get away.
I can understand the stalling part somewhat as they can be very good meat shields. But “slowly but surely get away” ???
You must have other Necros chasing you.
Well, I certainly don’t out run anyone, but some people end up just giving up and turn away.
I find that I survive best when I stand behind small ledges and los my name tag.
#necrostealthOP
I find that I survive best when I log off and play another game instead #necrostealthOP
GW2 combat: Either learn piano or be a perpetual victim.
I’ve never seen (or not) anything so cheeky in a video game.
Trouble with the current stub lock is that it’s low risk and high reward. I wish cc was not as spammable but more strategic in nature.
Where is CC spammable?
Also – stability has a .75 second ICD between strips.
If you play WvW that’s when you get spammed with CC. A lot of CC.
No. You cannot destroy the blob before it eats you. Our misuse of pop-culture needs correction. there is only one blob and it has no shape. You cannot escape the: http://youtu.be/sixDADVVnxA
The original theme tune was better: http://www.youtube.com/watch?v=AK5jyVCdXwc
Starring Steve McQueen and a cast of exciting young people!
Also, something to avoid an off-topic infraction:
How to kill “The Blob”: 5 Arrow Carts, the answer is 5 Arrow Carts
This person is correct.
When defending, you need to spend a fortune on siege weapons to beat huge numbers of attackers. This is a flaw because
- if there are fewer people defending then the cost-of-siege-per-attendee is much higher for the defenders than for the attackers,
- the attackers can simply move to another gate/wall to avoid the siege-fire and then the defenders have to pay a fortune again,
- siege disappears after 30 minutes, so the whole “pay-to-defend” thing is really off-putting because there’s no point building siege on the off-chance that the enemy attack that specific gate/wall within that timespan.
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There’s not much water left in WvW Just saying.
I don’t agree with Sly much, but in this instance he’s correct.
We’ve been discussing this a lot recently and we agree that something needs to change. When we have a change that we are ready to talk about we’ll make sure to make it known to everyone.
Heaven forbid there is an epic battle that delays the megablob karmatrain!
I don’t think it’s elitist if you limit the number of lowbies you carry with you to one or two. Any more than that and you’re very much endangering your chances of success.
Thanks for sharing. Can you, or others, give some examples of items that formerly were offered that you’d like to see again? I’m happy to take your ideas to the dev team!
Thanks.
Scarlet’s Spaulders and Scarlet’s Gloves were briefly available during an aborted “event” late last year. I have some tokens towards them saved up, but never got enough to purchase.
Doing nothing is all very well, but John Smith’s inaction means;
- prohibitively expensive upgrades in WvW
- the work of developers is reduntant because people don’t use (camp) upgrades
The fact that this isn’t being addressed is seen by WvW players as apathy on the part of the developers and thus Arenanet’s reputation is further damaged.
Frankly, I’m not surprised that Arenanet have developed vast swathes of wasted content: their philosophy of emphasising play-it-once story content is mind-boggling!
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I fear we’re all wasting our time here. Lest we forget, here is what the PvP forum looks like at the moment.
I look forward to the WvW forum having this much developer attention after the upcoming WvW patch!
Warrior is unquestionably OP atm. Just learn it.
When they tried this last time, enough people complained here to stop them. It could happen again, if anybody cared anymore.
This year we have seen many improvements to the game, not least in terms of loot etc.
While we have seen a some new dungeon-style content, the old dungeons have been continually improved by Robert Hrouda and his manservant. Sadly, while the great, old skins are still available at exotic level, crafting and world boss loot is moving on to ascended level. I wonder if ascended stuff will become available for dungeon tokens at some point and whether this point will be when ascended armour arrives?