(edited by Kerushi.7609)
1. New maps: perhaps we can use one of those open world maps and just add breakable gates on some of those structure already existed? 1 open world map is easily bigger than all 2 wvw maps combined.
2. Server lag, never mind skill lag, with the new changes to skill lag a dev talked about in his sticky, now I just gets outright DCed whenever there’s a large battle going on, at least with skill lag we are all on even ground. With the new server lag everything stops and I gets DC, log back on to find myself dead.
3. Commander tag, I think its about time to give them a bit more options other than just 2 buttons and 2 command lines.
1 – Skill lag.
2 – WvW exclusive weapon/armor skins.
3 – overhaul of the party system, WvW requires bigger parties (not commander squads). The kick function needs to be fixed asap.
[NOX] & [Coma] – Gunnar’s Hold.
1) WvW performance, i.e. skill lag
2) WvW incentives and progression, i.e. rewards, world xp (account bound!)
3) Guild functionality and incentives, i.e. GvG, in-WvW guild system with rewards for playing as a guild
1) Commander functionality
2) Guild Buff on structures and it’s functionality.
3) Length of Leagues, general Leagues issues.
1) Fixing the lag. Tell Level 3 and Verizon to fix their crap. Go bark at them.
2) Equipment / Badges. Ascended weapons and armour should be outright buyable with badges, nothing more.
3) Population imbalance.
4) Increasing overall player skill levels. Promote playing more skillfully, not mash 1 against champs or enemies 1/3rd their numbers.
1. an imunity timer for cc effects. like the first cc that hits you has the full effect, the second is reduced in duration for 50% and then you get a time ( 3-5 sec should be ok) where you cannot be cc’ed
2. remove the downstate from wvw. when you have way better skilled player on your side and face a 3x bigger enemy group its impossible to kill them. every time you down someone he is instantly rezzed by 5 ppl that you cannot bring down because of the ae cap. removing the downstate would effect both sides positive. the skilled player get rewarded and the “zerg” players get motivited to increase their skill, instead of 1 1 1 1 spamming, double dodge crap and bunkering. you only lern from defeates
3. remove the port points from the keeps. the maps are simply to small. you can run everywere within 2minutes.
Kodash
Stomp some Piken!
(edited by Coarr.3286)
1) Account Versatility (shared WvW ranks, story completion, fractal progression, etc).
2) Commander Functionality (improved squad benefits, chat suppression, etc).
3) Guild Functionality (inactive accounts, more permissions, better control, etc).
Blackgate | Knîghtmare [KnM] | Knights of the Temple [KnT] | Attuned [Att]
1) power creep and alts/ new players
up lvled players were essentially a free kill before you added ascended and WVW ranks, the disparity will be larger now and also affects 80s that lack ranks and ascended, i have scraped through 1v1 and 1v2 with 200 hp and less, i see no point playing against players that have at least a 10% stat advantage at all times, before even including ranks etc consider converting wvw to spvp or scrub gear so new players dont need to be free kills to the detriment of their server while trying to gear/ lvl up to play competitively.
2)rewards for defense/ support/control
if you run around healing/reviving people and dropping support/control fields you wont get any wvw exp/bags, neither will you guarding an empty tower that no one attacks
3)pop imbalance/ matching
atm there is a massive incentive for everyone to pile onto the few top tier servers, as a result lower pop servers have 0 chance of ever winning match ups and only ever acquire keeps when a server abandons them so they can get points for recapping it
1) Stealth completely imbalanced in WVW. Should be 4s revealed like in PVP.
2) Class imbalance. Everything is balanced around pvp, when wvw has far more stats and factors. More so, many traits like duhmfire are nerfed in pvp for being too strong but left as is in wvw. This is unfair and promoted bad builds. Like perplexity spam.
3) Lack of rewards. Ascended accessories not available with badges. No ascended backpieces. Player kills worse rewards than mob kills. Bags of loot contain too much pointless T5 mats.
- John Smith
1. Commander Functionality
2. WvW population/coverage disparities
3. Player tracking
A note on #3, as I’m probably the only one that will mention it:
It would be great to have a way for all players to know where people are on the current map. At the moment, only commanders are visible. I would also like guild groups and scouts to be able to have a way to communicate their location without using chat. A “scout tag” much like the commander tag would be nice. This would let both single strategically-minded players and large guild groups instantly know where they should be, and what’s happening where. There is often too much to be described just through chat, and it is confusing to try and keep track of everything happening on maps.
This is a simpler version of what I’d like to see available to commanders as part of a “commander functionality” improvement.
NSP – northernshiverpeaks.org
1.) server wvw population control.
2.)If no popululation control then make outmanned give a real bonus like 300 points to every stat. That way it’s easier to take on 1vx when outmanned.
3.)make wvw ascended ear trinkets cheaper. Why 40 laurels and 50 globs? Make them on par with rings and neck piece.
4.) Arrow carts should not be able to shoot into tunnels. How can arrows possibly penetrate through stone?
5.)Be able to use badges plus gold for sigils and runes.
Yea I kill People.
1. Server Population Imbalance, a big one here
2. WvW to PvE reward, I feel like Im discouraged from WvW because PvE holds better rewards, despite me working just as hard in a WvW field of combat, as PvE.
3. Make WvW account-wide. I mean seriously who wants to grind 300+ levels in WvW all over on a whole new character?
1. Improve the commander’s overall usefulness. If I were a commander (Sadly don’t have the 100 gold yet for the tag), I would like to place orders around the map that everyone could see, like ‘Attack here’, ‘Move here’, ‘Defend here’, etc. It would help the commander communicate to the rest of the server what his plan is. To help differentiate between multiple commanders on a server, you could have the commander tags/orders be color coded so you can tell who is issuing what order where. That would help greatly.
2. Re-balance siege. I find gates go down way too easily now with Flame Ram Masteries, golems, and only being able to upgrade it once. I know you have the pot of boiling oil and cannons, but those are often destroyed first. I know you can throw arrow carts down, but those are another thing that need to be reworked too since everyone spams ACs or so it would seem.
3. Re-work WvW ranks. I know why Supply Capacity was nerfed to the completely unviable state it is, but why would I put rank points into it when Guard Leech, the vitality boost, and being able to use siege more effectively are so much better than it? I guess what I’m trying to say is why would I invest 300 WvW rank points into carrying 15 supply around when I could simply pop a guild buff to do that? At least double it. That and I believe the last traits in Guard Killer and Guard Defender trees should only apply against guards, not players. Also, make WvW account bound so we don’t go from a rank 300 engineer to a rank 1 elementalist.
Here’s mine:
1) more ANET participation in game (especially with leagues and events like teq)
2) better guild management tools
3) more alt friendly
1. Consider the various elements of pvp that are present in wvw, that are absent in sPvP and tPvP beyond just siege. These boons/buffs might feel more balanced with a stronger come-back mechanic in outnumbered that would include buffs across the board, in supply, siege cost, even gate/wall HP.
2. A robust training area for walking new people through the various aspects of siege, the wxp lines, supply necessity, etc. before they can just queue a map. The intro videos are OK, but on the job training for a lot of wvw can lead to frustration on both sides.
3. A time-based retrograde score weighting, that accounts for the change in population of a server. This would allow for a more accurate week-to-week score of a server over time, as transfers and server coordination shift so much and so quickly. Any scores from 15 weeks ago backward would be multiplied by .5 and that number would increase to 5 weeks ago for a multiplier of 1.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
Yet another suggestion.
Regarding content. Water battles… dev’s have put some effort into developing underwater fighting, utilize this. Every time I mention “cannons on pirate ships” to other players, they get excited by the suggestion. Supply to build ships? “Yar”.
Perhaps introduce some carefully thought out missions. Escort champion, infiltrate camp/tower, blow up a bridge, etc. Some may argue this is PVE stuff, but if properly implemented, could provide more content then just taking the other guys tower, or defending yours.
1. Population Imbalance, we all just want good close matches with even teams, that needs to take priority over single server communities.
2. Guilds need meaning in WvW, emphasis on guilds, and alliances above server vs server could help with population imbalance.
3. More individual progression, unique wvw armors and skins, ascended level gear.
1. World rank/WXP account bound. Why is it character bound?
Why?
2. Revamp the wvw achievements.. srsly 500k stone mist defend? Who would have that dedication and time?
3. That LAG with a decent pc amd triple core 3.3 4gb ram 1 gb video and everything on lowest I still have lag in large zerg battles
- Class balance : make classes interesting for group/massive groups fight
Actually it’s more “ok let’s go warrior/guardians/ele/necros and maybe mesmers/engi…what? thief and ranger? for what?”
- Downed system : revisit this system to avoid insta rez of a zerg because on alt goes down….if you finish one guy then rez 1 another guy but not all the zerg…
- Structure defense : actually it’s so easy to get like 15/20 golems and destroy a full T3 structure if there is no scout sleeping in it…i remember the start of WvW where Golem was like a “omg he’s building a golem ! what the hell ! he must be rich !” Now it’s more : ok lets get 20 golems alphas and then 10 omega and we gonna crush every structures…
Ranger 80 – Warrior 80 – Mesmer 80 – Necromancer 80 – Guardian 80
1. Eliminating WvW Server population imbalance
2. Reworking Bloodlust Buff mechanics
3. Reward disparity between PvE and WvW
4. Improving Commander Utility
5. WXP system overhaul
6. PPT system overhaul
7. Disincentive Zergs
8. Camp/Tower/Keep/Castle Upgrade system overhaul
9. Map improvements
10. Class Balancing
Classes balanced specifically for WvW.
Balance the downed skills. It’s been a year and there are 3 skills.
Ability to salvage WvW gear (runes are stuck in them and you are forced to transmute them out).
Population/coverage issues.
Rally mechanics.
Reward balance (loot).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
1. Create new WvW map(s) and link them together so you can’t insta-spawn to a map(unless special upgrade done) like Borderland map server-> new map server -> EB. New map can have 1 buildable spawnoint. Then you need to travel to portal to EB and build a spawnpoint inside EB keep. (more need to defend/valueble to attack)
2. Commander abilities.
3. Population issues
WvW:
1) More emphasis on, and better rewards for, Defense and playing in even fights or outnumbered. Less rewards and benefits from zerging and PvDoor.
2) Better tools for organizing forces on a map, and all four maps, so that more complex overall server strategy can develop.
3) Consensual dueling areas in WvW maps that allow players to fight 1vs1 and others to spectate.
More alt friendliness through the whole game
1: be able to kick offlines from party
2: multy level commandering
3: account bound wxp
+1: body block as in gw1
Just the WvW
R3200+
easy fix for WvW. reduce the number of players per server per map by virtue of the difference in rank between the top and the bottom server of a match up. make it 5 players reduction per rank difference . for example if the match up consist of the server of rank 6,9 and 13, the number of players reduce per server per map is by (13-6)x5 = 7×5 = 35. so if previously each server can field 100 player max per BL, it is now reduced by 35, making it 65 players from each server per BL. this will help the weeker server a bit.
or you could also reduce the player cap by tier difference, make it 20 player reduction per tier difference.
not sure if anet have the expertise to do that…..
Archeage = Farmville with PK
(edited by azizul.8469)
1) Scoring system. There needs to be a way to keep the matches more competitive, and less reliant on who can muster 40 people first in off hour coverage. I understand that numbers will win, but right now leagues will not be competitive if only a few servers can actually win. Gotta fix this.
2) Leagues. The idea of leagues is great, but so far the implementation of it has fractured the communities on serveral servers. The population imbalances and the current scoring system have made the idea of leagues less attractive, because most servers know that they can’t compete. I would love to see some changes before season 2, that would make leagues be an actual competition. I know that is a very hard thing for you to do, designing something with so many variables as WvW, to be balanced enough for 9 servers to be able to win against each other, is a very hard task.
3) New maps. I love WvW, it is fun and an excellent break from PvE, which gets really stale after running the same dungeons dozens of times. But, we do need some new maps, some different scenery. Would love for each season of leagues to rotate between maps. I know that would be difficult, so I won’t hold my breath.
All in all, I love WvW, and keep up the good work. I appreciate all the changes you make, whether they have been good or bad. It is a hard job to please people, and you wont please everyone. Just keep making a good game.
1. Match Imbalance (blow out matches, points snowballing, morale snowballing, how sheer numbers has little counter, etc.)
2. Defending vs. Attacking
3. Lack of attention to WvW-specific class balance
I think evening out server population shouldn’t be our focus. As long as there’s a reason to ‘be on the right server’ people will transfer and the problem will repeat itself. Solution should come from within the WvW game mode. (also, encouraging server transfers to fix a game issue is not the nicest thing to do, and it’s very damaging to the community)
1. Everyone is a Warrior or Guardian
2. Skill Lag
3. Everyone is a Warrior or Guardian
4. Skill Lag
1.) Performance: Skill Lag
2.) Performance: FPS Drops
3.) Commander functionality, e.g. the comm. should be able to see the whole Squad in his UI (Check for Example Warhammer with the Squared Add-On)
4.) Rewards in Terms of Ascendend Items and Ascendend Materials. The mechanic how Emp. St. and Dragonite drops is unfair as only damage to the lord counts, if you help in other ways to capture the object you get nothing
5.) Population Balancing and Dezerging the players