Haha good teams this week. Rank 1 server + two other servers vs rank 7 and rank 8 servers. Anet have probably hired some troll who just try to kitten everybody off.
Well its working for them, isnt it lol?
Same matchup as last week. Both Baruch and Kodash gained a rank (8->7, 9->8) while it will probably make FSP loose the 1 spot no matter how much we dominate.
Unfortunetly FSP lost the matchup that would have been interesting. Oh well. It was fun the 1 minute it lasted.
The approach to sieging any given objective is incredibly static. The best decision is usually proxy catas that take advantage of the diagonal wall hitbox glitch—that is, the one that lets them ‘hit’ walls by hitting well below them. Meanwhile, the best defense is to wait inside until the wall falls and then attempt to fight in the lord’s room or some other choke—attempting to keep the wall up is just a waste of supply. If you happen to be outnumbered in that engagement, you can buy a bit of time with suicide disables but otherwise are at the mercy of wherever your group is. Splitting up to defend is not feasible unless you can win lopsided fights consistently.
Furthermore, since invaders can hit through platforms by using AoE on the bottom, they can hit the defenders without line of sight. A similar issue exists with walls but everyone knows that already. Meanwhile, a defender must risk being pulled or bombed just to get in position to use a skill. The result is that walls are of no use in defense except for buying a bit of time. Functionally, they are the same as making the invaders talk to an NPC that the opens some gate after a moment or two—there’s precious little interaction between offense and defense.
After getting through all that, the invaders may find that they’re facing a room full of arrow carts. Their best choice for dealing with it—a ballista—has been rendered fairly ineffective by the long-ago range nerf on ballis (for dubious reasons) and the fact that, despite being hit-scan, the balli is the only siege that requires a target to fire.
To be fair, this is hardly a standalone issue. Combat is a mess. Scoring is a mess (though the recent change seems great so far). Various glitches and lag abound. On the bright side, with skirmishes, there’s more incentive to play after the weekend. Now, if siegeplay gets cleaned up, there may be more incentive to play when you’re not the biggest zerg around.
The new system has done squat to change things. Servers who are gigantic and have massive coverage are still rolling over the smaller servers. And this server matching crap isn’t working either. Until they completely stop people from being able to transfer from one server to another period, WvW will remain broken.
I think;
- the new scoring system is far better than the old one.
- the server linking system should be re-done in order to promote “fair chance at first place” as opposed to “good matches.” (which is what they said it was currently for here).
- there should be a limit on transfers. People moving around at-will can cause huge matchup issues because the links are for such a lengthy period.
IMO you should only be able to transfer once every 3 months, and reset your entire WvW guildhall stuff everytime you do. Transferring should be a serious decision that isn’t easy to back out of, instead of a “Oh I transferred for a week and don’t like this place, so let me transfer again.”
Not convinced it has done anything but make the scores look closer. Id be interested to see the results of skirmish scoring versus old method – I could be wrong.
Not just closer, it makes all the time zones important instead of just one. Say you have a strong SEA but a weak NA. Before the SEA could carry you to victory for 8 hours and throw you back into the lead. Now, most it can do is close the gap, it cannot bypass it, for that is only 4 out of 12 skirmishes.
It’s a fair way of balancing some of the timezone coverage problems and the hopelessness feeling people usually feel by the end of Sunday night due to score differences. You see a 50k point difference, you’re not likely to keep trying. You see a 12 point difference due to VP, you’re more likely to keep pushing since you can still come back from this. It’ll also encourage servers to stop stacking one timezone and start branching out so they can stay competitive.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
The rage one single key can cause, hilarious.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
you forgot to drop the mic
Oh noes world has come to an end, deso soon won’t be in tier1 anymore!!!!!!
Seriously shut up already with it, we on the bottom really take it as an insult and you only make a fool of yourself….
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
I feel skirmishes favor Divide-and-Conquer over Karma-Train-Omniblob. Wish was what WvW should have been about in the first place…
WvW Rank 337 (Bronze Soldier) – PvP Rank 33 (Wolf) – 3,2k Achievment Points
Mërcenaries [Sold] – Borlis Pass (Also known as Jeknar.6184)
The point of this change IMHO is NOT to change the outcome of any matches.
The point of this change is, no matter when you login or what the weekly scores are, you can push to win the current 2 hr skirmish.
That is all. It is not some all encompassing fix. It is meant to give some meaning to your efforts and give people who need it, something to point at on the scoreboard.
People who play for weekly wins can, people who play for fights can. Further scoring changes to follow.
Good luck enjoy the game.
Anet do what ever they consider good for us, but let me ask:
Did you sent staff to the WvW world to check the number of players playing?
Did you exclude the PvE players before linking servers?that is the question, did you? Seems like you didnt. If you did, you wont link FSP with 2 servers.
Atm, FSP has 100+ q to EBG, 30 aprox to each BL, that is how SFR looks year ago, when the players still playing WvW… You just made FSP unbalanced, and more imbalanced population.
Fun fact: If deso hadnt been in the matchup but rather someone with tons of peeps (like say the french), FSP would probably have come dead last. We have also had a nearly uncontested red border (ie DBL) for two weeks, being about +40ish in “free” PPT above the rest. When all the guilds (new and old) are out in force you wont see a single open border tag above 10 people, because there is no room on the borders. GG trying to fight a 50 man with 10 peeps because 2 guilds are taking turns scrimming and another is AFK in spawn – and you still got a 20 man queue.
The next week will be interesting to see.
Anet: “Let me consult our PvE class balance team, 1 sec”
Anet: “Nope, they said they are happy with how boonsharing works atm, it works great in PvE & raids”
Another reason why Devs don’t like necromancers
no blocks, invuln or evades
if somebody decides to focus you and use their 20 second invulnerable rotation on you, as a necromancer, you either die or you wurm or you die. you can’t do anything about it.
You popped your heal
You popped DS
You used everything just to survive that span of burst damage. Afterward they just kill you anyways because you have nothing left.
Why did Anet design the necromancers this way?
Can I get a legitimate answer. Like a legitimate reason as to why necromancers are designed as being perfect focus fire?
Probably the answer will look something like “conditions conditions bler bleh”
ANET gets fooled by the players all the time. BG has been doing it for years.
BG pretends to to stop playing every few weeks so they can open up the server and overstack it some more. ANET falls for it ever single time. BG isn’t the only server (see TC or the shi… alliance) that does it but they are the worst offender.
If ANET would stop getting fooled things would even out over time, but that isn’t going to happen. ANET will continue to be played and fooled and WvW will continue to be a mess of garbage overstacked servers and empty ghost towns.
ANET only has themselves to blame.
I really like having one desert BL in the mix. Although I love the alpine maps and would choose them if I had to make a choice, it’s really nice to be able to play 1 desert BL map in the mix. I think having one desert BL is the perfect amount. You can play it if you like. I’m sure some people will get annoyed when it’s their turn to have it as their home BL, but they can stick to the other maps for those matches. As long as the desert map is being rotated fairly between teams I think it’s great. Nice job, ArenaNet! (I know you don’t always hear that in the forums)
Oh man, let it go. There was a vote, people went for both maps (probably in recognition that it gave everybody the opportunity to play the maps they like).
If nothing else, at least Anet can collect data on map popularity to compare with how people voted. Think of it like an old school taste test for wvw.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
The problem with Flax Fibres is the fact that WvW players need them the most and have no reasonable way of getting them in their game mode.
WvW players suggested the cost of Supply Sacks to go down to 6 (or 4) when Anet tweaked Scribing in April – which they have not done (nothing WvW related really was fixed concerning Scribing; same applies to the Cost of 3000 Badges of Honour for a Mist statue).WvW players need a War Supply Track that replaces the Boxes 5, 15, 25, 35 & 40 from the Hero Weapon track with Greater Boxes of War supplies (2 Supply Sacks, 1 random T6 fine mat, one Exotic backpack, 20 Badges of Honour + 2 Clovers for the final box)
This is a good idea. Hope the WvW devs pick up on it
yeah that is kinda dumb that its main usage is wvw but its main method of acquisition is pve. reward track definitely seems like the right way to go to fix that though
Shoutout to my brothers and sister at the Hold getting severely punished in hell
Appreciated!
Fsp is one of the most populated servers in EU and they need 2 linked servers? Seriously they are in 2nd place right now….with 2 servers o.O Anet what are you thinking?
You let wvw die in past 4 years and now you are destroying it completely. This situation just shows that you don’t know what you are doing.
Thanks god WoW : Legion and the others games are coming out. I don’t even know why am I playing this one o.O
Go ahead. Upload more kitten videos like “thank you for four years” and then kick wvw players in the balls! Just few hours later!
This is so bizzare and funny at the same time.
P.S Hello fsp o/ How is your q on reset?
You told people earlier to just close their eyes. Arguing the chaos theory here doesn’t work.
If they dont want to see them they should close their eyes.
…
Well thanks for helping this side of the debate.
I laughed way harder than I should have at this.
Backpacks in this game are becoming more and more obnoxious. I do like the high fantasy setting in this game, but the way certain things are made are becoming too ridiculous, with giant obnoxious wings being one of them.
People are starting to look like a walking disco. This was fine in the past when The Moot was close to the only disco inspired item.
But these days there’s over flashy armours with over flashy infuses that causes some really large effect around characters, and people can stack this up.
Large backpacks just covers the screen far too much and it’s becoming really, really annoying.
So I want to suggest an option that hide the model of other people’s back pieces.
After so many years, we’re still a long way from having proper rewards and recognition for guilds and players in WvW. Something has been done, the reward tracks are a very good addition and the opening up of vendors selling the HoT gear and sigils is another good one.
But we want and we deserve more.
These are a few things I would personally like to see in game.
- a system to acquire exotic and ascended gear with the stats we want, automatically updated with the newest additions to the game
- exclusive WvW rewards (legendary backpack, armor sets, weapons sets, etc)
- guild and personal wvw ladders
- guild ladder based on objectives captured (with bonuses for upgraded stuff), objectives defended, objectives held for longer, camp flipped, dollies killed, kill ratio, etc…
- once a ladder is in place, the WvW upgrades system could be tied to it
- cool siege skins and other cosmetic stuff (different tower/keep skins?!) for the top ranked guilds
- player ladder based on similar stats and on the contribution to fights (damage, healing, interrupts/CC, etc)
- unlock better personal rewards based on the personal ladder rank (exclusive skins, finishers, titles, badges near the name, etc)
- add fun, new achievements as a way to keep people entertained and to offer a challenge to veterans
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
The guild upgrades system for WvW is one of the most unnecessarily convoluted and unfunny systems I’ve ever seen in any game.
Let’s take a look on how you got hold of a Guild Catapult with the old system:
- Play with your guildmates to gain Guild Influence
- Upgrade your guild with Influence
- Queue up catapults spending Influence
I honestly don’t remember if you even needed Guild Missions to unlock access to the Guild Catapults upgrade, but I’m pretty sure you didn’t. And if you did, it was only a few missions.
Now with the new system you first need to unlock the Guild Catapult scribing schematic recipe by upgrading your guild, then you need to level up Scribing to 300 to be able to craft said schematic.
Let’s see the details, shall we?
Note: every upgrade requires materials (some only obtainable from PvE, some even time-gated), Valor gained by playing guild missions and Aetherium that is time gated. The gold cost I reported here only includes materials that can be bought at the trading post.
To unlock the Guild Catapult schematic, you’ll need:
- A guild hall (100g + pve event)
- Tavern Restoration 1 (about 78g in materials)
- Mine Excavation 1 (about 29g)
- Aetherium Capacity 1 (about 16g)
- Workshop Restoration 1 (about 105g)
- War Room Restoration 1 (about 100g)
- WvW Guild Claiming: Camps (about 45g)
- Enough guild upgrades to reach Guild Level 10 (cheapest/most useful options are about 550g)
- Aetherium Capacity 2 (about 75g)
- WvW Guild Claiming: Towers (about 90g)
- Enough guild upgrades to reach level 19 (cheapest/useful options are about 1200g)
- Scribing: Guild Catapult (about 30g)
At this point you need to level up Scribing to 300 on some player in your guild. Ideally you want it on a Guild Leader or some trusted Officer, because Scribing is a player profession and if the player leaves the guild you lose access to the ability to craft those catapults you worked so hard to get.
The cheapest way to level scribing to 300 requires more guild upgrades (I didn’t waste time calculating the prices, but it’s probably a few hundreds more gold, altho you can join another guild to use their recipes to level up Scribing):
- Enough upgrades to reach level 23 and unlock guild banquet
- Unlock the Gathering Bonus Banner
- Unlock the Gold from Kills Banner
- Unlock the Guild Ballista
- Unlock the Centaur Banner
And, of course, leveling Scribing has it’s own costs. Leveling to 300 is about 200g at the moment, using the upgrades mentioned.
Once you have Scribing to 300 and the Guild Catapult upgrade unlocked, you can finally craft schematics that are then to be queued in the Assembly Device in your Guild Hall and after a short time the desired upgrade (the legendary Guild Catapult) will be available in your guild’s Storage.
Can we say that whoever designed this lost sight of what is fun in a game somewhere along the road? Because this doesn’t feel like fun. At all. And worse, upgrading a guild to provide bonuses in WvW is – mostly – completely disconnected from playing WvW.
Being able to claim a keep doesn’t say anything about your guild’s ability to defend said keep, for example. And the same goes for everything else.
The process of unlocking these upgrades doesn’t say anything about your guild’s proficiency in WvW. They are completely disconnected from your “WvW track record”: how many hours have your players spent in WvW on average this week? How many kills? And deaths? How many objectives did they capture and defend? How much siege they built or refreshed?
What about the “totals”, instead? How many hours did your players spend in total in WvW? How many total kills they have? We’re talking long term here, to determine how “veteran” on average the players in the guild are.
Those are just a few examples of sensible metrics you could tie the access to upgrades to.
And you know what? You could make some of it even dynamic. For example, you could unlock the claiming of keeps and Stonemist only for dedicated WvW guilds that have defended keeps the week before. Or, as another example, you could tie access to Guild siege based on how many objectives the guild captured.
Make it feel like improving your playstyle and putting effort in WvW is rewarding.
And give us a reason to boast about our dedication!
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Server linking is a temporary solution to a very messy problem: WvW population.
For WvW players, there’s two main constraints to consider: faction and server. Faction (“color”) is a hard constraint: during a match you shouldn’t be able to join the other factions to spy, grief and what else. The Server is a “soft” constraint, as server linking clearly shows: players from two or more servers can easily fight for the same faction in the same matchup.
The problem is: how to spread out players to different factions in a way that is as balanced as possible during day and night and during the course of the week-long match? And how we keep guilds or servers “together” when we split the factions around? And how we maintain a healthy number of players in every map as long as possible?
In PvE it’s easy: everyone is on the same side, just create more copies of the same map and put them all in different copies. But for WvW we have the factions to consider, and possibly even the “server pride” that kept many communities together.
Getting rid of “servers”, consolidating the population in 3 different factions and having multiple copies of the same map(s) for each faction would open many options, for example there could be (player driven or ANet enforced) maps dedicated to different group sizes and playstyles: sometimes you are looking for small scale fights and there’s only blobs everywhere. Some other times you would rather relax and follow the blue dorito for some blobfest.
Maybe squads could be a good way of splitting the population. The commander picks a faction at the start of the matchup and who joins his squad is asked if he wants to lock with that particular faction for that matchup. Squads are big enough for a blob, but not enough to saturate a map, allowing for more people to join the same overflow (roamers, maybe one or two small guilds).
How to balance things up for the long term then? If everyone can pick his faction every week, we’ll soon end up with everyone trying to play for the same color and that wouldn’t be very funny.
Maybe there could be a system to spread out WvW guilds (but what if a player is in more than one WvW guild?) and public commanders (more questions: how do you define a “WvW guild” and a “public commander”?) between the factions, and players unaffiliated with either are assigned to the lowest population faction the first time they join WvW during a matchup, to balance things up.
I don’t know.
I gave this topic a lot of thought but I couldn’t find any solution that would completely satisfy me, so my “constructive contribution” here is limited to pointing out what I think the problems are and a few ideas I had about how to solve them.
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
