Showing Posts Upvoted By ich.7086:

Patchnotes regarding WvW, May 28th

in WvW

Posted by: Kronyx.2570

Kronyx.2570

I don’t get it. If people only WvW, and haven’t spent a single laurel. How the kitten do you not have 60-70+ saved up. Its been 4 months since laurels were introduced. Assuming even a 25% rate of daily completion, you would have atleast 40(monthly) +40(from dailies), 80 laurels. This just means that you really really suck at spending 5 mins to complete an easy quest.

Ectos are not exclusive to PvE, you can get them from WvW, and with the WvW chest we’ll know exactly how many.

Rheayas – 80 Guardian
Guild Leader Of [LOOT]
Yaks Bend Allaince Commander [YBA]

can't drop sieges in wvw

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

We’ve found a bug in the siege cap and are working on addressing the problem as soon as we can.

Patchnotes regarding WvW, May 28th

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

We included the laurel cost to prevent the economy from suddenly being blown out and to not invalidate the ways PvE players can get ascended items already. This system means that it is faster to get them in WvW, especially for players who already have badges, without being so much faster that everyone only gets them in this manner. As for the difficulty of acquiring laurels in WvW, we have taken steps to address that, including the fact that there will always be 3 daily achievements that are WvW specific. Speaking personally, I’ve been able to achieve my dailies in WvW even without that change, but this should make it even easier.

This is completely logical. Awarding ascended gear for merely badges/WXP would have encouraged zerging, and wouldn’t have been healthy for WvW in the long run.

Patchnotes regarding WvW, May 28th

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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We included the laurel cost to prevent the economy from suddenly being blown out and to not invalidate the ways PvE players can get ascended items already. This system means that it is faster to get them in WvW, especially for players who already have badges, without being so much faster that everyone only gets them in this manner. As for the difficulty of acquiring laurels in WvW, we have taken steps to address that, including the fact that there will always be 3 daily achievements that are WvW specific. Speaking personally, I’ve been able to achieve my dailies in WvW even without that change, but this should make it even easier.

WvW Rank Reward Chest

in WvW

Posted by: Snowreap.5174

Snowreap.5174

the alternatives were to either allow high-rank players to flood the market with tons of globs and whatever else all at once, or to not have any retroactive loot at all.

considering how rare it is for any game publisher to make new level rewards retroactive, I’m thankful we’re getting any at all.

“no retroactive rewards” would certainly have been the easiest-to-code solution.

-ken

The Purge [PURG] – Ehmry Bay

Manual Server change up

in WvW

Posted by: Xirin.8593

Xirin.8593

Why is “too much math” a problem?

Do you know how much of the world/universe is driven by math? (hint: all of it)

This is only a video game. Apples to oranges

wiki the math, its more complex than e=mc2

I’m saying its to complex for the application/ and i guess 1 guy should not pick weekly fights

But anyways they will fix it soon so wvwvw will be much happier

You just compared Glicko to Special Relativity.

Please refrain from posting further.

[AoN] All or Nothing

Patchnotes regarding WvW, May 28th

in WvW

Posted by: Nak.8315

Nak.8315

So…. I have to play hours of WvWvW to get a handful of Badges and then hours of PvE to get Laurels? … Check. I think I’ll choose the option to do without thanks. Ask Mythic how things worked out for them when they forced PvE on the people who only enjoyed RvRvR. (Hint ToA).

Hours?
I’ve been completing both the Monthy and Daily for several months not even leaving the WvW Zones. One or two of the selections might make you craft something, talk to a vendor or buy some Karma but 90% of the stuff was done while Doing WvW. Adding a Second WvW event in the daily made it even easier, and now its going to be Trivial with a Third. 3 WvW Related things, Gather + Some other random thing.

I don’t see what the crying is for, did you guys honestly expect AN to make it dirt cheap so everyone would have full Ascendant Gear? They wanted to add an alternate path to get, not an easier path.

Keep in mind you still have a chance to get a Ring with every WvW Level and they doubled the amount of WXP from Events.

Nak
Call of Fate[CoF]
Ehmry Bay

Patchnotes regarding WvW, May 28th

in WvW

Posted by: VOLKON.1290

VOLKON.1290

Thanks devs for the more pve in wvw!!! we need it!!!!! i play wvw only for gathering and for kill npcs for the daily!!! ty a lot!

Is this sarcasm? o_O

laurels and ectos for ascended items, and infusions against npcs. So no, it’s not sarcasm.

We’ll chalk it up to a lack of full comprehension then. Laurels come easy enough that I have ascended everything except the back piece right now. They’ll be even easier with the changes to dailies. The monthly is about to reset, if you haven’t finished it there’s 10 more waiting for you and 10 more about to become available.

Indeed man, but cmon.. im in wvw for the pvp not becouse i like waiting and farming dailies or ectos while i have tons of badges. It’s a kitten joke!
There is the pve for this things

There are three (now) daily items that are WvW specific. In addition, things like daily kills, kill variety, gathering, etc. all suppliment WvW and should be a part of your play regardless. Gathering, for example, is quite useful for superior siege. Mystic Forge uses for the same… save your stuff and when that one pops up it’s a freebie. Salvaging is another freebie. Laurels are ridiculously easy to get in WvW, it’s just a matter of paying attention. Maybe you need to kill five yaks. Well, go kill five yaks. Fix a wall, Make bad guys go dead. Mine some mithril and chop some wood. Make superior ACs. Piece of cake.

#TeamJadeQuarry

Patchnotes regarding WvW, May 28th

in WvW

Posted by: BlazeQ.1095

BlazeQ.1095

So bad….. what was the point of any of this update? Stop wasting developer time and maybe do something we care about. At least if you are going to give us rewards, do it properly. I can farm a ring in a matter of days if I desire, 25 laurels is lol. Infusions are a waste, the oil skills are pointless, and wexp promotes zerging. Hoorah!

I support this.

The only 2 things i’m looking foward to are optimization (never hurts..but will it be noticeable?) and chests for wxp, might be a nice way to get some stuff out of wvwing..
but prolly will just get a flood of pvers farming wxp for chests due to magic words “Chance of precursors”.
Which will mean more lag, more blob, more queques, less quality (on average).

Greaaat.

Some servers NEED ways to get more players into WvW.

Cold Beerdrinker
PB Officer
NSP

Sigil of Stamina +Zerg= Infinite Rolls

in WvW

Posted by: Xavi.6591

Xavi.6591

Do we really need a TLDR version for three sentences? What is this world coming too?

I guess we do.

TLDR: Yes

Fantasme Bloodwen [R.I.P. Mesmer] | Andi Runi [Warrior] | Bonedoggle [Necro] | Zooerasty [Ranger]
Angry Intent [AI] | Yak’s Bend |

Sigil of Stamina +Zerg= Infinite Rolls

in WvW

Posted by: Waffler.1257

Waffler.1257

Do we really need a TLDR version for three sentences? What is this world coming too?

Weakness?

in PvP

Posted by: MaXi.3642

MaXi.3642

less RNG = better imo

and this condition is affected by 2 RNGs (crit chance and glancing chance), thats way too much…

sPvP Tips

in PvP

Posted by: Lordrosicky.5813

Lordrosicky.5813

Common misconception

The majority of pvpers seem to think that when you lose you must rage and when you win you must brag how pro you are and how much everyone but you sucks.

My advice

Get a grip of yourselves and play for fun. Play with people you like not just people you think are mega pro and worthy of being on your team. This way you will continue to enjoy the game for a long time. Keep the rage locked away.

O and block everyone who doesnt follow this advice (aka kittens)

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

Top 5 most stable servers?

in WvW

Posted by: Darek.1836

Darek.1836

FC has been in T8 since launch except 1 week. Now that’s stable.

Holy
Sharks With Lazers [PEW]

Upcoming WvW changes, may 28th

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Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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Question: Will these reward chests for ranks be given for people who already have Ranks? For example will a Rank 60 player receive 60 chests?

There will be a system for rewarding players who have already gained ranks. The way it will work is you will have a backlog of 60 chests, if you were at rank 61, and for each rank you achieve after that you will get 2 chests, instead of 1, until you’ve received all 60 of your backlog. These bonus chests should be available for every player who has gained rank prior to the build.

Upcoming WvW changes, may 28th

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Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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you’ll never be able to buy ascended items for badges.

1) badges are kitten easy to get on high tiers, this is so you can buy lots of siege.
2) waaaay too many people are stuffed senseless with badges and are too selfish too buy lots of siege and want rewards for themselves, aka ascended items.

It’s not ever going to happen, and you can quote me on it

Just fulfilling my obligations here. Costs and more info will be out with the patch notes. Enjoy!

Upcoming WvW changes, may 28th

in WvW

Posted by: Troop.1369

Troop.1369

New Improved World XP
We’re improving the way we award World XP to World vs. World players! Now you’ll gain rewards for a much wider range of activities in the Mists – everything from destroying siege weapons, repairing walls, escort missions, and more.

Greater Variety and More Rewards in WvW
We’re adding new WvW daily achievements to the list you can choose from so you can earn World XP for playing the way you want. And every time you gain a new World rank, you’ll earn a bonus chest packed with useful WvW loot!

Dangerous New WvW Abilities
Become even deadlier in The Mists with new World vs. World abilities like Burning Oil Mastery or new ranks in Defense Against Guards!

Introducing Infusions and Ascended Gear in WvW
Now you can purchase Ascended rings and amulets and upgrade your WvW abilities with six new Infusions that give your character special WvW bonuses! Just speak to the new Laurel and Badge Merchants on each map

WvW Matchup Changes!
World vs. World matches are about to get an injection of variety! With these changes you can look forward to facing new opponents in new matchups and testing your world’s skill against more foes!

EDIT: Big Changes Coming to WvW Matchups
https://www.guildwars2.com/en/news/big-changes-coming-to-wvw-matchups/

Thank you Arena.Net,

Discuss.

EDIT: source https://www.guildwars2.com/en/the-game/releases/may-28-2013/

Black Talons – We make you nervous.
http://blacktalons.guildlaunch.com/

(edited by Troop.1369)

Please add percentage bar to siege!

in Suggestions

Posted by: Ascii.9726

Ascii.9726

I’m know there are hundreds of small tweaks and changes that could be implemented to WvW to vastly improve the experience overall.

Instead i would just like to get input on one simple change I’m sure everyone would welcome, displaying (as a percentage) the health of walls, gates and siege.

It would really help calling out the healths of objective rather then just roughly guessing.

Paint example!

Attachments:

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Did phantasmal zerker get fixed this patch?

in Mesmer

Posted by: wads.5730

wads.5730

The 4 hits do not always happen if the IZerker is far away from the target it might only get 1 strike in because the animation generates 4 attacks. Saying it only hit a static target 3 times doesn’t really tell the whole story. Hundred blades or whirrlwind on great sword are similar. Each attack has a size and facing and timing and those things determine if a hit occurs.

except the phantasm always spawns in melee range, so the max distance the target can travel from being in melee range is the .25s delay of the phantasm’s attack, excluding the target blinking or using some other movement skill.

this means attacks against a stationary target should always hit 4 times, which has been the case before the this bug appeared.

why can’t you just fix this issue by copying the code used for whirlwind attack from warriors? that skill reliably hits 4 times if you start within melee range.

Ascended Gear... none again?

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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you’ll never be able to buy ascended items for badges.

1) badges are kitten easy to get on high tiers, this is so you can buy lots of siege.
2) waaaay too many people are stuffed senseless with badges and are too selfish too buy lots of siege and want rewards for themselves, aka ascended items.

It’s not ever going to happen, and you can quote me on it

Will do.

Update on Arrow Carts in WvW

in WvW

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

(continued)

Does it now make some styles of play obsolete or less effective? Certainly. Does that equate to the death of WvWvW because a minority of the player base is unhappy with the changes? Hardly.

As for skill, again the counter-argument can be used just as effectively. Standing at a gate spamming auto-attack promotes no skill at all. The difference is that tactic allowed zergs to dominate WvWvW. The buff to ACs, by contrast, has not led to that one tactic dominating WvWvW. Towers and keeps still flip, zergs are still engaging in battles, the game is still being played.

Old AC’s
The damage of a single arrowcart was laughed at, correct and it should be. The arrowcarts were dangerous because they could be stacked (if you had many, which was often the case) and because they help the players on the ground. I don’t think anyone should ever die just from arrowcarts on walls (unless of course they are trying to die). People should kill people, not bots that press 1.

Again, matter of opinion. My opinion is they should kill people if those people are going to stand there mindlessly spamming auto-attack at a gate. We went down that path and saw the result; skill-less zerging came to dominate the meta.

We’re not as different in our opinions of how we think WvWvW should be played as it might appear. I prefer PvP combat where skill determines the outcome; and I suspect from what you’ve posted here and elsewhere that you do, as well. The impression that we have a difference of opinion stems perhaps from the circumstances under which we play.

I’m assuming you play at what is your server’s prime-time. You likely face enemy forces of roughly equal numbers. I can fully appreciate the frustration that comes from being denied the opportunity to square-off against an opposing army in an open field battle in a test of PvP skill because that army turtles behind a wall and mans arrow carts. I agree with you that ACs can undermine that aspect of WvWvW.

However, I don’t have the luxury of facing roughly equal forces. I play in off-peak hours on a server that is perpetually outmanned at those times. There is no skill demonstrated by a force of 20 that shows up to spam auto-attack against the gate at a tower where I and two comrades are defending. I would much prefer that enemy force be 3 to 7 players where I and my friends can leave the tower and engage them in open field combat in a roughly “fair” or “balanced” fight (and which – when such opportunities present themself – we do; and quite often prevail). That’s not the reality, though; those 20 enemy players aren’t going to voluntarily agree to break up into smaller groups and face us in PvP combat. They’re there to play PvDoor; not PvP. The buff to ACs have put an end to that within the context of my experience.

That force of 20 gets discouraged as they fail in attempt after attempt to take objectives I defend. They eventually give up and either go looking for easier targets on the same map or leave the map completely. This leaves their roamers and small camp flipping parties behind. It is then that the game returns to being about PvP as I and my friends are then in a position to roam the map ourselves, engaging those opponents in fights that are more a test of skill than numbers.

Anytime the numbers are roughly equal or even 2 to 1 in the enemy’s favor, I’ll gladly take open field PvP combat over turtling inside a tower or keep. When a force that outnumbers me 7-or-more to 1 shows up thinking that spamming auto-attack is a demonstration of superior skill? Uh-uh; I’m going to level the playing field with the tools available to me. If they want to PvP, then let’s play PvP. If they want to PvDoor, then we’re going to play siege wars.

It also comes down to a matter of definition. For me, a zerg is a group of unaffiliated players in WvWvW in which few if any are using voice comms, who do little more than play-follow-the-leader while spamming auto-attack at a gate, and believing that such skill-less play should translate into an automatic “I WIN”; all-the-while defending their actions as examples of “skilled” play and criticizing anything that counters it.

This contrasts with coordinated groups (they don’t necessarily have to all belong to the same guild) who use voice comms, practice strategies and tactics, are skilled PvP combatants, and seek opportunities for open field battle against enemy forces of equal or greater numbers as a test of skill. I take to task the former while having respect for the latter. Within the context of this definition, I welcome the changes to arrow carts as a deterrent to what I call a zerg (and, in my experience, it’s working). If that definition doesn’t apply to you, then we’re more alike in our opinions than not.

So many souls, so little time. ~ Kraag Deadsoul

Update on Arrow Carts in WvW

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Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

You’re math has some holes in it. No offence.

No, the math does not have holes in it. Using a base 1,000 damage, what is 80% of that value? 1,000 × 0.80 = 800. Now, add that 800 to the 1,000 (since we’re increasing it by 80%). This equals 1,800. Alternately, you could have just multiplied it by 1.80 as a shortcut. 1,000 × 1.80 = 1,800. This is how percentages work.

The only question then becomes whether the 50% reduction in damage against siege applies to the total damage or only that portion that resulted from the 80% buff. That’s for a dev to answer. If it’s a 50% decrease in the total damage, then that equals 900 damage against siege per the original calculation.

Damage to siege:
Don’t forget there is also a damage boost from the traits. Which is 25% as people have told me. So assuming that is correct the AC still does 1125 damage (using your numbers) to siege. So still stronger than before and AC were already very strong before the patch.

Agreed that I didn’t account for the damage increase from the Arrow Cart Mastery line itself. In light of this, yes, the damage to siege will be 1,125 as you stated. An even greater reduction in damage against siege may be worth considering. As far as the damage to players, the new damage buff is working to effectively force zergs away from gates where before it did not (in my experience). Your experience may differ from mine, but doesn’t invalidate mine (nor mine, your’s).

It does not theoretically outrange a catapult but it does outrange it in some practical situations. For example the little rock next to cliffside/cragtop/dawn’s eyrie. You cannot put catapults at max range and cannot put them outside of AC range. They are effectively outranged like that. There are more examples.

There are numerous situations where siege can not be placed to leverage it’s range to the maximum. This isn’t a flaw; it’s the whole point. There’s no single cookie-cutter strategy or set of tactics that is going to work for every encounter. Using your example, if you want to capture cliffside/cragtop/dawn’s eyrie, Catapults in the face of Arrow Carts are a poor option. Other options would be to capture the Garrison and treb cliffside/cragtop/dawn’s eyrie from there or build a treb on the Astralholme/Fog Haven/Stargrove supply camp cliff face and treb the cliffside/cragtop/dawn’s eyrie wall from there (yes, it does reach if placed correctly).

Alternately, place Catapults on the Northeast side of cliffside/cragtop/dawn’s eyrie and fire at the wall through the “tunnel”. It’s unlikely Arrow Carts will have been built on that side of the tower pre-emptively, as most are built to face the gate and the West wall. Put down an Arrow Cart of your own to counter the defenders’ attempts to build ACs on the cliff above to target your Catapults. In other words, think of alternatives instead of claiming ACs are OP because they counter a single-minded approach.

Zergs:
Zergs are still better off with this patch. If killing anything up to 50 players gets a lot easier, just bring even more people, preferably more than 50. It has not yet been shown to be an effective zerg dispenser. Just because the zergs can build arrowcarts and trebs. Zergs are good at this because they have a lot of people(= a lot of supplies). Small teams do not and they get hit the hardest. So this is an incentive to zerg.

In your experience, perhaps; not in mine. The auto-attack spammers showing up at the gates are being dispersed in my experience. Their larger numbers and greater supply-carrying capacity are not an advantage in the face of pre-emptively built siege defenses. Now, if they build some Trebs out of range of the Arrow Carts and then proceed to destroy the Arrow Carts and smash down the walls, then good on them for being willing to change tactics. Working as intended.

PVP
The balance between sieging and fighting had always been a precarious one. Now it has completely shifted towards siege. Siege promotes no skill at all (especially not the anti personnel AC) and devaluates all the things the PvP’ers have been doing until now. A lot of use did not think the old balance was perfect but it was a lot better than it is now.

A “lot of us” is completely subjective. It’s just as easy to counter that a lot of us think the new balance is better. It’s completely a matter of opinion. The arbiter is ArenaNet and they have chosen this route. It’s not going to make everyone happy; nothing ever will. They have access to the metrics on WvWvW dynamics that neither of us have. Based on that data, player feedback, and analysis of the situation, they’ve chosen this path as the one that’s best for WvWvW overall.

So many souls, so little time. ~ Kraag Deadsoul

Update on Arrow Carts in WvW

in WvW

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

A few points of clarification:

1) Arrow Carts have a default range of 2,500. Ballistas a default range of 3,000. Catapults a default range of 4,000. Trebuchets a default range of 10,000.

2) An Arrow Cart that gains added range under the current Arrow Cart Mastery line increases to 3,500. It outranges Ballista and Ballista only with this upgrade. Even with an Arrow Cart’s targeting reticle taken into account, it still falls short of a Catapult’s range.

3) With the increased reticle size in the Arrow Cart Mastery line, an Arrow Cart then matches the range of a Catapult. Even so, a Catapult can still outrange an Arrow Cart by virtue of being able to apply damage beyond its maximum range due to its blast radius. This extends the Catapult’s damage beyond its default range of 4,000; which still beats an Arrow Cart affected by the Arrow Cart Mastery line since Arrow Carts do not benefit from a blast radius.

4) How the math works:

Let’s assume a base damage of 1,000 for an Arrow Cart pre-buff. An 80% increase bumps that up to 1,800 damage. A 50% nerf to that damage versus siege reduces that to 900 damage. So Arrow Carts now do less damage to siege than they did pre-buff; not by much, but it’s still a reduction. As to the argument that it’s not the siege weapon damage but the damage to the operator that is the issue; ummm…yeah…that’s the kind of the point of an anti-personnel weapon. Learn to coordinate with your teammates to rotate duty on your siege weapons. As you begin to take too much damage, swap with someone who’s at full health.

Trying to hide behind the argument of “WvWvW should be about PvP, not siege wars” is disingenuous at best when zergs outnumbering their opponents by factors of 3, 4, 5, or more to 1 roll up to a gate. Anyone who does so and then tries to pull out the “I just want to PvP” argument is flat-out lying. Maybe WvWvW should be about PvP and not siege wars. If that’s the case, then neither should it be about zerg wars that has absolutely nothing to do with skillful PvP. Running in a herd and spamming auto-attack while being shielded from AoE damage is not skillful PvP play.

Since the meta did devolve into zerg wars, a counter in the form of buffs to Arrow Carts was introduced. Maybe it has little to no impact on certain servers; especially at tier 1 or tier 2. Conversely, though, it’s been quite effective as a zerg disperser on other servers. Arrow Carts are anti-personnel weapons and working as intended now. The damage was buffed 80% to make them actually have an impact; even for defenders who are grossly outnumbered.

The damage against siege has been scaled back (which is appropriate) and they are looking at reducing the range. Even so, the range buff can’t be scaled back too far given that the default range is already 2,500. Short of a change to the default range itself, there’s not much room for the developers to drastically reduce the range buff and still have it be a worthwhile upgrade in the Arrow Cart Mastery line.

Given that there’s only 500 units of difference between an Arrow Cart and a Ballista at their default ranges, the extended range buff for an Arrow Cart would only change the range from 2,500 to 2,800 if we were to accept the argument that Arrow Carts shouldn’t match a Ballista’s current default range (the radius of the targeting reticle then extends the AC range out to 2,990; just shy of a Ballista). A mere 300 unit increase in the range makes the upgrade nearly worthless for the points spent.

Unless the developers change the siege weapons’ default ranges (unlikely given that the WvWvW maps and tower/keep layouts were likely designed with the current siege weapon ranges factored in), for the increased range from the Arrow Cart Mastery line to be worthwhile but not excessive means reducing the buff from 1,000 units to ~500 units. This makes it competitive with Ballista while falling even shorter of a Catapult than it does now; giving those not very skilled in siege placement and range estimations a fighting chance when building Catapults.

ArenaNet is guilty of making a mistake. That mistake was game mechanics and a lack of counters that allowed the zergs to grow to ridiculous proportions and rule the WvWvW meta single-handedly. The changes to Arrow Carts are an attempt to restore balance, introduce more varied strategies and tactics, and make it a game of counters and counters to counters (rock : paper : scissors). It’s not perfect, they’ve admitted that, and they are tweaking it for balance. One thing is clear, though; the days of standing in the red circles of an Arrow Cart and laughing it off as a if it were a light Spring rain are over. The zerg had its day in the sun but now it’s time to close that chapter. It’s still viable for some situations; just not for all situations any longer.

So many souls, so little time. ~ Kraag Deadsoul

Thieves are the new WvW class.

in WvW

Posted by: Alekty.8706

Alekty.8706

Oh well, my old thread got deleted due to being rude… So here we go again, on another account, just to make sure that thieves will still love their class <3

And sorry for failing shadow refuge… Never used it before, how would I know it would leave a debuff, but clearly didn’t matter!

Thief - too much evade, cleanse and port?

in PvP

Posted by: xmtrcv.5236

xmtrcv.5236

The top of your game isn’t the top of the game then.

Damage Dolly
we all began as something else

EB jumping puzzle remake

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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We are in the process of trying to get the JP to not exert pressure on the queue for EB or the population of the map. Once we’ve finalized our solution, you will hear about it.

Queue size data from 9-14 to 9-18 (NA)

in WvW

Posted by: MikeFerguson.8921

MikeFerguson.8921

Next

Attached are a collection of charts showing the queue size of each map for a given world. These charts are for the North American worlds.

This data was collected from 8:00PM Sept 14th to 9:30PM Sept 18th. I believe the time zone listed is UTC, but I’m not 100% sure about that.

There can be up to four lines on each chart, one for each map that world is playing on. A line is only present for a map if it was full and there were people waiting in a queue. The map abbreviations are:
EB – Eternal Battlergrounds
RB – Red Team Borderlands
BB – Blue Team Borderlands
GB – Green Team Borderlands

Be sure to pay close attention to the vertical axis on each chart as the scale changes from world to world. Some worlds have hundreds of people queued for all four maps while other worlds might peak at a hundred in queue on one or two maps.

Unfortunately I just realized I didn’t put the world names on the chart. A chart’s filename matches the world it represents, so you’ll need to look at the end of the url when looking at a chart (or before clicking on it) to see what world it represents.

We thought these charts would be useful information for people to see, as it helps illustrate why some worlds have much longer waits than others. Hopefully it will also help some people decide to leave some of those higher population worlds for one of the worlds with smaller (or no) queues, which would reduce the queue pressure on the overloaded world and help provide more manpower for the smaller world.

Some other information we gathered from this timespan:
- Almost 30% of the total players who logged into the game queued up for WvW
- About 3% of the total players who logged in and queued never got in.

We’re completely ecstatic about the first number and not happy at all about the second. We’re looking at a number of short term and long term solutions that should help make that second number go down even if the first one goes up. As we make progress on those solutions we will keep you updated.

Hammer General Thoughts & Suggestions

in Warrior

Posted by: Rednik.3809

Rednik.3809

Hammer seriously need some form of blind-immunity, at least for AoE attacks, especially Earthshaker.

Kiijna, Xast, Satis Ironwail, Sekhaina, Shira Forgesparkle, Sfeno, Nasibi, Tegeira, Rhonwe…
25 charracters

April SotG CliffNotes

in PvP

Posted by: Nettle.9025

Nettle.9025

Mesmer
-Mostly bug fixes
-Points will now decap while Distortion is active and the mesmer is alone on point
-Moa Morph now usable on the move. Reduced the distance traveled for Flee (Moa form 5)
-Mantra cast time reduced from 3.25s to 2.75s
-Illusion of Life cast time may be slightly increased in future patch

Necromancer
-Corrupt Boon and Epidemic are both unblockable, but still require LoS
-Flesh Wurm and Flesh Golem have increased health
-New empty slot on death shroud. This will have a new condition in the future. Considering a dark themed dot similar to poison that does damage with an adverse effect.

Guardian
-Did not want to bring down with the boon hate changes in place
-Spirit weapon health increased
-Sanctuary and Shield of Absorption no longer block treb shots
-Want to improve traits as a whole in the future

Tourney Changes

-Spectator Mode: Watch anyone, see their entire build and equipment setup. Devs want to focus on shoutcast tools to help promote community.
-Leaderboards: Ability to search for friends and people, possibly provide an API for external websites.
-“Very aware of” the need to split premade and solo queue, looking at this for the future.

Spirit Watch

-Initial orb spawn delayed for 10 seconds
-Ride the lightning distance reduced while carrying the orb
-Invulnerability skills will now cause the orb to be dropped
-Channel time to grab the orb increased from 2s to 3s

Future Changes
-Want to add a solo queue
-Want to work on progression, especially for new players, to give others incentive to play. Revamped reward system
-Really want to aid shoutcasters. They seem to want to give the community the tools needed to promote involvement, host their own tournaments, etc.
-Have plans to “do more things” directly with the community, but did not comment on what or how.

Badding up tourneys since 2012
NA tPvP – Elementalist – Thief