What is there to fix? That champion was only added to make it harder for people to get their Orichalcum, in order to make progression slower, and increase the grind.
If they up the respawn timer,or if they turn it into an event, it will no longer serve that purpose. They already improved the rewards for killing champions in the latest patch, so really I don’t see why they should change anything. Working as intended.
No friend, you should go back and look at their MMO manifesto, and their blog posts, it will all become clear then.
Being able to access difficulty 10 because you reached it on another character would be a grind, it would also not allow you to play the game the way you want, and it would not let you have fun.
Quite obvious.
What I find interesting is people are so against going a lower level that they will sit around for an hour waiting when they could have done a lower level fractal and got loot and then have a group closer to their own. These things run so quickly you can do a couple levels with a good group.
What I find interesting is that people insist on playing level 80 content on their level 80s, even when there really was only one map for it. The could have easily gone to the level 1-5 areas where there are FOUR different maps to choose from, but they didn’t… Weird, huh.
Low level fractals are easy for a number of people. They want to play the higher levels were it’s more difficult, more challenging, more fun. sadly, despite having completed 44 fractals so far, I am still only on level 8, because of having to redo them OVER and OVER every time somebody has to leave or is unavailable.
The reason progress is character bound is to promote the design philosophy behind the game. This includes: no grind; letting the player have fun; letting the player play the way they want to.
It’s quite obvious actually.
And if you do get it, you are pretty much locked into playing that one character, because another 50G to get it on your alt is absurd.
GW2=GrindWars2
Don’t worry friend, this will no longer be a problem when server guesting is implemented.
I heard that will be Soon…
Both issues are a problem. Leader kicking everyone happens everywhere. Lack of reconnect/inability to get a replacement is FOTM only.
In other news: They have heard our feedback and are investigating possible solutions. These are hot topics around the office. As soon as they have more to share they will.
It would be nice if the kitten window stays where you put it. Or if it didn’t cover so much of the screen. Or both.
This is aRNG.net’s vision of the game. It’s not acceptable, but there’s little we can do about it…
- One time events that reward some players 100x more than others based on RNG.
- Dungeon reward RNG.
- WvW queue RNG (wait for one hour while guildie gets in instantly with no loading screen).
- Mystic forge RNG.
RNGWars 2.
Also harder and harder to find people for the higher levels. Also hard playing an alt.
Ultimately the whole system is redundant. If you can clear difficulty ten, you sure as heck can do 9 and below. It reminds me of GW1, where you could complete a Mission/Dungeon with bonus and everything directly in hard mode, but were then forced to go back and do it in normal mode. ZZzzzzzz
Problem is, it’s never enough to run/help people through ONCE. If you then play more separately, say 3-4 levels, you then have to get everyone else back to speed again. And again. And again.
Imagine what Dungeons would be like if: to get the daily tokens you had to do Path 1; and ONLY THEN you could do Path 2; and only then you could do Path 3.
Pugging would be a NIGHTMARE. You would be better off just doing all 3 runs with exactly the same people.
Nope, that would mean that you could play another profession… for those times when your group is like 3 necros and 2 mesmers… but that would be OP.
It’s better to have to start from level 1 with each single character you ever want to play… for immersion.
While they are at it they can also fix the “Wrenches”. They really expect people to plonk down token to buy “Extended Potions of Kitten Slaying” that last an hour just so we can use one for a 20-30 minute dungeon explorable path?!?!
- Mesmer Clones
- Ranger Pets
- Elementalist Golems
- Guardian Spirit Weapons
- Necro Pets
Will all steal your buffs and healing. It’s silly and frustrating since they don’t even benefit properly from them. Kitten, mesmer clones can’t even benefit from the regen and fury that they should be getting from traits.
This. This is such a HUGE problem, it’s like being unable to ever join an explorable mode group unless you did story mode first.
I am stuck playing a warrior forever in this dungeon until they fix this marvel.
Problem is all that ground targeted AoE can be put on the corner/lip of the wall and shill hit everything up on top of the wall with the traited extra radius. The way LoS works, it’s next to impossible to hit anything up on the wall unless you have a projectile that arcs (hint, illusions don’t arc) or they are dump enough to clim on top of the little stop that prevents them from being dragged off…
Across all weapons, the skills that Mesmers can now use to hit and damage targets on walls are:
- Chaos Storm
- Mind Stab
Super balanced.
This time last week I was looking forward to us winning an amazing week and moving higher up the rankings. Today I find myself hoping that Piken will stop playing WvW altogether, loose this matchup, and then spend the first half of next week busy with the new PvE content. Maybe by then all these new people will be gone.
It’s a sad, sad day when the commander doing a stealth hit on a keep does not know/understand the fundamentals of the orange swords icon, and why you should not mass attack the guards by the gate.
Hey guise, since you wanted a response, I called up the Arena.net offices and they told me to tell you this:
“We have listened to your feedback, and want to let you know these are hot topics around the office and local bars/nightclubs. We are working on some changes to the modifications but the alterations are not quite there yet. We will let you know when we have something to say…
Soon.”
A week ago Piken Square had virtually no WvW queues. Now there’s a minimum of 15 minutes queue if you want to go to any map where there is fighting (our BL is completely ours with virtually no queue).
Piken Square is one of the last 4 medium population servers in EU. It was paradise, now that we are moving up the ranks, it’s back to not being able to play with guild mates again.
Every server that is winning is getting an influx of randoms while servers that are loosing are seeing massive guild movement, and a population/skill/ranking deficit that will take weeks to re-stabilize. And then the cycle continues.
A.net, you said it was up to us to move around, now let me ask you, WHERE are we supposed to move so we can actually play the kitten game? Is it intended that people be forced to contemplate changing server every month? Or that a major part of the game be unplayable because other people are taking their turn?
it gets easier to get loot when you get better.
Right you are good sir, obviously “learn2play” is the way the looting problem should get resolved.
What a shame it would be to require people to use tactics and forethought.
The 1 skill alone takes all the mobility that thieves have and gives it 50+ at the same time. Not one single other class in 1 ability can do that.
Exactly, which is why it should NOT be nerfed in functionality, but in visibility and other aspects. Instead of killing portal, they should give other professions more “horizontal” tools that can be employed in WvW.
Give more options, not less.
As a mesmer i dread any and all talk of capping the number of people per portal use. All this will do is double/triple/quadruple the number of mesmers using portals and be a logistical nightmare to coordinate. Furthermore it introduces problems with randoms using up your charges, too many porting out, not enough uses for people to go back in, and other generally confounding problems.
I do agree 1000% that portals should be made more obvious. They need to be color coded for the server, and they need a tall kitten pillar of light to come out of them, so that they can be seen easily from the sides. This simple change should be enough to alleviate a lot of the problems. It takes ~2 seconds after both exits are down for the portal to become active. that’s 2 seconds of a big kitten beacon shouting “PORTEL HIER GUISE!”.
Rest should come down to organization and execution.
The problem of the clock tower was not down to any one single factor, but a convergence of different elements.
Time constraints – almost no other JP have this and even when they do it’s nowhere near as stringent. Suddenly it’s not just a matter of being able to execute the jumps, but having to do so in a set amount of time.
Limited Availability – If it were available all year round, people would have done exactly what you described, come back later, but since it was very time limited, people tried far harder than they would have normally. Which only led to more frustration.
Bad Flow/Difficulty Curve – It’s a given when working on something like this that the first part will get played more and thus the testers will get better at it. This bias then leads to an lopsided difficulty curve. By far the hardest bit was int he beginning where time was a far more pressing factor and the jumps were more “wonky”. After the second half, the visual geometry better matched the collision/logical geometry and expectations of the players (fewer irregular sized pieces) so it became easy going.
Very Hardware Intensive – Nearly all of the people i know who finished this have boss machines. All of the people I know with old machines could not get past the first few jumps. I’m somewhere in the middle, but all those players in tight quarters and the effects on the “water” cause my FPS to plummet (same thing happens in LA).
Lack Of Ease-In – In any game/activity one gets a feel for the difficulty/progression and expects content to follow that. Obviously you can have harder or easier encounters/activities, but they should not be too many standard deviations away from the norm. The difference between ClockTower and the second hardest jumping puzzle is HUGE.
All that having been said, I think the Clock Tower is amazing in and of itself. And you should not take the feedback as a reflection upon your work. As far as I’m concerned, you did the best job you could (make a good looking and very hard JP), it was up to whoever is in charge of overall design to see that it was not ideal to be put in the game the way it was.
You don’t need to do this on a low level character. The event item is account bound, cause it’s just cosmetic…. oh, wait, nevermind.
BTW, for all the people who will say L2P, I managed to do this with a character that was level -4. That’s MINUS 4, because yeah, bragging.
You don’t have to see your character do complete this, it’s just a matter of rythm and timing.
Or consider all the other players part of the challenge as well.
Yeah you don’t even need a working computer… clearly all you have to do is L2P.
I found this content to go against a basic rule of game design (anti-fun should not exceed fun), stopped trying to do it and won’t ever try again; but because it’s hip, i’m going to go ahead and say…
L2P
This thread is not about whether or not siege can be placed safe from AoE. YES, there are places it could be done; NO, some locations have so such places. Klovan in EB is a good example of nowhere to place siege that it could actually do good against the invader AND not have it melt to AoE.
All that is immaterial to the discussion, which is whether or not players should be able to damage door without siege. Letting people mash their faces against the door till it falls only helps when zerging, and the bigger the zerg the better it is.
In that situation, the enemy is effectively trading a renewable resource (their health bar) for a finite one (your door health). The more they outnumber you, the more initial health they have, the faster they can renew it; while your door health is static, finite.
The current setup makes no sense. Why have players able to damage doors and not walls? What would happen if they made it consistent, and let players damage walls too?
Except they can’t. Or if you want to be really specific… In many towers there are no locations where siege can be placed to meed the following criteria:
- cannot be hit by engineer lobbing grenades or thieves with cluster bombs.
- cannot be hit by elementalists with increased AoE radius traits.
- cannot be hit by Rangers with 1.5K range and increased AoE radius.
- can actually see there you need to shoot/ can hit the attackers with the siege’s trajectory/particularities.
Some keeps/towers have such spots (Jerrifer’s). Others simply do not (Klovan).
Last but not least, this is largely irrelevant. The fact that logically people with hammers should be able to break a door is immaterial. People that have been impaled by hundreds of arrows should not be able to get back up once you give them a belly rub. By the same logic, why can players not attack walls with said hammers?
We downed them, they rezzed, they AOEd the arrowcarts that CANNOT be placed on walls in any position where they can actually survive random AoE.
We build some more, downed them, they rezzed, they AOEd.
The rez power of the zerg is unparalleled.
Now they just took our keep… using water gates… no need for rams, just hug the walls and spam, if any siege pops up, just move back and auto attack it from the water. You can kill it NP. and if they do get you, just swim around a bit while waving your hands.
My server just lost everything we had to the enemy zerg. We had trebs up and quickly took down their rams, but they just sat there and mashed their faces against the door till it fell. It took them 20 minutes, but there was no risk for them, as they outnumbered us 10 to 1.
What is the point of having siege when players can just ignore it and afk on a door till they get in 20 minutes later. There is no reason that players should be able to damage the doors with their skills.
This simple change will do wonders for toning down the zerging that is rampant in WvW.
As a Mesmer i don’t give a hoot about my illusion having the star. The problem is when i hide in keeps before the enemy takes them, they CAN SEE ME THROUGH THE WALLS.
I can’t take advantage of people’s stupidity will you fix this A.net.
Use your heads people. The game has been in internal testing for years. THREE beta weekend events, and months since launch. Portals have been utilized to ferry golems since the first one was built and people saw how slow it is, and that it cannot be hasted.
It is working as it was intended. Should they revisit that at a later date they will.
[Exploit?] Siege from Citadel to hit NE tower in borderlands map
in WvW
Posted by: Amonde Daneren.2380
3 guys, each with 10 supply can put down a Balista, and build it in ~10-15 seconds. If placed on the bluff at Cragtop/Clifftop tower (up by the tower lord) that balista has 3000 range and can take out any and all trebs with very little time/change for them to retaliate.
Thus, the trebs at the “citadel” are only useful if they already hold the tower.
It might seems like it’s broken or an exploit, but contrast this with the situation on the west side of the map. Sunnyhill (or whatever it’s called) is impossible to properly siege as there is no way to place down a treb in relative safety. Siege deployment is blocked all along that side, so you have to put it on the ground where the enemy zerg can just walk up and melt it. Much like with all spawn points, siege deployment blocked only serves to keep you locked in once they push you back to spawn.
Dear A.net. I am a big fan of your work. I care about the game.
In this light I want to ask, no, BEG of you: Please take a more moderate pacing towards changing/updating/buffing/nerfing things.
Cost of faction armor too low? Multiply the costs by 10.
Reward from dungeons too high? Divide the rewards by 10.
Encounter lasting 100 seconds not long enough? Make it last 200 seconds.
Karma cost of cooking ingredients too low? Multiply everything by 10.
I am sure there are many other examples, and similar happenings that go on behind the scenes and we never hear of them (ecto salvage rate; drop rate “anti-farm” decay). I know these changes are often needed; all I am saying is that it may be better for everyone involved, if they we slightly more gradual.
Look at a game like League of Legends, you will often see prices change from say 80 to 75, or damage numbers changing from 87 to 85. Small changes, frequent in number, are far easier to digest, and adapt to. As it stands, from the outside, these huge changes give the impression of instability and knee-jerk reaction.
I know the game is not a job, but inside the game, running dungeons was the “job” for some of us, in the idea that it was our main source of income (income we would then spend on necessities, like food and clothing). Now a financial crisis has hit and we have to stop and try to figure out how we are going to survive (need to find another “job” to pay for food and clothing). It’s not a small salary cut that you just tighten your belt and change lifestyle to accommodate, it is more akin to your job disappearing with no warning and being forced to live on welfare. It makes people shocked and angry and apprehensive about the future.
I hope not, the squeaks and grunts are fantastic, and were in GW1 too. They are the sole reason i made a human over a Norn. Very much in line with the sounds people make when they are actually fighting for their lives, and stop diving akittenabout what others might think of them.
You had me up until the part with keep decay.
Making the supply camps produce less and less “usable” supply is good. But it has to stop there. Supply camps are not defensible positions. No walls, no good place to palace siege, for all intents and purposes they are in the middle of a field. Any tower/keep is highly defensible and since the retaliation patch, smart use of siege can easily dissuade a zerg.
If you add keep decay at “negative upkeep”, what will happen is: the enemy doesn’t need to use tactics or siege, they just zerg camp your supply. This would only exacerbate the zerg versus zerg gameplay currently in WvW.
Also, if something like this is ever implemented, it has to be calculated across all maps. If you hold all the borderlands, your upkeep in EB should be affected, even though you might not hold anything in that map.
No matter what other changes they make to the out-manned buff, they need to add the following effect to it:
“Equipment does not get damaged on death.”
THIS. I was thinking the exact same thing. People will not transfer and spread out as a result of being asked nicely. They have to be forced to behave. It’s amazing how A.net can be so hardcore about the economy and any sort of “item” exploits (temp ban is all the warning you get), while being such maidens about population problems in WvW.
If all populations are capped to the nearest multiple of 10 based on the lowest population server in the last 5 minute interval, players will be FORCED to move about.
There’s forced auto balancing in structured. Force it in WvW too.
Just make it so that if you’re not part of the faction, everything costs 10×. You love goldsinks Arena.net, you nickel and dime us for everything. Here I am willing to give you 10 gold for just one single piece of armor… It’s an easy, change. Just take my gold.
Why are guild upgrades not universal? CAN anyone think of even ONE scenario where this would be broken/op/problematic?
Why is it the way it is? If it’s a technical reason, i can understand, but even then it would be an easy fix: Put a drop-down menu somewhere, or an NPC you can talk to, that lest you select a server from a list of all available ones. BOOM. 5 minutes later all your guild stuff applies to that server and that server only. Problem solved.
Not are the things you mention true, but also two of the enemy supply camps are absurdly easy to defend (top right red mine in a tunnel & bottom left blue supply quarry choked off by a door on each side)
Put down heavy siege to cover those narrow choke points and it becomes almost impossible to take back.
It’s surprising this hasn’t happened already. Why split points 3 ways, when you can split them 2 ways. The WvW buffs have been pitiful so far because they only accumulated over 24 hours, but now they will keep growing up to a week.
Some might think they are just fluff, but if they add even 1% to something, people will want it.
It is indeed 500 per map (for all 3 servers combined, so ~167 for each). And yes, not everyone plays at the same time, and some don’t do WvW at all, and there’s a bunh of other factors.
So it’s not ~2%, perhaps it’s 10% or even 15, or 20% of people that are online and want to play WvW actually can….. that’s still ABYSMAL.
If only 167*4 people per server could play PvE or Structured PvP, everyone would be in an uproar. Nobody could ever say it is acceptable. So why is it ok in WvW? Why is WvW a lesser aspect of the game?
What exploit?
All you have described is server culling, which happens outside of player control any time there are too many people in one spot.
I got 100% completion in all WvW maps and in each case, rewards were level 46 greens, and crafting materials of that range. Such a horrid let-down, if only it were the only one.
Amode the bottom 3 servers right now are Devona’s Rest, Northern Shiverpeaks, and Kaineng.
from best of the worst, to the worst of the worst.
And malpractice, its a self fulfilling prophecy. We cant win matches without people, but people dont want to switch because they will have to lose matches.
That’s fantastic. For Americans. All euro servers seems to have 30-60 minutes of queue at primetime.
They cannot be unbound as you suggest. If they were you would have this:
Personal shopper sits in base. Field group A sends 40 silver by mail, shopper sends back 4 balista blueprints by mail…. BAD IDEA
That having been said, there is no reason, they should not be ACCOUNT BOUND. I have having the blueprints but not being able to use them cause they were bought on another character.
It doesn’t even reflect balista shots, which are/should be a projectile/ Neither does the curtain. In fact the whole thing is pretty random with regards to what isn’t/is considered a projectile.
See it’s easy to just say it, and it’s easy to just transfer to a new server at character select. Actually knowing just how active a population a server has in WvW is another matter.
All servers are either high or medium population, so pick medium, and then what? I jumped a few servers on Sunday, queue times fantastic. Went back Monday, queue times atrocious.
Maps where the enemy has everything tend to have no players, but more balanced maps will be full, with hours of queue.
It’s easy to say “change server” I’ve tried it and making a good educated decision seems pretty impossible.