Why do we still lose our sigil stacks if we dont lose the guards strength/fortitude stacks on downed..
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
The short answer is yes, not a good moment because of how unbalanced the matchups are. But Anet seems to think the achievements will be enough to bring players back in WvW.
Personally I will very rarely play in it unless they fix the server population and PPT issues discussed on this forum.
Dont get me wrong, i’m excited for seasons and would love to see them come but I mean look at it. SoR will drop to bronze division (will more than likely if current path keeps up) and dragonbrand will get to gold division without fighting a ‘gold ranked’ server first? It seems like things will be out of balance for a few servers that are effected.
I disagree with this. The vast majority of people will remain loyal to their servers. The big guilds will server-hop and leave when <insert_current_server_name> goes anywhere near gold league.
I just mean that this is the reason that we deal with massive guild migrations. It starts with the fair-weather guilds leaving but then more and more start to leave when getting curb-stomped becomes a nightly affair. Soon there’s no one left who has an organized group and eventually even the pug commanders stop logging in because no one enjoys herding cats who don’t use TS.
Its more on the lines the players are killing wvw. Games that are RvRvR live off of players competitive ways. If the players do not have pride in there world or there realm then there is no point in RvRvR in the first places.
Agreed. There is no server identity anymore. Most (not all) wvw guilds are responsible for causing the rift between player and server identity. There are not many guilds that have actually stayed on their server from day one without transferring. Most guilds are just looking for fights rather than ppt, which is really hurting some servers as well as the community. WvW is for fighting against other servers to see who can win by PPT, not kills. I really wish Anet would make a guild arena where guilds could match up with other guilds from other servers to fight (kinda like LFG); I bet you it will reduce the amount of massive server transfers (and transfers overall) we have seen lately.
It should never have been about servers in the first place. It should have been about guilds. Everything in this game should be about guilds.
There could be 3 main alliances and a guild could only represent one of these 3 alliances. Let’s scrap the server system.
I disagree, although guilds do play a role in the game, it should not evolve around them. There are people that don’t want to be in a guild and you can’t force them to be in one. One person I saw on this thread stated that Anet does not want to make any significant changes to WvW, in fear that they may unintentionally ruin it. I agree, the only thing they can do is to test features they want to add into the game before rolling them out and hope that the community accepts them. I like the server system and I still think there should be server transfers. The thing is that the community (in particular the WvWvW guilds) needs to accept that they are responsible for ruining the experience in WvWvW. By abandoning servers, it basically forces new players and other players alike to buy gems to transfer to another server to get the WvWvW experience. I think this is truly unfortunate, but some things you can’t really regulate, you can only inform people so they know before hand.
You can’t blame people for taking advantage of a bad system.
Coverage = victory in WvW. You either have it or you don’t.
They created a bad system and it’s not our fault that people choose to use it as well as we can. It’s not fun to lose to a group 3 times your size or to log in every day and find all the work you put in last night to be undone because your server has no coverage during certain periods when the opponents have good coverage. Eventually people won’t stand for it anymore and will move to tiers where they don’t have to deal with population blackouts or lopsided match-ups.
Hey now, guys, don’t be so impatient – it’s been only 4 months… Remember 7(or was it 8 ) months ago when they mentioned they’ll fix the unrealistic WvW achievments before Christmas?
We just have to remember that WvWxp consolidation just isn’t as important or easy to do as simply doing away with Glory entirely and implementing a whole new system in it’s place.
I just love that gif! It perfectly summarises exactly what is on Anet’s mind.
I also love the fact that the forum home page starts with the words “Welcome Be Heard!”, and yet they infract all our posts which point of anything that needs fixing or shows the game negatively.
Remember to buy the officially endorsed GW2 Steel Series Keyboard, it supports macros!
WvW, we only care if it affects the servers we play on.
Announced: November 27
-
-
-
Today: March 12
-
-
-
-
-
-
-
-
-
-
-
-
Implemented: ???Ye, I am quite dismayed at the length of time it’s taking to implement such a simple-looking change. It leaves me wondering if there will ever be fixes to a lot of WvW’s major problems.
My optimistic(!) guess is that we will have to wait for Guild Wars 3 to get the improvements to WvW-style gameplay that we all want to see.
Considering how little they care for wvw, GW3 won’t even have it and will just be spvp (still one mode because #yolo) with a gem store and some how LS in the spvp maps because temp content is boss as kitten.
Reviewers will play a day of it, give it 5 stars, and it will win the company “Game of the Year” a second time.
I hit them with my hammer, they hit me back with their hammer, everyone is a heavy wailing away with a hammer. Every time I die it is six guys with hammers and maybe a meteor shower. It has been weeks since I got hit with a mind wrack or even a backstab. I see a blurred frenzy or hip shot on my log and I get all nostalgic.
I am playing a shout heals hammer warrior because you are either on the hammer train or under it.
Sounds weird coming from a Canadian playing on a EU server.
You’re actually part of the problem.
Anyways, this ‘issue’ has existed since HoD dominated the first month GW2 released with their 24/7 alliance with [Syn] capping everything versus SBI and ET overnight.
Nothing has changed, 500 gazillion ideas and complaints have arisen since. Nothing has changed. Nothing will change anytime soon.
It’s coverage wars.
If it bothers you being on a certain server, transfer to one that compliments your wants and desires for WvW.
Nothing much else to say.
NA primetime or EU primetime is essentially 6 hours a day.
Closing the BL’s for 18 hours a day seems silly for off peak hours depending on region.
(edited by Shonie.5297)
When this idea occurred to me, it seemed like a very obvious one, yet I don’t recall having seen it before. As such, I’ll explain the idea, the existing problems it attempts to resolve, and address any concerns that will arise.
Bear in mind I use the term overnight to refer to the time in a specific region, recognizing that players come from different time zones and therefore are not necessarily playing overnight. I myself am a Canadian (guild leader, commander, scout, roamer) playing on an EU server.
The Idea
It’s simple: At a certain point in the night WvW participation on most servers drops off substantially. My guess is that this is around 12am-2am for the latest time zone in the given region (NA or EU), although I’m sure Anet has the hard numbers.
The proposal is to shut down WvW on all borderlands at this time, suspend upgrades and siege despawn timers, and consolidate all WvW players onto EBG. Limit the PPT to EBG objectives. Once numbers begin to pick up again, likely 6-8 hours later, re-open the borderlands. Opening and closing of borderlands should be set times, this could be done differently for weekends.
I’ll just add that this idea seems to me like something that should have been present since release (EBG is, after all, Eternal Battlegrounds), and that the issue of coverage is not one that is likely to be solved by the main ideas proposed (scaling PPT off-hours, merging servers or creating alliances). Despite efforts to make lower tiers more attractive, this is an issue that will persist if no targeted solution is provided.
The Purpose
At the moment, off-peak coverage in WvW is a huge issue. This is particularly acute during the overnight hours, when some matchups will see a single server ticking 600 or above. It’s detrimental to the quality of play, the accurate assignment of ranking, and to the competitiveness of many servers.
Quality of Play: Night watch and commanding is very different from regular play. During hours where WvW participation is low, much of the effort has to be directed towards scouting, quickly responding to any threats, and often predicting enemy attacks. This has to be done across 2-4 maps, spreading thin the population of all servers and reducing the amount of action that the players actually find. It can be very frustrating to spend a lot of time upgrading during this period only to lose an objective because of the difficulty of tracking enemy movements. When it is possible to go on the offensive, taking of objectives will often involve little more than PvD.
This change will remove the necessity of border-hopping, ensure that all players who are in WvW during these hours will be able to find one another easily to work together, and minimize the number of upgraded objectives that might be lost by an outmanned night crew. Even if all EBG objectives are lost, they are usually the easiest to upgrade.
Ranking: Because a night crew can have a much bigger impact on PPT than an equally-sized daytime crew, the PPT may not accurately reflect a server’s competitiveness during peak hours. Consequently, servers may find themselves in lopsided matchups, which reduces the quality of play because there is little to be had in the way of either even battles or difficult sieges.
This change will ensure that differences in night coverage do not severely impact the final scoring of a matchup and a server’s position in the rankings.
Competitiveness: The two issues described above have contributed to the most chronic issue in WvW: the steady migration of population from low tier servers onto high tier servers. Due to quality of play issues associated with overnight hours, the population of players who normally play during their server’s overnight hours find the higher tiers more attractive.
Due to the consolidation of “overnight” players into the top tiers, servers that lack this coverage will simply not be able to find themselves matched up against servers that have this coverage, even if they are very competitive at primetime. This can make them less attractive to play on, resulting in a downward spiral.
This change will give two incentives for overnight players to spread among all servers rather than consolidating on higher tiers: Firstly, they can expect to find more competitive play on other servers if there is a lower player cap at these hours; and secondly they will wish to avoid queues that may appear at the highest tiers due to the restriction of WvW to one map.
Continued…
Asura on patrol in defense of Gandara and Bessie!
Administrator of http://thisisgandara.com
(edited by Bertrand.3057)
When you have CC, you have Diminishing Returns: All problems solved.
Anet fails at this, which is why there has been a massive exodus.
./remove head from @$$
I’ll add that a long-time slogan I’ve been bandying around (this relates to the third point) is, “why give players powers if the bosses are going to be immune to them?”.
I happen to have a similar mantra:
Why design combat mechanics, and then make those mechanics useless in a large part of the game?
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I’m going to talk about another game briefly to illustrate my point, which is one that applies to many games and not just Guild Wars 2, and then I’ll talk about the principle with respect to Guild Wars 2:
Years ago, I played the Magic the Gathering card game. In that game, you active land cards to use the abilities on other cards. I built a deck of cards to played with that was based around the strategy of destroying my opponent’s land cards so that they couldn’t power any of the abilities on their other cards and could essentially do nothing to hurt me. It was a fairly effective deck that worked quite well. It also sucked all of the fun out of the game for my opponent (who essentially couldn’t play) and for me (because the strategy would play out pretty much the same way every time).
The lessons I learned? Just because it works doesn’t mean it’s fun and strategies based on denying a player the opportunity to play aren’t a lot of fun.
I see those problems in Guild Wars 2, particularly in those areas where players are playing against each other, but also with quite a few boss fights. What makes this problematic is that the design philosophy of Guild Wars 2 is specifically oriented around discouraging or even preventing players from griefing and frustrating each other and letting players play the way they want to play.
One of the more obvious examples is stealth, which is a great source of complaints in the forums. The root problem is that steath makes it difficult and frustrating to fight an opponent using it. While I’m personally fine with the basic strategy of using stealth (sneak in, do burst damage, flee if it doesn’t kill the opponent), there are two aspects of it that I find seriously not fun to play against, and comments on the message boards suggest that I’m not alone. The first is that players can stake other players while in stealth and there is little that can be done to counter it. The second is that players can heal, gain boons, and otherwise recharge while in stealth so they can quickly come back for a second attack. What’s problematic in both cases is that they put control of the encounter into the hands of only one player and the encounter normally ends when the other player either gets their kill, makes a mistake, or runs away. I’d rather the stealth lasted longer (even much longer) but they couldn’t heal or boost up while in stealth.
Next up long-duration or repeated CC effects such as long duration immobilizes, stuns, and repeatedly being knocked down by a hammer train. Not being able to control your character for a second or two because they’ve been knocked back, slowed down, or immobilized seems reasonable. Being frozen in place for seconds or repeatedly knocked around like soccer ball until dead means I’m not playing my character. I’m helplessly watching my character frozen in place or getting moved around by my opponent. It’s not just other players that do this, An increasing number of boss encounters seem to be working the same way.
Which bring me to my next point, which is that ANet must realize how problematic stealth and CC are to fight against, since they make many of their champion and other boss encounters largely immune to both, by having them spam AoE damage that will hit an opponent whether in stealth or not and by making them immune to most, if not all, CC effects. So in a case where there is no player playing the opponent to get frustrated, the NPC monster gets to frustrate the players by making abilities of their class that work just fine in every other situation not work at all. If it’s hard for ANet to create an NPC boss that can stand up to a team or zerg of players using steath, CC, and other abilities (clones, pets, etc.) such that they have to render those abilities largely worthless against their NPC boss encounters, what do you think playing against those situations as a player plays like? If an NPC champion encounter becomes hopelessly lame if the players start tossing the champion around like a beach ball, what do you think it feels like to be a player watching their character tossed around like a beach ball by a zerg in WvW?
I don’t expect all of this to be fixed, nor do I think all of this can be fixed. But the point I’m trying to make is that ANet should be thinking about letting players do interesting things with their characters during encounters, not how to prevent them from doing things with their characters or, in the extreme cases of CC spamming, do nothing at all until their character is killed. Not being able to move or attack and watching your character die while helpless is not fun and the designers should be trying to make that as rare in the game as possible. Basically, the more the game takes control away from the players and forces them to play a certain way, the more frustrating the game is going to become.
I have noticed that almost all bosses lack proper audio cues for their attacks. And with all the effect spam going around (which reduces their visibility), having sound to react to would be very helpful.
So please, add loud and clear sound effects leading up to a boss attack. Give us something we can react to in all the effect clutter.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Why can I not put in a stack of 250 wood, 250 ore, 100 reg, 50 books, and get 50 superior???
We use over 300 superior rams a week, and countless other seige… With all the vast technoloigy at your finger tips, and you can’t make this simple change for WvW’s?
Cheers
Welcome to the wonderful world where server overall ranking determines individual reward.
Has got to be the dumbest idea i’ve seen in quite a while.
Players are litterally told they will get a better reward for stacking on a server, rather than spreading out. And servers that arent in tier1 are told theyd be best off playing dead to drop as low as possible, to hopefully get an easier matchup.
And thats all before the tournament even begins, cant wait to see what levels of cheating, hacking and exploiting people will go to.
(edited by Terrahero.9358)
Im going to bet GH to end up in Gold and being stomped the next months..
Already matched against higher pop servers the last months or so..
inb4 this actually happens :S
E.A.D.
Just putting it out there that piken square are tanking there score in order to get into silver league. We shouldnt let this happen because;
1. it will create imbalance in the silver league with piken simply steam rolling the tournie.
2. one server will be pushed up to and summarily executed in gold league.
what can be done to stop it.
1. who ever is fighting piken before the tournie starts simply needs to tank there world score. I.E dont cap piken stuff and dont stop them capping your stuff. this will push there score back up.
2. Deso and Gunnars need to make sure to tank there score in all games played before the tournament in order to prevent Piken from swapping one of them out even if they are not fighting against piken.
IN THE FUTURE ARENANET SHOULD REALLY LOCK THE LADDER’S THE MINUTE A LEAGUE IS ANNOUNCED IN ORDER TO PRESERVE FAIR PLAY. A DEVELOPER RESPONSE ON THIS BLATANT ABUSE OF A LOOP HOLE IN THE TOURNAMENT SYSTEM WOULD BE LOVELY.
BEST REGARDS.
(edited by Singer.8740)
Just leaving this here…
Yes I had a really fun and squishy build but seriously!? Why is the system allowing me to get one-shot into oblivion!? Whatever build one uses this shouldn’t happen..
Lowest base armor, lowest base health, running a “really fun and squishy build” (full zerker?). One shotted…
Shoo damage dealer, shooo
IF you have nothing decent to contribute to the thread except to insult other forum posters because they want to nerf the class you play, then don’t post. thief will eventually get a nerf and when it does all of the thieves that do play this game will either adapt, reroll, or quit. contributing nothing constructive in threads designed to bring problems with the class as a whole to attention to the devs (though unlikely they will pay attention as it isn’t about elementalists) is just proving that you are infact what you have been called, a toxic element within this games community.
I’m sorry… He’s playing some sort of a squishy build on an already squishy class and then wonders why he’s being one shotted by another squishy/glass cannon build (more than likely)… And he insists that he shouldn’t be one shotted. You can’t have your cake and eat it too.
I’m insulting him because of this, not because of the class I play… if you truly think its because of that, well… congrats, i don’t know what to say.So… Shoo damage dealer, shooo
Point is that the matchup is horribly lopsided. It would be okay if the ele maybe had a 1/4 chance of winning vs thief but even if he spots him first and is surrounded by teammates he still dies 9/10 times.
oh my.
now thieves are single handedly forcing everyone into a new meta.
the thief hatred has reached a new level.
This is incorrect. Thieves have always defined the meta.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
yet no need to be in stealth when the enemies are dead, so please, YOu tell me you are being sarcastic
Legendary SoloQ
30/30/30/30/30 build is so OP
I wont call you ignorant, but you sir need to know about the S/D and D/P that plagues sPvP. They have access to all of the afore mentioned stuff without having to fall in your uncivilized and near sighted fail of a joke.
Legendary SoloQ
(edited by Fortus.6175)
I think we can all agreed that currently thieves are stealing (no pun intended) all the attention when it comes to damage dealer/roamer/squishy.
Their OP superb damage coupled with spammable blinds, teleports, dodges, stealth, backstabs is driving to extinction the few eles and mesmers that remain (today we lost 2 top mesmer players due to this, on top of the countless nameless elementalists which plead for fixes long time ago after getting the boot up their …..feet)
Backstabs, without any kind of interaction on the taker other than bending over and taking it regardless of skillfully blocking it, blinding or evading the attack.
Blinds, which reapply on literally every second and then there is the fact that every ranged skill on thieves (except autoattack) applies a blind through this field.
Teleports that cure conditions and break stuns, rendering any form of CC, soft or hard, useless. On top of not only having one, or 2, or 3, or 4 , or 5……. just as many as initiative permit, on top of 2 freebies on low CD.
You cant give one class all the best tools for survival regardless of stats, give it the best single target damage and then allow it to take anybody else’s role and call it a day.
Suggestions; blind fields, same treatment the earth storm ele got; once every 4 seconds.
Teleports, increase initiative cost, give it 1/2 or 3/4 seconds precast, 1/2 activation.
Damage and boon stealing; needs an ICD and the damage needs some shaving down, specially spamable skills, something not along the lines of 8%, but rather 15-25%.
Backstab needs to be an opener, apply 10-15 vulnerability stacks to help vs bunkers but have normal or only slightly augmented damage to not be so upfronted.
Thoughts?
(screenshot taken April 15 post patch)
Legendary SoloQ
(edited by Fortus.6175)
It has nothing to do with being comfortable with running full zerker, it’s mostly that I’m spoiled with full zerker on my necro and used to hitting 3-4k per hit with 100% crit chance all while generating Life Force extremely fast and using Death Shroud to supplement my already massive hp. It’s not easy, but shroud dancing properly allows me to decimate opponents with heavy attacks while surviving.
On a guardian though, even full zerk the damage isn’t that high, and comes at an even greater risk than playing my necro. All I’m trying to point out is that the risk to reward ratio isn’t as balanced as it is on other classes.
Not asking for help.
Do not need builds.
Don’t intend to play guardian, it was just for fun.
Was just making an observation.
Exactly. I really wanted to get into guardian cause the style felt kind of neat, but wow the damage just isn’t there unless you want to drop the second someone blinks at you. Same reason I can’t play Ranger. On my necro, I do amazing damage. The trade-off is it takes skill to keep me alive, instead of minons and bunker stats.
Point is, on my Necro there exists a fair trade-off between damage and survivability. This trade-off system is completely one-sided for Guardians and Necros, giving up survival but not getting the damage.
@OP: you have to specific which game mode.
PvP: Yes, we need lower condi damage
WvW: Yes, lower it
PvE: It needs to be increased.
It’s not nearly as simple as you lay it out.The problems with conditions are at the most basic level of mechanics, so any real fixes will be in a complete overhaul that touches PvP, WvW, and PvE. The condition caps need to go as they not only make condition builds unviable in PvE but also ruin some combo fields. I’d love to feel useful and put down a poison combo field for people to further poison a boss, but nope already at cap. It works against condition users to even put them down because it eats up condition space that they must have in order to do damage. In PvP and WvW there is just too much access to damaging conditions both in numbers and stacks. When a single class can put on burning, bleeding, torment, confusion, and poison of course it’s going to be more of a burst than attrition, not to mention that some classes can cap bleeding extremely easily. Without all those conditions though they are too easily cleared since cleanses kill full stacks leaving conditions lagging behind. This means that not only will stacks and access need to be changed but also cleanses. Since access will be limited that means conditions need to be balanced as far as damage and utility. Then of course we have base health figuring into it since higher health helps combat conditions.
Once you start going down the condition rabbit hole you’ll quickly find that it is extremely deep. It will take a long time to fix and given that ArenaNet is an incredibly slow developer it might never get done right. I suspect all we will see is bandaid fixes that either make conditions OP or useless because it never addresses the real issues.
Tough people dont burn as much either. Nor do they feel the affects of poison.
Bad Elementalist
I don’t understand how condition damage ignores toughness… A tougher person doesn’t bleed as much. This is just common sense. No reason for it to ignore toughness.
Please Arenanet. Condition damage is our of hand! At least for PvP.