As a roaming guardian, (who is partnered with a necro) I would sell my right arm, left leg, right ear, and left eye for mobility.
But, then the beautiful thing happens, thief bursts on me when I’m standing in all my traps and, WHOOPS! Dead thief, right? Nah, seriously wounded thief already way beyond my bow range stealthed, clearing all my partner’s multiple conditions, returning to full health.
Sighs.
WE HATES THOSE THIEVES! WE HATES THOSE THIEVES! WE HATES THEM SO MUCH!
Thief, then thief and last but not least… thief.
Ya I am on FA and we got stuck in T4. The bags are epic. But the fights are not fun 90% of the time. Most of these people we face get one pushed. Not because of superior numbers either. Would be nice to be back in T2 or T3 were there is at least some competition…..
This is the result of the intentional flattening of Glicko over the last few months to bring more servers in range of each other. If you check
http://wvwmatchups.azurewebsites.net/#Fort%20Aspenwood
you can see that, at time of writing, FA could be anywhere from T2 to T4 next match, although the chance of another T4 outing is small.
With Wild Cards three-quarters of NA worlds are now in range of each other, with most being able to draw a match anywhere from T2-T4. This was the intended outcome although whether this is what people want now they’ve got it is another matter.
Server pride only works if everyone shows up on a strict schedule. Like having a job. It was bound to fail, like all server systems do in all MMOs.
Putting a price on moving to active servers was never going to solve anything. Moving away from the server structure twords alliances/factions would help but this is anet were talking about…err ncsoft…err just a small commodity that is owned by some sort of investors.
Anet is desperately working on a second expansion to save their game (and reputation after HoT) and meanwhile are letting WvW go afloat because they don’t have any devs available. Anyway it sure looks like this.
The only hope will be the expansion announcement and what they announce for WvW (or new competitive modes like GvG).
I think you should NOT give money to a game mode that clearly has no direction or future updating.
Hallelujah!!! I used to be WvW junkie few years ago and even then this part of the game felt a little bit abandoned and now it’s completely irrelevant and developers don’t even bother to argue about it.
The best thing is just to leave it for now and wait untill Anet decide to revive WvW.
(edited by Max Durak.1358)
Server pride only works if everyone shows up on a strict schedule. Like having a job. It was bound to fail, like all server systems do in all MMOs.
Putting a price on moving to active servers was never going to solve anything. Moving away from the server structure twords alliances/factions would help but this is anet were talking about…err ncsoft…err just a small commodity that is owned by some sort of investors.
ToK are awesome for people who are always making/remaking alts. (Just throwing that out there.) Not so much if you aren’t an altaholic/have all the classes/races anyway and/or don’t want more.
Like several people have already said, I think the problem is again (not all) people feel that there are not enough “worthwhile” things to spend spirit shards on. I wouldn’t be surprised if ANet has pretty much abandoned spirit shards at this point. The existing recipes help to fill the cosmetic niche to some (albeit small) degree, but there are quite a few people who have never leveled their crafts high enough to bother. Adding more worthwhile things to the spirit shard list would help fix this issue:
Consumables
- Food
- Karma drops
- High level salvage and harvesting tools
- Temporary toys would eat up some of those shards I’m sure.
Cosmetic
- A hand full of dyes shouldn’t hurt
- Another cultural costume tier purchasable via spirit shards
- Transumation charges … seriously, vets have a ton of these anyway, they won’t hurt anything.
Actual Hero Progress
- If you can buy Heroic points in WvW why can’t you exchange multiple shards for hero points in PvE? Its still grinding! If you are worried about the ease of PvE grinding then for goodness sake increase the cost.
- Why can’t you exchange spirit shards for other preexisting currencies in the game? (I shudder to think of adding more currencies, I have been in several MMOs where that got out of hand.)
In closing:
Originally I thought spirit shards were a way to progress my characters development, and accepted the fact the game was “balanced” around keeping everything level 80. Spirit shards right now feel like a “why bother if you aren’t a crafter” sort of thing which is a shame.
Anyway, that’s my two bits. I’m sure no one cares and none of my comments matter, so I’ll leave you all to it. I just wanted to get that out. Good vibes and much love to you all.
Ty all for the help in all the ways the people assist me.
I’m confused as to why pigeonholing (forcing) people into a defensive playstyle will be a good thing? I thought options were a selling point in this game. I thought “No holy trinity” was also a selling point of this game. I’m new, so I seriously do not understand why removing options will make this game better. Or I just might not know something sucks yet because I am too new.
I believe what they’re saying is that it’s a false choice. I’ll be the first to tell you that if you’re playing solo in open world you can find plenty of challenge to make more defensive stat sets useful (also true in PvP/WvW), albeit with no additional reward over following the zerg. However, in PvE content that matters (i.e. group content such as raids and fractals), organized groups want damage, damage, damage!
So, although my celestial earth/air/tempest elementalist is super fun to play and can do things that glass elementalists can’t (like solo the champion of balthazar or the mushroom queen), there’s really nobody who wants to bring my elementalist along to raids when they could instead bring an elementalist that deals more damage and still survives because the group is organized and healers help cover the more fragile builds so they can do what they do best: damage!
Then again, maybe this is a side-effect of the obsessive focus with the meta? I mean, how much time do players really spend raiding or running fractals vs. open world? How much time do they spend solo? I meet players all the time who didn’t think a <insert X class here> could do that because they only run the meta builds that focus on maximizing group efficiency. Are survival stats truly useless in that case?
You tell me. Would you run a weird survival build like celestial ele or marauder thief for solo open world? Or is just not worth your time when you could get the job done faster by bringing friends or running with the zerg? Because somehow I doubt glass builds are soloing a lot of the champions in HoT (okay, maybe necro or ranger can but the so-called squishy classes?). Am I wrong here? Or is it just that it straight doesn’t matter enough to people to register the value of survival stats in these scenarios?
Thanks for the clarification by the way. thumbs up
So I chalk this up to a “community” issue then, or “the fun police.” People telling other people how to play, because some peer group dictates the rules of what is good and bad. No getting away from it either, it’s in every game. The moment you have rules, you have metas. The only way to change a meta is to change the rules. So I guess the “solution” to some people is to counter-brow-beat people into playing the way they want to play via game mechanics or whatever; Aka nerf this, buff that, change game mechanic X. Honestly I like this game for its flexibility, there are a lot of things to do and several “game modes” to do them in. Thats an awesome selling point to me. If it ever stops doing that that then I will look for other games that fit that niche. Until then if people don’t like my playstyle then I will either solo or make some friends who don’t care about such things. Then again, I’m not a Vet, I am still 1 month new to this game so i don’t know how “realistic” this mindset is. I will just say I haven’t enjoyed myself this much for a while.. Its a nice change from past disappointments.
(edited by Ghoststeel.6098)
I’m confused as to why pigeonholing (forcing) people into a defensive playstyle will be a good thing? I thought options were a selling point in this game. I thought “No holy trinity” was also a selling point of this game. I’m new, so I seriously do not understand why removing options will make this game better. Or I just might not know something sucks yet because I am too new.
I believe what they’re saying is that it’s a false choice. I’ll be the first to tell you that if you’re playing solo in open world you can find plenty of challenge to make more defensive stat sets useful (also true in PvP/WvW), albeit with no additional reward over following the zerg. However, in PvE content that matters (i.e. group content such as raids and fractals), organized groups want damage, damage, damage!
So, although my celestial earth/air/tempest elementalist is super fun to play and can do things that glass elementalists can’t (like solo the champion of balthazar or the mushroom queen), there’s really nobody who wants to bring my elementalist along to raids when they could instead bring an elementalist that deals more damage and still survives because the group is organized and healers help cover the more fragile builds so they can do what they do best: damage!
Then again, maybe this is a side-effect of the obsessive focus with the meta? I mean, how much time do players really spend raiding or running fractals vs. open world? How much time do they spend solo? I meet players all the time who didn’t think a <insert X class here> could do that because they only run the meta builds that focus on maximizing group efficiency. Are survival stats truly useless in that case?
You tell me. Would you run a weird survival build like celestial ele or marauder thief for solo open world? Or is just not worth your time when you could get the job done faster by bringing friends or running with the zerg? Because somehow I doubt glass builds are soloing a lot of the champions in HoT (okay, maybe necro or ranger can but the so-called squishy classes?). Am I wrong here? Or is it just that it straight doesn’t matter enough to people to register the value of survival stats in these scenarios?
My comment wasn’t directed to you Dawdler but the OP.
Skirmishes did a lot to dial down the overnight runaway points and I think it was the right direction to go with that. They still have the option to implement the hot time zone bonuses if you want to push them for that.
I’m not really for it because I don’t like the thinking of players that want to limit points outside of their play time, because their own server has less players and therefore cannot compete to earn those points but they want to make sure everyone in those zones get slapped with a penalty.
Sure maybe the time zones with the most players could be earning more points, but really those time zones will also still come down to whomever has the most online and taking stuff. Is there even any servers that get 4 map queues? if not servers will still have imbalance of population and coverage, just not as noticeable in prime time.
WvW is a 24/7 game, should 4 hours be worth more than 20 hours of the day? At the end of the day, who cares? it’s just points and that’s not even the real problem of wvw these days, trying to make additional changes to the points system is not going to fix wvw.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
Why is your playtime worth more than someone else that isn’t in you time zone?
Exactly. Thats why nightcapping was so broken before skirmishes, their playtime was worth so much more 03:00 than it was 19:00 for the other 99% of the playerbase.
Wait thats what you meant right? Because people have always had the silly tendancy to apply it to primetime players instead for no logical reason.
As I said, skirmishes balance out this alot better but within them the passive ticks of tier upgrades remain wonky. This apply to both off- and primetime. “Defending” a T3 keep against no one for 5 ticks give you 100 PPT in total. Actually defending a T0 keep against two 50 man zergs at the same time give you 40 PPT in the same amount of ticks.
We always complain about the passive skill dominance of HoT elites when it comes to WvW balance but everyone is oddly quiet about passive tier bonuses…
“Slightly more shady”? SLIGHTLY shady?!
Really?!!!
Where’s the fun in “slightly shady”?
There’s night in wvw, just hard to tell because “night” is dumbed down to "slightly more shady time. "
r4420k+ blazetrain
We’ve had Golem week, and portable cannons. It’s time for a new experiment and I nominate….
Night capping week!
Seriously – why doesn’t WvW have night time? The rest of Tyria has it.
So I propose a week or two of beta test before making this a permanent WvW game feature. Let’s have a 2 hour day-night cycle.
Day is the same as we have now.
Night has visibility reduced to melee range (so you can follow someone if close enough), unless you are carrying a light source such as a torch, then visibility could be further. All NPC guards would carry a torch, and all structures would be torch lit (perhaps with Superior torches with a brighter light and longer reach). Torches etc already exist in game so it’s just a matter of turning down the brightness. I would maintain a low level of “star” lighting for the basic visibility so it’s not pitch black.
Imagine:
- Hills with torches all along the walls…
- Watching Sunset over Garrison…
- Greeting Sunrise from the top of Stonemist…
Before you QQ about it, yes I know a whole zerg could put away their torches and creep through the darkness to suddenly “appear” outside a keep. So what? Mass invisibility or a lack of scouts has the same effect. Look on the bright side – we could all really night cap once every two hours and things could be a lot more exciting!
This is long over due. Please make it happen.
Any commander, and many players, will know the frustration of having to carry siege in your inventory only to find that what you want is on another character. The portable provisioner works for basic siege but Superior and Guild siege is still an issue.
It’s definitely time for a siege wallet for everyone, or at the very least a dedicated set of WvW shared inventory slots that are enabled when you buy a Commanders tag.
I’m with you OP, I’ve been waiting for this item too.
Personally, I can’t find any use for the silver-fed as long as I have mystic stones from which to make mystic kits. Those end up being cheaper for me. Outside of farming AB/ML + silverwastes non-stop with no time to visit a bank, it’s hard for me to imagine needing the convenience of silver-fed. 250 uses goes a long way.
I always run out of Mystic forge stones. Always. I’m not the sort of player to fuddle about and buy different kits either, for different rarities to save a few copper or 1-2 silver. I tried but it was inconvenient for me. I don’t want to have to think of which kit is best for which item, outside of Black Lion kits for certain Exotics with more valuable runes/sigils in them.
Just close wvw when i log. Thanks. No im not selfish.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
That’s misleading. T1’s empty maps are a result of a playstyle that doesn’t allow for a variety atm. I have accounts in both T1 and T4. When I have to run around for 30m in EBG on my T1 account farming nodes and seeing nothing while I could hop on my T4 account and get action, that’s very telling to me.
Maybe someday the general playerbase will realize that WvW is designed like an RTS, not a 40v40 battle arena, and requires a variety of units to be fun. I’ve written here for a long time now that WvW is most healthy when there is a mix of styles. That still seems to hold true.
kitten has tried to dominate and push with a single blob “fights” style with nothing in-between. That’s why T1 is “dead” right now and why T2 isn’t much better. When I get roamer friends who mainly play on Mag whispering me how much fun they are having in the T4 match on their alts, that affirms my opinions.
Player created problems….
Mostly people have left or are leaving because the gameplay on some classes is simply more frustrating than fun. The synergy between classes feels broken and skill-less cheese builds have taken over. Those who mastered their classes feel that all their effort has now gone to waste, they feel betrayed as they get owned by inexperienced new players running the cheesiest broken build.
Summary: Broken gameplay is the core reason why most of my friends left and the GvG guilds left. Terrible balance can’t keep people playing but good gameplay will keep people playing even if there are other issues like a lack of rewards.
That’s misleading. T1’s empty maps are a result of a playstyle that doesn’t allow for a variety atm. I have accounts in both T1 and T4. When I have to run around for 30m in EBG on my T1 account farming nodes and seeing nothing while I could hop on my T4 account and get action, that’s very telling to me.
Maybe someday the general playerbase will realize that WvW is designed like an RTS, not a 40v40 battle arena, and requires a variety of units to be fun. I’ve written here for a long time now that WvW is most healthy when there is a mix of styles. That still seems to hold true.
kitten has tried to dominate and push with a single blob “fights” style with nothing in-between. That’s why T1 is “dead” right now and why T2 isn’t much better. When I get roamer friends who mainly play on Mag whispering me how much fun they are having in the T4 match on their alts, that affirms my opinions.
Player created problems….
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
You don’t even need to set the guesting to a week, as I mentioned wow does it for 30mins, also the old guesting for gw2 was set for 24 hours I believe, which sounds reasonable.
The limitations I would set is:
1. Guesting for 24 hours.
2. You cannot guest to a server in your home server matchup, so if you’re on BG you cannot guest to Mag or TC currently, but all the other tiers are fine.
3. Limited to paid accounts not free accounts.
4. Set a maximum amount of guest to a server of say 500 for the day.
5. Could even consider setting the limitation to the server that’s currently losing the matchup, which would bring it down to 3 possible servers to guest on every day.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
Still, remains that Ascended gear is catching up with Legendary weapons in functionality. Making sigils swappable with no extra cost involved seems reasonable.
Ascended is not catching up in functionality. The designated functionality difference between ascended and legendary tier is free stat swapping. Legendary has it, ascended does not. The, by design, primary point of distinction for legendary weapons is cosmetic.
That limit to the utility is a good thing, IMO, for a weapon tier that is supposed to be primarily a matter of cosmetics. I think that encouraging more people to pursue legendaries is a bad thing.
I don’t know what legendaries are “supposed” to be, but the stat swap mechanic is quite limited in utility as a result of this issue. It seems to me they would be more attractive if there were some way to have swappable stats with some ability to work around this limitation.
In my opinion, legendary weapons being a little more attractive would be a good thing. As it stands, they’re an extremely expensive skin that the vast majority of players simply avoid. With a little boost like this they’d become a bit more useful and more players would spare the time and expense to craft them.
ANet said they are supposed to be for the skin. Admittedly adding stat changing, post launch, could be confusing to those unaware that legendary tier was intended to be a matter of cosmetics.
An expensive skin that the majority avoids sounds about right to me.
I sure miss when we just got Skill Points from leveling up and could level indefinitely and used spare skill points to buy Mystic Forge things. Gave you a reason to keep accumulating them after Level 80 and push for map completion as well to get all the extra ones (while leveling more in the process and further gaining points).
And if you were like me and had some 300 extra skill points sitting around unused, well, no big deal.
Makes you wonder why the decided to completely revamp the entire skill and trait system just to shove “Hero Points” in place of everything (and then muck it up further with Elite Specs that can already only be unlocked at Level 80). We didn’t have these issues before.
Try Ranger, I have played every profession and while they are all pretty good exploring the maps (Mesmers being noticeably slower) I would say Ranger is the simplest, most effective option! You ll never lack for support as you ll have your faithful eternally-juvenile pet at your side! ranged and melee weapons for any kind of scenarion, and quite a health pool to go along with! their sigils are very useful and the traits are great for exploration. although I do most of my exploring as an Engineer, I insist on suggesting Rangers as the better choice.
HoT metas could have been awesome instanced raids. They just are not appealing/approachable as open world maps.
This is a wonderful idea. This would eliminate much, if not all of the trouble. Coordinated maps would be all over the place. HP trainers on one map, players that want eyes on another and chest farmers going nuts over all the loot. This should be done for all of the HoT maps and others from now on.
It’s a terrible idea in my opinion: it’s a lot of work to implement a restrictive solution to a problem that isn’t a problem for most people on most maps. Dragon’s Stand already uses an instanced approach and it’s annoying to even get into the same map as your friends sometimes.
None of the metas, including DS and TD, require that everyone on the map participate. They can all be completed by smaller groups. Similarly, nearly all hero challenges can be done by two people who know what they are doing or one who knows with 3 who are willing to follow their lead.
People get fixated on HP-train vs meta and they don’t have to: it’s easy for HP-trainers to swap maps; it’s less easy for the meta commanders to swap together. There are always at least 2-3 maps.
People also get fixated on having a blob around when a lot of times scaling actually makes it worse.
Also on an active TD instance all the event chains should be done about 1 hour before the Gerent which is plenty of time to get all the HPs …
(edited by Khisanth.2948)