what do I spy with my little eye?!
a constructive, informative, precise, …..well ANSWER from a Dev in WvW forum?
what happened? stares
I do not mean to be sarcastic, I was really surprised looking in here after some time. and thank you for the information!
Priority 1:
HoT stat ascended trinkets, basically what you can get from raids.
http://wiki.guildwars2.com/wiki/Talisman_of_Irwyn
http://wiki.guildwars2.com/wiki/Talisman_of_Holt
http://wiki.guildwars2.com/wiki/Talisman_of_Garr
http://wiki.guildwars2.com/wiki/Talisman_of_Manton
http://wiki.guildwars2.com/wiki/Defender's_Energized_Loop
http://wiki.guildwars2.com/wiki/Healer's_Energized_Loop
http://wiki.guildwars2.com/wiki/Assaulter's_Energized_Loop
http://wiki.guildwars2.com/wiki/Malicious_Energized_Loop
http://wiki.guildwars2.com/wiki/Spectral_Balm
http://wiki.guildwars2.com/wiki/Spectral_Juju
http://wiki.guildwars2.com/wiki/Spectral_Talisman
http://wiki.guildwars2.com/wiki/Spectral_Ward
see http://wiki.guildwars2.com/wiki/Laurel_Merchant_
Priority 2:
HoT stat exotics to armor master (http://wiki.guildwars2.com/wiki/Armor_Master) and Weaponsmith ( http://wiki.guildwars2.com/wiki/Weapon_Master_ ).
Priority 3:
Accountbound Runes, since you need 6 of them with the following in particular:
Superior Rune of Leadership = 100 crystalline ores each (crystalline ore are very difficult in get in such large numbers, really this needs a cost decrease even in PvE) —-> or nerf boon duration
Superior Rune of Thorns = 250 airship parts each
Superior Rune of Surging = 250 Leyline crystals each
Superior Rune of Durability = 150 Lump of Aurilium each —--> or just nerf it…
In your backline: Elementalist+Mesmer+Necromancer
(edited by Infusion.7149)
Game Designer
No.
We aren’t changing anything regarding the layout of the map.
I know the dragon hunter in question, on TC. Trapper runes. Please do try to figure out what’s available in game before accusing people of cheating.
Cel
Thundercat Snarf – Thief
I love the Minor Supply Drop tactic! Why? Cuz it makes up (ever so slightly) for all the folks brainlocked on PPK and not actually taking care of supply lines. Especially when siege (and especially refreshing siege) is held in such disdain… until an objective is being attacked and siege is only put up reactively—instead of preemptively—and thus draining supply very quickly.
I go to WvW to WvW—WvW is much more than JUST PvP.
As for other tactics… allow for Assault Rollers to be slotted in Towers and Keeps also. Assault rollers are another type of Siege Golem, and can be better utilized than banners. (Plus, Assault Rollers are hilarious to watch bounding about.)
You Die, You Learn Faster
I’m looking forward to seeing a balance pass on some of the tactics. Most of the timers did need an increase.
I am also bemused that anyone thought that tactics wouldn’t make an appearance on ABL.
So am I, but I find a babe in a bow tie to be sexy as hell, bow ties are cool.
The base blue set, maybe. A completely separate color set, maybe. Green/Yellow/Orange? Nty.
Orange is on the TP. It drops from any of the modes, and is also available via a daily. Orange isn’t the prestige you think it is.
They have so lost the argument that they are now just regurgitating the same old trash in hope that people forgot that it got shot to death 10 pages ago.
No one has won or lost this “argument” because it’s just two contrary opinions clashing over and over again. “I think this is a good idea!” vs. "No, I like how things are now! " The end. It’s interesting to me though to see how toxic people become the more they must interact with those that do not agree with everything they say.
Honestly, it’s been my experience that the most toxic people are the elitist, not the elite players, but the elitist players. Truth is, players that are highly skilled often have nothing to prove, so they are typically really great people, however, it’s the elitist players, those with something to prove that cause all the problems. In fact, if you look at any long running topic like this, you will see that almost all the initiation of hostilities come from Elitist and that is because being toxic is a byproduct of their base stand that they simply don’t want to share. They approach things with the adamant point that the only way they can have fun, is if they deny other people the ability to have fun as well, and I don’t believe that it is possible to have that stand, and not be inherently toxic, because that stand can only come from a greedy self serving motive.
Insulting the other side through ad hominem attacks does not really help your case.
It’s not an Ad Hominem, as that is against the person, and I have not said anything against an individual.
However, it’s also true. Look at any gaming forum, from Hello Kitty to Mortalis, from Aion to WoW, every elitist is the same, they all say about the same thing too, look at every game forum, it’s same responses from the Elitist crowed when there is any request to make content more accessible. That is because they all have the same underlying motive, to build up their own smug feelings of superiority by putting other people down. It is impossible for that kind of person not to be toxic, because their entire goal is to derive pleasure at the expense of others.
It’s unfortunate that people like that even exist, but they do, and really destroy a community. There is no need for that kind of mindset in any MMO, especially one like GW2, which (outside it’s PvP content) is about one step above Second Life, on Difficulty Scale. I love GW2, it’;s a fun MMO, but in comparison to games like Eve, Mortalis, and Ark, Bragging about being a top tier PvE player in GW2, is like saying you sit at the front of the short bus of MMO’s, if you get my drift.
Now, I have not called anyone an Elitist, but if the shoe fits, lace that sucker up and wear it.
I’ll repeat myself again here. There are two main arguments against easy mode raids. 1) It would be a waste of developer resources 2) Anet would unlikely be able to balance the rewards.
Oh this again.
Ok cracks knuckles
- It would be a Waste of Developer Resources.
This is hard one to counter without really questioning how naive this person is. Never mind the fact they have no idea what resources the company has at it’s disposal, or even what the actual metrics are, beyond that, it shows that have no idea what an ROI is, to begin with. So it the Lets go with that. To start off, any content that does not cater to at least around 60 – 70% of the games population is a potential waste of resources, in case you missed this, this game is a product, something the company needs to sell , if content is not at least reaching 50%+ of the game’s population, it’s a risk to take due to lost sales and lost customers. I mean we are talking Basic CS, here, if you can’t make at least half your clients happy, you’re doing it wrong. Making anything that caters to what could amount to 10%, at the expense of the other 90%, is a total and utter complete waste of time on every level, in fact, basic economics would make it painfully clear that going in that direction is not just a waste of time due to limited ROI due to demographic constraints, since it is done at the expense of your other clients, it runs the risk of being determent to your finical future goals. Unless your plan was to loose money. So walking in, we can see that Raids, were a waste of time to even make to start with, unless at least 50+ of the population will enjoy them. Which, if that was the case, it would not be “elite” content, now would it?
To devote resources to making this content available to 50%+ of the population, would be about the only move since their inception that made any sense at all, from any design perspective. Sorry to burst you bubble, but making content/product for the small minority, is simply not a profitable move, unless, it is done in such a way that it is not at the expense of your other clientele. That is just basic business logic.
But the main reason why this falls flat, is because if a company has the resources to waste on making content for the 10% of their population, they must have an abundance of resources they can use to make that same content available to the other 90%.
- Balancing rewards
Yah, I personally love this one, nothing screams grasping at straws then when people start to call the development staff incompetent. Best argument ever.
(edited by STIHL.2489)
Ofc and they exist everywhere. Fail a Gerent, play a non-meta build in pvp (doesn’t even have to be ranked), inter-server WvW drama, etc etc… But hey, he wants to make generalizations then I can go there too. :P
Yes and he probably want to makes generalization become someone on the other sides did generalizations before. And someone will probably make generalization because you made generalization in that post. That doesn’t help the conversation to just use the worst exemple of the other side and paint all the other side with that.
Honestly, it’s been my experience that the most toxic people are the elitist, not the elite players, but the elitist players. Truth is, players that are highly skilled often have nothing to prove, so they are typically really great people, however, it’s the elitist players, those with something to prove that cause all the problems. In fact, if you look at any long running topic like this, you will see that almost all the initiation of hostilities come from Elitist and that is because being toxic is a byproduct of their base stand that they simply don’t want to share. They approach things with the adamant point that the only way they can have fun, is if they deny other people the ability to have fun as well, and I don’t believe that it is possible to have that stand, and not be inherently toxic, because that stand can only come from a greedy self serving motive.
It’s been my experience the most toxic players are on the other side of the spectrum. The nomad players who don’t want to alter their build, refuse to take any utilities that would benefit their team because they just loved their tanky WoW paladin and then talk all salty and hateful on the forums/reddit about these so-called “elitists” who dared asking to bring something that actually benefits the group.
And my experience is that toxic player exist on all sides of the spectrum. And it’s pointless to try to figure out which side is more toxic because that’s not quantifiable.
Zerg, roaming, class? There are lots of options to absorb condi dmg. Vitality already increase your defense against it since you got more HP. If you run full zerker with zero condi removal… well that’s your own fault.
It sounds like you asked questions in map chat. You did not get any answers. So you felt vindictive and turned map chat off in a passive-aggressive way: “Since no one is going to have the courtesy to answer me I am just going to shut them out.” This is how you are coming across and people here on the forums are going to take issue with that. I understand you are telling us otherwise but there really is no reason to turn off map chat in your situation. I understand your thread is about being toxic. In no way am I trying to be toxic here. I’m just being assertive while describing my take on the situation. In the future I would just recommend keeping map chat on. Yes map chat can become toxic but this becomes much more likely to happen when no one is listening. It’s frustrating when you ask questions and no one answers them before a fight. It is also frustrating when during a fight people are trying to coordinate and prevent a failed event and no one is listening.
So I was just wondering why you, actual WvWers, like the Alpine Borderlands so much more than the Desert Borderland.
No one wants the Alpine back really. They got stale, but what people really want is:
- Swift Direct, Easy Travel, which the Alpine provided and the Deseret did not.
- They don’t want a map full of Gimmicks. WvW for most intents is more a War Zone not a Theme Park. There does not need to be any distractions there to keep us entertained. Thus the Alpine was simple and direct, the Desert is not.
- Distinct Wall Lines for the Buildings. The Alpine map made it easy to know exactly where the walls where, and the layout could be seen from the Mini-Map. The Desert has this convoluted set up where it’s not all walls, and you can’t see the distinct outline from the Mini-Map.
So it’s not that anyone wants the Alpine back, it’s that the Desert fails to preform so badly they would rather go back to the Alpine then continue to deal with the Desert.
Truth is, I would rather they fix the Desert, and learn how to do it right, so they can make more maps.
I want to start this off by saying that I really wanted to love these new maps,. the Alpine maps were getting stale, and I was thrilled to hear that new maps were coming to WvW. I spend most of my time in the Borderlands, often flipping camps and trying to defend my own BL, as opposed to going on the offence.
So, yes, this change was very dear to me. It was something that I was giddy about, and wanted to know as much as I could about the new maps, while at the same time I wanted to experience them with new found awe.
I want to put that out, before I answer these questions.
- Describe a typical hour for you in the Alpine Borderlands in the past. For example, What size of group were you running in? What kind of tasks did you run? What activities did you do?
I often solo camp flip, and keep things our color as best I can. In a normal hour, I would flip a few camps, kill some Dolyaks, obviously every day needs some dead dolyaks, gotta get that protein to keep fighting somehow. Maybe try my hand at a tower.
- Compare your experience described above with a typical hour spent in Eternal Battlegrounds, if you went there at all.
Often in EB, I will want to team up, the need for a larger group in EB is imperative to one’s survival.
*Does your style of play change between the 2 maps?
Yes, very much so.
- Compare your experiences described above with an hour spent in the new borderlands.
Often I spend most of my time trying to transverse the terrain. I can say I don’t want the Alpine Border Lands back, but, movement through the Desert Borderlands needs to be fixed to make it more free flowing. Currently it just feels like whoever was doing the maps got on some vertical design kick, and everything needs to go up and down, and whole place becomes this three dimensional maze, and while maybe that is fun for PvE players, it’s not profitable for a WvW Environment. Getting from Point to Point needs to be swift, easy, and direct. Gimmick’s like air jets and teleporters, get old fast.
I like the Altars, I like the idea of different theme keeps, I’ll think at this point, you could divide up each keeps “Theme” and design a whole borderland around them. A full on “Underground” Borderland, or a “Sky walking” borderland, I love that there is this unique feeling to the keeps, but, again, the way to get to them and through them is awkward, stilted.
I get that the designers are there to try and bring something to us WvW players, but you don’t need to be our entertainment in WvW, we bring the fight, you just need to set up the table that allows us to engage each other in a dynamic way.
- Describe the nature of combat in the borderlands in the past. How have the new borderlands impacted this paradigm for you? What style or build changes might it cause? For example, knocking people off cliffs or into lava might play a more important role.
Not a single thing changed in that front. I mean, really, if anything, it’s gotten less dynamic in the build department, the current Meta is not about knocking people off ledges or into lava, that would be a flavor or theme build, and truth be told, I have not met anyone that does that. The Meta right now is Shatter/Stun Lock and Ranged. And while the Mete can and will change as the game evolves, no one is going to build a push/pull build for ledges or lava, simply because you would need to invest in skills that would lose their effectiveness on open fields, or you would need to build entire maps that were devoted to having those kinds of obstacles in all parts of them.
I mean, there are a lot less people on the borderlands, so, there is less incentive to build for that environment overall, and beyond that, instant death obstacles are not enticing for PvP combat, as most people won’t engage in areas that are full of those kinds of hazards, as builds that have a lot of dodges (Thief/Ranger) run the risk of launching themselves off the ledges, and even a very stable character still has a risk of dodge rolling to their death.
- In your experience, compare the time it takes take a structure or objective here, then it did in the past.
Anything that requires siege is much harder, the roaming guards make solo siege a real problem. not sure if that was the goal tho. If it was, the kudos, worked on me.
- How is the loot and wxp for you compared to in the past?
I think the loot from Lords, and other players has been diminished. It feels that way at least.
- Will it be able to sustain whatever you are doing?
No. When I need coin and mats, I have to PvE.
- Did it take a hit, or was it improved?
Feels like it took a hit.
- If you are planning to unlock an elite specialization, do you think you were helped or hurt in these regards?
Great Question, because I unlocked my Necro/Reaper from Nothing (Tome-ed to 80th, 3% map completion) to Fully Unlocked exclusively in WvW and it really felt like it took a lot longer to do that then it would have if I opted to just jump though some HoT maps. But I like WvW, so just being able to do that a huge plus.
- Do you think you could pursue any other in-game goals just by playing WvW?
Not sure what you mean. I mean, there are very few “WvW” goals, and by “Other” I wager you mean some goal that might be “game wide” like, get crafting to 500, or acquire a legendary.
I am going to have to say. Not really. I mean, I suppose some goals could be obtained like crafting, but, the grind and the time to try and do that purely from WvW, would make it a saga as opposed to the day trip it could be in PvE.
Do something like get a Legendary only playing WvW, no way.
- How will the map change impact the long sessions (multiple hours) you spend in WvW?
Killed them. I get tired of needing to navigate the map. With the Way Points being locked up, requiring running to all locations, coupled with maps that are designed to make travel daunting, just makes getting around a chore, and I get exhausted from that alone very quickly, something going wrong like falling to my death on the southern part of the map, and I’m done for a while, just not motivated to run back, so I often swap to PvE or Log off.
- In 100 words or less, describe how the new BLs could be improved.
Level them out to make travel smooth simple and straightforward all around the map. Add Way Points that the Defenders can use to cut travel time to the southern area of the map. Make Keep/Tower walls clearly defined, and Stop with the Gimmicks, Think of WvW as a Combat Zone, not a Theme Park. Just keep it simple.
- In 100 words or less, describe how the borderlands work to a new WvW player.
They Don’t. On my server, most new players are directed to Eternal Battlegrounds if they want to get into WvW. That is where most of the people are.
- In 100 words or less, describe how the borderlands work to a veteran WvW player that is new to the maps.
As vet in WVW, You’re there to do something, be it capture, defend, or kill, you’re there to do a task, as such if Travel is daunting that makes doing the task aggravating, and the gimmicks get old fast because gimmicks are just that, gimmicks. They are great for PvE, they do not work for WvW.
- Which map am I most likely to find you currently, if you’re on Gw2?
My Home Borderland. Someone has to be here, as everyone else is in EB. LOL.
Yup, it’s pretty much explained already.
The guy was an arrogant shnap who got stuck in a time & space dimension of pre-HoT.Nothing game-breaking.
But on the other hand, regardless of how much people want to defend the ranger, I’d bet 9 out of my 10 fingers that the Ranger holding onto shortbow had literally no idea how a Ranger is played (which shouldn’t matter since no one proposed a Zerk/Speed run but on the other hand is a nuisance all in all considering that the Ranger wasted some time of 4 other people – which is the same as telling he doesn’t care about them).
And a fact that Shortbow Bleeder is viable has nothing to do with that.
Most of the time the issue don’t come from the player that use an “exotic” build (read uncommon) but the player that is narrow minded and start to rant about what other players do.
I’m telling this because this is a common situation and it happen to me. I was playing a condi mesmer build in fractal (yes, I’ve done it) and everything worked perfectly until we reached the middle of the 2nd fractal and a revenant start to rant about me playing a condimesmer. I left asap and hoped onto another party after a moment. From what the other players of my first party told me, I finished my 3 fractal before them. Beside, the guy that was ranting about me was always down.
Most of the time narrow minded player are just bad player that need to be carried by their party and are unsure about whether they will be carried by player that play “exotic” build or not.
But on the other hand, regardless of how much people want to defend the ranger, I’d bet 9 out of my 10 fingers that the Ranger holding onto shortbow had literally no idea how a Ranger is played
What a kittenload of elitist crap. I didn’t expect this from you.
Only a WvW player hears the announcements of (no new legendaries for the foreseeable future, but, here’s Friday reset back, btw, we’re pulling resources to rework the new PVE maps) and ponders “so, no other updates for wvw for the next 2 years or so eh?”
I giggled cos it’s true. So much rage about legendaries, and you can hear the crickets in WvW.
As someone who’s never had or wanted a legendary (because they look terrible, yes I’m a necro) I say us and the legendary ragers are on the same team. The rest of the playerbase is finally getting to see how wvwers are treated and they are not happy about it. Most importantly of all, it’s two (along with the non-existent wvw overhaul) major parts of the expansion that were advertised and incited sales but were cancelled.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Only a WvW player would chase with his zerg a lonely roamer
Naw, only a real WvW player would run right past you, waving as he ran, because 1 vs 50 isn’t a fight.
They’re already making a less challenging version of the raids in fractals now.
Again, Fractals are not raids.
Fractals are not a “less [anything]” versions of raids. Fractals are fractals, raids are raids, they are not similar, they are not substitutions. People REALLY need to stop saying “well you could just do X instead.” We KNOW we could do X instead, if we’re arguing that we want easy mode raids, it’s because X is not what we want to be doing.
Also you CAN control the other 9 people because you can yell at them, tell them what to do, choose who they are (which you can’t do in open world without a huge guild), and kick them.
Aside from being able to kick people, you can do all of those things in open world content. you even have some control over adding people to maps, I remember doing that all the time on TTS-run Queen’s Pavilion maps. It’s not efficient though. I definitely want better map control options to be available, but the point is, open world content is not necessarily that far off from raid content, it’s all in how it’s managed.
you spend complaining about it on the forums, you’d be
done by now.”
I already said I am fine with easy mode raids IF they take nothing away from current raids, (meaning no unique rewards, rewards are fine, just not magnetite shards or unique skins, or legendary armor).
That’s not “taking away” from raids. Raids would still have those things, it’s just that the easy mode would have them too.
Most of the content being produced by the Living World team was very, very poor in terms of replay-ability and longevity.
A fair point, but maybe they determined that they were worth it, not because of their longevity ratio, but because they so fully engaged players that even if they didn’t repeat them, they would feel more connected to the game and want to play other game elements more. I don’t know what metrics they take in, but perhaps they determined that people who played LS content were more likely to keep playing other content for longer. The LS is a foundation that gives added life to the rest of the content.
you spend complaining about it on the forums, you’d be
done by now.”
Fair Points,
Allow me my rebuttal, you see, my main reason for simply shutting them down, is only because, I am aware that they do not have a team that tends the dungeons, this means, that as bugs arise, and they will, they won’t even get addressed, much less fixed.
And we know that even simple bugs in the system can ruin the entire experience of people who at one time enjoyed the Dungeons, the fact that know this will never get corrected will only make them feel disenchanted and neglected.
It’s never a positive thing for a entertainment company to make someone, anyone, feel neglected. Anyone that works with the public knows that If you can’t tend to a specific product, or don’t have the means to care for section of your business, it is better to close it off and remove it from public, then to allow your clients to see, shall we say, the Cobwebs in the Closet.
Anet has made it clear, they don’t have the means to tend to their dungeons. As such, as opposed to allowing them to decay and eventually (assuming they are not already) become a problem, even an embarrassment, due to negligence, or even the fact that it’s been established this aspect of the game is terminated, it is always best to just close, lock and nail shut, the door to a room you will never use again.
I think trying to keep them open, after deliberately making them unappealing to drive people away from playing them. is, like, well for lack of a better analogy, it’s like breaking up with someone and saying “lets be friends”
It;s better to make a clean break, it’s over, it’s been a good run, it was fun, but, it’s done. It was grand experience and experiment, that I am sure many enjoyed, but it’s become a failed project, the funds were cut, and when that happens, we are best to remove it, clean up the mess, and move forward.
The key point here, is clean up the mess.
We know it’s not ever going to come back, Anet is not going to revitalize dungeons, they have admitted Dungeons as they were designed are done, finished, never again. And it’s only fitting that if they are dead, then we should be able to say goodbye to them, and allow them to gone, as opposed to being clung to where they will fester and rot.
Perhaps, maybe a have a Celebration to End the Explorer Paths, a have the NPC’s that led the paths leave the Dungeons, Triumph, they Won!
That would be grand, have a Living World like event to End the Explorer Modes.
The designers and developers say this game is evolving, changing, nothing is set, and part of change, is closing some doors as you open others.
Sorry for the Long Post.
Thank you for taking the time to read it.
I don’t normally post on the forums, in fact this is my first post, and if it has already been addressed, then please have a mod delete this.
I myself was wondering why the change in dungeons, and, before this becomes long, I am aware that Anet has opted to, basically cancel them. However my concern is why were they Abandoned and not, shall we say, properly put to rest.
Now, before anyone attacks me on this, allow me a moment to explain. I understand that this is a large game, with many complex aspects of it, and I understand the motive behind the change by Anet to move the focus to Fractals and Raids, which is fine. It is their game, and they are allowed to do as they please.
But if you are going to remove an entire sub-section, I am simply wondering why they did not give it a proper burial. By that I mean, why keep them as they are, if the plan all along is to get rid of them. Allowing them to fester, be big ridden, and lacking all attention.
Would it not be better to remove the Explorer Paths all together, and simply leave the Story Mode intact, while meshing them into a Sub-set of the Living Story. Much like they did with Arah, this way, they get fully removed, and not left to be these awful reminders of a now forlorn part of the game?
While I am not sure how much work it would be, I would wager adding in “Dungeon” tokens to the Meta Event loot tables would resolve any issues people would have about getting dungeon armor, or farming the tokens for their legendary, as well as adding them into specific mobs.
Especially if the tokens dropped across a few conjoined maps.
For example:
Catacombs: Any Meta Event in:
Planes of Ashford, Diessa Plateau, (Parts of) Blazeridge Steppes:
5 to 10 tokens per event.
Any Ascalonian Ghost on any Map: 50% chance – 1 token.
(does not include Meta Event NPC’s)
Caudecus Manor:Any Meta Event in:
Queensdale, Kessex Hills, Gendarran Fields :
5 to 10 tokens per event.
Any Separatists on any Map: 50% chance – 1 token.
(does not include Meta Event NPC’s)
Citadel of Flame: Any Meta Event in:
Fireheart Rise, Iron Marches, (parts of) Blazeridge Steppes, Fields of Ruin:
5 – 10 Tokens Per Event
Any Flame Legion Charr on any Map: 50% Chance – 1 token
(does not include Meta Event NPC’s)
And Etc on Down the List.
I am aware that this would take some work, but, I also believe that if you are going to do something, you should do it, fully, and complete the task, not leave things still hanging around. If the plan was to shut down the Dungeons, then, no tears, no complains, lets just shut them down, and give them a proper good bye, and build the game in such a way that players can move on from the Dungeons, moving on to other things with no baggage left behind.
Yes I realize that to the aggressive token farmer could make more tokens under this plan they could running dungeons, but the idea was not to stop token farming, it was to embrace the idea that Anet simply does not have the resources open to keep all PvE content active and maintained.
I think we can all agree that It’s always better to bury your dead.
Thank you for taking the time out of your day to read this.
1. Bring in mechanics that ENCOURAGE FIGHTS, including outnumbered fights.
ex) Bloodlust stomps for PPT
ex) Bonus loot/rank/something for winning outnumbered fights. Calculated per fight not via outnumbered buff.
ex) Outnumbered killing spree buff or something that makes me want to fight outnumbered
2. Bring in mechanics that make scouting useful.
ex) An aura buff given by a objective lord that allows players to mark enemy players or siege. The buff goes away if you move too far away from the objective
ex) Rewards for having that scouting buff, much like defense event but the buff goes away if you are idle/running into a wall for 5 mins.
3. Make towers/structures relevant. The north towers are so far away from the keep there is almost no reason to bother with them. Perhaps make owning them open up a new route to attack the keep. No the barricades are not making it relevant.
4. Make a new WvW map. Make Red BL Alpine, Blue BL the Desert, and Green BL something new. Make it not so terrible either. Everyone should WANT to be Green to defend their Gari on reset. Right now, everyone avoids it like the plague. No one wants to be on their home borderlands because the natural 2v1 is such a… pain. Also, level out some of the crap on the desert BL. 10 minutes of running to get to a fight is a serious demotivator. Getting stuck on a 8 inch tree or stairs is just BAD.
5. Alliances. Make the change. I love my server but for the health of the game we need to break the stale game mode and bring back real rivalries. Make alliances compete to be worthy of those precious off hours guilds.
Edit: Bonus: Someone needs to make an addon that will play killstreak sounds from Unreal Tournament. I miss hearing double kill, triple kill, M-M-M-MONSTER KILL!
(edited by The Lethe.2953)
1 – have larger blob servers broken down to lower servers to ease server stress for more stability, force them to be fair. – that’s about as reasonable as forcing lower tier communities to merge. lower tiers think of blobbing the game as cheating, weak meaningless pvp, easy play, else we would have moved.
i suppose a few lower tier servers might consider teaching them real pvp if it was absolutely necessary.
(edited by Ricky.4706)
1 – have larger blob servers broken down to lower servers to ease server stress for more stability, force them to be fair. – that’s about as reasonable as forcing lower tier communities to merge. lower tiers think of blobbing the game as cheating, weak meaningless pvp, easy play, else we would have moved.
i suppose a few lower tier servers might consider teaching them real pvp if it was absolutely necessary.
+1, I’ve been biting my tongue….
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Proof of Heroics is Soulbound for a reason. Character progression. There was a bug when they were first introduced and has been since fixed. You’d be better off posting in the GW2 main subforum because you won’t get another answer here.
its a bad reason, just like soulbound wxp was. hopefully it takes them less time to realize it this time.
head here to discuss wvw without fear of infractions
Okay, sometimes I hate the new borderlands, but let me explain. When I run in the desert BL’s, and I see how multi-layered it is, I think to myself, ‘These BL’s were designed to have gliding in them.’ But as mentioned in a Guild Chat episode I watched before, Anet had difficulties implementing gliding into WvW due to exploit reasons and due to the fact that they didn’t want f2p players to be left out and feel like they HAVE to buy the expansion in order to keep up with the xpac players, and also due to the fact that they had other issues to work in in WvW. I undersand that. I truly do.
But, here’s the thing, Anet. You built a new set of borderlands that clearly appears to have gliding in mind, but because there is no gliding, moving around these borderlands is extremely, extremely tedious and frustrating. Finding fights in these desert BL’s is extremely, extremely tedious and frustrating.
So please, Anet, until you figure out how to implement gliding in WvW (if and/or when you get to it), can you at LEAST please redesign the desert BL’s so that they’re not so multilayered? That is, if you’re dead set on not reverting back to alpine BL’s. If you’re willing to revert back to alpine BL’s, that’d be cool, too. Just whatever you decide to do, please just give us a non-multilayered set of BL’s that’s not tedious and annoying to move around in. You know…until you figure out how to implement gliding.
As a side note, if and/or when you DO decide to implement gliding in WvW, may I suggest you make it a WvW ability line separate from the PvE gliding mastery? That way, the WvW players can play their favorite game mode to get gliding instead of having to do PvE, which a lot of WvW players do not enjoy doing (not all, but a lot).