the reasoning is “to help build the reputation among guilds who defend, and to foster community between guilds”.
…
Without this, guild relationships are fickle and its all just a WvW Karma train.
The game does very little to promote the differentiation of guild play from non-guild play, agreed. And when you try to talk about it, other posters think you are asking for “gvg battlegrounds”.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
@Nightshade
I’m all for a bit of hand-holding, but gear-fixing is going too far. If you load into WvW as a new player you should definitely get a tutorial which highlights what kind of things you may want in gear, but you should still have choice.
This is probably the most critical ignored area. No number of shiny updates mean anything if new players have no idea what’s going on.
I’m not really sure there is value in scaling exotics to ascended while in wvw. I say exotics because if you are using white/blue/green/yellow gear that is just being lazy.
The biggest disparity in gear from exotics to ascended is the weapon dmg and % guard infusions, not the actual stat points.
Friend requests shoukd really be a thing. The follower’s tab feels creepy.
There are many legitimate reasons to talk with an enemy player. And salt whispers tend to be something to hang on the wall anyways.
Evrn in pvp where there is cross team chat, the salt tends to come from one’s own team more. That being said, how many of you would like a cross server chat that is unchecked by default?
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
You want anet to redesign wvw to favor “guild centric” aka gvg play with more population cap restrictions
We can stop here. You continue to equate “guild centric” with gvg and think it has to do with population cap restrictions so that’s your problem.
Both you and Haem recognized that to encourage guild-centric play means rewarding guilds better for performing regular rallies in WvW to differentiate it from militia play since right now rewards are the same for both playstyles yet for some odd reason you keep going on here about gvgs.
You emboldened quotes from Sabull to hyperfocus on the gvg thing (the risk I took with quoting Sabull) without taking away the core points he made that I tried to emphasize in a later post regarding how guilds seek out fights they feel are more equal to their own sizes to your own detriment. I am not Sabull. I only agree with him that guilds form a core function in WvW that serves the purpose of improving the open world PvP experience so it doesn’t become a single playstyle like what we see in EOTM.
At this point I think all you are interested in is in trying to prove me as some sort of gvg battlegrounds fanatic rather than interested in what constitutes a health-through-diversity WvW team. I’ve been posting here for four years now that a healthy WvW means having a good mix of playstyles and I stand still by my assertion that guilds are what provide that diversity. As we lose guilds we lose that diversity and thus we lose the options that everyone can find fun in fighting against.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
(edited by Chaba.5410)
Tyria is such a wonderful place and guild Wars 2 is a masterpiece of art itself. Excluding some annoying hearts you should really take some time to enjoy this beautiful world,you won’t regret it. (especially snowy areas look fantastic)
All we wanted was a GvG.
You’re saying you really preferred when they took up map slots, didn’t contribute meaningfully, and complained constantly?
Never bothered me tbh… I always played in lower tier servers where there were plenty of slots open for people to join and moan all they wanted.
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
I’m in the no category on this. You cannot use proofs of heroics as an example to support this idea, because the reasoning for them is completely different. The point of proofs of heroics being used to unlock hero points is to allow wvw focused players to unlock elite specs by playing wvw. Also with the introduction of reward tracks, we get plenty of tomes of knowledge for leveling. This means that a wvw focused player does not have to do any pve to level up a toon and unlock the elite spec.
This is completely separate from crafting legendaries which is supposed to take players across game modes. The reason most of it is in pve is simple. PvE simply has the higher player base and offers the most opportunities to diversify the tasks for making a legendary.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
WvW is the only gamemode with no legendary item assigned to it.
…and that should be fixed by giving WvW a unique legendary associated with it once skirmishes get a proper reward system, not making PvE map completion available in WvW.
In that case, They should just re-introduce WvW as part of map completion like it was before. I think it’s fair since this change was made to appease the PvE’ers that didn’t wanted to do WvW.
Oh the tears of “I only need the green keep vista for my Gift of Exploration” were so delicious…
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
+1 to OP ideea
Anything would help, and maybe slowly this could be expanded to allow GvG with any guild, regardless their current server. And more. But let’s just keep it at one dream a time.
Join CD then you can come and stand with me and there will be 2 of us on the map.
I’m fine with ascended gear in WvW giving you higher stats, after all you had to work for it, and the equipment does indeed have higher stats.
However, what I am not fine with is that every stat combo that is allowed in PvE is allowed in WvW as well. Some of those stat combos were removed from PvP because they were deemed to be too good for a competitive environment, yet they are still allowed in WvW. So which is it Anet? Are these stat combos too strong for competitive play? Or are they balanced?
Personally, gearwise for WvW, I really want to see Anet normalize WvW with PvP. Any stat combination that is not available in PvP should not be available in WvW either. Similarly, any rune or sigil that is removed from PvP should be removed from WvW, with few to no exceptions. I’ll leave the logistics of how this should happen up to Anet, but I do think its something that should happen soon.
I literally can’t think of any negatives either.
Please remember that the decision to create the stadium area has been one of the most successful implementation of virtually anything created in WvW. From this small expenditure of effort, you have created something that has spawned an entire subculture of WvW which has taken upon a new life. It’s also been a boon to other folk who may be complaining of potential conflicts that arise in the main maps.
You even took the time to help out GvGs by making sure the map didn’t have the effect of bloodlust. Fights here are valued over Guild Hall fights due to size and pve balance issues over there.
Finally, remember that this area was created to deal with a misunderstanding with GvG’ers and Anet. It’s a symbol of respect between the developers and its players.
Now, I think we’ve established that this little corner of WvW has provided so much from so little. When you add the few things of value learned from EOTM, aka the advantages of letting more people meet and fight, then it I can say in all sincerity that any time invested in improving this area will not be a waste. In fact, not taking advantage of it would be the real waste.
for there you have been and there you will long to return.
Sure, I guess. Even though the current OS leads to interruptions in regards to GvGs. That or it’s just this guild, idk. I would prefer the current guild halls use WvW game mode rules and their arena size increased, or create a new spvp map for GvG’s specifically. I can’t say those suggestions are more or less work than the OP.
The only technical limitation I am aware of is that it takes ANET about 3 months to switch maps or something. Search function doesn’t work great so I can’t find it.
Trinity Of Our EU Lords [Kazo] Zudo Jason Betta
Some progression would be good, i never even bothered looking at my rank when i played. It is totally meaningless, gold, mithril, platinum, the only use for ranks is to identify drivers for sniping. Without logging into my account i have no idea what rank i am. You dont even need to be high rank to max out all those siege skills that see very little use outside the blobs. Struggling to think of a time i poured oil.
As for balance, Anet balance around PvP. You can pick out any number of things in WvW that doesnt make sense from a balance perspective. These become less noticeable as you add numbers to the scrim. They become more prominent as you scale down to 1v1.
I agree on one thing and that is making it inclusive for new players. The early purchases in a tree or such should hold the larger gains, diminishing as you progress through the tree. Maybe have a special skin or title if you master out the whole tree as a carrot at the end.
This way buying into the tree early on as a new player would sees some (mad)gains. Sure the player with more points has higher (mad)gains but on a diminishing returns scale. So the balance isnt too far skewed that good play can overcome it.
You dont want it turning into we have x abilities because we are all Gold/Platinum+ rank, we win.
[lion]~ riperonis
[tRex]
Please do NOT spend development time on something like this. This will further fragment the already existing balance issues (Condi’s namely bleed and burn, Condi-scaling, Coalescence of Ruin, Sup. Arrow Cart damage OP, overly defensive structure abilties, etc.) plaguing WvW.
+1, I agree with @MomentofWeakness.1246, we should be addressing the current needs of the game mode before adding in new features, and it should be realized that WvW balance is probably the most fragile in all of Guild Wars 2 due to scaling (i.e. what works in PvE and/or PvP may not be suitable for WvW).
(edited by Nothing.4953)
What if we made it so at start of week after every reset it set the score to 0. treat this arc class type as classes in term of say a Moba where we have to level up trait tree threw out week.
But to do something like this have to very careful to avoid using % in any of these tree. because % easy way to break a game.
i think if you wanted to do something like medic line for example. each time you fully rez a player you gain +50 healing for for 30 seconds.
Or something like front line build Each time you get hit you gain +10 toughness for 10 seconds.
i also design skill point UI like “path of exile” where you can learn everything if you put enough time in to it at cost of insane stat loss.
In term of leveling up skill point tree. i make it based on arc type you picked to level up.
So def line you gain exp threw healing / rezing allies
dps line you get exp threw killing players dealing dmg
Seige line you gain exp threw using seige that deal dmg.
hope that not to messy to read x.x
So, I already responded to this post, but it got my creative juices flowing. I’m working on something that I think is really great. In the meantime, a few thoughts that I think everything from here on out should adhere to.
I think there should be one rule for anything: No mastery or new addition would affect any player vs. player combat. No stat increases, no extra revive speed, no extra range, etc. All that currently exists in the game through class selection, build selection, stats, and runes/sigils. What the current masteries do is effect how we interact with WvW. This is where any new masteries should be focus on. With this in mind, I think having a tree or trait system of masteries is a great idea as it would limit our roles and force us to make choices. See my previous post for more on this.
I’m not sure a mastery stuff would be the appropriate answer to that nice idea. I think I remember the devs saying they weren’t so happy about the overall WXP upgrades, and this could be a possible answer.
As some said, replacing the WXP panel with a tree system is a good idea. I can imagine the following root mechanics :
- Trees would be organized role-wise, as the OP suggested, with things like scout, fighter, medic, siegemaster etc.
- Trees would have a passive branch, that’d provide permanent bonuses, and an active branch, that you’d need to select accordingly to your role, and that’d provide more powerful bonuses, and specific abilities, like special discounts at sellers, ability to buy specific stuff, and why not specific utility skills (WvW traps, I’m staring at you) ?
- You can only change tree at spawn ?
I would much rather have resources and dev effort go toward bringing us professions 2.0, cleaning up traits, improving core profession stuff, improving existing weapons and slot skills, creating decent roles to choose from out of every profession, fixing problematic combat issues such as the condi and stealth systems, creating new elites, new weapons, new slot skills, … as opposed to this or mastery stuff. That can come later when the important things are tackled first and foremost.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I think that a middle ground could be found, somewhere in the middle between,n “We’ve been working on scoring changes for the last 6 months. Ok? Bye.” and “Hello folks how is it going today?”
Saying that they aknowledge population balance to be a problem is different than saying they’re going to merge servers. I understand that they don’t want to say the latter, but why not come forward with their own view of what the game mode needs?
Resident fleeing destroyed building. So they’re concerned about immersion I guess? That means they’re unlikely to implement many gamelike features that would put the focus away from role playing? It’s less about chess and more about fancy architecture of fire keep corridors. Journey of twisting paths in magical jungle with no concern how it would be like to have large scale battle in such location.
Fine if they think that way, but it should be communicated. We don’t even know what to suggest when we don’t know their values.
Just remind you all this is only a game and it is post to be fun.
These forums have rules and everyone that signed has signed up to play the has also agreed to obey the forum rules too.
The rules are there for a reason so if you cannot obey the forum rules that are outlined then do not post anything at all.
I have got tired seeing as Gaile Gray said in the beginning
Lately, we’ve noticed a a growing number of posts like this:
- I hear [this world] is dead
- I don’t like the links between [this world] and [that world]
- Why does [XX world] get an better link than mine?
- I hear [this world] pays groups to join
Many of you think it is maybe simple and easy for ArenaNet to flip over backwards for everyone.
Just to let you all it is not easy because I have a real job that I work at in the information technology field and I do the similar work as ArenaNet does in a way. I help a company support thousands of customers of customers around the world every day as well help as a network technician and web developer.
The company I work for use to have forum but they have close it down because of similar posts were being posted and things got out of hand. At first the company started banning those being a problem from posting on the forums and they those were banned would create a new account and keep doing it so the company deleted the forums all together.
So, from first hand experience I know how the staff at ArenaNet feels. So, before you post something put yourself in the ArenaNet staff shoes and ask yourself is this according to the forums rules or not?
The same way as forums needs to be applied inside the game too. If you cannot respect others including ArenaNet staff by saying nice things and being helpful to others including ArenaNet staff then do not play the game. This game is meant to be fun for everyone not just for a few people.
Sorry for how feel but you need look at things differently and help ArenaNet make the game better in a better way. As well as to help others and being nice others in the game. This is called real “Team Work” working together for a common goal.
(edited by pointaction.4639)
Would be a nightmare to balance. Balancing this game is already hard enough, I’d rather we not complicate things further.
No, i playing GW2 for 4 years now, the lack of resources is the reason of this post, resources suggestion, nothing is out of scope everyone is waiting for a big WvW patch with things like that, is very dumb to stay silent waiting for them to do something you want but they don’t know you want, we have to let them know what we want, if we dont ask for, is this way they are really not doing it
Understood. Let me clarify. I am okay with you suggesting this regardless of ANET’s desire to implement it (or not or partially).
My issue of scope is in regards to power creep. You suggest to bring in more stats into the game mode. This means more numbers must be thrown in for the balance team (assuming they take part in this feature). Sadly it is hard for me to dig up posts about developers’ concerns when it comes to balancing power creep, whereby adding more power creep. It’s a valid concern here regardless.
Your ideas of stat improvements to different play styles has/does work in other games. And it is interesting. Am I allowed to mention other games?
League of Legends has a simple passive trait system for defense, offense, and utility that boost those three play styles. Even the now notorious Mass Effect Andromeda has a profile systems that accentuates different play styles. They both work well since both were conceptualized, and balanced early on.
As far as progression. I dislike the current WvW ranks since the massive wall can be a large barrier to entry for the new players (this game mode needs new players). I would prefer it replaced entirely, or all its effects defaulted. If WvW Ranks was replaced by a play style based system with similar ideas you described that would be super. I recall the initial idea of WvW ranks was so players had roles. Irony is it’s just another thing to max out, and be omni-useful to anyone.
Trinity Of Our EU Lords [Kazo] Zudo Jason Betta
I don’t see how introvert you are when you are willing to start a thread about it.
I think it’s because they treat social interaction like ascended gear. It’s nice to have, but it’s not required in most cases, and it can be quite the pain to deal with at times. Whereas more extroverted people consider it more mandatory and kick people from dungeons.
And just for fun, I wonder if this thing actually works: https://www.uclassify.com/browse/prfekt/myers-briggs-attitude?input=Text
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I don’t see how introvert you are when you are willing to start a thread about it.
Introverts can, and do, talk to people. Though I do spend a ridiculous amount of time composing my posts.
At it’s heart introversion is about where you gain and expend energy. Introverts (the minority) expend energy when engaged with other people (socializing) and recharge when alone. Extroverts (the majority) gain energy while engaged and expend when alone.
It’s not that introverts can’t be social, it’s just that we can’t do it for long before we are exhausted. We tend to be selective in how we socialize in order to conserve energy.
I know it sounds like a bunch of carebear talk, but there are actual chemical and neurological differences between introverts and extroverts.
Sorry for the lesson.
-DedTreeJig
Just so we’re clear, I’m a solo player – Kirito
Live, Laugh,
(edited by DeadTreeJig.6714)
- People regularly complain that Anet staff never talk to them.
- Anet staff leave posts asking people to be cool to each other.
- People respond by giving Anet staff plenty of reasons to not talk to them, because, reasons
- gg
It legitimately makes me sad to know that I’m in the minority when I say I play this game to relax and have fun. Seems like far more people have so little to worry about in their daily lives that they just look for reasons to be upset and GW2 WvW is a perfect candidate.
Not liking how the devs handle the game is one thing but the sheer amount of entitlement and berating that happens any time a dev appears in a WvW post makes me really disappointed in this community.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
I’ve never been able to decide how I feel about transmutation charges.
On the one hand the basic system does sound undesirable – you obtain skins to use, but then have to pay extra (either gold or real money) to be able to use them. That would definitely put me off changing skins and therefore obtaining skins.
On the other hand I’ve been playing this game for 4.5 years, I’ve got 9 permanent characters and had literally dozens of temporary ones (who do sometimes get reskinned equipment) and I’ve never bought transmutation charges, or transmutation stones. I’ve always had more than enough simply from the ones we get free, even with my main character totally changing her look every few months. I don’t play PvP and only play WvW occasionally so I think most of those came from login rewards and map completion (mainly cities but you can get them from other maps as well) – because I make a lot of alts I do a lot of map completion so I end up with a lot of charges.
I suppose the logical conclusion of those two points is that transmutation charges are ineffective (in my case) as a way of generating income for Anet, but still create the impression of a pay gate, so the game would be better off if they were removed.
But in practice the outcome is that I don’t care. I don’t worry about spending them because I know I always have enough, so they don’t feel like a barrier to me. I almost forget that changing skins costs anything, I just pick the skins I want and apply them.
“Life’s a journey, not a destination.”