Showing Posts Upvoted By Svarty.8019:

Game Update Notes - November 26, 2013

in Game Release Notes

Posted by: AidanTaylor.3872

AidanTaylor.3872

European Community Manager

Additional Patch Notes

  • Added inventory option that renders borders about items colour coded to the item’s rarity
  • Added notifications when luck and magic find level increase

Congratulations Blackgate S1 winners

in WvW

Posted by: ArkAngel.7940

ArkAngel.7940

Can all the American servers please stop de cry on the forums and act more like European servers. Where we talk about stuff like this in match-up threads where it belongs, because nobody cares.

\_/ <——- empty

I agree. All these T1 people keep posting about their match ups in the discussion thread like we care.

News flash: we don’t care.

Henge of Denravi [HoD]
The best player in the game
“I’m better than all of you!”

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

1: Underutilized Combat Systems
You have in place systems where you can have valuable support, control, and damage roles for every class in the game… only the numbers are off. Damage numbers scale too high, defensive, buff, and healing numbers scale too low, some effects have godlike power while others and laughable.

Take a look at aegis versus blind in a boss fight. One is easy mode, and the other is 10% effective. Why? Because of application frequency? Maybe the skills should be designed in a more uniform manner then Take a look at might versus… well everything.

Underutilized skill combo system. This was where you could have made the game really tactical and interesting, creating an intricate combat system that wasn’t specifically class or role reliant. In stead combos are largely ancillary and unimportant short lived effects and everything boilds down to “burst fire or water or don’t bother”

Pure cooldown reliance creates a system in which in stead of a single healer playing healthbar whack-a-mole you have an entire team of players playing skill bar whack-a-mole. I honestly cringe every time I play anything that’s not a thief. I feel like I can’t do anything but watch timers.

Not enough skills / Rigid predefined builds. The idea of traits and gear is well thought out, but they fall flat when faced with the too-rigid weapon skill system. There are exactly as many builds as there are weapon types for each profession, with only a few exceptions. When all builds are defined as “Greatsword X” or “Staff Y” or “Dagger Z” because it’s the only defining trait that separates it from it’s class peers… man… IDK.

2: Microtransactions: You’re overdoing it.
Having a gold>gems conversion is not an excuse to put 70% of all new rewards in the gem store. MMOs are about earning rewards, and only a select few rewards can actually be earned. The rest, we buy. Unlike many people, I don’t have a problem with the transmutation system. I think it’s a fair system and a good way to add value to the gem store. If you simply added more equipment to the actual game, it would translate to more sales of transmute stones because people would have more things to transmute

3: Homogenous loot
Loot just ain’t fun. In GW1 every region, zone, and boss had interesting, specific loot that created a reason to go there. This piggybacked on the skill capturing system to create an expansive world that felt valuable as a whole. Even with the new skins added in the champion bags, there is very little in the way of “cool loot” in GW2 as chances are, no matter where you are when you pick it up, you’ve seen that exact item, or one that’s visually identical a lot already, even if you’ve never been anywhere nearby. Armor as a whole has ONE rare-ish drop skin, and weapons are largely a pool of any mob in the game, or any champion box in the game. This is bad, and makes exploring a lot less fun.

4: There ain’t no siege in siege warfare
In WvW, the map is minicule to the point of stupidity, and structures are so flimsy they may as well be made of the same crappy plywood that makes up more of Kaineng City. Five people can flip a tower in less than five minutes, a camp in less than one. A dedicated force can do the same to a keep in ten. This isn’t siege warefare, it’s an instant gratification roving mess. There is no incentive to defend because nothing is defensible in the first place, and there isn’t enough map to care about territorial limits. You just run from wherever you are to whatever objective you feel like in mere minutes, ignoring enemy strongholds and sentries along the way. Then you flip it and leave to do another one.

5: Loose ends and meaningless decisions
See: The entire living story, the personal story, the backstory, the story from the first game, and the scripts for a good number of events

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

WvW Season 1 - Low population servers

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Posted by: sofired.6071

sofired.6071

To emphasise how bad its got its pretty much peaktime in the EU, a handful of us left playing take a camp in EB nearest our wp, set up a ram, go to resup and theres already a zerg there waiting on the camp timer and then wipe out the tower attack. It’s crappy for us but it cant be much fun for the dominating server who are just feeding off scraps after the initial reset day frenzy.

Attachments:

WSR – GW2’s #1 ranked server that starts with a W.

Fixing the zerg problem: Supply Capacity

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Posted by: A Lizard Bolting Skin.7426

A Lizard Bolting Skin.7426

I think one of the main gripes of the player base when it comes to WvW is the viability and necessity of zerging. At least it definitely is for me personally. I’m sure I’m not the first to bring it up, but I’ve been searching for a reasonable alternative that doesn’t cause performance problems, and then it dawned on me.

Why must we zerg? Well if you break it down, taking a tower or a keep requires a minimum amount of siege weapons. Lets say, for simplicity, 2 superior rams for outer and 2 superior rams for inner for a quick keep steal. At 50 supply each, thats 200 supply total, or 20 players worth (without upgraded capacity). That assumes the keep is lightly defended.

Well, what if you increased the player supply capacity to 20 (with no upgrades/buffs)? All of a sudden, a group of 10 people could have enough supply to take a lightly defended keep. But the benefits don’t end there. Now all of a sudden, your havoc group of 5 has the ability to drain the camp they just flipped. Now they can stop at an enemy tower, and deploy 2 rams, or 2 catapults, or a treb. Suddenly, your 5 man team is an actual THREAT. But what about defense?

Right now, very few ppl actually play defense. Why? Because it’s boring, it usually requires running supply to set up siege weapons, and because your average zerg is going to bust in unless you have a decently large amount of ppl and siege. And then, the rewards for defending also are pretty bad. Well, what if ppl could carry twice as much supply? Now, all those havoc squads running around, full of supply, now they’re gonna start attacking towers. Why? Because if nobody defends it, they will take it! Now, defense isn’t as boring, because as few as 3 players (2 with upgrade/buff) could wander over, throw up a catapult, and take down your wall. Building an arrow cart to defend with, only requires 2 people. This way, ppl might actually start playing defense!

Well, what about over-abundance of siege weapons? There are 2 factors that prevent this. Factor 1, supply is still generated at the same rate by camps so the amount of supply being added to the map over time is the same. Factor 2, the amount of siege allowed on a map is hard capped. It is still a valid concern, and I have some ideas that might lessen this as a potential problem. But one benefit that is added here, is that now, camps become more important, because players are more likely to use the supply they pick up (more supply is used in general).

Alright, so to summarize, here are all of the potential benefits of doubling player supply capacity to 20:
1. Less zerging, keeps no longer require 20 ppl to flip
2. More havoc squads (3-5 players) that can now flip a tower by themselves
3. Fortifications will be attacked more frequently, making playing defense more important and less boring
4. Less ppl required to defend a tower/keep. An arrow cart can be built by 2 ppl with supply.
5. Less running supply (Who loves running back and forth?)
6. Camps and supply become more important

Here are some potential negatives (I have suggestions for these):
1. Overabundance of siege weapons
2. More fortification flipping makes upgrading them more risky (but also promotes defense!)
3. Poor use of supply is a bigger waste (trolling/sabotage or noob behavior has bigger impact)
=
TLDR: proposed changes:
1. Increase player base supply capacity to 20
2. Add supply count for each location to world map so you can easily see what locations have supply (along with righteous indignation buff timers for supervisors)
3. Add ability to deconstruct siege if your server has within 15 siege weapons of the map capacity (with a 15 min cooldown to limit trolling/sabotage)
4. Make fortification upgrades have their own “storage” and not utilize the stored supply which players can pick up
5. Make supply automatically feed upgrades in progress.
6. Reduce supply storage in keeps and towers to 200 max
7. Eliminate supply in storage when a keep or tower (not camp) is flipped
8. Allow players to deposit supply into upgrades in progress (optional, I think it would help low pop servers)

Tell me what you guys think!

(edited by A Lizard Bolting Skin.7426)

Matchmaking Post-Season 1?

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Posted by: Johje Holan.4607

Johje Holan.4607

Why? Why? Why use the same bad system?

Poll: Is Season 1 a disappointment?

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Posted by: tichai.4351

tichai.4351

IMO a nice idea, badly implemented. Where in the universe would you find a ‘league’ where 1 team are able to field 2, 3, 4 times the number of players than the opposition?

Hey dominant server, have 3 stacks of bloodlust 90% of the time to give you a boost.

Hey, losers, you are outmanned, have a boost to your magic find and xp, it will really help you and balance things out.

Season 1? Wrong on so many levels.

Scrub Guardian [CHvc]
Gunnar’s Hold www.gunnarshold.eu

Dear Humanss — The End Approachess!

in Guild Wars 2 Discussion

Posted by: Anymras.5729

Anymras.5729

To crush your enemies, see them driven before you, and to hear the lamentations of their women. This is what is best in life.

WvW for small servers is demeaning

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Posted by: Kardis.3297

Kardis.3297

The outnumbered buff wouldnt be so useless if the ‘numbered’ server didn’t have easy access to bloodlust, which is like stack another food all together. Blackgate has all 3 garrisons and stonemist atm… vs. 5/6 sos and mag servers (both lost a fair amount of guilds before s1, and more fairweathers than either would like to admit after getting stomped so much)

I think 2nd and 3rd should get buffs and make 1st work for it if the score gets crazy(i’m sure BG would complain, yet enjoy actually having people come onto the map to fight, so long as the buff wasn’t outrageous) or specifically designed around outnumbered % resulting in a buff. That does solve ‘very little’ but its a step in the right direction that can be made easier than a complete revamp of wvw, or server merging. Can’t say it wont help out until bloodlust is dropped in favor of outnumbered and see how it goes.

(edited by Kardis.3297)

WvW for small servers is demeaning

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Posted by: sephiroth.4217

sephiroth.4217

Merging servers would be awsome, only cause it feels like GW2 is a dying game most days.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

WvW Season 1 - Low population servers

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Posted by: RedBaron.6058

RedBaron.6058

Hello all,

With the introduction of WvW Season 1 and its reward chests related with server performance, I think that when this season finishes a lot of players from low population servers will transfer to high population servers.

Doing WvW in a low population server is very hard, we are always the underdog and most of the time we just feed the huge zerg of higher population servers.

Playing in a high population server is like a dream. Just follow the zerg and you get a lot of kills, a lot of WXP, advance in the ranks faster, get a lot of bags, a lot of drops, a lot of badges, alot of everything so you can equip your chars very fast and sell what you do not use.

The only drawback of high population servers is the waiting time to get in WvW during peak hours.

Having said that, I think ANet needs to rethink the WvW system trying to rebalance the server population differences.

The “Outnumbered” buff was a nice move but I think we need a bit more. When a server gets the “Outnumbered” buff on a specific map it should also get another buff as per my suggestion:

“Desperate Resistance” – Triggered by “Outnumbered” plus less than 33% of control points on a specific map. Fades off when “Outnumbered” disappears or the server has more than 66% of control points on a specific map. Only applicable to the server with less total points of the 3 competing servers.

Buffs:
permanent +33% movement speed
+10% in all Primary Attributes (Power, Precision, Toughness and Vitality)
Outpost upgrades decreased by -33% of needed supply plus construction times +33% faster.

These are my 2 cents but I am pretty sure that most of you can contribute with more ideas to balance the server population differences in WvW.

All feedback welcome.

Thank you and best regards,

Red

“Blackadder: If you want something done properly, kill Baldrick before you start.”

(edited by RedBaron.6058)

WvW Season 1 - Low population servers

in WvW

Posted by: Hitch.7295

Hitch.7295

I agree after a few weeks of trying this out I am very disappointed in what I thought was going to some sort of strategy game but turns out to be no more then a zerg fest for the largest servers. This certainly was in no way what I had hoped for. 10 against 50 or whatever. There is no need for any defensive game play here just join a big server and off you go. Not a QQ on getting downed just certainly not a game with any thinking required.

Poll: Is Season 1 a disappointment?

in WvW

Posted by: Vimtor.5483

Vimtor.5483

Alas, WvW feels demotivating as never before (since the very launch of the game). Personal skills and coordination within group still have a miserable impact on the outcome of the battle. And still there is no means to punish the players who ruin teamplay (like kicking from server, for example, or banning for awhile, or any other). I consider myself a casual gamer and too often I feel like I’m wasting my time joining WvW. I find no fun in running around hoping that the zerg I encounter is smaller than mine because numbers are the only thing that actually matters in Guild Wars 2 WvW.

And introduction of Season 1 has taken the flaws to the extreme. Borderlands are flooded with people (resulting in long queues) who refuse to play the way WvW is meant to be played (i.e. capturing fortresses and defending them) but rather farm sentries, drain resources from their own keeps, chase lone enemy Assaulters and Generals or doing something similarly useful in hope to get the Season 1 achievement and leave WvW for good. And of course the servers with larger WvW population (especially at nights and early mornings) unevoidably win. Let alone the weird championship schedule favourable to some and unfavourable to other servers.

I’m not just theorizing. My server had both defeats (and it was no fun being helplessly wiped by bigger zergs all the time) and triumphs (which was no fun either since wiping smaller blobs involved no challenge at all, felt like a boring grinding).

I’ve seen a number of threads on the forum complaining about either Season 1 or current WvW state in general. And I’ve read some soothing replies from ArenaNet saying that they are working on the problems. But this clumsy championship with it’s awkward achievement motivation makes me wonder if making WvW fun and fair is their priority at all.

That said I’d like to make a poll of a sort. To concentrate the rumble in one thread and hopefully get heard and thoroughly answered by ArenaNet senior developers.

And here’s the bottomline: “The Season 1 is a failure overall”. Do you agree?

PS.
Hooray! We’ve reached 150 votes!.

As of 150 votes:
63% (94 votes) – agreed
30% (45 votes) – disagreed
7% (11 votes) – stayed neutral

41 posts were not votes or were extending previous vote post by the same author.

Comments:
There’s been a few speculations about how I determine votes and I feel I need to do some clarification to stop them. If a vote is given explicitly (i.e. ‘agree’ or ‘disagree’) it is counted the way it was given. If people didn’t give their vote explicitly but mentioned that they had fun (enjoyed it, can’t wait the next season, etc.) that it would be a ‘disagree’ and if they said that they had no fun (were bored, quit WvW, were kitten ed off, etc.) than it would be an ‘agree’ vote. After all, the main criterion was fun. If a person enumerates some cons and pros without voting explicitly or stating personal attitude than I count this as a ‘neutral’ vote, same as if someone explicitly says he’s ‘neutral’.

Conclusions:
The actual picture is even less pleasing for ANet than the numbers above suggest. Only 18 (out of 45 voters who “disagreed” and merely 12% of the total number of votes) were enthusiastic enough to admit they were completely satisfied. The rest, although still disagreed, rolled out a list of corrections that are necessary or highly wanted.

Top 3 problems people refer to in WvW S1:
1. Server coverage imbalances
2. Poor match-ups
3. Poor achievement choice & achievement hunting
Surprisingly almost none mentioned Season rewards as a reason to agree. Luckily all the whining about it is going on in another thread.

But bear in mind that the current statistics could be unrepresentetive due to the low number of votes compared to whole WvW population.

PPS.
Referring to one of the posts I’d like explain it here at the very beginning that this is not a whining thread. This is a feedback thread. When a new product (Season 1 in our case) arrives to the market the company that launched it needs a feedback to improve it or withdraw.
Besides, gamers need such organized feedback too to make themselves heard and possibly get in touch with those who responsible for strategic decisions about what the game should be like in the future.
If some of us consider Season 1 a failure, a disappointment, a disaster why don’t we give ANet another chance before moving on to rival games.

(edited by Vimtor.5483)

"no updates to WvW during season"idea

in WvW

Posted by: Asudementio.8526

Asudementio.8526

They already have moved from this stance. Changes were made to WvW in Tower of Nightmares and changes are being made in Fractured

Leader of [Suh]
My moves are fresh, like my groceries.
#TeamEvonforever

"no updates to WvW during season"idea

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Posted by: Knighthonor.4061

Knighthonor.4061

I really dont like this concept of no updates during WvW Seasons.

many people use to enjoy WvW a lot. But over time, holes in the design have come to surface.

New updates and new enjoyable features are whats makes the game’s lasting appeal greater.

not this restriction on content based on season balancing. Imagine if PvE was built like that. this game would have fail apart.

I come back to WvW, and this game, each time with the hope that something new is added to greatly improve the game.

But with this new concept, I no longer even have that to look forward to now. Servers sometimes are outmanned, and no good fights. thats was the only interesting part was the hope that the game will be improved by Anet. now we have to do more waiting between updates.

I just hope you come off your stance on this.

New Runes and Sigils from high level fractals

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Posted by: Nikkinella.8254

Nikkinella.8254

I hope these will be buyable on the TP so everyone can use them. I don’t want to grind fractals.

cloack and dagger

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Posted by: hooma.9642

hooma.9642

after i saw today a thief trolling a group and killing some of the ppl with just cloak and dagger and 3-4k dmg per attack i think that cheese need to removed from game.

so as suggestion remove dmg-coefficient and lower initcost, then its just a utility or make revealed every time u come out of stealth even without attack. so its not possible to chain attacks that stealth u.

discuss.

New Runes and Sigils from high level fractals

in WvW

Posted by: Ommu.1649

Ommu.1649

Either keep them out of WvW or make them available there. Perplexity runes are bad enough already.

New Runes and Sigils
Those braving the dangers of the most difficult fractals will find that their bravery is well-rewarded by a chance at brand-new sigils and runes to adorn their gear!

20+ second immobilize (movie)

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Posted by: Johje Holan.4607

Johje Holan.4607

Who knows why they do half of what they do. They have no clue what they’re doing that’s obvious.

20+ second immobilize (movie)

in WvW

Posted by: Oozo.7856

Oozo.7856

It’s just sad. Their whole CC system caters to the bad player. In games that handle CC well, CCs overwrite to prevent this kind of stupidity. You also have things like diminishing returns or SWTOR’s system where a person became invulnerable with a white bar over their head after a certain amount of CC.

You would feel really stupid if you dumped CC on someone in SWTOR with a white bar over their head (however, roots and stuns were handled differently). In this game, just have your AOE train drop all of their CC at the same time on the same people. No problem, you will likely be rewarded for doing that instead of being punished.

[Anonymous Defender] on Youtube
Solo & Roaming Group WvW Movies

(edited by Oozo.7856)

20+ second immobilize (movie)

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Posted by: SLOTH.5231

SLOTH.5231

There should be cooldowns. If you are feared, immobilized, stunned, knock backed, float etc.. You should have some kind of immunity from it again for at least 5 seconds to prevent this.

20+ second immobilize (movie)

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Posted by: Terrahero.9358

Terrahero.9358

No idea why they even thought this was a good idea. In what possible universe would it ever be a good idea?

I take no pride from abusing this stacking immobilize for underwater combat, but it is so kitten effective and easy… All because immobilize now stacks.

20+ second immobilize (movie)

in WvW

Posted by: Oozo.7856

Oozo.7856

“Immobilize now stacks in duration to a maximum of five times.”

We figured out pretty quickly that the changes you made to immobilize could be exploited to get some ridiculous immobilize durations. We used it ourselves at first, but we don’t tend to exploit things that are totally broken like perplexity runes and your current broken implementation of immobilize.

Any classes that have decent duration roots can stack a ridiculous amount of root duration. Now add venom sharing and devourer poison and just look how stupid it gets.

Just wait until the run-of-the-mill no-skill unimaginative 15-20 man autoattacking spam blobs figure this one out.

Another change that gives a huge advantage to the side that already has a huge advantage due to numbers. I guess it was too easy fighting 5v15 before. Now you will have to do it while be rooted for 20+ seconds.

Fix it. And for God’s sake, get some testers who actually understand the game.

[Anonymous Defender] on Youtube
Solo & Roaming Group WvW Movies

(edited by Moderator)

The Topic of Stealth- yes again...

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Posted by: Sanduskel.1850

Sanduskel.1850

Anybody who has a problem killing a thief 1 year after release in a 10 button game has an infinite amount of things to improve upon.

well I play a thief, and many good players have problems with thieves. Especially permastealth which ANET themselves have admitted is an abuse of the stealth mechanic.

OP’d thief, lol

Extremely Disappointed in WvW Rew...

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Posted by: lordkrall.7241

lordkrall.7241

If you are playing WvW for rewards you are doing it wrong.

I really don’t get why people feel like they must get “epix lootz” in order to do anything in a game.
What happened to playing for the sake of playing?
Playing for fun?

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Guardian December Patch Preview

in Guardian

Posted by: Relentliss.2170

Relentliss.2170

I was excited to see Jon post here. Thought we were finally going to have a good dialogue about guardian and what it is really like to play. Bit disappointed that our community is giving so much and hearing so little back.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

Thoughts on hammer/greatsword skills?

in Guardian

Posted by: Blackarps.1974

Blackarps.1974

After playing Warrior and their hammer, I found how Anet decided to balance the two.

Warrior hammers are more about stun and a little bit higher damage. A Guardian’s hammer is more about area control and providing protection. Since you get fields with a Guardian, the damage and casting are lower and longer. That’s not to say the damage is THAT low because you can put out great damage if you want to.

The Guardian hammer is just too slow. Its really fun to use but greatsword + staff is just too good for zerging or commanding. When I roam though, I drop the staff for sword + focus. I don’t ever really use a torch, shield, or scepter.

Maguuma Guardian

Guardian December Patch Preview

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Posted by: CptAurellian.9537

CptAurellian.9537

I’m not sure whether increasing their health by 100% would be enough even. But yeah, they surely need some big buffs since even the mods on these forums seem to have recognized how utterly useless spirit weapons are

Warning! This post may contain traces of irony, sarcasm and peanuts.

There is no loyalty without betrayal. -Ann Smiley

Guardian and The Flame Seeker Prophecies.

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Posted by: CptAurellian.9537

CptAurellian.9537

Focus is far better anyway. More damage when you make #5 explode, better survivability since it works with melee attacks, no stupid knockback, no useless light field and still some nice utility on #4. Projectile defense is usually done by WoR/SotA. The only place in PvE where I sometimes like the shield is in Lupi’s snot rain – but only if the rest of the group is rather incompetent.

Warning! This post may contain traces of irony, sarcasm and peanuts.

There is no loyalty without betrayal. -Ann Smiley

Guardian and The Flame Seeker Prophecies.

in Guardian

Posted by: Fletch.3572

Fletch.3572

Light combo fields are arguably the worst on the game, in a pve point of view, its quite rare when you want mobs more spread out. If I do dare use my off hand ornament(shield) I tellem my sigil stacks are on there!