- But looking at previous rankings: Would it not have been better to link two more DE servers together? Abaddon’s Mouth and Dzagonur? Or is the population on these 2 servers so high that linking wasn’t a good option?
- More in general: Are the DE servers so popular, and is GW2 so popular in German speaking countries, that they can fill 6 servers? While the rest of Europe (not speaking German, French or Spanish) only fill 8 servers (or server pairings)? I know for a fact that some German/French/Spanish speaking players are on an EN server. I just have to look at the officers of my guild and I see proof for all three languages of this.
Merging DE servers gather so many nightcappers in one place that they reach critical mass and cause spontanious fusion, wiping out half the planet.
So “better” is a relative term.
A three-page demonstration of why being a game developer sucks.
Not sure about everyone else but I was taught to be careful of what one asks for…
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
Reminder that a thread full of ‘Rangers’ demanded that this skill become a trap when they were doing the reworks and just ignored the posters pointing out all the problems that it ended up causing.
Flullball.8307, please delete your negative, unhelpful posts.
I think fluff’s post is very accurate, which is fine. This is obviously a troll thread designed to infuriate people, right? I mean, there is no Meta Condi faceroll Druid build on MetaBattle. Non of the meta builds that uses SoS are condi in any way.
Some of us will run the Druid version of the old SW/T A/D build (for nostalgic reasons) using the new amulets, but it is weak in many ways and is not on MetaBattle for good reason. So, yeah, this is a troll thread.
Edit:
I mean it should be obvious a reaper, burn guard, shatter mesmer, would eat you up and spit you out. You only have one decent condi removal ability and relatively low HP pool.
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons
(edited by Archon.6480)
It’s not clear by your post if you mean me or Rodzynald is not being constructive. If you mean me, then you’re out of the loop. The ranger forum has a constant flood of people who play other professions coming here posing as rangers and posting utter nonsense like this. “Oh ranger is so easy, I mean I love it since I’m a ranger but I don’t think I should be able to solo 4 other players at once.”
These types of posts are just people who play necro or something and got killed by a ranger, and it’s absolutely infuriating to see this kind of crap spammed in every 5th thread. REALLY annoying and really brings down the whole forum when people do this and mods let it go.
Can’t wait for all the old threads about how horrible the alpine BL’s are come back.
Editing this to be less inherintly negative:
Most of the things that people seem to think were so great in the alpine borderlands. I have memories that tell me they weren’t that awesome.
Roaming felt meaningless much of the time. Just as much as it does now. But instead there was alot more risk for the roamer in question. If a zerg wanted to chase you down and you were in combat? You were dead. End of story. (unless you could stealth for long periods of time). Atleast the desert borderlands gave ENOUGH exits to any given situation that you could get away from a group.
Also when it came to defending objectives. The only classes that are actually gonna have an easier time here will be the melee train.
Does NO ONE remember trying to defend a wall only to get pushed off by dozens of aoes? Or by continuous arrow cart spam?
In fire keep if someone tries that I can go up onto teh ramparts and shoot down from there. Be they arrows or fireballs. I could still contribute to the defense. One thing I am NOT Looking forward to with the return of alpine borderlands is the days of “well your less useless in open field but once we get behind walls you might as well just wait outside. Youl hurt our team less than when you rally the enemy during a wall push.”
It was also possible for one or two people to completley shut down the entire borderlands for the defending team. Does anyone remember the days where two or maybe even only one condi thief simply stopped all supply generation for a map? With the new upgrade system escorting yaks is gonna be even more mandatory than it was. Simply because all of the yak travel paths are so EASY to intercept.
When it comes to towers its as I said in my original form. Itl go from 2 people being bored pressing 2 repeatedly. To four. As with the new shield generators theres just gonna be 2 more people stuck on a wall than there was previously. Whichever side has the more numbers will be able to destroy the other teams siege. And the other team wont have anything they can do about it.
I am not convinced the old BLs are gonna be an improvement. I may be wrong. And ill keep an open mind going into it. But nearly EVERY good memory I have of the old BLs ultimately has a bad one with it.
And I would like to reiterate what I said in the first version. The roaming fights I might as well have gone to the PvP maps for. Fighting the same people on the same type of terrain over and over again wasn’t interesting after the sixth month of it. Especially when one of the biggest deciding factors was “Is he running condi food or not”
(edited by Shadelang.3012)
As a staunchly small-team/solo player, I vehemently disagree with the statement that Alpine is better than desert for my playstyle. However, since I doubt I can convince anyone otherwise with mere talk, would people mind condensing their complaints so that I can investigate them and, perhaps, bring numbers into it?
For example, I see people complaining about the distance between camps and objectives As someone who spent (and still spends) a lot of time putting up solo catas on objectives, I haven’t noticed much difference. Thus, I’m going to go time myself moving between camps and objectives and then compare those times with videos of Alpine or myself on Alpine once it returns.
Constructive complaints are great—they lead to improvement. However, it irks me when things aren’t true…so I intend to put the debate to rest, one way or the other.
Do you still not understand, we don’t hate that there is a new map, we hate that the dbl is a BAD MAP. Of course after 3 years people are going to want something new, and some changes. Of course things were stale in wvw with the same match ups, lack of tournaments and any meaningful updates. If the Dbl was a good map that catered to peoples playstyles, there would be no issue, and people would not be leaving the game or avoiding that map like the plague.
The old Alpine maps were also bad maps, just we did not have anything to compare them against.
I personally do not know anyone who quit WvW because of the new maps, instead I know a lot of people who did quit WvW for various other reasons like guilds getting robbed from their upgrades and forced into endless PvE hell to get those back. Or horrible class/skill balance. Or non-existing rewards in WvW, again forcing everyone into horrible HoT PvE maps.
The problem of population balance between servers, problems with stupid scoring that rewards non-fighting servers, these existed long before HoT and new maps. And none of these has been solved. New maps were just last piece among all these things are, were and will be wrong with WvW, a lot of people were just waiting out the HoT for months hoping something would get fixed. But nothing was fixed. So they left.
It is irrelevant if you or me or someone else likes the map design. Maps are not main reason nobody wants to play WvW anymore. And so, demanding to restore old maps is also waste of time and money and will gain nothing to bring players back to WvW since they never left because of the maps.
A lot of basics for WvW has to be changed. Scoring. Population. Skills. Etc etc. It does not matter what kind of maps are used, if there is no players they all remain empty. And there wont be any players without fixing real problems.
WvW was already losing people because it was stale. Scraping the DBL and putting back in the ABL would just re-introduce something people were already tired of…
Exactly.
I guess not many people have been hanging in the forum long enough but before the HoT one of the most complained theme in WvW forum was how bad Alpine maps are, how we absolutely need new maps to bring more players into WvW.
There is a lot of people who do not understand much about map design and just keep posting about bringing old Alpine maps back because they remember times when there was more players in WvW.
New maps or old maps, they both pointless when there is no players to fight. And the reason players left WvW is not because of new maps (or it contributed very little). WvW was already fairly dead before HoT and none of the actual changes needed to save it were implemented with HoT.
Yes, they have to fix the scoring first or there wont be any point fighting over any objectives no matter which map you in.
Yes, they have to fix population unbalance or the matches will remain boring zergfest and winning remains pointless.
Once these major things have been settled you can start to argue about what sort of map design is best. Both scoring and population changes will be very-very painful and lots of people will hate every change Anet will propose. But these have to be done first.
Instead of picking pointless and irrelevant stuff from forum or reddit and waste time and effort on these changes to map rotation, we need Anet to grow a pair of balls and step up with clear vision about WvW as gamemode. All I see is Anet trying to please most vocal complainers without any word about the actual future of WvW.
DBL does not encourage fighting. To big and to many paths that you can use to avoid fights. Then you have all of the barricades in the middle of the map that force you to the outside. On the west side of the map you have 4 paths that you can take to get north and the same amount on the east side. We got a map as complex as the HoT map. Its nice in pve since you are willing to explore a bit but in pvp you are looking for enemies and objectives to take.
Alpine Bl is more open and its easier to see enemies at max distance so you can determine do I want to fight a 1v2 or can I link up with the green dot and fight a 2v2. Alpine Bl was getting stale everyone want something new. I still avoided the events in the middle of Alpine bl the ruins which only helped the bigger server. The old krait island was a treb spot but Zergs avoid the lake and stuck to the outside most of the time.
The point is you need choke points when dealing with a mindless blob (it is not a zerg as a zerg actually sometimes does think ).
The Alpine BL’s, as I said, were terrible maps. They were poorly thought out, just like EBG is (but that is another topic). They were what actually made zerging possible. People complained about the mass blobs continually on the ABL’s.
I did hate the desert BL’s until I learned the ins and outs of them and then I learned to really appreciate them. They need tweaks is all.
Somehow, people are really convinced that the ABL were full prior to the expansion. Like… they somehow missed the idea that it was in a steady decline.
The issue is that the HOT expansion took a large chunk of those that normally WvW and redirected them away for a time. This gave the impression that the DBL was empty, especially due to its size. This spiraled out of control in perception. Perception is everything. It was perceived that the DBL was the reason that WvW was dying because people forget that WvW was dying, prior. So people huddled up on EB, because it was safe and comfortable.
Even though the DBL was literally built by the groups that now didn’t support it. Thats right, When the WvW team did the Adopt-a-dev program, people asked for more choke points, more items for smaller groups to take. To break up zergs, something to draw in new players, more tactical maps… The new BL has all that.
Its biggest flaw, and something we didn’t ask for was size and verticality. Part of me feels like, the original intent was also to condense servers (more people per square inch) and leave open the ability to glide at a future date on the new Bl’s. The problem is that didn’t get addressed in time as all of HoT’s resources seemed to go into mainly PvE. I also have to question why, like so many others I know, I really felt like HoT was pushed out the door super fast.
To be honest I really expected to wait till the end of the year and would of gladly waited if some of the things we wanted in WvW had gotten addressed.
You all don’t realize what a huge undertaking building new WvW maps are and my biggest fear is that reverting these maps means very little new things in WvW in the future. Which is scary. I am thinking of the long term here, not the short term gratification of oh the old maps are back look how easy it is again for me.
Fast forward 1 month. The old maps are so boring, I am going to go play some other game.
I can’t imagine the new maps being reverted, they are absolutely amazing. I honestly think people have not given them a shot, the mob decided early on that the rewards weren’t worth the effort of learning the map, and now the mob is rallying to destroy the maps altogether. I say increase the rewards and entice people to play the maps more. Make the guild buffs more attainable which will add all new dynamics to the game. The maps are so masterfully made and routes planned out, going back to the boring rolling hills of the Alpine maps will be such a letdown. Please, please don’t throw them away at the whims of the majority.
1. Please do not design by simple tabulation of player feedback.
What players are asking for with Alpine IMHO is to set free the fight lanes of DBL and increase ease of access to those lanes. Alpine suffered from not enough chokes on immediate approaches to objectives that would break up zergs. DBL puts too much of a maze in the fight lanes (garri->side keeps) between objectives. No one can see each other. You’d have to really fix both maps. Temple and Forest may be good examples of such design where there are relatively open fight lanes between capture points with immediate chokes around the points.
2. What do players mean when they say rewards?
I’m in favor of sPvP style personal rewards (in addition to current player loot bags) and exposition of an individual player’s contribution in WvW, like personal score in sPvP. Ricky’s also suggested ladders for different things since PvP players like to have something to brag about, like Top Silly Person ladder. I guess that would be analogous to Top Condition Remover in sPvP maybe. TBH even PvE players like to have those kinds of titles.
3. I would not have put skill balance above population balance, but I can see that skill balance would have much more immediate an impact in play experience. Make playing melee fun again.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
(edited by Chaba.5410)
After some thought, I think removing Desert Borderlands in favour of Alpine Borderlands could be a mistake.
People mainly want Alpine Borderlands because;
1. It’s smaller
2. It’s flatter
3. Not as many “extra events” as the flames and the oasis
Then there’s a lot of nostalgia going around for it too.
Alpine Borderlands is in no way a bad map, but neither truly is Desert Borderlands. What the new borderland needs is some changes in how you can take yourself around the map easier, and making it easier to navigate.
We have a new map, and while it has gotten bad reviews we shouldn’t chase it away. I know people want to chase it away because in the past, we knew ArenaNet didn’t touch WvW for a long, long time, so it’s better to have something we like, and remains unchanged, right?
Well, we have an opportunity here, and I think EVERYONE should get an objective view over this, actually take a thought to it instead of rushing your opinion because the rushed thought went down in the community.
Roll back it all, back to old Alpine Borderlands, or save Desert Borderlands, in hope MO’b & Co tweaks it to a more fitting map?
From my perspective the Desert Borderlands are fine. But they heavily suffer from the low population currently. WvW population took a big hit with HoT, and I think the vast majority of the players who initally took a break from WvW did that because out of a sudden there was something to do in PvE again. Then the weekly reset changed on top of all that and what little common ground those WvW groups and guilds had was gone – and many WvW groups dissolved.
And then there’s learning a new map. As someone who almost exclusively played (Alpine) Borderlands, the passage ways on EBG are still confusing for me. And in a similar fashion, the Desert Borderlands aren’t overly confusing, they’re just unfamiliar. But naturally, the dedicated WvW folks (who didn’t leave for PvE) disliked the map at first (as you’d dislike anything that confuses you), identified that as the reason for the low population and built up their prejudice towards the map, instead of properly learning to play and maybe happen to like it.
So in my opinion, most people didn’t even give the Desert Borderlands a chance.
From my personal standpoint, reverting the map will not bring me back into WvW again. It might even put me off even more, because I’d see that as a step backwards. What WvW is lacking for me is purpose. To be motivated, I need goals, be it personal rewards I can work towards or server-wide goals, in the form of tournaments or seasons. An ever repeating weekly cycle, that may or may not change a placement on a meaningless leaderboard does not motivate me.
Where Gaile saw potential, I saw merely another thread for sideswipe grievances…but perhaps I can try to hope after all?
1.) Score Visibility
When players participate in any sort of large-scale activity, they want to either believe they made a difference or be rewarded in some way. With PvE bosses, the reward suffices—there isn’t much clamor for being able to tell who did how much damage and such so long as the quest is successful. In WvW there is no such reward and, even if there was, it would not perform as well under repeat since it could not be as varied as all the PvE rewards. Thus, players must have a sense of having contributed to feel good about spending time in WvW.
Right now, the best one can hope for is a nod from a fellow player. It is tricky to guage one’s personal impact and nearly impossible for a new player to do so. After all, there are no tips about how scoring works in WvW outside of the basic PPT—yak points were never put in. No matter how it is implemented, something of this nature is needed on both an individual and a guild level. It is not enough to gain WvW ranks, especially since those are largely invisible to the player and her allies.
2.) Siege Warfare
WvW is either a nominally passable siege warfare game mode or a terrible large scale PvP game mode. Since the large-scale PvP side is basically unsalvageable, it would make sense to tidy up the siege warfare—hopefully in a way that throws a bone to large scale PvP. It’s not a small problem, but I’ll hit the big points.
Defensive siege should not be so vulnerable to attack. It should be possible to completely overwhelm an enemy up to a short range away from the wall of a structure. That is, in fact, the point of a wall. Alone, it just slows enemies down—when it can be defended, it stops their progress entirely. Thus, it should be possible to build an AC inside that can protect the area right next to the wall. As long as the AC does not have much range beyond the walls, it is fine. In the same vein, Cannons and Oil must give better defensive advantages or deal more damage (has their damage been updated ever?). As of now, they are a nuisance—hardly worth killing unless someone tries to use them. They should be a serious threat. Gates, on the other hand, should be less durable to reward taking that risk.
If that is done, offensive siege will be pushed out to a perimeter where there can be actual interactions between offense and defense. It will still be possible to blitz an unguarded structure, but the right answer will not always be to throw catapults directly against the wall. Rather than showing up and building a multitude of catapults in hopes of beating defenders to the punch, they will have better success launching several smaller assaults on multiple objectives or at multiple points on a single objective. Of course, they can still blob up and siege a single objective more quickly, but they would no longer have nigh guaranteed success due to pressuring defenders out of any chance to respond.
The goal is that servers learn to use diverse strategies depending on their opponent. Multi-pronged attacks would work well against ‘siege-humpers’ while blob supported siege would do well against servers that tend to mass up and push out to fight.
Finally, if ACs can be built out of reach in structures, they should have their hp reduced to a pittance. If a blob throws down an AC in the middle of a fight, they should have to protect it as part of their strategy. A single enemy should be able to pop it quickly if they break the lines. In short, siege should be best used against walls and other siege, not players.
3.) Balance
I don’t have much to say here because it doesn’t seem like this is just a WvW problem. However, there are some things that need special attention in WvW.
Stealth is far more powerful in the open fields and away from circles that need to be contested. So is mobility. Across all classes, these two things should be valued highly in WvW—either they must be toned down or other things must be weakened as a price.
Ranged damage is also contentious since it doesn’t mean the user is necessarily glass. Given how much larger the open areas in WvW are rather than PvP, classes that can make use of it have more room to work with and more time to needle their enemies down.
Ranged AoE, the maker of the pirate ship (space ship?) meta is probably the worst offender. It isn’t an issue in PvP because you never have 15 Necros/Eles out to kill you at once. In WvW, it makes for incredibly silly situations where there’s no right decision that involves engaging your enemies in a fight. AoE caps help, but that only pushes players to blob up as it is the only effective way to reduce damage.
More generally: Toughness needs to be a more useful stat. Condition Damage is probably unsalvageable (either you have anti-condi skills on or you don’t—basically you have to guess who’s going to pop up next) but that ship may have sailed. At the very least, try to find a way to reduce the binary nature of it…perhaps by changing the application method from a ‘avoid this one attack/spell or die’ situation. Repeated applications for less damage mean timing condi clears is meaningful without completely negating their damage output.
4.) Hacking.
There are some cases that are resolved quickly and others that go on for years. There is little argument to be made here. Whatever needs to happen to ban a hacker in days instead of months needs to happen.
5.) Guild Upgrades.
As of now, WvW players are being pressured into expanding their guilds into PvE/PvP in order to be able to WvW effectively. However, there’s no opposite push. Thus, the WvW players must effectively leech the efforts of the PvE/PvP players since they have no way of obtaining meaningful numbers useful things in WvW and do not make enough gold to contribute otherwise. Alternatively, they’re drawn out of WvW to grind PvE in the least interesting way possible.
I think the plan might be to get people interested in both PvE and WvW on a larger scale, but even if that happens there needs to be some benefit from WvW to balance the equation.
(edited by Sviel.7493)
Please post constructively to share your thoughts on this subject. Please post on topic and let’s make this really useful!
1. Map Urgency (macro environment that alters player behavior) - EOTM has 3 hour timer for scoring, GW1 alliance battles was designed where the team that reached 500 points 1st won the round, hence there’s an urgency present. A zerg of 20 captures a tower can only be in 1 spot while opposite team with 4 small groups attacking 4 different towers scores faster before round ends. This would involve timers which is subjective to design.
2. Team Tactics (commander & friends) - encourage squad tactics, enhance party/squad/lieutenant/commander UI/Usability (screenshot below example), the commander is not just a zerg head, but a tactician, other game systems gave commanders alot of tools such as marking on maps where to attack etc. The current “markers” are hidden away and barely gets used, it was a great feature, but needed a further push in terms of design.
3. Rewards ratio (scaling) - A team of 5 capturing a tower gets x3 points/rewards than a 20man zerg just as an example, combine this with #1 above would encourage squad tactics instead of just all zergs. What about 1 person scouts? Do they get rewards for scouting a zerg blob or tower that ensures the commander tactical decisions leading to victory?
4. Encourage team ups (User Interface/Experience) - Will players be encouraged to team up entering WvW? How do they join commanders after entering map? What if they wanted to join small 5 man parties instead? Where is the UI to support that? (screenshot below)
5. Class combinations - There needs to be a purpose to team combinations, else stale zerging will result. For example an ele that speed buffs, guardian that buff/empowers, warrior that tank the tower champ etc. Combinations can offset over-zerging as well. Combined with #2 and #3 above, every team member’s class/role within a 5 man party now matters when speed capturing a Tier 3 tower.
*Please refer to ‘GW1 Alliance battles’ and the reasons behind each detailed design decision, you guys nailed it years ago! All the designs were golden!
There are a lot of good points people have already touched on. Here are mine, which may be repeats:
1. DBL maps editing – they are already huge, but they feel even bigger because of the zig-zaggy routes you have to take to get anywhere safely (I have a guildie that hates the careful descents and just jumps off the cliff on purpose waiting for the rest of us to rez). There are no sneaky routes from enemy bl spawn; all 3 exits go within visual range of the camp or tower, making it too easy for spawn camping/troop movement reporting. Make towers matter to the keeps; there needs to be strategic advantage to holding the tower. Open 1 or 2 more ways to get to tower lords. Make the shrines matter to attackers as well. The white swords on an objective triggered by a guard chasing is too easy for roamers and stressful for defenders.
2. PvE content – If scribing is supposed to contribute mainly to WvW, then the scribing materials should drop readily in WvW, whether through player kills, rank up chests, and all events in WvW (defense, capture, escort). It truly is illogical to make WvW-focused guilds turn to PvE grind to get the materials for WvW. You could say they could just buy the materials on the trading company, but they don’t get enough gold from WvW; they’d have to spend money on gems or turn to PvE. The cost for max scribing currently is abhorrent to anybody but the big guilds.
3. Rewards – the extrinsic reward for winning the week is nothing. The rewards for ranking up are small. The rewards for events are negligible. Once you reach gold rank, there is very little purpose to ranks, except making you a target. I’d suggest giving participation rewards per week that depend on placement, wvw finisher rewards for certain ranks (just like pvp), and making leftover rank points into currency (for siege, traps, boosts, armor, weapons) or give the option to change them into Proof of Heroics (which ought to be account bound).
4. Server ranks – once whatever population solution is done, please mix up the matches every once in a month. One of the reasons (among many) why Tarnished Coast didn’t fight hard to stay in t1 is because it was tiresome to face the SAME KITTEN POODLE JERRYMOUSE TEENAGE MUTANT NINJA TURTLE players month after month after month. In t2 now, it is “refreshing” to face Dragonbrand, even though they are winning every week, because they do things differently than Sea of Sorrows….REFRESHING, I TELL YOU!
5. Transferring – since the only reason to switch servers is WvW, the cost for switching should be reduced by a lot (I would say 600 gems for an almost full server, free to a low population one). Transferring used to be also for more populated PvE maps, but the megaserver has taken care of the desolate maps, so PvE players have no reason to transfer. Remember, loot and gold acquisition in WvW is much lower than the other 2 game modes!
I’ll just say I think you’re all proving my point very valid within the thread itself alone. I come on to throw out some ideas and to seriously talk about help and support within the game and how we could possibly make some improvements to the environment for everybody. YET all I am met with is this, my point of the post; people in general being rather “nasty” (yes) towards me with no real reason for it.
Actually this post proves the point of the majority of people posting in this thread. You have an idea, people don’t agree with you that problem is serious and suddenly we’re a bad community. I didn’t bad mouth you. I didn’t threaten you. I disagree that the problem is as serious as you’re making it out to be.
You see that’s the problem with overstating your case or hyperbole. It’s harder to take seriously.
When my kid use to run in from outside like he’d amputated his arm, when in fact all he did was get a little scrape, I wouldn’t empower him by making him think he’s right. I’d tell him, look it’s just a little scrape it’ll feel better in a bit. You don’t have to let this get you down and most of the time they’d run back outside and play. They were exaagerating, perhaps for attention, or perhaps because they were a bit scared. Not because the scrape was that bad.
By admitting you used metaphors, if the metaphors don’t fit, it’ll be harder for people to take you seriously.
Which doesn’t mean you’re being attacked, and it doesn’t prove your point that the community is bad.
This has been on my mind for quiet sometime and with every patch I feel this has become a bigger and bigger issue. Bigger than those who complain about PvP or WvW or Raids or all combined!!!
The biased nature of the devs towards lack of Quaggan content. Categorically:
1. No Quaggan statues available for the guild hall. We have rams, monkeys, steam ogres, wyverns, but no Quaggans. Where are the Quaggans I ask? For those of you lore lovers, they were and are an integral part of the Pact. Are they not worthy enough for statues? Why should they not be preserved for ever in heroic poses. I demand and I know many others feel the same way that the dev’s need to focus their efforts on making Quaggan Statues available for guild halls AND be affordable.
a. Also they need to come in varying sizes.
2. Why is there no Quaggan rank in PvP? This is by far the most egregious of errors on the dev’s part. We have Dolyak rank, Tiger Rank, Bear Rank even and even the evil rank of Rabbit. But where in the world is our Quaggan Ranks? To be a Quaggan rank (this is directed at everyone who been saying on the forums that Quaggans are a lesser race) should be ABOVE (capitals intended) Dragon rank. Reasons for this as followed:
a. Quaggans helped take down Zhaitan AND Mordremoth ergo they are higher than Dragons.
b. Quaggans are NOT a lesser race.
c. There have been many instances of Quaggan bravery that everyone should aspire to.
i. When was the last time you saw a bear willingly go fight a dragon?
3. Quaggan race. As stated above some players are making cases for the Tengu to be the next race. Their logic is terribly flawed outside of the Dominion of winds being made already. Quaggans> Tengu. This is a fact of life, to doubt other would doubt the existence of elder dragons. Quaggans are the race we all strive to be, there are even instances, well documented instances of WvW players taking down zergs and chasing off attackers as Quaggans.
a. This is also the biggest reason why WvW has declined, the removal of the Quaggans from WvW ala the old lake has angered the player base and therefore must be rectified.
b. The little hideout on the BL of Quaggans shows proof the Dev’s understand that Quaggans must come back as a playable race.
4. Buyable NPCs for the Guild hall: QUAGGANS. Guild should be able to buy decorative citizens for their guild halls. We have miners after all and they should be able to have Quaggan residents. We should be able to provide shelter from the elder Dragons in our guild hall for residents of Tyria, primarily the Quaggans who have helped us!
These steps must be taken in order to preserve the player base. (I believe I hit everyone in this, WvWers, PvPers, Lore Buffs, Pvers)
Leader of ninja ops
forgetting the actual nerf for a minute, I find it oddly fascinating that Anet continues to nerf Ranger immediately, out of their normal balancing cycle, while letting other classes float for weeks/months/years with atrocious balancing issues. I think the record was the Heal as One nerf that took place 1 day after they buffed it.
As anyone ever seen another class consistently nerfed out of the balance cycle like this? Interesting to say the least..
Druid is the best thing to have happened to Ranger gameplay and viability vise.
Druid is not necessity for casual or daily content.
It’s been a spec we’ve been asking for for years and I believe people should realize this already. It makes me nauseous seeing how people keep hating stuff they themselves asked for.
We needed AoE CC, We needed team support, we needed damage modifiers, we needed sustain, we needed reliable pets and they gave them to us with 1 specialization!. (I don’t even know how did they manage this, frankly, seemed impossible to me)
The only thing I want now is get my stuff fixed. I don’t really need more stuff since we already received tools to compete in current meta. Top guilds already use 2 druids for a 10-men raid. Not to mention we are are useful even in PvP and even in current meta.
I feel disgusted by lies and developers’ attitude towards Ranger in general. Not the druid. Druid is all I could dream of.
Who are “real” WvW guilds?
PPT guilds? GvG guilds? Roaming guilds?
All of them.
Add in PvX guilds too. There’s also plenty of players who play WvW regularly or semi-regularly who are not members of <insert celebrity WvW guild here>. It shouldn’t be difficult to pull out of data which accounts spend time in WvW. And consider those accounts of the players who spend 8 hours a day or more scouting and putting up siege and defending? You know them, every server has them; the guys who you think are nuts for playing more than you. They were on before your raid started and they are still doing callouts when you are ending your raid. They probably have many more hours in WvW than the typical “real” WvW hardcore guild. Hehe.
But this is why it’s obvious Anet wants to make the game mode appeal to PvE players too.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
(edited by Chaba.5410)
Is there a worse trait anywhere in GW2 than Predator’s Instinct? This could be a fun mini-game in LA where you win a bag of masterwork gear for naming a worse trait.