Commander- (Hero)
(edited by Cheeky.1830)
1. Server population imbalance
2. WvW rewards vs PVE rewards
3. Buff bonuses ( outmanned vs bloodlust) possibly flip flop to make outmanned more of an advantage to even the battles.
4. Alt-friendly WvW ranks
5. More rewards for doing thankless job of escorting yaks, defense, etc. vs zerg training
6. Claimer, supervisor, sentry scaling per amount of people in the area, like in PVE (thinking this might be the better way to stop zerg training and help the smaller havocs as well)
7. Raid groups for guilds instead of just a group of 5
8. Certain amount of achievements to obtain commander icon
9. Different color commander icons per map
10. Skill lag!
11. Different map for each server so as to give them their own “homefield advantage”
12. GvG should not be in WvW imo, possibly make a map that’s open battle and guilds use influence to open it for x amount of time and invite other guilds to their map
13. Class balance
14. Rally function in WvW, some rally mechanics are unfair compared to others ( i.e. ele can mist through doors in down state yet mesmer must have a target to do anything, there fore against a thief other mesmer that’s invisible their down state is useless.)
15. Stomping while invisible
16.Would like to see and wp timer on downed player ( i.e. instant wp to spawn if dead for 60 seconds)
17. This list could keep going, ty for at least taking suggestions
(edited by Cheeky.1830)
1. More focus on skirmish aspect of WvW.
2. Zerg vs roam reward balance.
3. Resolve the lag when large groups fight in and near buildings.
4. Balance the current meta better.
5. Better group utilities; group size, multiple target functionality, better party representation on minimap.
6. WvW vs PvE reward balance.
I would love to see an honest post where we get told tha:
-balancing never is going to be happening for WvW, but only for tPvP
-that skilllag is not possible to be fixed
-that there never will be an incentive for skilled play instead of zerging (“casualfriendlyness”)
-that Wvw will never be prioritized content
-the hardware is at its limit and no improvements are to be expected regarding performance
Because I know all of them are true and admitting all this would actually bring new trust into this relationship.
1) Server population imbalances
2) Remove/increase the 5 targets limit
3) Leagues
(edited by Belorn.2659)
1. Mechanics that discourage using more than one character (WXP levels, time-gated BiS gear)
2. Skill lag
3. Reporting exploiters
(edited by Ikaros.7812)
1: Siege warfare is far too underdeveloped.
2: Professions must be more balanced (es. ranger usefulness vs other profs. and its broken pet mechanics in wvw).
3: Zerging effectiveness must be limited.
1. Would love to see new additions to commander title, some maybe new badges for ‘’guild raids’’ but only for people who bought commander title, so that commander icon is only visible to guild members.
2. Better rewards, and please put better rewards for defending, as now days when you flip tower you get champ box, but if you manage to defend it 1h+ you get nothing.
3. In EB, please remove the advantage of red Keep that it’s the only keep manageable to treb Stonemist.
1) Server lag
2) New tools for the commander system (guild only tags, different tag colors, ability to set a “party leader” icon, and not have to use the targeting reticle)
3) New maps
1.) New maps
2.) More than 4 maps
3.) Ever thought of just tossing the server vs sever aspect and combining all WvW players into one “world”, split among 3 factions? Increase the number of maps as necessary to accommodate every current player + room for expansion, something along the lines of the current PvE world map size.
My list
1. Severe lack of defensive options: When Golems were let onto the trading post it made WvW so zerg orientated that defense is now almost impossible outside of keeps. We need more then just arrow carts or dozens of plague users to fight zergs. You can either remove golems of the TP or give us some new defensive siege. An EMP would be nice or siege razors shield maybe. Maybe add a speed boost to the outmanned buff when at home (not eternal or enemy borderlands) or scale up the champs as more stuff gets taken. Give us a chance to fightback
2. More map diversity: I’m not asking for 110 different server maps or whatever it is because that is unrealistic. However something simple like say giving each borderland a different theme (Same map as current but 1 use Desert textures, 1 is covered in snow and 1 uses field of ruins textures) and adding an urban eternal battle ground which would cycle biweekly with the current eternal battleground.
3. Better rewards: at a very minimum get rid of spikes and needle’s and guarantee either a lootbag or weapondrop or maybe throw in t6 mats. Just make it a tad more profitable please XD
That’s my 3
For WvW:
1.) Population & Coverage Imbalances
2.) New Maps!
3.) Commander Icons should do a lot more
4.) Fix the most common “hacks”; if someone using 2 screens can shoot an Arrow Cart into the Lord’s Room of Bay Keep, then everyone should be able to do it. Or preferably, no one should be able to to.
1. Zerging being favored by every aspect of the game
2. Zerging being favored by every aspect of the game
3. Coverage Wars / Population Issues making PPT unimportant to most servers
1) Leaderboard for Guild’s activity (like… that Guild is the most things get… killing ppl/take tower/keeps/etc)
2) Remove all puzzle’s/skrit/centaurs from BL
3) Acount Bound WvW Rank (So I can use more characters and not be restricted to just one.)
1. Clarification on ANets stance where they see WvW heading. ANet’s general philosophy for the future of the game mode, not only ingame, but positioned in the general MMO landscape
2a. Leagues & server stacking. Why nothing is being done to counteract it. How ANet imagines there to be a fair competition with it. It’s like letting a 15 man team in football play against a 6 man team. It just does not work.
2b. ANet’s stance and steps against the 100 man blobs + Omega golem rush meta
(edited by Jamais vu.5284)
1. Permanent content: An exhausting amount of time and effort is put into Living Story content. It’s available for such a short period of time and then it disappears into the mists. Please afford me the opportunity to revisit the things I’ve enjoyed so much.
2. Dual Trait / Armor Sets: As important in PvE as it is in WvW or SPvP… I change my play style based on my activity. Having to reallocate traits to the same few types I use is tedious. Along with changing roles comes changing gear to better suit the current trait allocation.
3. Instanced Large Scale Events: World boss fights are incredible. Some are exceptionally challenging and require a great deal of coordination (i.e. Tequatl). It only takes one person to kitten their pants, though, and everyone participating in the event has to wear diapers. In fairness, the players that want to put forth the effort to tackle tougher objectives deserve the opportunity to segregate themselves from those that choose to go AFK or otherwise fail to be productive.
4. More Strategy / Tactics: The Living Story dungeons that introduced fight mechanics as the dungeon progressed were phenomenal! More of that, please. If I could play the dungeon from Flame & Frost repeatedly, I’d do it for unreasonable amounts of time.
5. Overflow Management System: The overflow system, in its current state, is a “bandaid”, at best. The district system used in GW1 would be a welcome addition to the game in lieu of how overflows are managed. Thanks for reading!
edit: added number 4
edit again…: added number 5
(edited by Phunkadelic.3462)
now your talking!
1) uneven matches (the #1 root cause of most WvW problems resides at the bottom of this topic!)
2) removing mechanisms which create unequal fights and worse empower the strong (bloodlust)
3) fixing/balancing downed state (eliminating teleporting, moving, cloaking, cloning, self rallying, etc)
4) balancing assault/defense (standing below a wall and attacking up is safer than standing on a wall and attacking down)
WvW
1. New types of goals for WvW (goals of killing or capturing a single NPC from the other server, torching other teams towns, pillaging their resources. Not just capture the area goals)
2. New types of resources only found in border areas of WvW that you could mine if your team had the area.
PVE
1. Player generated weapons. (Your own asura lab to put parts together in different orders to generate different weapons)
2. Permanent changes to the landscape with living world updates (I think this has started in kessex hills )
3. Better housing options with more user choice and reinstate Guild halls….
1. WvW ranks account bound. This makes it really difficult to choose to either rank up my main or use an alt that might be more fun at the time. I don’t believe players should have to choose between having fun and working on a main.
2: More class changes. The thing about this game that makes it so amazing is the depth of character builds. There are already a lot of skills but I feel more options should be added for characters. It’s been a long time since a skill has actually been added
3. PvE and WvW rewards. People that do PvE can get awesome items from things and special tokens from dungeons which allow awesome weapons and armor. I think WvW should have it’s own special kinds of armor and weapons that look just as great. I personally don’t play PvE nearly as much as WvW but I’d love to get special armor from playing WvW.
PLEASE make WvW ranks account bound! I would <3 you for ever
1) Population and server balance (decreasing number of players on each map by maybe 10% ; let WvW activity (like the total amount of hours spent in WvW each week by all players of the server combined) influence server transfer cost (or make transfers to low end servers free while a transfer to top servers is impossible) ; balancing rewards to get more ppl to play WvW (imo PvE just hands out rewards to easy.. stuff like reworking CoF p1 and increase difficulty of champion zerging might help)
2) Skill Lag (decreasing number of players on each map by maybe 10%)
3) Map Size (to small for the amount of players: decreasing number of players on each map by maybe 10% ; remove Waypoint Upgrade and replace it with something like a scout that informs the whole map as soon as a gate/wall gets below 90% ; increase map size/rearrange map to reduce amount of unused areas (like northern corners of borderlands))
(4)) Reduce amount of mobs (especially the aggressive ones), remove rally when killing such mobs
(5)) Massively increasing the rewards at the end of a match-up especially for the servers that made second and first place to reward winning (most ppl don’t care about the amount of points the server gets because zerging and PvD grant greatest rewards)
(edited by Hinado.6291)
1. Lowering the cost of upgrades and/or adding incentives to upgrade
2. Commander system
3. Server ranking system
1) Rewards / Progression: Specifically in regards to how it ties into individual contributions vs group contributions, WvWvW skill points, account vs character bound rewards, financial/gear gains and WvWvW league rewards.
2) Content Development: Specifically here referring to the generation of new maps and/or refactoring of existing maps
3) Tactics/Strategy: Specifically referring to gameplay that encourages/discourages aggregation of players (i.e. roaming zerg vs solo vs small group play).
(edited by Thedenofsin.7340)
1. Commander system (especially suppression)
2. Skill Lag
3. Balance (why all the condi meta/give me back my Pure of Voice qq)
1. Population Imbalance / Match-up Imbalance / Coverage Imbalance
2. Wxp and Alts
3. Commander Functionality
Here is my list:
1. Account bound WxP.
2. WvW specific balance for classes.
3. Harder to cap structures, especially upgraded ones.
So many things wrong in WvW that 3 items is just not enough and some shouldn’t even be mentioned, because ANet should have fixed them already. From things like account bound WxP which I can only ask myself “how was this not done in the first place”, to bugs that never got fixed or even worse, things that work in PvE, but not in WvW, because even copy/pasting code seems hard. Lackluster rewards, useless structure upgrades, PPT system that is only about coverage.
1) Alt Friendliness for WvW ranks…“single character progression” should be saved for storylines in PvE imo
2)New Maps
—Maguuma player with a level 80 in each profession…but why play more than one in WvW right now?
1. population imbalance
2 reward structure, rewards for wvw are really only good if you karma train,and even then don’t come close to pve rewards. you didn’t even include defense acheivements in the wvw league, you are actively encouraging people to never defend because there are no rewards for it and better rewards for just taking unmanned structures.
3 unique rewards for wvw
1. Skill Lag (especially on reset nights and during large battles). As a d/d elementalist, not being able to fire off skills in large fights is pretty much a death sentence, since my healing disappears, my cc disappears, and most of my evasion also disappears.
2. Zergs (especially full map 80+ person ones), and how to punish them into splitting up, or how to give smaller groups the tools to take them down.
3. Rewards compared to PvE. 2-3 hours of pve nets me more gold than ~30-40 of WvW on a good week, the disparity is insane.
1) Commander Functionality
Adding the ability to specialize the commander dorito based on offensive havoc, defensive havoc, defence, offence, possibly customize naming them. More utilization of the squad feature. Pinging feature which allows commander to outline his/her battleplan better on the minimap. RaidUI for squads and guilds.
2) Encouraging anti-blobbing – utilizing either newer wxp trait lines or newer additions/updates to bloodlust mechanics that encourages if not rewards groups to split up more and not blob in numbers over 35++. This ties in directly with skill lag which for all intents and purpose I believe is a hardware issue that can’t simply be solved short-term. Greater rewards for defence will pull some people away from blobs, more rewards for havoc and more features like bloodlust mechanics to encourage splitting up can further cut down the blob sizes.
3) Population Imbalance – merge servers.
If features such as greater tools and functionality for commanders and types of commanders with a comprehensive squad or raidui are combined with a philosophy to encourage groups to be efficient more so in the 1- 35 man group sizes as compared to 40-80 man blobs – then the game will start moving in a much better direction than it currently is .
1) Commanders need a serious overhaul of their raid system
2) Each server should have a unique map instead of all three sharing the same thing. I get the idea behind keeping things balanced but it gets stale quick.
3) Everything in World vs World needs to reward you or needs to be removed. There is no reason to do certain things out there if we just end up spending money with no return.
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